Showing Posts For Midou.5384:
the limited number of skills never meant anything to me. i’ve played several mmorpgs and it almost always boiled down to me using only a handful of skills anyway.
but this system could use a bit of tweaking. example: add a few more skills that cater to a playstyle, like i’m an eng that uses a rifle. let me make a set of skills that let me focus on range, or a set that likes me have high APS but low DPS or something.
Well that is kind of what the traits are for, it would be nice if more weapon options had more corresponding beneficial traits though.
I don’t agree with any of those suggestions. Why would you want the game to be explored for you without exploring it, and earning achivements without achieving them? If you don’t need them for skilled play, then why don’t you just ignore them and move on? If you feel the need to accomplish them, then go out and do it.
My only frustration is that WvWvW does not allow you to use a maxed out character like PvP does with it’s own traits and gear, but at the same time, this mode feels like you are using the character you put a lot of effort into, in fighting other players, while PvP is more about being good at using a proper build.
If even 1/4th of these were to make it into the game, I would probably quit.
I was thinking of something similar, but I guess I would not have gone into as much detail. At the very least a bot reporting option by right clicking a player’s name might help as well, and if enough players do it, they can go through a similar process of checking them out. Perhaps having a calculation like you mentioned would help determine if these marked bots have a high chance of actually being bots or not.
In some high level areas, it is a chore to explore because there are hordes of enemies in low population areas. I would certainly like it if there was some way to manage how many enemies are in an area based upon the amount of players around. This seems to happen for events to some extent, but it would be nice if it was in the world as well.
A secondary problem to these lower population areas is contested WP EVERYWHERE, dying in one corner of the map and having to respawn in the middle because I died 30 seconds before reaching a nearby hopefully uncontested WP makes it kind of a chore.
It would have been nice if weapons had skill trees. It would open up a lot of possibilities.
That said, when I made a condition build on my ranger, I went from opening fights with a one or two ways into about half a dozen or so. If you make your build from scratch to use specific traits that benefit specific utility and weapon skills, it opens up a lot more possibilities.
Yeah in truth I would prefer more non-fighting things to do, if we had to pick one. There are a lot of unique areas in each town, that are used for different story missions, but could certainly find new purpose in mini-games or other similar events. Like the circus area in Divinity Reach for example, could have some simple carnival games of sorts.
These are some pretty awesome suggestions.
- Instanced player housing with discounts and benefits in that particular town.
- Mini-games in each town.
- More jumping puzzles and general non-combat events
- Instanced dungeon in each town
I would also like to say, that perhaps the PVP menu should become a hybrid menu and include warp options to each major town straight from there. While Mists -> LA -> Towns is pretty fast, it is part of the reason everyone just stays in LA. Like also mentioned, if each town got a set of portals to each other town, it would increase their worth as well.
Also, perhaps some events that are ‘what could have been’ if say zhaitan took over, and you could have an instance of the towns, with more dark and dreary atmosphere and some cool dragon fight. Some kind of hybrid instance/event.
I’ve been thinking about this, and about the recent Halloween event, and how it would obviously not be practical to have the event in any city other than Lion’s Arch because it is where everything takes place. The cities look like they took a ton of effort to make, they have so much excruciating detail it seems to be a waste that they are just for a few early missions and that is about it. When I first went to Divinity Reach, my mind was blown, it defined the scale for the rest of the game, and I thought of all the things that could take place there, but there really wasn’t any purpose in going back after reaching Lion’s Arch. I know this happens in most MMOs, where some town becomes the main one, but few MMOs have towns as large and as detailed as this.
Could we perhaps have some form of random events in towns? What do other people think?