Showing Posts For Thegreatninjaman.5891:

Unplayable Solo

in Guild Wars 2: Heart of Thorns

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

why would you play an MMO solo? i mean the game is called GUILD Wars.

How can I WvW with guildmates

in WvW

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

I disagree with that Cajun. that would open the game up too all sorts of sneaky backstabbing tactics that would be unenjoyable and make every new member to a guild an enemy.

[Suggestion] Custom Chat Channels

in Guild Wars 2 Discussion

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

i did a quick search and found nothing on this topic, but i’m sure sometime it was suggested.

Anyways, Custom Chat Channels are simply Chat Channels that players can create and invite others through either an invitation, password, or publicly open.
to create one you would just type /Channel [Channel Name] [Password]
other commands for changing the password and kicking players would be /Channel Password Change [Channel Name][Password] and /Channel Kick [Channel Name][Player Name]

changing ownership on the channel would be another command as well as keeping it Server Only to prevent spying in WvW.

Chat Channels would be useful for Guild Alliances, Keeping groups of friends in contact, and World vs World Groups.

This system will look very familiar if you have played World of Warcraft.

Wizard's Tower In Kessex Hills. New dungeon?

in Lore

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

it would be a very awesome dungeon. it could have paths that relate to answering unanswered questions.

[Suggestion] Claw Island as a server only map

in Guild Wars 2 Discussion

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

With the mega servers there’s really no reason for server pride. Especially if your not evolved in WvW. They can totally do away with servers at this point. All that’s needed is maybe 3 named server’s. NA/EU/OTHER as far as PVE goes anyhow.

that is a terrible idea. if we had WvW split between servers, then we will have a huge number disadvantage at different times of the day.

[Suggestion] Claw Island as a server only map

in Guild Wars 2 Discussion

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

it would be a nice way of retaining server pride. i like this idea.

Vote For Two Handed Axes

in Guild Wars 2 Discussion

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

i vote for this as well, but can we brand them as Polearms?

Map Recycling?

in PvP

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

this isn’t a suggestion, its more of a question.

Could the Current PvP maps be redesigned for other gametypes? like removing Cap Points in favor of a Deathmatch, adding in Flags for “Capture the Flag”, or even more obscure gametypes like Headhunter (killing enemies and bringing their “points” to a drop-off point)?

Skyhammer

in PvP

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

[/quote]

you can’t anticipate when mesmer gonna pull you into hole on hammer platform because while you are loading into platform he already pulled you and you have 0 chance to react[/quote]

then i go back to were i died with stability ready and kill him. sure its cheap that some of these people do these strategies, but is it really that much cheaper then using a bunker engineer to defend a point?

Skyhammer

in PvP

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

ill be honest, i love this map. its the best one. I feel like it takes more skill to be aware of your surroundings and anticipate the enemies Knockbacks. it has a gimmick that helps you earn points rather then getting them for free using the Skyhammer Cannon. i want more maps like this, not necessarily ones that have instant kill hazords, but maps that aren’t filled with redundant, boring, back and fourth duel style combat and ward gimmicks.

[Suggestion][PvP Map] The Lab

in PvP

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

I have never experienced these bugs.

[Suggestion][PvP Map] The Lab

in PvP

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

movement spell bugs? please elaborate.

[Suggestion][PvP Map] The Lab

in PvP

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

This Map uses a Circular Design with an Asura theme.

The players spawn in the middle on platforms in the air with Spiral rampways going down in opposite directions. (blue going up from the left and red going bottom from the right)

The Cap points are at the Top, Center, and Bottom of the map. there is a cross sectioned hallway going through the center point © with the end of the ramps being at each hallway. at a moderate distance beyond both ramps will be capture point A and B.

on the Left and Right side are points that must be held for 20 seconds at the same time by the same team. if this is accomplished the team will be rewarded with 15 points and Turrets will spawn at each Capture point they control at the time of reward.

The spawn area will have alternate exits on each side that are high enough to take a small amount of fall damage. too allow risky rushing.

