(edited by Leinahtan.7160)
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The game needs a 3rd Heavy Armor class. As of now, there are 2 Heavy Armor Classes, 3 Medium, and 3 Light. Out of these armor categories, there exists 2 classes which do not use weapon swapping – Elementalist and Engineer. They instead swap elemental status or kits. So if we are to add a third Heavy Armor class, it should be a class that specializes with a singular weapon at any time, with its own unique approach.
Let us say this class has 3 Stances it channels between at any time. Activating 1-3 delivers plain attacks dependent on the weapon held. However, Hitting 4 or 5 will still do an attack but will also snap the character into a different stance associated with the 4 or 5 – thereby changing all the 1-5 skills. Think of the character behaving as one of those characters from a fighting game who has various stances. You can also manually swap your stance using F1, F2, and F3, but switching stances that way will be slow (but defensive, ally boosting).
Any thoughts on this?
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Now, there are several advantages for gamepad implementation:
1. 360 Degree Movement Field – The stick allows characters to move in a 360 Degree Movement field instead of the WASD 8 Degree movement field. The 360 Degree Movement field would allow players to swing left and right as slightly as they want to, making movement fluid.
2. Walk/Run Movement – In addition to the 360 Degree movement field, the player can also tell the player to walk/run depending on far they push the stick.
3. Play anywhere – The main advantage of playing on a gamepad is it is all in your immediate hands. There is no need to set up a keyboard and use a mouse on a flat survive. You can play the game at your desk or on the couch. And in the end, games are just games – if possible, players should be given the chance to enjoy the game the way they want to as long as it doesn’t compromise the game itself (at least in the competitive sense).
It is up for discussion, but I feel that with gamepad support, I might be willing to play Guild Wars 2 again, as will others. As of now, I am tired of the 1-10, keyboard system and wish to try it in another way.
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There, sorry for breaking it into three posts, limit to message size.
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1. Camera View – In GW2, you need to hold down M1/M2 to enable mouse look mode with the mouse. This sounds simple at first but when you begin to implement it, you begin to see several issues with it. Centering (Keeping the cursor in the center of the screen for AoE/targeting) is a major problem with this step as it will slowly shift little by little every time. The cause is simple but easily overlooked – every time you click both mouse buttons down, you must move the mouse a little bit in any direction; After it is moved a certain small distance, it will then begin mouselook mode – locking and making the mouse cursor invisible. With emulation, the mouse look mode is enabled over and over on average every 10-15 seconds (when you go to a different “tab”). Over the course of a few minutes, the cursor has shifted considerably and needs to be re-calibrated. There are also times when the mouse lock won’t be enabled quickly enough (quickly shifting from one tab to another), causing problems in its own.
2. Targeting – Guild Wars 2 uses Tab targeting and numerous keys for previous/next/etc. Gamepads do not have multiple keys to give away blindly for this purpose and have implemented modes/states for the purpose of targeting. For example, if we press the right stick in, we could go into “target” mode. Depending on whether we can have the camera lock onto the target similar to Neverwinter/Dark Souls will influence how this state works.
3. Inventory/Menus – This is self explanatory. Press “Start” to go to to options/item manage. Allow the use of the D-Pad for item management and such here. Using the sticks to navigate the cursor is odd via emulation.
4. Interaction/Dialogue – Similar to 3.
5. User Interface – Self Explanatory as well – the user interface will have hot keys and a layout that will remind the user of the keyboard/mouse inputs, not the gamepad’s.
A year after launch, Guild Wars 2 still does not have native support for Gamepads and while there are programs out there that emulate the mouse/keyboard with gamepads for Guild Wars 2, such as Xpadder, there are elements in the game that prevent streamless implementation via Xpadder. I am not asking for these elements to be removed from the game, since they are a key part of the mouse/keyboard style. Instead, with native support, you can address several issues that occur when using gamepad emulation as well as make the game more streamlined and enjoyable for all audiences (Mouse/Key and Gamepads alike). In the shortrun, you can slowly implement gamepad use into the game to satisfy both audiences. In the long run, if people enjoy it, you could then begin porting the game to the next gen consoles (PS4/XB1/WiiU/Etc.), possibly even with Cross Platform support – allowing PC & Console players to play together. However, it is probably more important to focus on simply the Native Gamepad support and what it remedies in contrast to emulator options.
