https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Showing Posts For Stron Magnesson.8017:
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Yes, poor timing in some regards, seeing as how there is currently another world event going on at the same time. Making this permanent would take the heat off of completion.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Rewiinded, same here! I quit playing after the first week of Frost and Flame, and really felt no desire to play again till the SAB came out!
I’m really dismayed at the grind in this game, mostly because that was one of the promises from the very beginning that we wouldn’t have grind.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
I really enjoy it, but lately i haven’t had the time to devote to getting through it, and i’m afraid of seeing it disappear before i can. Not only that, but i think this would be a great way to introduce new players to the basic (very basic) mechanics of GW2 in some ways.
I don’t mean to sound completely selfish, but this just seems like one of those things that should be a permanent aspect of Tyria.
The Christmas and Halloween events were seasonal, sure, but i don’t see a valid reason why this “educational” event should just disappear at the end of the month.
It’s a great game, and if it does get taken away at the end of the month i hope we’ll see it crop up again somewhere, if not in Tyria, then maybe as its own separate downloadable that could be played over a network.
Still waiting to see a true roguelike dungeon in GW2, like Dungeon Runners was.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
I’m trying to figure out just what the difference is, which is better, how, why, why not.
Anyone put in any time studying the effects of these two sigils?
Thanks.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
There was marriage in Mabinogi. A friend of mine in game payed for half of it for me and my irl wife, then we stopped playing the game… Not worth it.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
And no child support to pay either, unless you adopt one of those Norn orphans.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Not sure if you were responding directly to me or not. I’m not advocating a denial of merged servers at all. And certainly not because of language barriers. I’ll take teamwork where i can get it. A pleasant non-english speaking team mate is preferable to one that does speak english but won’t use it, or uses it disparagingly.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
“oi. don’t. loike. SPAM!”
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Make an exclusive guild for two. Make both of you owners. when you get the influence, get the guild bank. Share your junk. There’s your marriage.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Sounds good to me. I heard about the horrid Orr zerg of players, so i stayed away as long as i could, then i actually got interested in playing there and found the zones were practically empty. 20 people in a zone on a good evening. An underflow would be great as much of this content does not seem to be soloable. Too many champions.
Oh please. Don’t confuse xenophobia with a desire to actually understand what people are saying. I’ve played games with Germans online before, and other non English speaking people, and while they are generally nice and fun to play with, the language barrier makes for a frustrating time.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Ok, i was watching an episode of Felix the Cat and it made me think of Pinoccio and the Legend of Zelda, where you go inside the body of a giant sea creature.
It got me thinking: Lion’s Arch has all these boats, so far they only go to the Karken Island, but that event is pretty much done. So, what if there were a new event involving a giant sea monster, you’re on the boat with several other people attempting to drive the creature away from LA. You could use cannons on the boat, drive monsters off the deck, and aim at the creature’s eyes. Maybe the monster wraps around the ship and tries to bring it down and you have to hit it to make it let go. If you fail, you end up inside the creature.
An Organic Dungeon!!!
Fight other creatures the monster has devoured whole, find ways of triggering the monster’s reflexes to open passage ways to travel further away from teeth area and toward the blow hole to escape.
Or something like that…
If you make it out, the monster has had enough of you and leaves the port… for now…
This would be repeatable for a group of 5, like a normal dungeon instance, and maybe could have different paths.
Path 1. Start in the stomach and head up to the mouth, hit the uvula to make the creature vomit you out.
Path 2. Go from the stomach to the blowhole/gills to escape.
Path 3. Go from the stomach to the… you know where and escape that way. Unless someone else has a better suggestion for path 3.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
There once was a poor little RPG title for the Sega Genesis called Traysia. It was old, poorly translated, let you cheat by equipping unlimited power boost items, and had a clunky strategy battle system that i loved anyway.
There was a character that wore full heavy plate armor and helm by the name of Banegie.
Banegie was an enigma, tall, dark, silent, strong. He kicked bootay with the best, and cast magic with the rest.
Most importantly, he was a she. This was a total shocker to the party of course, who all assumed Banegie was a dude til she removed her helm.
I would like to play this kind of character personally. It would be very interesting. But that cannot happen so long as heavy plate armor in GW2 has curves and cleavage showing where it don’t belong in heated battle. I cannot anonymously play a female character and prevent other players from knowing that it is female. I’d love to get that shocked reaction when i remove my character’s helm and they realize she’s not a guy.
