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CDI- Fractal Evolution

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Scorch der Juengere.7328

I really like how dutchiez made his summary.

So here are my remarks. Without long justification. Contains no facts, just my opinion.

Agony:
Right now, I don’t see the point of the unavoidable agony being there.

There should always be a method to avoid agony, even if it puts a lot of extra work on the player to do so. In fact, I think to succeed in the highest levels it should be mandatory to use these extra methods. I would have loved to see more discussion on these. As far as I know, my suggestions (shield and bubble-device) are the only ones in this regard.

Agony resistance, on the other hand, should allow the non-hardcore players to reach these highest level later on—at a point where even higher levels are opened up for the hardcore players.

Difficulty:
I think the way it currently scales is fine. Mechanic changes to fights in higher levels are certainly welcome and maybe necessary to avoid the problem that the stat-scaling of enemies has a limit.

I would like to see more randomness added to the fights. I would be especially interested to see a fight were something random can happen while fighting (not in the lowest tier). At the moment, the only occurrence of such a thing I know of is the random transformation of Mossman. However, I have not noticed any difference in these but the visuals.

Additional Paths:
Variety (through randomness) and choice should be a goal of Fractals development. Not necessarily in the lowest tier, but starting from level 11. Variety should feel different (e.g., the two paths in Underground Facility feel different, while the paths in Urban Battlegrounds don’t).
This also includes different methods to solve encounters or optional methods to do some extra work to get a benefit.

Instabilities:
Really nice idea, but with very limited influence on play.
If it is possible to find a set of instabilities that do not aim at punishing certain builds, but instead at punishing unawareness, I would prefer one of them selected at random per Fractal. It should always be possible to circumvent the effects of instabilities by some additional effort (being aware).

If the current system stays, I think an achievement for doing all instabilities is a good way to go.

Rewards:
Good from my point of view.

I don’t think that pure gold is the way to go, especially not if it is only bound to the completion of the last Fractal (which encourages players to run through the Fractals).
Instead of increasing drop rates of ascended equipment and Fractal skins I would prefer if this just naturally happens through opening up higher levels.

I would like to be able to get/craft/buy something that allows me to get my guild people with low agony resistance into Fractals. My favourite idea so far is The Lost Witch’s Agony resistance banner. Agony resistance food (non accountbound) would be similar.

1-2-3-boss:
I think this is okay. A finetuning of what Fractal belongs to which category is helpful. I woul actually only exchange Aetherblade with Cliffside.

Lore:
I prefer the enigmatic Fractals. I think people should be given the opportunity to find out what is going on, instead of throwing the context at them. Interactable objects that give some short text seem to be a promising way.

CDI- Fractal Evolution

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Scorch der Juengere.7328

Okay Dalanor, I see what you mean. Just misunderstood your previous post.

Since this CDI is getting to its end, I wanted to thank everybody for the conversation. Also thanks Chris for running the show. By now, I have the feeling to understand some other Fractal runners a bit more.


Regarding rewards, I just wanted to note that I would like to have a “20 Slot Fractal Ascended Equipment Box” (like this). I usually keep my standard equipment in the bottom most box such that temporary holes (equipping 2 1-hand weapons instead of 1 2-hand) don’t get filled up with loot. However, if I switch back (to 1 2-hand weapon), my off-hand weapon drops into the loot-boxes. You know… it is… untidy…

Well, I said it is a convenience fix. Nothing too important. But I guess it only takes 5 minutes or so?

CDI- Fractal Evolution

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Scorch der Juengere.7328

Exotics. Too much account bound stuff. Too much. Remove them pretty pls, it’s such a tease that you basicly just loose income with them. :C

What do you mean with “loose income?” They are a good part of my income of dark matter and usually worth around 3 gold or so for selling the insignia in addition to that (which you don’t always get—but the chance to get it appears rather high to me).

CDI- Fractal Evolution

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Scorch der Juengere.7328

As for the AoE fields, I’m not sure. You can see these also as elements of the fight. I can see the fields barely in the water (but they are visible). But you can stay out of the water. Similar, when you stand at the edge of a platform, you will see a part of the circle on the platform (when it is targeted at you). Though I agree that this is not how it usually works in the game and is confusing. I actually like that good positioning can give you an advantage.

But yes, it is debatable if it should be necessary to do something in order to get visual input on what is going on.

CDI- Fractal Evolution

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Scorch der Juengere.7328


Just had this idea. Don’t know what to do with it. So I decided to post it. This time
Nike-style.

FRACTALS: THE NEXT GENERATION
Well, who would have thought that THAT would happen? The Fractals are surprising after all!

<snip>

IT IS SCIENCE AFTER ALL
In addition to the marvelous updates mentioned above, Dessa has decided to write a scientific publication on the dangers of Fractal exploration. And she needs your help for doing so! During this release, every player that finishes a series of Fractals will be given a survey-ticket. You can give Dessa this ticket to take part in her survey. Not only can your opinion be relevant for on what projects Dessa engages next, but you will also be rewarded for your participation with some of the cool new stuff we listed above! A part of the findings will also be published on guildwars2.com… so stay tuned!


Goals

  • Get feedback from players who are not on the forums (it is actually not only in-game, but also in-lore).
  • New way to add rewards.

Implementation
Uses normal dialogue system: question above; answers to select from; next choice.

Questions can be related to…

(1) the encountered Fractals
“Which encounter was the most frustrating in the Underground Facility?”

  • Keeping this control panel opened
  • Blasting this door open
  • How did all this Dredge fit into that car?
  • Dropping lava at the end

(2) the encountered instability
“Did you notice something odd regarding the weather?”

  • You mean, beside this !%$! lightning that hit us all the time and ruined the day?
  • Well, we were certainly a bit more energized this time… I actually liked that
  • No

(3) the class played (at the end of the boss Fractal)
“What do you think was your main role as a Necromancer in the team?”

  • Killing (that’s what we went in for, right?)
  • Keeping the others alive
  • I was helping the others so that they performed even better

followed by
“Do you think you could handle this role well?”

A player may not receive the same question twice. Some rewards for participating scale with the number of questions (for example, 10 silver per question).


Risks

  • People just clicking through in order to get the rewards (this is pretty easy to detect).
  • I guess the part with publishing the results is debatable. Numbers are always difficult. It may be better if the “truth” stays at ArenaNet. Although I would love to have a comma-separated file with the data.
  • The survey can become too long. I think it should not be longer than 10 questions. That said, if it would be too long (4 new Fractals, 1 new instability, 1 new class), the remaining questions could be postponed to a next survey (especially the class ones).

