Showing Posts For Gorudu.6541:

Guild Wars 2 Arenanet blog posts

in Guild Wars 2 Discussion

Posted by: Gorudu.6541

Gorudu.6541

Hello!

I’m doing a research paper on video game audio, and I remember while Guild Wars 2 was in production and getting ready to be released, the sound team released various blog posts about designing and creating sound for the game. Now, I’m able to find all of the videos, but the original blog seems to have been deleted much to my disappointment. Now I’m not sure how to cite the videos on youtube and I feel like I’m missing a lot of info from the original posts. Does anyone know if these posts are buried somewhere deep in the interwebs?

Old Arenanet blog posts from the sound team

in Community Creations

Posted by: Gorudu.6541

Gorudu.6541

Hello!

I’m doing a research paper on video game audio, and I remember while Guild Wars 2 was in production and getting ready to be released, the sound team released various blog posts about designing and creating sound for the game. Now, I’m able to find all of the videos, but the original blog seems to have been deleted much to my disappointment. Now I’m not sure how to cite the videos on youtube and I feel like I’m missing a lot of info from the original posts. Does anyone know if these posts are buried somewhere deep in the interwebs?

Engineer Patch Notes.

in Engineer

Posted by: Gorudu.6541

Gorudu.6541

This is ridiculous. I love this game, but right now my favorite class and highest level character is practically unplayable. This was not the patch that made me want to keep playing with the release of mists. I’m probably going to quit until they get their garbage together and fix this class. Or play a mesmer. idk.

Improve character movement.

in Suggestions

Posted by: Gorudu.6541

Gorudu.6541

The movement definitely doesn’t feel the greatest, but it works well enough. If there was anything I would want changed with this regard would to be a gradual fall speed. Falling seems too instant, imo. I think this would actually make the movement of the game feel much more natural, to be honest.

An introduction to Combo-fields?

in Suggestions

Posted by: Gorudu.6541

Gorudu.6541

I’d like to make a suggestion to add some sort of intro to the combo-field mechanic. The mechanic is a very important and deep part of the game, so it just seems natural to add an introduction to it besides tooltips.

My suggestion is to add an extra quest to the personal storyline (perhaps optional) that “accidentally” introduces the importance of a mechanic.

For example, say you have an npc with you and you’re hunting down a monster that’s weak to a certain kind of poison that your NPC has a bottle of. The NPC says, “This should be easy!”, throws the bottle, misses entirely, and agros the monster, who then continues to do tons of damage and take very little. The player panics, perhaps kites, and the npc is saying things like, “Dang my clumsy hands!”, offering no real assistance. The player accidentally shoots or swings through the poison cloud and gets a combo field, thus killing the monster.

This would give players a sense of accomplishment, naturally introduce the combo field mechanic, show that the mechanic can be significant, and still give plenty of room for exploration in the mechanic along the way. I think something this simple would make players much more aware to combo fields without some direct hand-holding.

Anyway, just a suggestion.

Elixer Gun Build?

in Engineer

Posted by: Gorudu.6541

Gorudu.6541

I ran a few times in sPvP and, after a few tries, got a pretty good play style down to make it viable. You can’t kill a whole lot, and you really have to stack toughness and vitality. For the build I went, I tried to stack healing power, and then followed other people as pure support, primarily melee people.

My results were pretty consistent. I couldn’t kill a whole lot, but I rarely died in a match. Throwing down an elixer C where I was about to die took some practice, but it gave me a second life.

For primary weapons, I recommend shield/pistol for the knockback and stun. I’m no pro either, so I can’t get into all the details, but from my experience playing, it definitely seemed a viable build.

is power/precsision/toughness worth going? (pve)

in Engineer

Posted by: Gorudu.6541

Gorudu.6541

I did a Vitality, Condition Damage, and Toughness build. I usually can outlast my opponent… it’s kinda fun. Unfortunately, to see really any results with survivability (in my experience, anyway), I’ve needed to stack both vitality and toughness.

Off-hand weapons: Pistol vs Shield

in Engineer

Posted by: Gorudu.6541

Gorudu.6541

Yes, because a RANGED immobilize is meant to keep enemies away? That’s obviously all it’s good for. Same with the Mesmer’s Illusionary Leap, right?

A pistol off-hand is most useful for glue shot, I admit, as the flame weapon is just there for looks, but it is a lot better for some engineers. Landing a glue shot directly on another player so you can catch up with your wrench/flamer/mines/whatever is a pretty good application for the ability. Considering the shield stun is so inconsistent and misses a lot, Glue Shot is a pretty good option.

The point is, a ranged AoE immobilize AND slow is great for catching up to someone. While some of the engineer melee builds aren’t nearly as viable right now (Especially Flamer for it’s bugs :/), it doesn’t mean that there aren’t melee engineers that can use glue shot. I like Glue Shot for it’s consistence and it’s range.

Condition removal on engineers seems too pigeonholed.

in Engineer

Posted by: Gorudu.6541

Gorudu.6541

This is just the nature of the game design. A lot of this game is rock paper scissors, whether you like it or not. There are ways to get minor condition removal in most builds, as two of our healing abilities remove conditions too. But if you want to be a good ’nade or turret engineer with a ton of condition removal, too, best of luck. That would seemingly break the game, imo.

A reason Elixer gun has no auto attack?

in Engineer

Posted by: Gorudu.6541

Gorudu.6541

The 1 skill “Tranquilizer Dart” does not start with auto attack already enabled. Also, whenever I set it to auto attack, whenever I switch out of the Elixer Gun kit, the auto attack is turned off and I have to reset the setting, mainly in combat. This can be a real inconvenience.

Is there a reason Tranq Dart is not on auto attack? And is this a common problem? Maybe I did something wrong?

Post your performance here

in Account & Technical Support

Posted by: Gorudu.6541

Gorudu.6541

I am running GW2 on a 2011 Macbook Pro with the i7 and Intel 3000 graphics. On bootcamp I had 25+ frames with high textures, environment, and distance, along with low post processing. The game ran very consistently in WvWvW and instances. On the new client with the same settings I was lucky to get 20 fps and WvWvW was unplayable. Even with graphics turned all the way down I was getting 10 fps in WvWvW and instances.