This map will give a Double-Domination gametype feel too it while focusing on team-fights do to the slightly smaller level design. The turrets spawned from caping the side points will not be very powerful and be able to be destroyed, but will keep reveal the enemies on the map around the cap points.

[Suggestion]Camp Events

in WvW

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

This is a Simple idea that could help make Camps more important and worth more to fight over.

Camps will still spawn supply normally, but in addition to that, every 15 minutes they would have an event that when completed will spawn additional supply as well as increase the NPC’s defensive and offensive capabilities.

Each camp would have 2 types events. a Collection Event and a Defensive Event.

Collection Events: mainly you would have to gather items in the area that the Camp is collecting: (For example, at the Quarry you would mine for Rocks and give them to the Workers.) The more you collect, the bigger the reward. If you collect more then twice as much as required the supply you get from the event will double as well.

Defensive Events: Something will attack the camps, It could be either a few waves of Centaur or a Champion Spider Queen depending on the Camp. If you successfully complete the event, you will be rewarded.

Additionally the Collection Events could appear more often if you have less of a population then the enemy on the map.

Solution to fix the population imbalance

in WvW

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

Servers themselves aren’t the problem, its the developers not paying any attention to who fights who. If the Developers or even someone they hired could take a bit of time to manually set up matches, it would help a bit.

The Outnumbered buff should give bonuses not related to Stats, but things like Capping Speed, Righteous indignation duration, Re-supply Speed, Upgrade Costs, ect.

Another thing that would help World vs World is the Rewards. Give players better rewards for Defending and Taking objectives.

Its also annoying when players use World vs World for gathering, daily killing, jumping puzzles, and skill points. they add nothing to the match accept there numbers making it harder for us to get the Outnumbered Buff.

Add types of Siege equipment that deals more damage to each person proportional to the amount of targets it hits. this would give smaller groups a defense against larger zergs.

Make the Bloodlust buff temporary forcing players to Re-capture it every half hour, but at the same time, make bloodlust easier for the smaller population to capture by changing the amount of Ruins required to activate it.

allow players to do mini events that speed up the Supply Renewal Rate (Example: Collecting Logs at the Saw-Mill and bringing them to the Guild Claim. The Smaller Population Server would have an easier time completing this Event)

Keep Upgrade Tree: So instead of having a liner amount of upgrades, have the ability to pick from different type of upgrades that would give Keeps Strengths and Weaknesses.
For example you could have a Upgrade that Reduces the HP of the Inner Wall, but Increases the HP of the Outer Wall. Another example would be having the option to replace all Mortars with Ballistas effectively making the Keep stronger at short range protecting, but hindering it against Trebuchets.
-To balance out this idea have the Guild who claimed it have priority over the Upgrades, but give other Guilds the option to “Purchase” the Keep from the current guild who owns it. the Guild who owns the keep must maintain it or else it will be unclaimed. (the way maintaining a Keep would be up to the Developers)

the general idea of this post was to make WvW more appealing to drag people back in and help out there server. if all servers were at there max que without reducing the map que, wouldn’t that effectively have a similar result without the cons?

Mount Debate

in Guild Wars 2 Discussion

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

This thread is not a suggestion, but more of a open debate for why we do or do not need mounts. It is intended to focus all our arguments into one thread to view how the community feels about Mounts.

lets keep it clean, simple, and professional.. No insulting others and no using “just because we don’t want this” excuse.

ill start
Reasons For Mounts
-Easier exploring
-Faster Travel
-Looks Cool
-Anet can make money on Mount “Skins”
-It can be balanced properly
-Do not see how it hurts lore
-can be useful in World v World if balanced correctly

Reasons Against Mounts
-We have waypoints
-We are already going 25 MPH with Swiftness
-Unnecessary for Proper Gameplay
-People will complain if some mounts cost Gems
-Exploitable if not balanced
-Will make exploring TOO easy.
-“we dunt want WoW stuffz” (people comlaining that this game is turning into WoW)

Please fuel the fire, but do be professional and nice to others.