CDI- Fractal Evolution

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Scorch der Juengere.7328


Wonder why MOST people avoided most instabilities?
Because they are NOT FUN.

Is it really that simple? For example, I found the Mist stalker (Mossman) instability really fun. More funny than fun in the sense of challenging. But nevertheless, I had a great time with my team. Nevertheless, I did not play it again. Perhaps I will someday, but it is rather unlikely. Because why should I do a level 31?
Of the people I play with, rather few are level 50 (me neither). So we prefer to choose a level such that people level up. That is why we often run 49 or 39 (depending on agony resistance). 39, by the way, is also a very funny level (enemies explode on death).

Now, I can’t tell what most people did. But what metric would tell you that I like Mist stalker? I would really prefer it to the 49 one (which you barely even notice… in fact, although 49 should be by now the one I’ve run the most, I just had to look it up what it does). I like some instabilities and dislike others. But most times they are not the reason I choose one level over the other.


For me as a player that enjoys the randomness of Fractals and is in no hurry to finish them, class balance looks fine. As long as people don’t push enemies randomly and are focused on the game, everyone is welcome in our group.
We once had a Necromancer who run some condition damage. We were quite surprised how much damage he did when combined with 25 stacks of might. I think all classes can bring something to Fractals. Guardian is not the only class with reflects and especially not the only class with defense against projectiles.


I’m a strong believer that our different perspectives, if used constructively, can build something better than each of us individually could build.

More minds means better ideas, but the CDI will require us to put down our swords and axes for a few moments and try to find common ground. Not normally the way we react to different opinions on online forums…

Agreed, but how to continue from there on?

Should we build more example encounters like the timmyf-dutchiez-boss (here ff.)?
And, just to note, some of the lore players have still to finish this job.

Should we build more examples of alternative paths like Tub for Snowblind (here)?

What I get from these examples, is that players want more choice. That leads me to a question: how many of you save the Inquest in Crucible of Eternity explorable? Do you like how it is done there? The morally decision aside, you can there choose to get a bomb that drains a good amount of the health of the next boss at the “cost” of an additional encounter. Would you like this in Fractals?

Randomness, on the other hand, seems to be a bit more debatable, as it does not align with speed-running very well. How important is this consideration? Some people here (including me) have spoken for more randomness, other for less.
Can we here find something that both sides are okay with?

I guess a Boss that behaves randomly (upon reaching 50% of his live, Boss will either transform into a kitten or into a puppy… each providing a different sort of challenge!) is also not what speed-runners would appreciate. Or is that okay?

Or what about the availability of alternative paths (see Tub above)? You know, there could be a speed-runners codex that disallows the usage of such paths. People that enjoy to take an opportunity that is given to them, on the other hand, can find the variety that they want. What about something along these lines?

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Scorch der Juengere.7328


Imagine a fractal that is essentially the Wintersday jump puzzle.

I will NEVER succeed on it. If its all 5 make it, we’re going back to Dessa’s lab, because I already know the outcome – failure until our eyes bleed. If the win condition is at least 1 person makes it on the first try, awesome, I can stand at the start and cheer them on. And if we all fail, no problem it automatically moves us on to a new fractal.

I’m not sure if all people share your enthusiasm for standing idle and watching their teammates win the Fractal. I have some players in my guild that dislike Fractals already because of the “jumping puzzles” in it.

But your suggestion of “one-tries” was broader than jumping puzzles. Personally, I really mislike non-repeatable timed encounters. Timed encounters are always stressing for me, even though I know I will probably beat them in half of the available time (if I keep calm). Making it non-repeatable is similar.

It would certainly add to the challenge. But then, there really should be some means to get some training on these Fractals. Because you don’t learn them as fast as you do the others (as you have only one try and do not necessarily experience how you can succeed). And then, how many would care to train on this Fractal beforehand when you don’t know if it shows up?

Maybe we can then just all die once to move to the next Fractal. I would prefer development time put into a regular Fractal.

((I mean really, how many people would mind the Underground Facility Fractal being ‘One Try’ for uber-rewards and re-roll if you all wipe?))

And then you have made your way to final boss, someone gets a disconnect, someone makes a mistake and the others die while trying to revive? As you said, if there are one-try Fractals, they better should be short.


Not that I would really dislike the idea. But I think the suggestions so far have been lacking some consideration of implications.

I also think that gambit instabilities should not effect certain build much more than others. It is not as critical as for random instabilities. But if teams can choose gambits that have no effect on them, then what is the point? “So nobody uses poison, chill or confusion? Guess what instability we are going to take!”

This can allow some customization towards the own team. I think ideally, team compositions that are less effective in Fractals could on the other hand handle multiple gambits better. I’m not an expert on this topic. I’m just sceptic about balancing this stuff. Thus it might be nice that when you are playing in different groups, you can do some planning beforehand and choose the best instabilities for your team. If you are staying on the same team, however, you will likely not experience every instability.

Having a minimum gambit requirement might also come with problems. I think especially of teams with “mixed” builds. It will be much harder for them to find an instability that none of them cares about. This would thus give an advantage to “specialized” teams. In this case, I think that it gets more critical that gambits don’t favour certain builds.

As conclusion, I think that gambit instabilities should be build-independent and balanced.


I just wanted to give a “thumbs up” for the designers that you can explain (nearly?) every encounter in Fractals while standing in the vicinity and having a look at the scene. This is really helpful when explaining the encounters.
And while the ice elemental encounter in Snowblind starts immediately, it is certainly not lethal at the start. This is also pretty helpful, as people can see how the knockbacks work and how the campfires are put out. Awesome!

CDI- Fractal Evolution

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Scorch der Juengere.7328

Proposal Overview
Random instabilities that scale with Fractal level and don’t mess with builds.

Goal of Proposal

  • Add more randomness to Fractals. This increases replayability and adds to the challenge of adjusting playstyle to the current instability.
  • Adds a mean of scaling beyond damage increase of enemies.
  • Allow casual players to experience instabilities

Proposal Functionality
When entering a Fractal shard, the instability for the shard is selected at random from a pool of instabilities. These instabilities have two properties: build-independence and scalability.


Build-independence
They do not effect certain playstyles more than others. Thus, they do not effect boons, conditions or offensive attributes. A varying effectiveness is already given by different the encounters.

This property is (in my opinion) to some degree necessary for a random selection of instabilities. Currently, you can adjust for the instability you are facing in advance by changing traits (would require gem-shop-item) or selecting the character (impossible for instance owner).

