Showing Posts For Surkov.4016:
Seriously, please do this. I actually like queen’s gauntlet but it’s completely kittening impossible for me with the massive amounts of lag.
This gonna get updated anytime soon? If nothing else I would like to be able to “forget” discovered recipes for all the low level junk that I will never craft again. It’s unnecessary clutter in a menu that just makes me feel uncomfortable when I see it.
Map is way too big, skills are way too slow for this to have even the slightest potential of being interesting.
Joking right? There is no way this type of game is for you if you think it takes too long. This is the first mini-game I actually appreciate, it requires you to take your time consider your choices and act carefully which is a hell lot more involved then the more “Arena” styled games. My biggest complaint is that they kind of kitten the survival aspect by making the game based on quick rounds confined to a single portion of the island.
-Keep the hunger debuff constant and prevent it from stacking in intensity.
-Spread out supplies across the entire map, they need to be scarce and hard to find.
-Randomly activate and deactivate the other camps on the island as supply sources, utilize the whole map.
-Rework the scoring system so it doesn’t benefit people who die. It’s so stupid that dying first can put you at the top of the scoreboard.
That’s all it takes to solve the problems with hiding players that stock on rations, ghosts that clump together and simply attack whatever moves, the ridiculous spawns when people die in grace period, and the overall tendency to simply kill people on sight rather than make decisions based on the actual survival aspect.
(edited by Surkov.4016)
So skipping past general complaints on what I think is one of the better mini-games introduced to GW2 I’d like to ask. Why does this mini-game essentially use such a small portion of the map? Looking at the full map would imply that the several “Encampments” where you find supplies activate and deactivate randomly but that hardly seems to be the case as the same ones are always active. I’m still not quite sure what determines when they “deactivate”.
Personally I feel that the game would work better if the “Hunger” debuff, instead of stacking in intensity over time, would maintain a constant degenerative rate. The reduced health degeneration would lessen the impact of torment upon those with high health yet retain it’s damage capacity keeping it’s lethality to previously injured or starving players. Additionally by allowing matches to last longer and players to survive without rations for prolonged periods of time more of the map can be utilized. Assuming that the outer portions of the map contain supplies as well (I have never seen anyone head past the Driftglass Springs, however I noticed the northwest portion of Southsun Shoals seems to lack supplies of any kind) the overall focus of the game would shift from the hoarding of rations (currently the only way I see to consistently win) to the active pursuit of supplies, and the players that carry them, across the island (of course with supplies being more spread out, as things are now the first person to the dappled shores has all the rations he will ever need). The overall dispersion of players would also help alleviate the clustering of ghosts allowing dead players to “Haunt” more effectively while simultaneously improving the effectiveness of the “grace period” by preventing close respawns and cramped quarters in general.
I like Southsun Survival a lot, I’m glad Anet did something a little different and stepped away from the pathetically small “Arena” combat that so often characterizes these events. Yet it still feels like there was heavy influence of arena elements in the development of Southsun Survival which, to me, is appealing because of it’s slower more thought provoking pace. I think that while it is good as is, there was more potential that could have been realized.
That would be nice. But I would like to point out that this is especially an issue with trick shot as thieves are more dependent on it as a basic attack rather than a skill such as dancing dagger which we can decide to use at our convenience.
I still wish that our positioning with the shortbow mattered a bit more though. Bounce feels kind of like a cheap mechanic to me but despite that I don’t see anything inherently wrong with it on something like dancing dagger.
(edited by Surkov.4016)
Recently I have begun taking stealth utilities with my shortbow in an effort to make a generally more mobile and survivable build. Since doing so I have come to the conclusion that Trick Shot is really more frustrating than useful and feels a bit awkward on the thief.
For a “high mobility class” it seems to be very counter-intuitive to bind a bounce mechanic to the basic auto attack of one of our weapons. The same weapon that grants two movement skills causes problems in PvE where during my dodging and shadow stepping my enemy will more often than not be dragged into proximity of another that I have no intention of aggroing but end up doing so anyway because the shortbow’s auto attack actually puts me at a disadvantage. Unlike a rifle engineer who can control what aggro his piercing shots generate by repositioning himself the shortbow thief is reliant on his enemies movements more than his own to make the most of his weapons potential and has less control of it overall.
What makes this issue even worse for me is how slow the arrow actually is. It takes an unnaturally long time for it to finish bouncing between whatever targets it pleases meaning that If I need to pop stealth suddenly with blinding powder I will suddenly be slapped in the face by revealed even though I stopped attacking a little while ago. As anyone who has been scorned by the sudden stealthing and subsequent revealed debuff inflicted by last refuge can attest, this just flat out sucks.
How possible is it that we could see a reworking of Trick Shot into something useful? If not that then what about a projectile speed increase? (Not that I really expect anything to happen before Venoms are reworked, they desperately need it.)
What’s got me steamed about it is that after the two hours I could play, the lag got so bad with the ancient karka I couldn’t play anymore and got nothing.