And i’m saying this as a guy.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
When i read about the fractals and realized what it was, a roguelike, i was amazed that they actually had done something even remotely similar to something i’d suggested elsewhere in the forum. I’m happy with this progression, but it is imperfect.
What i’d change:
1. visits to the safe haven between fractals. I’ve only seen two so far, both times i’ve gone in, which makes me question the true randomized nature of the beast. But after finishing the first fractal, my group has usually died a couple times each, and a repair would be nice.
2. some kind of point to each fractal. Why are we here, what is important about this place in time? Some of it is based on past events, but for those players who have not played GW1, these places and people have no background, and there’s no narrative to go along with the journey through the fractals.
3. Waypoints. Because waiting for the last player to die so the whole party can rejoin the fight is boring. Because bosses reset when the party fails, but our armor does not. Because that’s not how it’s done in PvE, WvW, or Dungeons. Why do it here?
As a side note, i actually hope they make another of these, but as part of a greater purpose, or side quest, rather than an expedition. Exploring is fun and all, but i seek battles that feel grand, epic, and meaningful. You know, like the rest of the game’s instances.
Check the link in my sig to see what i’m talking about.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Fractals of the Mists is out now. I have to say this is pretty close to what was discussed in some ways, but lacking the sense of intent i was hoping for.
It’s more of a wild excursion, rather than a pointed enterprise.
What are your thoughts? How could Fractals be made better?
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Inwjohnza, thanks for the interest, but i’m content to stay on Isle of Janthir for now, and am not looking to move.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Thanks for the response, rose, but Apex doesn’t sound like what i’m looking for.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
NOTE: please read my entire post before advertising your guild. Thanks 
Hello.
I’m looking for a secondary guild to role play with earlier in the day than my regular PvE guild.
I live in Central Time Zone, run a Lv 80 Warrior currently, but may start a second character at some point.
I have a moderate amount of experience as a role player. I was formerly in an RP guild over on EverQuest 2, and i’ve done table top RP and moderation for 10+ years.
I’m not interested in pseudo-militaristic RP (the reason why i left the RP guild in EQ2).
I’m looking for moderator driven RP, combat involvement, and even Personal Story completion.
Attitude about attendance should be somewhat casual as i have a sporadic schedule for gaming.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Reducing costs of being downed: Waypoint fee PLUS repair costs?
in Suggestions
Posted by: Stron Magnesson.8017
Make Dungeon Waypoints act the same as City Waypoints. i.e. travel to any Waypoint in-dungeon for free.
Completely agree the double fee is needlessly punishing.
Dungeon waypoints are free. At least they were two days ago…
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Of course the damage output is going to be somewhat subjective depending on the Profession that is using the weapon. I play warrior, so sword and rifle have bleeds. Using the steady PvP weapons on the medium golem, i found that those two had unproportionally fast kill times (under 30 seconds using auto attack only) whereas the Longbow was horrid (over 4 minutes). Axe and Hammer both averaged 1 minute 40 seconds, while Greatsword and Mace averaged just over 2 minutes. The difference isn’t in the power of the weapon, but the conditions they lay on, as well as the speed of the swing/shot.
I tested each weapon (except longbow) 2-3 times, and the times were consistent for each weapon within a 4 second margin of error.
A 10% difference between the base damage of 2 handers and 1 handers doesn’t make that much difference from what i’m seeing. Even excluding the bleed weapons, it’s about the speed of the attack, not the base damage.
In order of fastest to slowest: Axe (1m31s)>Hammer (1m46s)>Mace (2m11s)>Greatsword (2m5s)>Longbow (4m11s for one test).
And between the two bleed weapons: Sword (21s)>Rifle (23s).
NOTE: i’m not a dps build, so these numbers may be faster for someone who is.
NOTE: i’m also not specced for Greatsword or Axe, so my traits didn’t have any effect on those.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
100 floor dungeons like in SAO , (sword art online) would be cool with a boss room , jumping area’s and if possible adjusted to how many players are in a party so you can also solo it.
I’ve been watching that recently, didn’t realize they made a game of it.
Sword Art Online, Tower of Druaga, Ys, Lufia, Fatal Labyrinth, Gauntlet 4, Krull, Conan the Destroyer, Castlevania, Legend of Zelda. So many sources to pull ideas from.
A jump puzzle room, if you fall, you get impaled on spikes.
A mirror room, enemies spawn that are replicas of the player’s own characters.