Nevertheless, true build-independence may be too limiting for instabilities and may be acceptable to a small degree. For example, an instability that triggers when characters are too close to each other is probably somewhat harder for melee fighters.

Scalability
Like enemies, the instabilities get harder in higher levels. Well, that was easy.


Open Questions
Now to some questions that still have to be answered (but not in this post).

Starting at level X
When should these instabilities occur? From the level 1 on? You already get the new mechanic of agony at level 10. I guess somewhat later… perhaps already at level 15?

Easy instabilities
Romo suggested instabilities that were more funny than difficult (for example big heads).

Not the same twice
Is it possible to get two times the same instability in one run?

Discovering Instabilities
How much information does the effect in the user interface provide? A short description like the current ones? Perhaps none? Only a counter for “stacks” of the effect? It might also be possible that you can discover instabilities by completing the shard. You will then get the description of the effect when you encounter it again.

Associated Problems

  • Random instabilities will again be something undesirable for the speed-runners/speed-clearers.
  • Re-rolling will of course also effect random instabilities. If re-rolling will be limited, instabilities should also be considered for this. For example, if it is possible to choose the first shard, it should also be possible to choose the first instability (maybe only if you have discovered it before?) This may then exclude fun instabilities or give less rewards?
  • This will probably cost us 1 or 2 maps. Note that this is only a vague guess based on the “would you prefer 1 map or 30 instabilities?” question. I think that something like 15 instabilities would already give a good pool. However, the scalability is likely to cost extra-hours.

Possible Instabilities (Selection)
Some instability triggers/events and effects that look “random ready” to me. I flagged them with (scalable) if they can be adjusted for different levels and (stackable) if the event can trigger multiple times, which can lead to a more severe effect. In higher levels, scalable triggers can trigger more often while scalable effects hit harder.

Triggers

  • Time interval (scalable with shorter interval)
  • Not moving much for X seconds while in combat (scalable in threshold X, longest skill cast time?; stackable when standing still for even longer time)
  • X enemies attacking from front/behind (scalable in X, stackable with multiples of X)
  • Players attacking from front
  • Enemy death
  • Player death/downed
  • Player dealing more than X damage over Y seconds (scalable, stackable)
  • Player taking more than X damage over Y second (scalable, stackable)
  • Attacking X untargeted enemies, but not the targeted one (scalable, stackable)
  • Endurance below X (scalable, stackable)
  • Player dodges
  • Standing close to X other team members for Y seconds (scalable in radius and Y, stackable in Y and X)

Effects

  • Damage to player (scalable) Avoidable through dodging?
  • Player % overall damage output decrease (scalable)
  • Enemy % overall damage output increase (scalable)
  • Player % outgoing healing decrease (scalable)
  • Player % incoming healing decrease (scalable)
  • Player % endurance loss (scalable)
  • Player % movement speed reduction (scalable)
  • Player % armor reduction (scalable)
  • Additional enemy (scales automatically with level)
  • Small aoe effect at current player position after 1 second (scalable)

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Scorch der Juengere.7328


On Daydreaming and Satisfaction
So I guess my attempt on difficulty was not as successful as I hoped.

I was asked to reconsider the amount of challenge and fun content including surprises that Fractals offers at the moment. I still believe that this is a quite good amount. There are some problems with it, like the accessibility of the instabilities to Fractal-beginners. But all in all, I think that Fractals are good in this regard. It can be improved. I think this is the topic of this thread.

Perhaps some won’t believe me that I still find Fractals interesting. I think this is a problem, since we can only have a discussion when we understand each other. I wanted to address this problem in my last post. It seems like I failed.

Perhaps a different try? For example, I found it very difficult to understand that some people consider speed-running high level gameplay. I think by now I can relate better. Nevertheless, why do you think there is even the slightest possibility that there might be someday a game mode that aims running through encounters you do again-and-again as quickly and possible and that is fun?

Honestly, this idea just sounded weird to me 19 pages ago.

Perhaps this allows others to understand my reasoning more.


More (Random?) Instabilities or More Fractals
For me, it would be the instabilities. They have a lot of potential at increasing replayability even further. The more I think of it, the more I like to get one by random. When the ones that screw with your build are left out. While I liked preparing for some of the instabilities, I think this could be really cool. If it changes by shard, you can’t reroll it.

Let’s say we have 20 “random-ready” instabilities.
11 Fractals * 20 instabilities would be 220 combinations. That is already quite nice. How often do you play with the same team composition? I found that some encounters feel quite differently depending on who you have with you. That sounds like a lot of combinations to explore.

There is, however, the problem that instabilities are something that, from what I’ve read, even those who are excited for them, have not reached them yet.

Perhaps instabilities can scale, as well? Instabilities that require you to spread out, can require a greater radius. When they trigger periodically, they can trigger more often. Of course, when an instability hits, it might just hit harder. This would also allow to include the option of a random instability in lower levels.

(edit to remove grammatical/spelling errors)

(edited by Scorch der Juengere.7328)

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Scorch der Juengere.7328


Proposal Overview
More gameplay diversity.

Goal of Proposal
Even if most fractals take place in different areas, make us fight different enemies, in the end it is all about killing to progress, which makes the experience very repetitive
so even if the surrounding is different in the end there is no real gameplay diversity especially combat diversity.

Proposal Functionality
Tie progressing into the fractals to dynamic events, the trick here is to vary the objective of these events (capture and hold, steal an item in the enemy base, escort…), but also to make the experience tied to choices made by the group (EX: in an escort which route to take) and finally have minors events which could start randomly make all the experience more rewarding(gameplay wise).

Associated Risks
The principal risk would be that it would be a brutal change in the habits not only for the players but also the designers(used to the actual model).
The optional events could be ignored if:
– not well implemented.( solution: ties the random events to the progression
events)
– not rewarding enough.( solution: bonus reward a the end of the fractal)

I’m sorry, but can you please explain again? I don’t understand you proposal.
You say you propose to “Tie progressing into the fractals to dynamic events,” which sounds like mandatory events to me. However, in the risks you state that the events are optional. Also, I think “capture and hold” is already implemented in Urban Battlegrounds/Ascalon. So I don’t understand what this “brutal change” is.

I hope this helps you in stating your proposal more clearly. It would be bad if we miss a good idea because of some misleading words.


Sorry for making you hopes, but I can’t explain it good enough

So here are some ideas on it.

Scenario: mentoring players that used to play lower levels and joined your group for high level play. “Low” depends on the specific case.

