Showing Posts For Helari.2416:
Hi everybody,
I saw the livestream and the new map presentation and I have a question about the way deathmatchs are going to be ruled.
English is not my mothertongue, so maybe I missed the info while listening to the devs (they were speaking really fast during the map’s presentation ), and I’ll try to keep my question clear :P (and thoughtful, as if I was answering in collaborative development).
As they say there is no secondary mechanics in the map, I was wondering how the score will work ?
Because, in my opinion, it may be long and not completely funny for a loosing team to be crushed until the 500 points limit is reached.
Proposal : Thoughts about ways to make deathmatchs tactical and meaningful in terms of scoring and match ruling.
Goal : Making the matchs not only a long figt with many deaths and respawn rush. But making them something where players’ deaths are significant for the match result.
Details : Have the devs thought about some systems similar to GW1, for example maps with no rez points (/priest in the base) to dynamize fights.
There were some “core mechanics” in some GW1 maps, and maybe some of them could inspire devs to create some variety.
Risks : This kind of thing would limitate the duration of matches as there is no rez skill in the game (like in GW1).
But the “down mode” may be more important that way…Players would have to help “rezzing” each other in order to bring back fighters in the fight before it’s too late, and there would be some real team fight, spirit and coordination that way.
I’m quite curious to know how this map will work, what are the options that have been explored or will be explored (but as I know it would take time to answer, I have to say that having infos about how this specific map is more important at the moment than having a deep design discusion).
I think this map is a very good thing for the game and hope it will bring some nice fights (the construction of the area seems to be very good for that).
PS : Feel Free to +1 this message so that it catches any dev’s attention
And btw, I’m not sure those are good ideas, just thought it could be interesting to have a small discussion about it so feel free to bring your suggestions
(edited by Helari.2416)
Or maybe you can give us a slight preview of your plans about the API’s evolution so that all the developers we are can begin to think about new tools and functionnalities for the existing tools ?
That would be very nice
Here are some news from the Foostival Team !
Here is a making-of giving you details about the European dimension of the event:
http://www.youtube.com/watch?v=kCIh8ZaeBH8
A dance “Bhangra Time !” video mixing GW2, Sylvaris, and Skrillex :
http://www.youtube.com/watch?v=aQqC3B6Vpuo
And to finish, we launched a communautary debate whose answers will be summarized later : "In your opinion, what makes a good communautary event?
We’re waiting for your answers here or on our social networks !Facebook, Google+ et Twitter !
Have a nice day !