Showing Posts For Tim.8074:

Push notifications of when your friends are ingame

in Suggestions

Posted by: Tim.8074

Tim.8074

Bumping for awesome idea. This, this, 100x this.

Push notifications of when your friends are ingame

in Suggestions

Posted by: Tim.8074

Tim.8074

Bumping for awesome idea. This, this, 100x this.

Weapon suggestions/fixes

in Suggestions

Posted by: Tim.8074

Tim.8074

Crossbow: A nice bow type with decent dmg at 1000 range. Would fit in and be like a hunter type assassin thing goin on with it.

Off hand sword: Could fit in with its elusive theme. Sword/Sword 3 could be like a leaping whirl skill that doesn’t give the combo finisher of either. 4 could be a sword throw that immobilizes enemy 5 could be stealth skill. Not too sure what the skills could be so whats your guys opinion.

Engineer:
Mace/one handed hammer: Fits with the engineer thing. It could have skills that buffs turrets so there can be viable turret builds. Just a thought but would fit right in.

Elemental:
Bow!!!!!!!!!!!!!!!! How about a bowmage it would be so kitten amazing. I think it would have to be longbow. It would fit at 1000 range with elemental skills. Would be so awesome. I would seriously make an ele if this was to happen as of now i hate being an ele. Which is why i have been avoiding to play it.

Necromancer:
Hammer: I’m sure at least someone has thought about this after getting smacked by the TA hammer knights that look like hammer necros. The way those knights are it would be a cool add for hammer necros.

Mesmer:
Main hand pistol: Also seen a lot of threads on this and it would fit in with the duelist style it has going on for it.

Main/Off hand dagger: Would fit in with this class since its about deception and eluding your enemy as much as possible. Could feature high DPS on close range.

Whips(as suggested by Altariel)- One handed weapons for warrior/guardian/thief/ranger/ele and mesmer.

LOVE these recommendations. Personally, the weapon type suggestions I’ve wanted to see the most are:

greataxe: warrior, ranger
polearms: warrior, guardian, necro, ranger
flails: warrior, guardian, thief, necro
whips: mesmer, thief, elementalist, necro
fist weapons/sap/blackjack: thief, engineer, mesmer, necro
and crossbows: thief, engineer, ranger, elementalist

Speaking of a lack of weapons, I REALLY think that the Engie desperately needs a redesign, too. Put the kits in f2-f4 OR put one kit on hot-swap with the ~ key instead of taking up 7-9 with what are essentially your only other weapons. The only options for regular weapons being pistol, rifle and shield is ridiculously limiting.

(edited by Tim.8074)

Resetting Heart Quests

in Suggestions

Posted by: Tim.8074

Tim.8074

Great idea! I’m sure there’s a few entanglements to work through to avoid causing weird exploits, but I love the idea that we could “reset” a heart and re-earn it if for no other reason than nostalgia.

How to spice up those dynamic events?

in Dynamic Events

Posted by: Tim.8074

Tim.8074

Bump for visibility. So what I am seeing agreement on is:

a) Branching DE chains for greater variety. More player choice. More possible outcomes than mere success or failure, hence:

b) Degrees of success or failure, wanted for MANY reasons. Mentalhead’s original post hinted a little bit at this. I originally wanted this as a means of forcing players down different branching chains, depending on how hard the event is. FrOst would like to see it connected to rewards of legendary components for “perfect” completion of one or several events in a chain, with the legendary part gated only for those who have participated in a large portion. I would also like to see a chain of “perfect” completions rewarded, such as a zone-wide meta-event conclusion that opens up, like a world boss except started by events, not by timers. But EVERY zone you want players to visit should have it’s own “boss”, or MULTIPLE bosses, chosen from by player behavior, determined by which events succeed and fail. “Raiding” becomes an activity that happens EVERYWHERE. (Isn’t that the GW2 philosophy – that the endgame is everywhere?)

c) Intersecting/interacting/overlapping events. RiKShaw agrees with the principle that event success or failure should be felt to “spread” somehow to other areas. I like the idea of dynamic events that travel across the map and cause new branches to occur as they go. They’re too localized.

But when you get down to it, I think what everyone here wants is an incentive to return to old areas. To see them change. So far, we’ve been suggesting things driven by players, but what about when you stumble across a place where NOBODY else is playing?

Part of why Tyria doesn’t feel as alive as it should it that it’s still very “them park”ish. You can sense the game waiting for the player’s involvement. It’s like everything returns to the same “neutral state” in the absence of the player, which unfortunately feels like every other MMO.

I LOVE this game. I want it to be the exception to the MMO rules.

How to spice up those dynamic events?

in Dynamic Events

Posted by: Tim.8074

Tim.8074

I completely agree and have had the same idea, myself. The same old chains need to break off in unexpected directions now and again. In addition to (or perhaps instead of) randomly branching to different chains, I’ve had a few other ideas that would help add significant variety to dynamic events.

1) Randomness in difficulty of events + degrees of success or failure.

This SOUNDS daunting but needn’t be. Even as small changes in limited areas, and not a wholesale rewrite of the system, this could help a lot. Perhaps a minor victory repelling an invasion will set off a follow-up related to repairing damage and healing the injured, while a major victory leads directly to retaliation. A minor defeat sets up a small camp outside town and prepares a counter-assault, and a major defeat has you protect a scout that runs to another town for help. Perhaps a special condition or threshold must be met for a major victory, such as protecting a special NPC or leaving a number of buildings unburned or something. This leads to the next idea…

2) Expanding meta-events (to simulate travelling event triggers and/or overlapping event areas)

When that scout reaches another town, it would be great to see that set off a chain there. Events feel entirely too focused in their little areas to have any real consequence. I like the idea of events in one area “spreading” or “wandering” to other areas. This could probably use the meta-event mechanic already in place, with a local event changing the meta-event chain, which then causes a local event elsewhere to change. Some events SEEM to do this, but I’d really like to see this expanded much further, with multiple types of meta-events.

A simple and compelling example of what I mean: weather. Perhaps it’s raining and instead of the normal event chain playing out, the rain instead randomly sets off a flood event chain, or thunder causes a dolyak stampede. Maybe a dust storm sweeps through the ruins of Ascalon, travelling across the zone, and its appearance causes marauding beetles to spawn in a certain area.

But weather is also related to another interesting possibility…

3) Changing environmental conditions INDEPENDENT of dynamic event chains

The greatest weakness of dynamic events is that they play out almost exactly the same every time. Whether the event plays out in day or night, rain or shine, it’s the same thing. Weather can help change the aesthetics, but imagine what a difference just a little thing like rain would make if it changed dirt to mud (-25% speed) in certain areas, if strong wind caused areas where someone might be pushed around, or if a storm randomly caused lightning (red circles!) that struck friend and foe alike. What if there was a certain kind of mob that acted one way in the day and another way at night? Layering another shifting set of conditions on top of events could be just what is needed to make the world feel more alive.

—Tim