  • “And now comes this phase, where you can be 50% faster when the players are positioned in an polyhedron with all sides having the same length. So, a bit more to the left… yeah, that’s perfect. Remember where you are for the next time. We don’t want to waste more than 2 seconds on positioning, or else we won’t be able to beat the time <player name> group set up yesterday.”
  • “And now comes… what? Now, this was unexpected. Ouch. So, forget about what I just said. Suggestions on how to do this?”
  • “And now comes the actual fun part. I know you are bored by all these levels that were just so easy. Believe me, you won’t make it alive through this one if you do any single mistake. Neither would we. So now it is time you show what you’ve learned.”

Feel free to modify them. I guess I’m a bit biased for the second one. They were supposed to all be extreme cases, but I’m not sure if it worked out for all of them.

Also feel free to name them and comment on which one you prefer.

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For me, randomness is essential for Fractals. It is where a good part of the fun comes from. For me, high level play (as something to aspire) is not speed-running. From reading this thread, I’ve gathered that some people think differently. There are players that see competitive PvE via comparing time-to-get-through as the end game. I’d more like challenges based on an environment that changes and forces me to rethink. When selecting a shard, a good part of this challenge is taken away from me. I guess, we could still roll a dice every time the selection for the next shard shows up. Nevertheless, I think removing randomness would be a step into the wrong direction.

Now, Fractals are supposed to be end game and I guess the speed-runners deserve some of it, too. However, a separate solution (a separate mode with selection, less randomness and leaderboard stuff) would be much more in my favor.


As I said above, I’d like challenges that force me to rethink. Having a random instability per Fractal would be nice in theory, but some builds are just screwed with some instabilities. A solution would be a method to change trait points. Perhaps only at the start of the shard when you know what instability you are going to face.

An alternative (which would be even better, but might not work), would be instabilities that do not effect specific builds only (extreme example: converting poison to regeneration), but encourage you to play differently. I don’t know how to name it. But the best instability I’ve played with is the one which reduces healing when teammates are close. It does not affect one build more than the other. It just affects positioning. And it has a very severe effect.

For those of you who haven’t played it: when the team stacks up, there is no healing at all. This also applies to reviving teammates. Since even Warbanner is actually a healing skill, it does not revive fallen teammates when others are near them. It completely changed out methods for doing some encounters.

Thus, I would like to have instabilities that focus on similar changes. The group has to stand spread out. The group has to focus a single enemy. The group has to keep moving during fights. Players do only full damage when the rest of their team is nearby. All 20 seconds, one player gets an effect that damages teammates nearby.

And since these instabilities don’t completely mess with builds, I would not mind if one of them is chosen randomly.

Therefore, I think that instabilities are a good method for increasing difficulty in higher tiers. If a better method exists and can be done, they would do well in a gambit-style system.


Also, instabilities should provide some more information to the player. One was already mentioned above: the one where you build up invisible stacks by attacking that damage you on every further attack. Just a small number for the number of stacks. Similar, when I get less healing the more teammates are near me: give me a number on how many are near me.

Not that I would not like to figure out things by myself. When random instabilities are implemented, I guess I’d also enjoy to have no explanation there at all. Just give me a symbol with a small number and let me figure out how I increase/decrease the number and what effect it has.

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Scorch der Juengere.7328


Fireballs in the volcano
These are perhaps too easy to really call a puzzle. You sort of have to be sleeping to get hit by these.

That’s exactly what we thought. And then, someday, one of the balls tipped the left wall and moved across the path to the right, killing two of our team. Your are never safe!


I guess that brings me to a question for those of you who do a lot of higher-level Fractals: how frequently do you feel the need to remove an infusion, upgrade it, and re-slot it? Are we talking weekly? Monthly? Every 2-3 months? Or is it every AR you can add? Or every 2-3 AR you can add? And how often is that?

I woul not say I do higher-level Fractals a lot, but I guess in this regard it does not matter that much. Since Fractured, I think I also added one “+5” infusion. (Other items had +5 infusions due to the Fractured change.) I prefer the infusions you get from the relic vendor. You can get 70 resistance just by using them, and 75 is everything you need at the moment. I thus have not had any problems with those infusions so far. I guess that will come when higher levels are introduced.

Now that I think of it… I should invest into infusions when new levels are announced…
How about some insider information for people participating in the CDI? “Pssst, we are going to announce new Fractal levels tomorrow!” Just kidding

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Scorch der Juengere.7328


I agree with Byron. Design shouldn’t rely on gimmick puzzles because they are usually quite shallow and rarely scale with difficulty. For example wisp running at Swamp should simply be removed and replaced with a boss fight (like Mossman).

And here I could not agree less. While I also think that it is more difficult to leth them scale with difficulty than with fights, I’m not sure if they have to. In the case of wisp running, I don’t think a scaling would be that hard to implement: more traps with longer knockdowns and more enemies with tons of immobilization (such that the other two players also have a job: taking care of these enemies).

I’m sorry that I can’r argue on this in an objective manner, but I just like to solve an “encounter” here and there without fighting. And I guess that would be what distinguishes a puzzle from a non-puzzle: focus on movement versus focus on fighting?


I find myself a bit confused. I really like Fractals, yet I don’t relate to some of the heavily discussed topics.
I get sufficient rewards from Fractals. Not as much as when doing dungeons, but enough to craft my ascended gear (doing some Orrian temple events here and there… some evenings, nothing can beat killing masses of undead just running straight at you).
In the groups I’m in (guild, some friends I’ve met via LFG), we don’t reroll. Well, some days someone doesn’t feel like he wants to be kicked from platforms and we roll again when Uncategorized shows up.

I also tried my best at understanding the speedrunners (Leaderboards, right?), the casual players with less then 2 consecutive hours of playtime, the people that want more lore, the people that want more exploration, the achievement hunters, the Fractal-reset people, the speedclearers, the beginners and the people that do not want to invest virtual valuables into something that “unlocks” a more difficult game mode.

I just wanted to say: I like playing Fractals with my friends. I like to face the challenge that is thrown at me. I completely enjoyed leveling up in Fractals, assuming at each tier that this is the last one I will be able to beat. And I will enjoy it again when new levels are added. I also enjoy that the single shards are short as they are. The sudden environment change is wonderful. I like to hear Dessa talking while I still have a loadscreen. I like how the instabilities affect play. Some you don’t notice much, some make things hard and some are just funny (“The Mossman is behind you!”). I’m not there for competitive play, nor for the rewards, so I don’t mind. If there is a unexperienced player with us, we have the opportunity to take an easier instability. That is great!


I think something we should talk about before the CDI goes to end are the instabilities.