Also, there could be harvest nodes that yield items that create bundles. Things like exploding ice crystals, or a flaming brand, something any profession could use against enemies with elemental weaknesses.
I was also thinking of having the levels rendered one floor at a time, but some floors could have more height to them, so you’d start on one floor, go up a flight of stairs, and find holes in the ground to the floor below. Makes it tricky that way. In fact, holes in the floor could be part of the puzzle. Work your way to the stairs, go up a floor, fall down a hole, find the exit.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
I was thinking a soloable instance would be fun as well, but not if it sacrificed the challenge for parties. If they could make it appropriately challenging for both, then it’s not a bad idea, just a difficult proposition.
EDIT: perhaps the first few levels could be soloable, but then reach a point at which you’d need a party. Kinda like how i can solo a group of 4-6 ettins and a veteran in Queensdale on my lv 80 warrior, but if i tried that in Sparkfly Fen or down near Fort Trinity i could very well be in trouble unless i stay on my toes.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
So we should get the think tank rolling!
I was originally planning on a round tower, but i think for this to work it needs to be a modular design, and modules work best with squares to my knowledge.
Additionally, there should be sufficient rewards for those who lack the time/Level to finish the tower in its entirety, but not as great as the rewards for reaching the top.
Each floor should have a Haven room. Some place where monsters will not go, maybe have a closed door or something. Players will need someplace to sit and rest up, recover, eat boon food, talk strategy, go to the bathroom, etc.
I think it would be great if even the bosses were randomized, but appropriately themed.
For instance, if the first couple floors appear to be just another dungeon, then the monsters and boss should look like they fit in with that environment (ghosts, gargoyles, a Boss Troll), the next couple floors might look like a grassy meadow with trees and ruins (hey, it’s a magical tower, it doesn’t have to all look like the indoors) and there you’d fight skritt, scale, drakes, etc.
I was thinking the final boss might be the only steady element, but even that could be randomized perhaps…
Earlier i stated that there should be two possible final boss fights: Ceremony interrupted, and uninterrupted.
The interrupted ceremony might, for instance, result in a magic cauldron becoming the vessel for the dark force, its essence billowing out, casting spells, defending itself as best it can. The players would have to navigate through magic barriers, Elemental attacks, and more cultists, to attack the vessel itself. Destroying it would of course bring an end to the evil… for now.
The uninterrupted ceremony would result in one of the remaining cultists becoming the vessel him/herself, and perhaps the appearance of the evil would change depending on the sex/species of the vessel.
Human Male: warrior like, greatsword and hammer. lots of health
2nd form: a brute beast, similar to a troll or destroyer troll, flaming aoe.
Human Female: mesmer like, lots of copies, teleports around.
2nd form: a wolf like beast with female features, similar to a wolf-norn, leaping attacks, lightning attunement.
It’s late and i’m running out of ideas.
There would of course be a final, 3rd form, consistent across all the permutations of its previous forms, that would be its true form. Defeating this would end the battle and let the heroes go back to the village victors.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
I like the idea. This made EQ2 a little more enjoyable in some ways.
I could make a young looking character, then change his appearance as i leveled to make him look more aged. Then make him young again if i felt like it.
In GW2 i made a really skinny Warrior, ankittenep wishing i could beef him up a bit.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Ugh, this thread got moved so now it has the Moderator tag on it. I think it’s going to be a long time before a Moderator takes a look at this again.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Reducing costs of being downed: Waypoint fee PLUS repair costs?
in Suggestions
Posted by: Stron Magnesson.8017
I’m just glad we can’t lose our equipment by dying. DDO and Mabinogi both had a durability bar on weapons and armor, and you had to repair more of it if you died. Unfortunately they also instituted a chance of permanently lowering the durability of the equipment to the point that it became useless to you. One or two hits and it would crumble. Worst idea ever, i don’t know who thought that would be fun.
As for WP, i’m using the Heart of Mists to Lion’s Arch to Asura Gate to the nearest town to wherever i want to get to more and more these days. It’s cheaper, though slower (more loading screens).
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Agreed, some Skill Challenges are nearly impossible to complete due to this. The Veteran Rock Dog in the Harathi Hinterlands is fresh in my mind as i just did that one last night. Took me two tries because of the swarm of centaurs. Fighting a veteran is hard enough, fighting a veteran with 5-8 others beside…. not fun.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Yes, and they should live in the trees, waiting to drop on our heads….
