Showing Posts For Troqdor.9820:

Repairing Broken Armor

in Suggestions

Posted by: Troqdor.9820

Troqdor.9820

Something that really bothers me (especially in WvWvW where you tend to die a lot more)

When you die and have a broken piece of armor and repair it only repairs that broken piece of armor..

If one more death would break a piece of armor that piece of armor is not repaired to full so the next death breaks that armor.

it seems only logical that one could repair all items current durability loss when you go to repair. So you are not required to repair a different armor piece practically every time you die

…that’s how it works when I do it. Pay to max repair it all at once.
Is that not what is happening for you?

Adjustable Scaling

in Suggestions

Posted by: Troqdor.9820

Troqdor.9820

When I first heard of the scaling system in GW2 I thought “Amazing!!” Then I actually played the game, and realized that the scaling only works for scaling you down. No options, no choice, just you must be lowered to this level so at no point in time is the game “easy”. But honestly sometimes easy is just you are looking for in a game. You don’t want to work to level 80 to get killed by a level 5 scale outside Divinity’s reach when you were just trying to finish the map. (Trust me it blows)
Conversly, sometimes the scale isn’t challenging enough for you. Some players are seriously looking for some intense gaming and want every foe to be super tough.

My proposed solution this is as follows:
Make scaling adjustable and set by the player to either raise or lower your level by say, 5-10 levels —>relative to the maps standard level scale<-- in order to adjust the difficulty of your gaming experience. This should be sufficient to give each player the gaming experience he/she is looking for.

Obviously there would have to be a system to balance this out or people would just abuse the lowering to gain easy gold and items, and hardly anyone would use the more difficult option. I have a proposal for solving this problem as well.
Adjust the rewards you can receive based on the level that is currently set. I shall explain:
-Only allow this feature to be used at cities such as Lions Arch, Rata Sum, Black Citadel, etc by talking to an NPC that will allow you to do this. This will prevent abuse of this feature in the middle of the map/quest.
-Formed groups will be required to be on the same scaling adjustment to co-operate.
-In order to receive a reward players must participate a certain amount in a creatures death, say 60-70% of damage dealt. (Similar to the event system intended to measure participation but more stringent to prevent abuse).

Starting for the most casual gamer to the most intense.
-Raising your level by 10 would yield: No exp, karma, and up to uncommon drops from enemies is received. This would only allow you to work on completion/exploration of maps or continuation of storyline. (I shy away from saying adjusted item rewards for said activities to be done, as that seems like a programming nightmare but if you can find a way more power to you)
-Raising your level by 5 would yield: 50% exp, karma, and up to uncommon drops from enemies will be received. This provides a lowered difficulty for areas/events that just seem too hard to do, but still allows for rewards and a slight challenge.
-No adjustment: Is how the game currently works
-Lowering your level by 5 would yield: 150% exp, karma, and no less than uncommon drops from enemies will be received. This provides a slightly higher difficulty for those who are willing to take the risks for better rewards.
-Lowering your level by 10 would yield: 200% exp, karma, and no less than rare drops from enemies will be received. This provides a significantly higher gaming experience for intense gaming seekers, and provides rewards to make it worth their while.
Remember —>This scaling adjustment is relative to the maps standard scale<--

That is my suggestion for a more enjoyable gaming experience.

Pls add Dungeon Player Matching System

in Suggestions

Posted by: Troqdor.9820

Troqdor.9820

a lfg system would be bad I lost 50s in ac today. Myself lv 80 and 3 lv 35 and one lv 75 these guys were bad players did not follow marks didnt listen to walkthroughs but appart from that they could not do much dps. So i for one will no longer group with anything but 80s from now on; im sure alot of people feel the same way.

As I said in the original post this isn’t for hard core players or elitists, although it could be made to specify minimum level and number of times completed, to match similar level players.

AC is a freaking level 30 dungeon. A Hard one true, but if you have to be level 80 just to go into it, it is pointless allowing people to try at lvl 30.

My daughter would have been happy to go in at 30 and potentially get mauled just to see how it was. (not my play style but, hey she is tough and really good at games)

I intend on trying this when I reach level 30, but I am going to be asking for some Guild Members to help. She should really join a Guild, because that’s the whole point of the game. No match system will be able to predict how players are going to react when they go inside of the Dungeon. People are people, and a lot of people aren’t going to listen or try to strategize when going into a Dungeon. Instead, she should just join a Guild, introduce herself, and when she can talk in there, even if she’s roaming the map. That’s how it works. If she has time to play the game, she has to time to join a Guild – it only takes a few seconds.