What should they force you to do? How much should they affect you?
There are concerns raised that they should not force you to swap gear (expensive stuff). Can they force you to swap traits? Is it okay if the “optimal” gear changes, as long as the old optimal gear can still make it?

Should they only have negative effects for the players? What about a very strong negative effect, but in addition also a positive one?

Can there be other effects, perhaps on the environment? (“You have to find a hidden stack in each shard before you can continue.”)

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

Proposal Overview
Rebalance of vitality and toughness of bosses.

Goal of Proposal
- Increasing viablity of condition based builds.
- Increasing build/gear diversity.

Ah yes, I completely forget about this one. I think this would be a good thing for some bosses or “smaller” enemies alike. Note that I would suggest “some”, for I think that diversity should not come from everyone doing everything equally well but from having everyone having “a moment to shine.”

I really like the way this was done for Triple Trouble, where the husks were nearly immune to direct damage. Since the variety of a 5-player party is more limited, however, I suggest a somewhat less extent of “rebalancing” for Fractals.

(That said, I agree with Nike that the pressure plates in Dredge should be kept since this is one of the few places where toughness/vitality/healing power characters are advantageous. Man, Nike how many posts do you have? Ok, let’s cite this one.)

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

But I dont really like the tier system. It wasnt needed. Before it was less likely to get dredge + cliffside. Now its much more common to get both simply because of how they are weighted and how few fractals their are in the 2nd and 3rd tier (This makes the final roll rather predictable and frustrating).

I might be wrong on this, but in the old system, the chance of getting both would have been:

2/11 * 1/10 * 9/9 * 3 = 0.05454… (getting 2 out of 11 shards and one more, with 3 possible places for “one more”)

Now it is:
1/5 * 1/4 = 0.05 (cliffside as 2nd, dredge as 3rd)

Thus it is actually less likely. Things of course change when you rolled for something different first. Then it would have been 0.01818…

(edit)

And there is my mistake… you have a 50% chance of getting a also-tier2-shard as your first, so currently the chance is (1/16 + 1/20)/2 = 0.05625, which is indeed higher than before Fractured!

(edited by Scorch der Juengere.7328)

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

This one is another take on “training mode”, “time challenge” and “casual mode”. You will find many ideas you have already seen in this thread. I just mixed them up to form a (hopefully) consistent whole.

Proposal Overview
In addition to the current method of Fractal running, you can also select each shard and encounter only and exactly this one. Leaderboards are also enabled in this mode. A “Daily Fractal Challenge” allows players using only this mode to gain levels, too.

Goal of Proposal
Sometimes people want to play a specific shard. Reasons I’ve gathered so far are:

  • Train the guild mates such that they know what they are up to when they pug (here)
  • Get better at that shard (implicit in the name “practice mode”)
  • Improve in the leaderboards for that shard (I assume here that leaderboards are specific to each shard, which might be not the case) (not
    directly, but close enough)

Sometimes people want to play only some time, but have not enough time for a full run. For some players, this seems to be the case more often than not. Therefore, it should also be possible to gain Fractal levels by only doing single shards.

Proposal Functionality
Single Shard Mode: Dessa allows the instance owner to select any existing shard before starting. This will be displayed along with the selected Fractal level. The players will only face this shard and will then be teleported back into observatory. Rewards stay the same, but here is no daily chest to get here (if you are not doing the daily challenge, see below) and you can not gain a personal Fractal level.

While leaderboards also measure <whatever they measure> while in normal mode, they apply here, as well.


This should allow players to train, compete in leaderboards without relying on getting the right shard by chance and give casual players a chance to play as well. This idea should be familiar to the readers of this thread.

Daily Fractal Challenge: Each day, there will be a global random selection of shards, one from each tier (1 to 4 (boss)). Once a player has completed the first shard in single shard mode, he will get some notification that he has done so and that he can now tackle the tier 2 shard. This continues until the process resets after the specific 4th-tier shard has been completed.

Then, the player will receive a daily chest as if he or she has done a full Fractal run but without the chance for a ring/weapon chest/armor chest/fractal weapon/… only the fixed rewars are contained. The “level” of the chest is determined by the lowest level of the 4 shards. In the same manner, players gain a Fractal level when completing a challenge with all shards at or above their current level.

The 4 shards do not have to completed at one day. If you don’t have time or don’t want to do the specific shard that is today’s 3rd-tier: wait until tomorrow and continue then.


This allows casual players to also gain Fractal levels. While you can avoid certain shards if you want to, this costs you a day. Also, doing the normal mode is still valuable, as it is the only method to get at the valuable stuff from the daily chest.

I think that even casual players will sometimes have the time to make a full run and aquire a fractal weapon and alike. This proposal just makes it possible for them to do the leveling also when there is not so much time.

Since re-rolling takes a complete day, I doubt this is a problem. Sure, some will refrain from Dredge or whatever. But there is the incentive of having it today instead of tomorrow.


Associated Problems
Single Shard Mode

  • Maybe the rewards for this can be discussed. I think they should stay the same. If you want a fast run to the end chest, it is only a bit faster than rolling for Swamp. If you want loot, the same applies to rolling for Urban Battlegrounds. May, of course, change when something is done to prevent re-rolling.
  • Leaderboards might be designed to incorporate total Fractal run time. However, as far as I understand they are “only” of interest to a certain group of players that don’t like the randomness of a full run. (I might be wrong on this.) Thus I assume that leaderboards should be implemented with such a single shard mode in mind and maybe also in addition apply to normal mode.

Daily Fractal Challenge

  • Re-rolling for another x-th tier Fractal is pretty simple (but takes a day).
  • Balancing of rewards is always a problem. For me the important thing is to provide casual players the opportunity to gain levels such that they can get the good stuff in the case they have some time.

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

What do we want to incentivise players to do? I can’t speak for all of you, but I want them to stick through a fractal to the end; I want them to challenge the harder content. I want them to go back to earlier levels so that newer players have people to play with; I want them to mentor newer players and pass on their experience. I want them to go off the beaten path, to explore the full possibility space.

I think this is the right idea of how to tackle rewards.

That said, “challenge harder content” and “go back to earlier levels” seem to be a bit opposed to each other. I think the current solution for this, rewarding doing lower levels with something different (Karma), is quite clever.


Another possibility would be to increase some rewards explicitely at lower levels. Something that high level players might find useful, but not as useful as the things you get in higher levels. I thought of the +1 agony resistance infusions. So, for example, when you are doing a tier 1 you get 3 per chest and for tier 2 you get 2 per chest. Other tiers would remain 1 per chest (sometimes more). The idea is to allow new players to get agony resistance more quickly. While the high-level players probably have enough resistance, you can never have enough of them (since there will be a patch which adds new tiers). As these are tradeable you could in theory just give more gold, but I think such a “hint” of what is needed in higher levels should be better.


