Showing Posts For Malcolm.9671:
How would it help with immersion? If you read ANY….
I should’ve been more clear. By immersion, I meant being immersed in the game itself from entertaining game play, not being dedicated to the lore which is what you seem to concerned with. And, as mentioned before, a WP is not entertaining and kills the vastness that is Tyria.
For what I suggested, it was merely just that: a suggestion. Although, plenty of games do use momentum, and adding complexity should be a good thing. Of course it being hard to program is a given, hardly a counter-argument though.
Also, players possibly being taken out by a mob gathered by passing players is an actuality with or without mounts.
" it would be cool..I want it." …
Oh, how I hate oversimplification.
Unless you trying to argue that WPs facilitate more entertaining game play than mounts as means of travel, you’re literally not addressing anything I said.
Also, WPs don’t fill the void for mounts like you imply, otherwise players wouldn’t spam speed boons. And like I’ve already said, might as well run around in style.
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Mounts, in my opinion, would help with the immersion factor of the game. In most fictions, gaining a mount or something similar is always an epic and glorified moment, showing a character’s (usually the main) has progressed, and this includes video games of course. The moment you acquire your first mount is nothing compared to just discovering a new WP. Although very convenient, WPs sort of take you out of the world, making the world feel small while also being a very boring form of travel(imo). Convenience (more helpful most of the time) and immersion(more fun most of the time) are like yin and yang when comes to these sort of things and require balance. With that said, I would advocate the addition of mounts and removal of some WPs.
There’s also the fact most players just spam speed boons and the like while not using WPs, so might as well move faster in style. Also, it doesn’t even have to be mounts exactly. I think it’d be rather bad*** if we got elite skills that grants a permanent speed increase with an animation according to the profession. For example, mesmers would hover and propel themselves, necros could turn into a swarm of insects or summon a death chariot, engineers whip out a motorcycle, eles could ride the earth like a wave similar to earth-benders from avatar, etc. It could allow us to cross over bodies of water as well (the ele would begin to ice skate for example). And instead of starting right at the speed cap, you build up speed as you go along to make it more smooth. I doubt it would happen but something to consider.
edit: realized what you meant. Lorewise, the engineer class is going to need to remain rooted in charr tech. Otherwise, every asura already is an engineer because they are all inventors. So the charr needs to remain a defining characteristic of the class. We may get more magitech or plant tech (Inquest already does it with magitech turrets). But the the charr tech will always be a major base. Atleast for the playable class. I suspect the reason behind the charr tech base involves the effort involved with customizing each ability effect (which is what kit skins would be doing)
The profession engineer refers to a combat-engineer as stated by Eric Flannum (http://wiki.guildwars2.com/wiki/Engineer#Background) which means anyone who is an inventor isn’t an engineer, they have to use their tech in combat as well. What tech we use doesn’t define the profession, it’s the way we use it. Char tech having to be the defining point of the class is dubious at best since it doesn’t matter what tech we use, and its doesn’t make sense to have one race’s tech to be the only option of a multi-racial class. This was the point I was trying to make. I understand the charr tech being the origin of the class and being a base in that way, but limiting the class to only that is just wrong (especially when it causes issues in-game).
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With Scarlet Briar (a magi-tech engineer) being introduced, I really don’t see this as being far-fetched. In fact, she justifies it (just read her story).
We’re special, but we didn’t go to every asuran college, or surpass out charr teachers, or gain the knowledge of the hyleck. As I said, in order for scarletts tech to be the norm for the engi, each member of the playable races would need to be on par with Scarlett. because the professions are equal opportunity.
I never stated we have to be on par with scarlett intectually. I brought her up to show that an engineer doesn’t have to be based on charr sentiments and can use magi-tech without it destroying the lore. Plus they don’t need to do everything scarlett did to simply be magi-tech users. And if your referring to profession equality in opportunity lore-wise, isn’t there already a requirement to be naturally leaning towards the profession’s magic to become it? I remember this being discussed in another thread. I mean I really don’t see how just anyone can become an engineer (lore-wise), given the functions of the tech they make, there already must be a high intellect requirement.
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I posted about this a while back in hobosack thread and it still really bugs me. I think there is a misunderstanding here though on whether it’s outdated. People are right in saying that the tech looks outdated compared to other tech in the game, but it is actually rather up to date, given what it does.
In terms of function, the engi’s tech should stay the same (well except turrets and mortar). But when it comes to aesthetic appeal, it really needs to be updated to match other tech in the game which includes charr tech as well. I know the engi is based off charr tech, but if you walk around Black Citadel, Iron Legion’s kitten nal, and the Plains of Ashford area where you throw mortars, you realize our tech looks nothing like their designs. Whereas they have a gothic/excessive metal use/ exposed gears theme, we have like a scrap-yard/makeshift thing going on that is cartoonish, which clashes with the whole vibe of the game and causes apparel problems that we’ve all heard about.
IMO, the designers of this profession made huge mistake trying to base it solely off charr/iron legion sentiments instead of it just being the lore for how a tech based profession came about. It would of been nice to have magi-tech instead with a unique design to it. Imagine, floating turrets with force fields so there mobile and more durable, and a laser instead of the boring/ineffective mortar. And of course all our aesthetic problems would have never been. With Scarlet Briar (a magi-tech engineer) being introduced, I really don’t see this as being far-fetched. In fact, she justifies it (just read her story).
And I agree with lakdave and JoxerNL. Our character is very special story-wise, we shouldn’t be using tech that looks like the skritt made it in there spare time while others have far superior looking stuff. How Arenanet every thought this was acceptable in a game like this is beyond me.
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I agree with this wholeheartedly. For me it isn’t just the hobosacks though, it’s the engi tech in general. Most of it looks too cartoonish or outdated.
All our kits and turrents just look so far behind the rest of the tech you see in-game from charr, asura, and humans that it’s laughable.
We need skins to make our tech look more advanced or maybe a progression system in which level determines how advanced it looks.
As someone who enjoys exploration a great deal in any MMORPG with an enormous world, I find it disappointing that in this game there is no type of faster travel despite how much exploration is encouraged. Yes, waypoints are awesome, but they still require exploration to be discovered and can sometimes be unusable during events. Not to mention cost and you have to stare at loading screen then still run to your destination. Enemies chase you down as well, and, when you’re in combat, speed reduces drastically, increasing the chance to get overwhelmed by more enemies. This can not only sometimes become aggravating, but, most importantly, time consuming.
What I purpose is simple (well maybe). A unique utility or elite skill that increase the characters movement speed permanently outside of combat not only on land but on water surfaces as well. The way speed is increased depends entirely on the profession. Some examples with dramatic explanations:
- Elementalist: On land, the elementalist shifts terrain to surf the across the earth like a wave(think earth benders from avatar ). While on water, they freeze the path beneath their feet and skate across it.
-Mesmer: The mesmer focuses their space-time defying magic to ignore gravity, levitating and propelling themselves at high speeds.
-Engineer: Combining human, asuran, and charr technology, the engineer creates a jet-pack (or hover vehicle/board, rocket boots, etc..) to transverse at high speeds.
-Thief: The thief gains the speed of the shadows, leaving afterimages in their wake. The thief moves with such velocity and precision they can even tread on water.
Just rough ideas to get the concept across. The speed increase can be ~50-60%. Once in combat, the skills are then cancelled and cannot be activated again until out of combat.
Different cosmetic effects of the skills could be added for purchase if possible.
Sorry if this has already been brought up or done to death, but I couldn’t find anything like this via google.
Feedback and more ideas would be nice.
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