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
So, i just got my signature set up, and lo and behold, my previous posts don’t update to have it.
Not only that, but i noticed a typo, so my first post that DID have a signature will always have that typo.
I don’t know if this is just something that takes time or if it actually doesn’t work that way, but i’ve seen it work on other forums, so i naturally expected it to work that way here.
Not a huge deal, but it would be a nice thing to implement.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Thanks! hopefully we can get some more support.
I talked to a friend of mine in game and he liked the idea, so i know it’s not just me.
I was thinking of that one Personal Story, where you go into a dreamlike flash forward to a possible future with Trahearne and he gets that sword from the Pale Tree. The final ascent up the many flights of stairs, the golden glow of the atmosphere, the exciting music, and seeing that big bad evil guy at the top just waiting for you…. EPIC! That’s the kind of feel i’m hoping for with this, especially near the top.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
the 65 FOV in that video posted above is a prime example of manipulated evidence. I never zoom my camera that close in to my character and play just fine. The comparison given is unfair to the original.
Please note that i am not arguing against a greater FOV option, i’m just saying the video is tampered.
EDIT: i also play with my character offset to the left of center, so when i do zoom in i can see more of the picture.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Daecollo, rather than repeating yourself like a broken record, perhaps you’d like to state your reasons why you think Damage adjustment is a good idea? Is it for balance? That seems to be your reason, but i’m only assuming.
EDIT: i think that lowering 2Hander dmg is unfair considering only a few Proffessions actually seem to have OP 2Handers. Any weapon’s value is actually dependent on the Skills associated with them, which are based on the Profession of the user. Nerfing all 2Handers would have negative results on those professions whose skills already aren’t that fantastic.
However, a 10, or even 5% increase in selective 1Handers could benefit everyone, and even make certain weapons viable again. My reason for saying selective 1Handers is because there are some weapons that don’t seem to need a boost, but again, their true value lies in the skills associated with them, so…
But i wonder if it isn’t backward to consider adding a second sigil to 2Handers as the unbalancing element. Shouldn’t this have been instituted from the beginning? Isn’t it unbalanced that they don’t have a second sigil?
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Make tools have a lower chance to break when used on lower-quality nodes
in Suggestions
Posted by: Stron Magnesson.8017
wait, what? you can break stuff on lower grade resource nodes???? first i’ve heard of this.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Make it so you can’t put two of the same sigil on a 2 Hander.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Anybody else remember Dungeon Runners?
I’ve played a few roguelikes over the years, and enjoyed every single one. From Gauntlet 2 to Mabinogi, from Fatal Labyrinth to Desktop Dungeons.
So i was thinking, given Anet’s past experience with roguelike dungeon creation, it would be interesting to add a pocket zone outside the normal world area (like the Mists or Hall of Memories), reachable by Asura Gate or something. On the other side of the gate would be a jump puzzle, and beyond that is a teensy-tiny village.
Not a fully fleshed out area, but more of an extra mini-game. Something that would reward players for coming back multiple times solely because the labyrinth wouldn’t be the same each time.
This village has lived at the foot of a tower for ages, secluded from the outside world, intent on keeping the evil power within the tower sealed away.
Agents of the dragon have found the tower and broken inside, and are now attempting to unleash what should have been left dormant.
Now, the heroes must climb the magical tower to disrupt the ceremony at the top floor. Due to it’s magical nature, the tower’s floors reconfigure their layout each time a group enters it.
The first few levels start out easy, but get progressively harder toward the top. I was thinking one floor would span 5 Character Levels (1-5, 6-10, 11-15, 16-20, 21-25, 26-30, 31-35, 36-40, 41-45, 46-50, 51-55, 56-60, 61-65, 66-70, 71-75, 76-80) And every 2 floors (10, 20, 30, 40, 50, 60, 70, 80) there would be a boss fight.
Perhaps as a fun gimmick/nostalgia the music could be composed of chip tune versions of music already in the game. 
The final boss fight would involve disrupting the ceremony.
If the players succeed, the ceremony fails to revive the evil power at full strength, but it is revived and must be fought.
If the players fail to disrupt the ceremony, then the evil is revived at full strength and provides a tougher boss battle (i.e. multiple forms, more AoE attacks and crowd control, more immunities, etc…)
The reward for completing the tower could be a chest of armor/weapon skins unique to the tower, a mini-pet of each boss, special currency for items from the village (like the Dungeon vendors in Lion’s Arch).