For higher level Fractals I think something like an effect that reads “Uncertainty is just another word for luck: your magic find is increased by <level>” should do a good job. Well, as long as the effect does what it says. I’m not sure about loot tables in low versus in high-level Fractals. I’ve gathered no statistics. Some people say there is no difference. I think it is very difficult to compare. But having such an effect would just state it.

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328


What purpose does agony have?
In my opinion—from what I like it to be, but also what I understood from playing Fractals—it serves the purpose of an adjustable difficulty setting including a step-wise “inflation” of “easyness” in a game with unlimited “difficulty.” It is an adjustable difficulty setting, because you can lower the difficulty by adding more agony resistance (at the cost of gold). The “inflation” comes with game updates that add new means of adding agony resistance. The unlimited difficulty comes with updates that add higher levels.

Why is agony good?

  • Players can lower their difficulty at the cost of gold. Even more, a group can run the same level of Fractals with different difficulty settings per player.
  • As agony resistance increases in the player base, even players who are not that skillful can reach “high-level” Fractals at some point. However, the skillful players will be “one step ahead.”

What is a problem?

  • Unavoidable agony can not be countered by skill but only through resistance.
  • At some point, it does not matter if you have 5 more agony resistance or not since agony one-shots you in both cases.
  • Since currently enough resistance for the highest Fractal is quite possible to aquire, the skillful players are not one step ahead.
  • It is difficult to join a group of regular high-level Fractal players when you are not one of them. Since you are likely to have not much agony resistance, you actually chose for a hard difficulty setting by not doing a heavy investment in gear first.

Proposal Overview
The Mist Traveler’s Shield is an evironmental item acquired during a Fractals shard that allows to counter any occurrence of agony. It is the most effective when multiple shields are used at the same time.

Goal of Proposal

  • Allow groups to see “unavoidable” agony as a skill-check.
  • By doing so, give the designers a new way of adding difficulty to higher levels.
  • Allow players to save their low-agony-resistance teammates.

Proposal Functionality
This is a further developed version of the device I proposed here.

The shield can be collected during a Fractals shard. In higher levels, multiple shields can be aquired. The aquisition may involve doing some extra work, for example clearing also the other streets in Urban Battlegrounds.

The shield gives the player the following skills when carried:

  • Surge of Agony Resistance increases the agony resistance of the player and nearby teammates by a certain amount (10). This protection decays over time (5 after 5 seconds, 0 after 10 seconds).
  • Wave of Agony Protection sends out a cone that gives Agony Aegis to teammates it hits (not yourself). Each stack of Agony Aegis blocks one stack of agony. Agony Aegis lasts only a short amount of time, but this duration scales with agony resistance and (inversely) with Fractal level.

Using one of the skills sets the other one on cooldown, as well. Additional skills may be added based on the current Fractal, for example a skill to run faster while in Thaumanova’s cooling rod room.

Like stated in my other post, there should be some means to re-aquire a shield in the case things went wrong. One possibility is again a small robot at the place where you aquire the shield to reset it (shields and robots share the same color).

While for current Fractal levels such a device would be nice to have to save your low-resistance teammates, I think that the full potential of such a device would come when new agony occurences are added in higher levels. For example, absorbing Jade Maw’s beam with a crystal gets you a stack of agony—so you better have a teammate nearby to send you a well-timed wave. Ont the other hand, encounters like the cooling rod room require the team to walk in a group (not easy with the speed skill) and time their surges.


Associated Problems

  • Devalues agony resistance a bit. However, in this proposal I took care to not make it useless. The amount of extra resistance through the surge has to be tuned properly such that it gives the players who use the shield (on top of the actual encounter) the bit of additional resistance they need to
    survive.
  • Makes the unavoidable agony at the start of boss Fractals very easy to avoid. You can see it as a training lesson for using the shield
  • Placing the shields suitably within the Fractals may also raise concern.
  • Using an environmental item might not by all players be seen as skillful, since it does not require class mechanics.
  • In the heat of the encounter, things can depend on picking up the shield fast… which is not easy when you have a teammate in the downed state nearby or some jade colossus just dropped you some loot.
  • Requirement to time things gives advantage to groups with voice software (Teamspeak).

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

Proposal Overview

Making it possible to save fractal progress. (With improved rewards as a side effect)

Nice try on a difficult topic. However, I don’t get what those “coordinates” are. (1) Only which Fractal and in if it was the 1st, 2nd or 3rd? (2) Or the complete instance? Both come with problems.

In (1), this can be abused to skip Fractals when you only want to get to the end chest,
as you get 5 floppys and only need 4. Thus, you can do 4 1st-Fractals and get enough to continue with 2nd-Fractals 5 times. For example you do

  • 1st Fractal 16 times => 80 floppys for 2nd, therefore
  • 2nd Fractal 20 times => 100 floppys for 3rd, therefore
  • 3rd Fractal 25 times => 125 floppys for boss, therefore
  • Boss Fractal 31 times (and 1 floppy left)

In (2), you probably can’t do that, since much more information has to match between runs. In this case, however, you get one player that gets additional rewards (for not using his floppy). So I guess the rewards should not be account bound such that you can exchange them with your teammates for fairness… but why then not stop after each Fractal, get the bonus cash and continue with 4 of our 5 floppys?

I imagine (2) also to be really complicated both to understand and to code.

I’d like to hear more suggestions on this topic.

I’m also planning a proposal, but it is not ready yet. Nevertheless, I hope my concerns can help others pondering about the topic to refine their own proposals.

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

Now that I’ve though a bit more of the title “Fractal Evolution” instead of just seeing it as “The Fractals CDI”… Evolution sounds actually pretty high level for me.

Thus, if I would have to pick one Fractal as an example for to where Fractals should be evolving to… (this will be very subjective)

Thaumanova
Rised from nowhere to my favourite Fractal within two or three runs.

  • It introduces new challenges with higher levels, but at the same time you get faster and faster at the “old” challenges, so the time required for completion stays at a fair amount
  • The challenges are fun to play and not only directed towards direct damage
    (control is pretty neat for subject 7)
  • The boss fight is also really cool and unique

What I hope to see in new Fractals would be encounters with multiple objectives that are to be completed in parallel.

