Showing Posts For Nefser.1790:

Knock Back vs Players vs Monsters

in Suggestions

Posted by: Nefser.1790

Nefser.1790

Because players have much better spatial awareness (or should have), so otherwise this could be easily abused.

Shatter's Severe Design Flaws

in Mesmer

Posted by: Nefser.1790

Nefser.1790

I would certainly consider a change to the way the F1-F4 buttons work. Much like an Elementalist selections a current element, so should we choose a preferred shatter.

Any time a shatter button is selected (or re-selected), the current shattering process occurs, as normal.

If the shatter button is left alone, the creation of new clones/phantasms triggers a shatter based on what illusions are currently out.

- If slots are available, the illusion appears as normal.

- If slots are full (2 clones and a phantasm), then the introduction of the new illusions will trigger a shatter on the existing clones, as you’d generally expect/prefer:
– - New clone, same or less than existing clones. Trigger a shatter on existing clones only (not phantasms) and create new clones in slots.

- – New clones, but more than existing clones in slots. Shatter an existing clone, but do not create ‘extra’ clone. If no clones exist…not sure if it should ‘force’ overwrite a phantasm or not create the illusion. I would expect that most people would prefer clone never overriding a phantasm. (The idea being that the Mesmer is attempting to manage three illusions and is unable to create the newest one.)

- – New phantasm. Triggers the shatter of a clone (if any), otherwise your oldest phantasm (or one of the same type?).

As part of this idea, I would like to envision the slots as Cp – cP – cP (or reversed), where a capital indicates priority for that type of illusion. The first slot a clone created would take precedence over even a phantasm in the slot, thereby always allowing for a ‘new’ clone creation to occur, based on the fact that you’ve dodged, etc. and thus you would generally want that newest illusion to be created.

The 2nd and 3rd slots would always have a priority for phantasms. Newest phantasms would go into slots from the right and clones from the left, so as you start to create illusions, you could end up with (c – 0 – p) set of clones (meaning a single clone up in slot 1 and a single phantasm up in slot three.).

I think this change would allow for various playstyles, without having the shattering action being seen as a negative result. Those that want to shatter on purpose/timing can do so, but those that would prefer not to can just wait for their actions (creation of a new illusion) to gain the same net effect. Switching shatter type can’t be done on a whim, as it will shatter all your illusions (including phantasms, so no rebalancing needed).

The timing on the shatter buttons can still remain. If your actions have caused a shatter of a certain type, the cooldown kicks in on that shatter (others can be selected). If the cooldown is still in place at the time of a creation of a new illusions, the old ones just fade and are replaced, not shatter. This means that a lot of re-balancing will not need to be done, due to the new process not allowing more shatters than before.

New coding need to manage the illusion creation priority perhaps and move the shatter effect to be triggered on illusions ‘overriding;’ existing ones, but overall not a huge change to the mechanic overall.

Thoughts?

Why does the game only let me play for 20 minutes?

in Guild Wars 2 Discussion

Posted by: Nefser.1790

Nefser.1790

Perhaps the DR code needs tuning…or removing? But how do we know when people like you play like you do?

As it stands, if you did hit the DR limits, then perhaps you should appreciate that your playstyle is causing you to seem more like a bot than a typical player. Yes, the DR limit is annoying, but it is there for a reason – to limit the benefits of botting and/or farming.

You mentioned you were hit by the DR cap after 20 minutes, but you then said you spent 49 minutes doing 15 events. If DR hits after minutes of almost straight DE gaming (farming?), then perhaps that’s why it is there.

How would you differentiate your playing from someone who is a) running a DE farming bot or b) someone trying to farm events? Where do you draw the line? Why don’t you explain how easy it is to tell the difference between the two.

What if Anet stated they were capping drops to X items per day? X karma per day? X skills points? What would happen then? I suspect many people would stop playing, but many others would not, as they’re just enjoying playing the game, not continually “trying to get more stuff”.

If you hit the cap and stop getting what you want, stop playing and come back later. Do something else (different character, different game – whatever). If you still enjoy playing after hitting the cap, keep playing.

The decisions aren’t always Anet’s to make. Sometimes the decisions need to be made by the players. Most often the decision is to come here and complain about it. :-/

Forced PvP

in Guild Wars 2 Discussion

Posted by: Nefser.1790

Nefser.1790

If anyone doesn’t want to PvP, then they don’t need to. Period.

I certainly don’t appreciate people moaning that they want X, but don’t want to do Y to get X, because they don’t like Y.

Anet decided that this achievement would require PVP map completion as well. I’m sure they had a lengthy discussion pro/con about it and this is what was decided.

I appreciate that people don’t agree, but perhaps it will require someone to change how they think about what an achievement means to them and make a decision about whether they want to do it. Not just come here and complain when one or more parts of an achievement (i.e., the time it takes, the effort, the cost, etc.) don’t happen to fit well with someones personal preference.

Forced PvP

in Guild Wars 2 Discussion

Posted by: Nefser.1790

Nefser.1790

Actually, the OP (and others) seem to be missing the point. It is not stated as being PVE World Completion. It is just "World" completion - which is whatever definition of world Anet would like it to be.

I appreciate someones preference may not be to do any PVP and that it doesn’t suit their playstyle, but why should an achievement have to cater for specific peoples preferences?

And as someone else stated, it isn’t actually that hard to achieve, but it may take time and effort (waiting till your server is matched against fairer/lower skilled servers, playing at different times, getting assistance, etc.) to get the end result.

Isn’t getting the result what matters...not the fact that you can necessarily get it quickly, or perhaps I am missing something? (I suspect this last comment refers to many topics.)

Nefser