EDIT: Watch Tower of Druaga for inspiration. Some areas look like dungeons, other areas look like out doors. It’s winter on one floor, an open meadow on the next. You can see the sky above, but wait! there’s a staircase going up into a hole in the sky. Some corridors would be booby trapped, not with spikes and pit falls, but magic explosions that transform you into a deer or rabbit for a short period of time, or even change your gender momentarily. Things like this are funny and distracting, but could be debilitating if they happen mid combat (who wants to be a rabbit when fighting a horde of skritt?)
Each time you enter the tower is an instance, same as Dungeons, so if your party can’t make it, nobody’s coming along to help you. There should be a Way Point at the village though. If the going gets tough, retreat, sell junk, relax for a bit, and then go back at it.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
Where are the human geniuses? Where are the philosophers, the philanthropists, the industrialists and the engineers? Where are the inventors of the teleporters once used in Ascalon and Elona well before the time of the Asura.
They all joined the Priory.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Duel request would be what, 1v1?
You pop a marker up, players come in, click on it, everyone starts fighting. Maybe some leave, maybe some more come along and join in.
It’s spontaneous.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
I’ve played games with Duel invites turned off and have no recollection of ever being harassed for it.
Here’s my own idea: https://forum-en.gw2archive.eu/forum/game/suggestions/Spontaneous-PvP/first#post478473
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Simple solution: Make it so people have to not just enter the area, but also click on the Marker and accept before they themselves are able to attack/be attacked.
No more griefing.
Edited in OP.
Additionally, it could be that if there were only one person standing (not downed or defeated), in the PvP zone, then the area closes after a minute (or less) of no one else challenging. This way people can’t just pop up a zone and leave it there, go afk for a minute, have someone come along and get an easy kill, come back and find himself dead.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
I know there are other topic threads on PvP, but this is a little different, i hope.
I know there’s been talk of having Private Arenas, and talk of Dueling in PvE areas. That’s all well and good, let’s do both.
But what i’d like to see is this:
A challenger pops up a PvP marker of sorts, maybe a special banner or something, but have it rooted in place. You can pop this up anywhere you want (except maybe in water due to boundary issues) and a perimeter would appear on the ground. Then, if anyone goes inside the perimeter, and clicks on the PvP Marker, they get to fight whoever else is inside.
No teams.
No points.
No boundaries.
Everyone can come and go as they please, including those Veteran Pinesouls wandering around.
Lay the marker down on the edge of a cliff, or an open plane, or in the Cave Troll’s lair, in the middle of town, anywhere that isn’t Instanced.
Players that enter the Perimeter become Red Targets, and if they run back out of the Perimeter they change to Yellow for 10 seconds (so you can’t dodge in and out and avoid taking damage, you have to commit to leaving the fight).
There could be a timer on the PvP marker, maybe set by the person who pops it up, or maybe it just stays active so long as people are in the perimeter. If everyone leaves, then it just closes on its own after 10 seconds.
There COULD be a Score board on the Hero page to keep track of your kills/deaths, or maybe just an Achievements bar specifically for it.
The perimeter would need to be big enough for attacks like the Warriors GS 5 Skill to be used without sending the player outside the area.
These PvP markers could be bought in game or through the Gem Store, or there could even be open arenas in certain areas, like that pet arena in Lion’s Arch, or the Hylek arena in that one Personal Story. Certain places on some maps are already set up like an arena.
Come to think of it, towns might not be a good place to PvP, because they have no restriction on level. The areas outside town maps are best.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
I think a lot of people will quit the game a long time before they will put up with the WvW zones.
Probably. I know i’m not fond of PvP. I enjoy WvW a little bit more than SPvP simply because it’s openly explorable and not just a tiny shoe box of a zone.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
I also started a thread on this. I’ll just paste my comment here.
Here’s an idea i came across from playing Mabinogi.
There were a few instruments you could buy in game, such as a Lute or Flute, and you could inscribe Sheet Music with simple notation (A, A#, Bb, B, C, …) and then play the music you wrote in the game for others to listen to.
Mabinogi took this a step further, which i think is unnecessary (master class songs had magical properties when performed) but i think this would be an interesting past time, adding to the social aspect of the game, and giving players something to actually dance to.
If coding the sheet music is too difficult, then just have one song available by default, sell pre-written sheet music in the gem store, and make it so people can coordinate their playing (like we do with dances) so they all start at the same time with different instruments.