Note: I will refer to “Tabs” in this writeup, which are basically different mappings/rules for the gamepads layout. For example, Tab 1 could have all the basic controls while Tab 2, activated by holding R2, would have similar controls except A B Y X, which activate different abilities in this case. E.G.
A – Jump
X – 1
Y – 2
B – 3
While holding R2
A – Jump
X – 4
Y – 5
B – 6
etc.
Who am I? Simply someone who used to play Guild Wars 2 a little over a year ago. I stopped sometime after the Halloween event. The more I played it, the more I thought that with some simple changes, the game could easily be played with a gamepad and would be really enjoyable. After quitting GW2 for a while, I tried out TERA and found it enjoyable for a short time with the Gamepad. However, I was quickly bored with the game due to the lack of skills for each class, standard MMO progression, etc. Then along comes Neverwinter, which didn’t have native Gamepad support. So I picked up Xpadder, mapped out my controls and the gameplay was great (despite its economic/exploit problems and P2W style). I still find it strange they would take out the native gamepad support from Neverwinter when it played so well already via emulation. After months of playing Neverwinter, I began to toy around with GW2 with Xpadder and I hit some roadblocks. While Neverwinter was easy to configure due to its combat action style, Guild Wars 2 has several gameplay controls from EQ/WoW that are hard to emulate and require native support. Problems are:
I have found this game a lot of fun, especially during launch with everyone working together in a friendly environment. Now that the game has been out for a few months and I hit 80 and collected almost everything short of a legendary, I have become a little burnt out playing my 80. So I started playing a new character, and the play style is totally different and refreshing… However, I don’t see anyone now.
I keep running around and I rarely see anyone besides a possible flock of bots (the mass ranger and bears). So I was curious and I go to the character screen to select a server transfer. Says my server population is “High”. That has to be a lie. I look through the whole list and every server is listed as “High” or “Full”. I don’t want to transfer to another “High” population server because it is probably the same population as my server – empty. If I do and find it is just as empty, I will have to wait 7 days before another attempt. And I can’t transfer to one of the “Full” servers because the game prevents you.
The replay value of this game is plummeting very fast. Even Lion’s Arch on my server seems desolate, and its impossible to run into an Overflow. This game needs to do something so that all regions of the world feel populated at all times – especially if there are intended expansions in the future that will expand the world.
You need to make a group finder that works across all servers that brings players together for the early PvE and early Dungeons. Or, simply merge all servers into a large one. Right now, the best time I had in GW2 was when there were multiple overflows for each region, feeding people from multiple servers into one area.
I think if you try unlockign weapon skills later (via using a new weapon at a higher level area), the skills unlock much faster. I noticed my underwater skill 5 for my speargun on my thief filled up from 0 to 100% instantly when I killed a lvl30 fish.
I believe the weapon skill locks are intended to prevent you from being swamped at the start of the game, nothing more.
I liked the idea of Racial Skills (Healing, Utility, Elite) instead of a persistent passive you have on from lvl1 to 80 like most other MMO’s have. You had a choice to substitute a good class skill with a racial one. However, it would also be nice if we could have the option to enable racial “passive” via spending talent points. This way, it is merely an option that comes at the cost of weakening your class talents, a tradeoff option.
For example, let us say you are a Charr. You spend 5 points and unlock the first passive upgrade, called “Quadrupedalism” (movement on four limbs, Wikipedia). This passive grants a +20% increased movement speed while out of combat (i.e. When running on all four legs). How many times have you watched your Charr start running on all 4 and looked silly since he is still running at the same speed as before?
Now, let’s say you have invested 30 points instead of just 5. You now have the option to select from I through XII unique passives. XI could be an improvement to the Warband or Charrzooka elites. The XII could be the same across all races, an improvement to the Mistfire Wolf Collector’s Edition skill, an elite skill that looks great but is really bad and in need of a boost – assuming players are willing to sacrifice some strengths elsewhere.
As for the individual racial talent bonus’s (like the +10 power, Healing, etc. associated with the class ones), it might be a good idea to have them do something like +2 to all, +1% XP bonus. Something that is good for all classes, but weaker in contrast to the class talent bonus.