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[Suggestion] potion for phobias

in Guild Wars 2 Discussion

Posted by: ZYX.6793

ZYX.6793

Problem: People with strong phobias are sometimes exposed to traumatic content, and might avoid certain parts of the game altogether.

Sollution:
Make a ingame item that can for the player visually replace one monster type for another, Like e. g. A alchemist potion that swaps Spiders with earth ele.

This would make people with strong phobias (e.g Arachnophobics vs spiders) able to play otherwise traumatic content.

Ingame example of similar mechanic:
Bobblehead laboratory shows that it is possible to have a ingame item that alter the visual aperance of monsters.

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: ZYX.6793

ZYX.6793

One fix might be that Guilds could create a “private” instance of the map, if they desired to do so.

Suggestion to fix Visual effects

in Guild Wars 2 Discussion

Posted by: ZYX.6793

ZYX.6793

Suggestion: Replace the visual effects, when they risk saturate the area (saturation will cause the effects to visually become (merge) into something else)

Perceived problem? A group a of players (especially a zerg) can generate a visual clutter as they saturate a small area with magic effects (e.g. Zerg in boss fight). This makes it hard to know whats going on, taxing for graphic cards, generate lagspikes and perhaps exaggerating? risk causing epileptic seizures.

Idea?
A check box to visually remove or Merge the visually taxing effects (either all, non-party friendly or party) replacing them with another “easier” and less taxing visual. The main idea is to simplify, in order to reduce the negative and increase visibility , so the visual replacement should do the exact same damage as the effects that generated it, it replaces the visual and not the numbers. Smoke and Mirrors basically.

Casting more effects might change or alter the replacement.visual , but most often prolong its “duration” will perhaps increase its visual size and continue its presence in the area.
This could also perhaps be selected against with a show all effects check box?

For example
5+ ice bows barrage attacks -gets its visual effect cluster replaced by a swirling ice elemental instead.

These replacement visuals could also be rewards for timing, “best choice”, “rare choice”, titles and character attitudes; amongst the participants saturating the area with effects. Other could be fun combinations for different visual replacement. e.g. the same target was within a time limit hit with all the kinds of the super adventure-box weapons. -the other factors and effects from other attackers attacks are added into that “summon” perhaps in color hues or so.

Perhaps equipped finishes might impact the replacement “selection”, or majority of the same singular skill uses.

Inspirations
Guild wars2, The 3 rangers using call of the wild summons a Lunar wolf (Easter egg)

The Suikoden games Unite magic system.

Origin of NPC Amnesia

in Lore

Posted by: ZYX.6793

ZYX.6793

Well from the conversations (text) the NPCs, Rox etc & – seem to forget that the hero assisted them in earlier chapters – and game mechanic wise that could be explained that it is extra infodump to give a short synosis of what has previosly happen .

But inworld it gives the impression to me that the NPCs “reset” like Dessa, or have amnesia.

Origin of NPC Amnesia

in Lore

Posted by: ZYX.6793

ZYX.6793

Yes I was referring to the dynamic events system. And repeats of Living story grand events. And with the idea could thus be included into the story, instead of a “oh boy, not again.” and instead of the xth brother (soon spider food) thats gets promoted and replacing his spider eaten captain brother,

It makes better sense to my suspension of disbelief, if its connected to the fractals.

Origin of NPC Amnesia

in Lore

Posted by: ZYX.6793

ZYX.6793

Well the echoes seem to be present in the regular world as the same cycle of events repeat themselves and foes respawnig. Except the NPCs dont seem to notice.

Origin of NPC Amnesia

in Lore

Posted by: ZYX.6793

ZYX.6793

Really?, that strange- are your character a human? The npcs seem to be more aware if they are of the same species, Anyway, Marjory didnt remember my character (that was a Norn), nor what “we” did. And from my observation that is common through out the NPCs, much of the conversation questions are essentially asking about things my character already should know, or the NPC should know that my character should know.

the NPCs also use various ways of avoiding using the heroes name,

Origin of NPC Amnesia

in Lore

Posted by: ZYX.6793

ZYX.6793

I notice that its common in both the personal story and in the living story that the NPCs often seem to forget past deeds regarding the Hero (sometimes the Hero as well), So to avoid blaming IRL lazy writing , I here are my thoughts to a in game explanation – for this “mystical effect” and its origin & whats causing it – using ingame lore.
Origin of MadnessIn the living story Rox claiming that she killed Tequatl, and Majory not knowing who the hero is, Despite the Hero actually doing the deed of Killing Teqatl, and helped Majory with both a earlier murder investigation and the Toxic tower.

Even the past Guild wars1 hero is not remembered, One in world explanation for this could perhaps beStorymode FractalThat they like Dessa severed from the fabric due to Thermanova explotion and them beeing exposed to the fractals. Though the heroes opposite of to Dessa its the heros that remembers full details of events, while the world reverts & forgets most of the heroes influence. Oh and since the fractures also goes into the past, they heroes where effected before they & Scarlet caused it. And this fractal effect could also have affected the worlds memory of the heroes legendary heritage

It would be nice if the hero would contemplate about this effect, him/herself though. This would also neatly tie up as to why the hero cant herself mobilize the rest of the world for big things. Like stopping the “don’t touch” much earlier.

ITs otherwise quite hillarious to be asked who are you again from a npc, that the hero have know for at least a year.

Bounty exclusive overflow server

in Suggestions

Posted by: ZYX.6793

ZYX.6793

This would hope to relive the lag caused from having guilds with up to 500 people that are encourage to “flash crowd” bosses, a problem that grows, if multiple other guilds has the same idea or bounty.

When a guild “accepts” a bounty hunt and initiate it, their members can select to be Bounty hunters. Those Bounty hunters get a overflow districts, where only they (as players) exist.

This would reduce some of the lag caused by “flash crowds” , and if the servers cant handle 500 people on the same map. Also this would remove the problem of guilds killing steal bosses, when one fourtunate guild have found the boss -but choose to await their fellow guildies.

Drawback is that 3party spectators would not be able to participate.