Instruments could also be crafted items, cultural items (Asuran keytar, Norn drums, Charr bass, Human spanish-guitar, Sylvari woodwinds), and special skins in the gem store.
I love the work that has been put into the music in this game already (and GW1) and think this could be a fun way to appreciate GW themes even further.
Also, you could make it so that the instruments are only usable with our Town clothes, which would give that set more reason to be shown.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
lol, thanks, sarcasm aside.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Having a class changer is a great idea, but i really have come to dislike having a Novice class from all the games i’ve played with one. It’s a flavor i’ve lost the taste for and i really hope doesn’t get brought into this game. I like just picking the class i want to play and starting as that. Having definition and direction from the beginning is liberating in it’s own way.
Maybe you should try Mabinogi, it’s classless, involves exploration, has a push button attack system with some similarities to GW2, and character progression is completely open.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
I forget the terms, but i’d like to have this tone thing, not for “Defeated” players, but for “Downed” players. The Downed players still have a chance of getting back on their feet on their own, or if a monster (just talking pve here) dies they rally. A tone would be useful in this situation because simply drawing monsters’ attention away from the Downed player can save them.
Other than that, yes, this isn’t going to do much good, sadly.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
This would be useful to me, as i sometimes run with players who are lower leveled, and i try to keep them alive.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Simple solution: keep the titles where they are, but change the color to a brighter one, maybe with a fancy font or {bookends} to make it stand out.
With regards to the community, as a whole i’ve found it to be rather chatty and friendly (i play on Isle of Janthir), only rude people i’ve really run into (directed at me personally) were in the Heart of the Mists, which i expect from a PvP zone… My broader experience across many games is that your hard core PvPers have a general disregard for other players on principal.
GW2 seems to have PvP as the inevitable end game, so i suspect we will be drawing more of that crowd as time goes on.
I wouldn’t start a conversation with someone because of their title unless i were looking to get that title myself. This being said, i like the way Everquest 2 did titles, as a addon to the name, rather than a sub-title.
Deathecus the Slayer.
Rafe Mathews the Healer.
Obsidian the Stout.
No Walking the Explorer.
Ronah the Avenger.
Titles should be more cool than that of course, but this is just a general idea.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
(edited by Stron Magnesson.8017)
I’ve played other games that had a Novice (or equivalent) starter class and you didn’t get to specialize til lv10 or so. I have to say those games have the longest tutorials, slowest start, and boring intros.
That isn’t to say this can’t work, it just needs to be very carefully planned out. In the mean time, i like the character creation as is for the most part.
I do wish they would explain some things like Charisma/Dignity/Ferocity, and offer a weapon choice, done similarly to how we choose between helmets and shoulder guards.
Maybe give 3 options to pick from, a short blip about their style and what it says about your character’s personality to use this weapon instead of that one, or maybe a history blip on how you came by getting that weapon. (heirloom, taken from an attacker, forged by a friend as a gift, etc…)
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
Here’s an idea i came across from playing Mabinogi.
There were a few instruments you could buy in game, such as a Lute or Flute, and you could inscribe Sheet Music with simple notation (A, A#, Bb, B, C, …) and then play the music you wrote in the game for others to listen to.
Mabinogi took this a step further, which i think is unnecessary (master class songs had magical properties when performed) but i think this would be an interesting past time, adding to the social aspect of the game, and giving players something to actually dance to.
If coding the sheet music is too difficult, then just have one song available by default, sell pre-written sheet music in the gem store, and make it so people can coordinate their playing (like we do with dances) so they all start at the same time with different instruments.
Instruments could also be crafted items, cultural items (Asuran keytar, Norn drums, Charr bass, Human spanish-guitar, Sylvari woodwinds), and special skins in the gem store.
I love the work that has been put into the music in this game already (and GW1) and think this could be a fun way to appreciate GW themes even further.
Also, you could make it so that the instruments are only usable with our Town clothes, which would give that set more reason to be shown.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first
I don’t know what causes it, but if i play the game for a long stretch of time, sometimes the audio just cuts out. Sometimes altogether, other times i get certain sound effects but not others.
It’s not my sound system or my sound card, if i close the game and do other things the audio works fine, and if i restart the game the audio comes back.
Could this be a RAM issue?
EDIT: while i’m here, i might as well mention i also get random clicks at odd moments. Not really clicks, they sound more like bottle rockets going off, but without the whizz.
https://forum-en.gw2archive.eu/forum/game/suggestions/Roguelike-Dungeon-Instance/first