Showing Posts For Stealth Paladin.4361:
Yeah I notice the same effect; I’m always having to run around w/minimap. Sometimes I’ll stop to check the TP in an area only to be lag-slaughtered by non-loaded enemies.
At this point I hear lots of sounds go off all at once, possibly the same mechanism at work…or non-work.
Most action sounds will occur after all other things are “drawn” on your screen. (Rendered/loaded would be more appropriate.)
Sometimes, I’ll kill a dragon champion, then run around doing nothing for a little bit and, right as I’m about to leave, I’ll hear the sounds of the dragon spawning and then immediately dying even though it’s much to late.
I believe audio is one of the last things to load which is weird because when using a custom playlist, the BGM starts up relatively fast no matter what.
It’s a bit silly, in my opinion, because I think audio is more important (considering I run around half-loaded LA with a screwed up camera so I have to move via the minimap).
In the long run Traehern makes sense because different folks are going to be driving the fight against different dragons. He makes alot of good character appearances on the guardian sylvari path at least. He’s a bit generic of a hero but sylvari are culture noobs eh?
More importantly, Zhaitan is all up in our business. The Grove is swarmed with undead more than most places. If Zhaitan is the first global enemy, you might also see that means Traehern as the first ‘hero’ that wont matter much anymore.
Eventually the meta-event in orr is probably going to change into a settlement and someone else will take up the hero mantle against other dragons. At least I’d wager a gold on it.
Along the lines of OP; I’d love to see more character development in any form. No idea what would be a realistic expectation but it’s a good thought.
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It would be nice to have different places featured.
I think this may be what they were starting to do with Hoelbrak and the Black Citadel with the dredge/flame legion campaign but I’d wager it will actually get better than their first go of it.
Perhaps it’s just been very LA centered due to the recent festivals and changes to the living world system?
Anyway I definitely support diverse story-lines featuring each culture.
Good idea!
Personally I’ld like to see replayable story and dungeons with dynamic party sizes.
Elementalists also call out when switching attunements (although I’m not sure if everyone can hear that). Characters how are down and using their heal spell call out “Can use a hand over here,” so it’s not impossible to have character call things out.
Would have to have the voice actors come in and record a few new lines of dialogue though.
I know I occasionally hear other players actions, but it isn’t all the time. I assume they have some algorithm for it. Since they have that ‘layer’ of the game already, you wouldn’t really have to add much server-side code to make this feature work. Seems pretty viable =)
That’s true about the voice actors; hopefully they’ve still got folks around for the player voices.
That’s interesting. They could handle the audio similar to how they current handle “Save Yourself” (the guardian skill) for instance.
I wonder what the priority order would be of who hears what perhaps Party, Guild, Proximity? I could see it being helpful in chaotic situations where fuzzy thinking kicks in for many people. Would be awesome if commanders had more ‘volume’ in WvW lol.
Perhaps I should clarify that when I say mark, I mean permanently add a label to the map of my own for for my account.
For one, this is a scotch-tape method of taking a ‘city break’. There’s no reason to leave it that way.
For two, I didn’t mention a city break, I’m talking about something else.
Perhaps others will see the reason even if we disagree.
Sorry, I dont see how that is the same thing?
Main points:
1. Marking places on the map
2. Item with N charges able to travel to either mark or waypoint
3. Items is expensive to recharge in some way as to avoid disrupting balance
Due to the mechanism you pointed out, of tp to WvW for utility stuff, we could also have free tp to LA and starting cities in general, but that’s a different topic I think.
Good examples of this feature can be seen in Magicka(teleport book), Ultima Online(runebook), some Dragon Quest/Dragon Warrior(teleport spell) and a number of other games.
@Esplen:
I’m asking essentially for a map travel version of this.
In my original proposal I’m suggesting an account-limit to how much it can be used. Recharge should cost the player a ratio of effort, currency and/or time.
An example: If I marked a certain coordinate in Cursed Shore where I travel often, the item will allow me to teleport there and back a set number of times each time-period with a given cooldown. Even if this is just a way of having a certain amount of free waypoint usage, instead of custom waypoints, that would also work.
However I very much want to be able to mark my map with or without a teleport feature.
@Player Character: Ah tyvm lol. learned something new
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I’d like to see a system similar to runebooks / teleport books I’ve seen in some other games. Most notably, even if I can’t teleport there can we have map markers PLEASE?!
Anyway I’ld like to suggest having a questable, craftable or purchasable item allowing players to open a small 30 second gate or “rift in the mist” to some place they marked on their map.
I suggest the device need to be recharged by fulfilling a dungeon, paying some vendor or have limited monthly and hourly uses.
That’s the gist of it.
EDIT:
Ah right, and for all intents & purposes, I’m just referring to use on the PvE map.
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MIDI is pretty easy to import and write code for while. At same time it’s easy to convert standard sheet music into MIDI files, since it’s basically a file format for sheet music. Not very common to see a game allow that kind of thing but I don’t see why they couldn’t.