  • Subject 7 is an example (damaging it and holding off the little ones).
  • The first encounter with the Grawl shaman in Volcanic is another (killing Grawls while throwing stones).
  • Having one member dump lava on the Dredge Mining Suit while the others are damaging it.
  • Having people stand on Dredge pressure plates while other players aggro the remaining Dredge (but don’t kill them, or more will respawn).
  • Keeping the aggro of the Cliffside chanters of one seal while one player runs with the charged hammer to hit the other one.

So, I don’t want to say that Fractals needs more of these encounters. I think they are part of the core concept. And I think this should definitely be also the case for new Fractals. Perhaps everybody thinks alike on this one and it is therefore not discussed.
If so, I’m glad to have made this point such that the developers know that they have done a good and much appreciated job. But I wouldn’t be surprised if there are also other opinions on this.

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

By the way, for I saw

Chris Whiteside: I would like us to start of by listing the top three things we would like to see evolved in Fractal Design. Idea proposals can come after this stage.

quoted again. I hope I did not misunderstand this, I thought that this idea of a “only-top 3” stage was remedied by calling it a “proposal and top 3 evolutions’s stage” later on:

Chris Whiteside: Note during the proposal and top 3 evolution’s stage there really is no need to have summaries.

So I hope I did not post my proposals at the wrong time. After all, too many “stages” would lead again to a problem discussed in the CDI-meta thread: people who have only time at weekends. They should be possible to participate in every stage.
Now, I don’t know how long this CDI is about to run… but weekends come only once per week!

CDI- Fractal Evolution

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Scorch der Juengere.7328

Proposal Overview
The Fractal Stabilizer achievement awards the player with titles/items for mastering all instabilities within level tiers. The mastery within the tiers is tracked by separate achievements.

Goal of Proposal
This proposal wants to address the following points:

  • Something to show off that you are a Fractal player
  • Only the easiest instabilities are chosen

Proposal Functionality
For each level tier that features instabilities (currently only 31-40 and 41-50), an achievement is introduced that counts the number of different instabilities within that tier that the player has completed a Fractal run with. This awards achievement points.

The main achievement tracks how many of these “tier-achievements” have been completed. It does not provide achievement points, but awards with titles and/or items.
Items can be something like a skin box or a “bag of relics”. I’d suggest to use titles. Maybe an item every second tier-completion if that would be too many titles (in the future).


Associated Problems

  • Technical problem: I’m not sure if an achievement can be “expanded.” However, this would be a nice thing to have when no level tiers are added. That is, when new level tiers are added, the main achievement gets new achievement tiers. An alternative would be to create a new achievement that then just starts with “3 tiers completed”.
    Therefore, this should only be a small problem.
  • Technical problem: is the information on what instabilities a player has already completed present? I really hope so. As strange as it may sound, my hopes are based on the leaderboards, as in preparation for them, this information might have been tracked. If not and you have to do even the instabilities you already did… well… let’s say some will be unhappy.
  • A problematic situation can occur, when you come into a Fractals group with players that have the achievement already completed and don’t want to do it again just so that the new player does get it also.
  • Some players cite ArenaNet for some kind of “play like you want” playstyle. Some instabilities have a severe impact on playstyles (like the ones converting boons/conditions). Players may feel forced to change their playstyle for the achievement. On the other hand, one can say that high-level Fractals are not the place for “play like you want.” I guess this is a game-philosophy problem. Maybe not an easy one.

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

Note: this idea is originally from someone else. I’ve read it somewhere in a Fractals-complaints thread in the dungeon forum. If you can show me the post where it originally stems from, I will be glad to cite the author.

Proposal Overview
Turn the Dredge Fractal’s Rabsovich encounter into a third possible path (together with bombs and turrets).

Goal of Proposal
This proposal comes from the opinion that the Dredge Fractal takes too long to complete, meaured by a personal baseline of about 15 to 20 minutes for a single Fractal.
It reduces the 4-parts Fractal (pressure-plates, hallways, Rabsovich, boss) to a 3-parts Fractal.

Proposal Functionality
After the pressure-plates cage, people will find one of three possible ways chosen for them:

  • Bombs path, as usual, but with the Rabsovich room being empty
  • Turrets path, as usual, but with the Rabsovich room being empty
  • Bombs path empty and Rabsovich room containing Rabsovich, his Dredge and his car

In order to make the Rabsovich fight more similar to the other parts, I’d also propose to change the fight a bit like suggested by Ken DeBoer here:

Instead of the dredge carrier, Rabsovich would spawn a certain number of dredge every 1/4 life.

Thus, the encounter would have the same form of damaging the primary objective (the doors or Rabsovich) to result in enemy spawns, that have to be dealt with in order to continue. I actually like this a lot. It allows the players to push their limit by making the decision: should we damage the boss more to take more Dredge at once (making the encounter faster) or should we play it safe? Therefore, maybe Dredge should spawn more often (like all 1/16 life) but in smaller groups.


Associated Problems

  • Some players might have the opinion that the Rabsovich fight makes the Fractal worth their while, since it awards with a lot of loot. Though this might be an arguable position from a game perspective (it is like “at least I’m paid for this struggle!”), I think it is a valid one. The change will reduce the amount of loot in the Fractal significantly.
  • Since you can not run away from Rabsovich in order to fight the Dredge in a more save environment (unlike the doors, Rabsovich would reset his health), the amount of spawning Dredges has to be adjusted. Might be less of a problem when the Dredge spawn in small groups. But…
  • If the Dredge spawn often, players will have to kill Dredge while avoiding to hit Rabsovich (or else the Dredge will overrun them). It might be a nice addition as it can give crowd-control skills a moment to shine (by separating Rabsovich from the other Dredge). However, it might be too much for a non-boss-fight.

CDI- Fractal Evolution

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Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

Proposal Overview
The Agony Protection Device allows players to take an extra burden of positioning an environmental item and themselves in a fight in order to avoid agony.

Goal of Proposal
This proposal assumes that it should be possible to do Fractals by replacing the need for agony resistance with a higher requirement on skill. It proposes a method to allow this by giving a group the option to add a secondary mechanic to encounters which—if executed successfully—allows the players to avoid agony.

Proposal Functionality
At the start of each fractal, the Agony Protection Device, an environmental item, spawns along with the players. The item creates a small zone around it. In this zone, players are immune to agony (alternative: can not receive new stacks of agony). This zone wanders with the item no matter if it is carried by a player, or not.
For those of you familiar with the Tower of Nightmares, there was a similar device in some of the chambers that made players immune to the toxic pollen.

The additional burden for the group is to carry around the device (no weapon skills while carrying) and to organize group play such that the characters are in the zone when agony is about to hit.