And then, she doesn’t even need to make friends. Being in a Guild automatically gives you friends. Even the other members don’t know you, they will help you. She can just ask for help with a Dungeon, and guild members will help. Just a suggestion for her, personally.

Yeeeeeeeeeaaaaaaahhhhhhh.. about that. I’ve done multiple games where there were guilds and I was never “friends” with more than two peeps in them at a time. So that’s a flawed concept by design. Also for people who aren’t interested in playing the game that way this is forced punishment for not following a philosophy that really shouldn’t be forced on someone who payed for this product. (it makes them not want to buy products produced by this company again and tell others to do the same)

Yeeeeeeeeeaaaaaaahhhhhhh.. about that. I’ve done multiple games where there were guilds and I was never “friends” with more than two peeps in them at a time. So that’s a flawed concept by design. Also for people who aren’t interested in playing the game that way this is forced punishment for not following a philosophy that really shouldn’t be forced on someone who payed for this product. (it makes them not want to buy products produced by this company again and tell others to do the same)For a “likes to play on my own and not be part of an organization” player like myself, or a “I really only have 2 hours to play a day” player this would be a great feature to have. My suggestions regarding this:
1) Make it a feature that either works in the map you are currently in, or (for super amazing) across your world so that even if you are farming in Orr to pass time you can look for a Group to do Ascalon.
2) Don’t restrict it to just dungeons. Have separate tabs for farming groups, exploration, events and other such things.
3) If you want to be super SUPER amazing. Make a random group generator that will gather a group that will pair people up based on level and activity sought to do (this can easily be restrictive for dungeons to require that persons be the minimal level to participate, and have completed to story aspect to prompt for exploration).
And as every class is more or less on the same level of offensive and healing capabilities, all this will allow is quick combinations of similarly interested persons for activities that will require skill on the players part (the true heart of Guild Wars game play).
-Think Random Arenas but with more flexible objectives
4)This is more in regards to my proposed random group assigner, but can also be applied for a regular group formation feature.
-Restricting how often players are allowed to use this feature in a set amount of time, per activity (for instance 3 times for any explorable dungeon will conform to the current set standards of maximum rewards given for completing each route taken). This will help curb abuse and promote groups that find they work well together to continue working together either by joining each others guilds, or simply friending each other.

Yeeeeeeeeeaaaaaaahhhhhhh.. about that. I’ve done multiple games where there were guilds and I was never “friends” with more than two peeps in them at a time. So that’s a flawed concept by design. Also for people who aren’t interested in playing the game that way this is forced punishment for not following a philosophy that really shouldn’t be forced on someone who payed for this product. (it makes them not want to buy products produced by this company again and tell others to do the same)For a “likes to play on my own and not be part of an organization” player like myself, or a “I really only have 2 hours to play a day” player this would be a great feature to have. My suggestions regarding this:
1) Make it a feature that either works in the map you are currently in, or (for super amazing) across your world so that even if you are farming in Orr to pass time you can look for a Group to do Ascalon.
2) Don’t restrict it to just dungeons. Have separate tabs for farming groups, exploration, events and other such things.
3) If you want to be super SUPER amazing. Make a random group generator that will gather a group that will pair people up based on level and activity sought to do (this can easily be restrictive for dungeons to require that persons be the minimal level to participate, and have completed to story aspect to prompt for exploration).
And as every class is more or less on the same level of offensive and healing capabilities, all this will allow is quick combinations of similarly interested persons for activities that will require skill on the players part (the true heart of Guild Wars game play).
-Think Random Arenas but with more flexible objectives
4)This is more in regards to my proposed random group assigner, but can also be applied for a regular group formation feature.
-Restricting how often players are allowed to use this feature in a set amount of time, per activity (for instance 3 times for any explorable dungeon will conform to the current set standards of maximum rewards given for completing each route taken). This will help curb abuse and promote groups that find they work well together to continue working together either by joining each others guilds, or simply friending each other.This will not always produce good groups, often you will get bad groups (but they are always quick to see), however sometime this produces AMAZING groups the likes of which are hard to find. This also encourages more people who play casually to play more often, and in all likelyhood makes them more receptive to actually buying expansions.