My World Vs World Suggestions

in WvW

Posted by: Thegreatninjaman.5891

Thegreatninjaman.5891

I played my fair share of World vs World and one thing i have noticed is the lack of Cultural Design, Diversity in gameplay, and “Wining by Zerg” method of well… winning. these suggestions are for either or both those problems.

More Traps
Traps are a fun part of the game that don’t seem to be utilized whether its the high cost or limited usage. the solution is more traps!

Survey Trap simply a trap that pings the location and amount of enemies in its range when set off. it would provide commanders with details about the enemy and would allow hit and run tactics to be easier done with better knowledge of enemy movement without sacrificing players as Scouts. this trap would cost 5 Supply.

Stun Trap this trap would stun enemies in a large area for 1 second. this would be a great defensive tool as well as an offensive utility. it would help shape large-scale battles as well as act as a backup strategy to catching runners. this trap would cost 10 supply

Spy Trap a trap that only effects whoever sets it off. it applies a debuff called Revealed that shows the location of the victim on the map to any of your allies in that zone. This trap, much like the Survey Trap would be useful for hit and run as well as spying. it would cost 10 supply.

More Blueprints
There are plenty of Siege weapons in this game, but there are a few more fun ones that could be added.

Charr Tanks I know this one has been suggested a thousand times, but i might as well suggest it again with my own take on the subject. The charr tank would be a mobile siege weapon like the Golem, but you must build it at a Keep with Proper upgrades. they are powerful tanks that are a bit faster then a player it holds a Driver and a Gunner. The driver obviously controls the tanks movement. They can also ram enemies groups, drop landmines around the tank, and Deploy a siege mode that makes the Gunners abilities more powerful at the cost of movement. The Gunner has an array of weapons like a Main Cannon that can fire at a wall, gate, or player. They can shoot a volley of Rockets that apply bleeding, they can shoot mortars while in siege mode. they can also use a flame thrower much like the engineer that apply’s burn to enemies hit.

Each Zone can only build One Tank per Team. they are massively powerful offensive and defensive weapons that are generally used as Zerg-Busters. The Cost to build one goes down if the team is in third place.

Portable Warp Gates (PWG’s) These are devices that must be built for 150 Supply. They create a temporary Way Point that cost Badges to use as well as gives you a 10 second debuff that makes you pretty much useless for 10 seconds. only 20 people can actually use the gate before it disappears. the gates last 2 minutes and cannot be built inside a Tower, Keep, or Castle. The PWG has a low amount of health so they can easily be destroyed by a single player if found.

Mercenary Contracts
Contract options would be obtained by helping the many races around each map. each one would be different, but activated the same way.
Each Tower, Keep, or Castle would have a NPC called an Ambassador. Players can buy Mercenary Contract Petitions that they can place on the ground. Once placed on the ground, the Contract requires an amount of players different per contract. Once enough players accept the contract, you must pay an amount of supply. once the conditions are met, the Mercenaries do their job.

Centaur Mercenary Contract Requires 5 People, Cost 50 Supply. only usable in Borderlands. This Contract creates groups of Centaurs that roam the paths around the map and kill Enemey Dolyaks and Sentries.

Skritt Conctract Requires 10 People, Cost 100 Supply. only usable in Borderlands. Once the contract is made a GUI will appear to all players who participated on the contract. it contains the options to all Towers and Keeps currently being occupied by an enemy, each player votes for the place they want attacked. After the voting is over, the winning Tower/Keep gets bombed by a group of Skritt that deal heavy damage to that Tower/Keeps wall.

Ogre, Dredge, or Hylek Contract Requires 10 People, Cost 100 Supply. only usable in Eternal BattleGrounds. it brings up a GUI that allows players to vote like the Skritt Contract. Accept contains Camps rather then bigger Targets. the winning 2 Camps get attacked simultaneously by the Race the contract is made from.

Miscellaneous
Bloodlust Waypoint
Right now bloodlust is important, but not important enough to cause players to really want to fight for it. this could be changed if the team in control of the Bloodlust had access to a Temporary Waypoint that cost Badges to use.

thank you for reading my suggestions. would love any input on this!