At the start of each Fractal, there is a robot which allows to reset the device (remove the old one, create a new one at the position of the robot).


Associated Problems

  • The “additional burden” is not balanced over different fractals. The idea was born for the Solid Ocean Fractal, and that it where I hope it should work like I intended: players meeting in a small zone when agony is about to hit. It is, however, rather trivial when the unavoidable agony is limited to a few hits before the fight even starts (Mai Trin, Molten Duo). In these cases, the additional burden might be too small. I’d say this is a big issue.
  • It also affects Fractals of tier 1 to 3. This will probably add some trouble for changing some encounters to be too easy. However, since unavoidable agony is also parts of these tiers (at least the cooling-rod-room in Thaumanova), it should also apply to them. Medium-sized issue in my opinion.
  • It also puts limitations on future Fractals. For example, unavoidable agony must never occur while the group is split up (maybe countered by adding multiple devices?).
    Medium-sized issue in my opinion, as it only limits the use of unavoidable agony.
  • It can also allow a single (or two/three) player to get an advantage over the other players. Players can choose to just stay in the zone for the agony-immunity. However, if all players stay put in the same zone, most encounters are unforgiving. Therefore a group has to decide who gets to carry the device and to get the protection. This might actually be a nice addition for some groups (helping new players). I’d thus say it is only a small issue.
  • Making an environmental weapon crucial for success is very prone to bugs. It probably needs a method to recreate it in case it is lost. Big issue, but maybe easy to solve.
  • (added in edit 1) The effect on the agony-instabilities (level 40, 50) is really big. I simply can not foretell how this will work. People would actually be forced to staying together. This is not always possible (pressure plates in Dredge Fractal) and probably not wanted by some players. Big issue. Really big. Even if level 60, 70 and 80 are not similar to 40 and 50.

(edited by Scorch der Juengere.7328)

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Scorch der Juengere.7328

These come in no particular order:

1) Avoidable Agony
2) Dredge Fractal
3) Beginner and casual-friendliness

Details:
1) Should players that lack agony resistance be able to complete high-level Fractals nontheless (without dying)?
2) Dredge is a difficult point. What criticism is really justified?
3) Before adding new Fractals, the beginner-friendliness should be taken into consideration. I’d guess that new players have a hard time in figuring out how every Fractal works. Maybe a separate point: the length of a Fractals-run varies a lot and may be just too long for some players. However, listed here as a single point because I believe that they have the potential of being solved by a single change (though I don’t know which, yet)… also I only have 3 points to mention

CDI Format Proposal

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Scorch der Juengere.7328

What would we like the summaries to look like?

I would think that using the Proposal Overview from the suggested format should be quite helpful. In the best case, these overviews should be directly copyable into the summary. And who to better give a short description of an idea than its author?

Suggested Proposal Format:

Proposal Overview
<A short description of the proposal that is being put forward>

That being said, I’d imagine a summary to be hierarchically ordered by topic (like most of the referenced summaries are — I guess one level of sub-topics is often enough). Then a bullet list containing the overviews, linked to the original proposals. As already mentioned, listing the author together with the overview is helpful for naming ideas. (Or, if someone says he likes Alice’s idea, I know where to look for what Alice has written.)

Another thing that might be interesting would be to mention if something was set completely off the table by one of the developers. So, if a developer says “this is not possible” or “this will never happen,” I think this is also valuable information that deserves to be mentioned in a “summary.”

All in all, I guess it is best to let the summarizers choose the style they feel comfortable with. Perhaps the words above can provide some kind of inspiration. As the process is probably starting today, I’d like to thank the people who are to take up the burden of summarization in advance.

Thanks

CDI- Process Evolution 2

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Scorch der Juengere.7328

CDI Context in Opening Post

I suggest to the developers to clearly state in the opening post what they see as the main functionalities with regard to the topic. That is, what is the reason this is already in the game or what is the desired effect when introducing it.

To be more concrete, I suggest using the same/a slightly varied template to the one that will be provided for us. The post should make clear why a topic has been chosen (the “summary”) and what the expectations on the discussion results are (the “main part”).

This might not be applicable to every topic.


Considering Fractals are chosen as the next topic.

What role do Fractals have in the bigger picture of Guild Wars 2? High-level player-versus-environment? Dungeons with randomness? Should it be something players can show off when they are good at? Should it make the good players rich?

After that, why was it chosen as a topic? Does it not fulfill its/one of its roles? Can another role be added to please a certain part of the player base? Would that possibly upset another part, so better ask them beforehand?

These questions should be answered in short in the summary, and maybe elaborated later on.

The reasoning behind this is that I think everything fulfills a role and the discussion should be geared towards improving there. However, this is hard if we don’t know exactly what the role is. The role might still be questioned in the CDI. However, I think a discussion on changing a role might well be outside the scope of CDIs.

CDI- Process Evolution 2

in CDI

Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

I’m sorry, maybe the information I’m seeking is written somewhere right in front of me and I’m just blind. But what does the “+1” stand for?

So far, I could think of two possibilities:
1) In my opinion, this post clearly states some important points
2) I support the opinion expressed in this post

In the first case I don’t see the relevance of a “-1.”
The little flag with the tooltip “Report this Post” fulfills this role (marking a post as completely useless for the discussion), or does it not?

As for the second case, the current method of applying “-1” would be to create a post with the own opinion and to let others press “+1.” That sounds reasonable for me.

All in all, I’m rather new to forums and might have mistaken something. But I hope to be able to participate and this seems to be a tool for doing so which I don’t exactly understand.

Make Ferocity scale like armor reduction

in Profession Balance

Posted by: Scorch der Juengere.7328

Scorch der Juengere.7328

I think The Lost Witch made a good point. While doubling armor halves damage, doubling toughness does not so. However… it is already the same for critical damage.
There is a “base critical damage” from 50% which leads to a calculation similar to the one by The Lost Witch.

I will refer to the damage made by non-critical attacks as “base damage”
Additionally assuming we have 100% critical chance (keeping things easy):
A) 50% critical damage (as attribute): total damage = base damage * 2
B) 100% critical damage (as attribute): total damage = base damage * 2.5
C) 150% critical damage (as attribute): total damage = base damage * 3

Advantage of B over A: 2.5/2 = 1.25
Advantage of C over B: 3/2.5 = 1.2

If you have a lower critical chance, the difference will get smaller.

So there exists already a system like the one proposed. One might now want to argue, for example, it would be better to increase the base critical damage and lower the effect of ferocity in return (or the other way around?)

Hope this helps.