Used to have play-your-own-song in flash flash revolution (flash clone of ddr) where you can upload a midi ;p
From my own WvW experiences vs thief as guardian,… I get killed by them plenty and I kill plenty of them in stealth.
I think this is a case of people not realizing characters have options that balance things out. If you come across a thief made to take on melee and a guardian ready to take on theives, it’s an even enough battle.
Namely: there are ways to remove conditions, everyone has dodge, stealth and invulnerable are very different. Fighting a theif just requires more tactical sense as it should.
In WvW, if you come across someone traited to take out your class, which can be made from any class, you need one of three things to win:
- good dynamic with a team mate
- highly skilled at battle
- or just more numbers
This is good in my opinion.
also +1
I think the living story or some partial aspect of it should ALWAYS include campaigns of each order, not pact, to reclaim access to some region above or below ground.
For instance the Vigil could often have a war front pushing us into the northern edges of the map 1/2 a region at a time with like a constant meta-event going.
Priory could be digging into all the tunnels looking for evidence of Primordus and uncovering stuff about the dwarves and dredge.
Order of Whispers, geeze who knows. could be doing crystal desert recon or politics, maybe trying to setup exotic trade routes on unseen continents. Lots of possibilities
Yeah I think this is a good idea. I love JPs but I also suck at them miserably! lol.
It would be really nice if achievements from JP wouldn’t be a prerequisite to most others.
At the same time, fully completing every game task in a region really, in real life, is somewhat of an achievement. It takes more effort than for instance not doing the JP in that region. Makes sense to me that a completionist gets bonus for completing.
Anyway keeping JPs, adding checkpoints (as has been done a little already now..) and making sure achievements make sense. That’s my vote.
Or they could put the jumping puzzles into the game, but not tie them to other achievements. Have a separate jumping puzzle achievement that does not contribute to a reward that is unrelated.
My oldest son LOVES the JPs and he is very good at them. He does not look up how to do them. Instead he figures them out himself. Therefore, I understand how someone can love them.
I, on the other hand, might rage quit the game if I have to do them for a reward that I really want. I’m terrible at them coupled with I don’t enjoy them that much. If I was terrible at them but enjoyed them and wanted to get better that would be different.
With that logic should take all rewards / achievements away because some don’t like JP’s, some don’t like dungeons, some don’t like…. I would love to see them be more useful for leveling. JP’s are a big part of GW2 but they are useless for leveling or loot. You get some AP the first time you do them and thats it. I would prefer leveling ,my alts with some very hard JP’s over doing hearths for example. Or I would prefer earning skins by doing JP’s in stead of doing dungeons. You can level in this game with dungeons, WvW hearths and events but sadly JP’s is not an option. So I would see giving them a bigger role.. of course not a unique role so people who don’t like it can reach there goals in other ways but if there would be some unique item/ skill only as rare drop from one JP chest (providing the chest is available every time you do the JP, not once a day) then thats no problem if they also put another rare skin in a dungeon.
Uh..no. I said have a SEPARATE achievement. That means they have an achievement.
That does not contribute to a reward that is UNRELATED. So it has its own achievement and its own reward.And why can’t they have more achievements and rewards for each category? A dungeon set, a fractile set, and jp set, a minigame set, a sPvP set, a WvW set, a PvE set.
Basically, I want some crazy mystical horse, lizard, bird or beastly lookin’ thing to move around faster, have a custom bundle with 5 special attacks and fly at low altitudes.
I notice a few inconsistencies with the mechanics if these were introduced….. oh well.
Still want them. Alot.
I bet you guys could work it out if you really felt like it.
I would think it would be pretty awesome if guilds or sufficiently rich persons could build an instanced zone onto any outpost, fort, tower, etc besides the towns. This would give the feel of having a place in the world without crowding the world. It would also give players motive to defend and/or upgrade places in story mode giving guilds a local influence over the area they picked.
One Asura gate becomes available near sentry points. Perhaps special requirements to setup in some crazy place like Orr and have your own guildie-only waypoint maintained.
Would be also cool if towns start out barely bettter off than the supply camps in WvW and level up to be more like the central citadels with some flair and siege weapons!
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Collision detection is a variably expensive and complex operation to perform and track, which is the larger reason many games in general don’t have any true collision detection. Still, I think I know what you mean about the annoyance of being stuck and shuffling through endless weird voids where bodies supposedly are.
I believe what Silk is saying about the tactical and strategic experience here is really important. It’s like having super-nerfed some players and uber-charged others situationally, so the situations needs to be accounted for.
What about a ‘front line’ detection? If there’s a handful of defenders, you can’t just zerge through a small curvey line in front of them.
Also highly supportive of dueling. Makes perfect sense in this game since the NPCs occasionally ask to duel you for training! It would be cool if dueling, whether 1-vs-1 or group-vs-group, could be sponsored by players.
Scenario:
Guild A creates a ‘quest’ to whack leader of Guild B, Guild B is of course retaliating. When both sides are ready to square off they meet in a field or an arena and bam. Guild Wars. >_>;
Anyway then we could put up loot for reward on top of the normal WvW auto-loot and it would be a really nice custom quest system.