Showing Posts For bmountjoy.1423:
So many fallacy’s my god OP, learn how to construct an argument..
Learn to elucidate you objection more clearly. A fallacy is a contradiction or inconsistency. In what way did I contradict myself? Waypoints represent something real and symbolic at the SAME TIME. How can something be both real and fake? That is a fallacy. Repairing ANY number of broken items for the same price? That is a fallacy. Repairing cloth and leather gear at an anvil? That is is fallacy.
Also the way you spelled fallacy’s is possessive. Should have been fallacies. LOL.
Why in the name of all things holy would the developers give NPC’s mounts and not players? More GW2 players have requested mounts than raids, and many players (myself included) will never ever raid, so wtf ANET?
The existence of waypoints is a ridiculous fallacy. When ANET tied the cost of repair to waypoints while leaving them in the lore as functional portals they completely eliminated any possible immersive perception of travel.
I never played the original GW because I hate human characters. The developers made more races available in GW2 because there are players like me who won’t even try a game without beast races. There are SOOOOOOO many people who will never even try this game because there are no mounts. On top of that, showing mounted NPC’s is just salt in the wound for players who want mounts (and I mean functional mounts, not that magic carpet trash.)
If you are a player who wants to exclude as many people as possible then I understand why you would not want mounts. If, however, you are a player who complains that this game does not have enough people then give up your prejudice and just deal with the addition of mounts.
I’ve played this game since the original beta in 2012 and I can’t even bring myself to log in anymore. The RP elements of this game need a complete overhaul. If you are an action gamer who hates RP elements that I ask you to consider whether your feelings are worth it if the result is a mass exodus of players from the game.
[Suggestion] Elementalist Permanent Summon
in Guild Wars 2: Heart of Thorns
Posted by: bmountjoy.1423
I think the tempest should be an enhanced conjurer with a permanent summon. Having a permanent summon would drastically change the way the class is played.
The way I see it the tempest should captivate a chromatic elemental that that takes on different attributes depending on attunement. The war horn is perfect because it’s easy to imagine how the music of the horn could captivate the elemental and allow the Elementalist to commune with it. Attunement overcharge could be reworked to become an elemental action, different for each attunement. The weapon skills associated with the war horn should serve to command the elemental .
Does anyone else think the tempest would be better as an enhanced conjurer?
I think that armor repair should be removed from the game entirely. Ever since the repair penalty was linked to the cost of travel the whole idea of armor repair started to feel tacky. Since no real cost is associated with repair the consequences of removing it would be minimal. What do you guys think?
The goal is make the NPC character animated. That is why access would be better tied to an area. If the character moved access to the merchant service would move as well. If tied to the area then the character could move without affecting the player’s access to the service.
I want to make all the NPC character animations in the game dynamic. I also want to eliminate inappropriate graphics like anvils for cloth repair. Eliminating gold heart NPC’s, for example, who provide merchant services in extremely dangerous area’s (where they just stand, forever), would make the game look infinitely better to me. I would rather go to the BLTP interface (in the area associated with the heart) to gain access to the gold heart karma merchant. The gold heart character could then run around and get into trouble, maybe spawning dynamic events.
In short it is not the access I want to make dynamic but the associated animation. Eventually I would like to see an “enter action” button developed which allows for really cool interactions between player characters and non-combat NPC’s (maybe playing music at a festival or working on a lathe). The closest approximation I can think of is a Sims world where NPC outcomes are dependent on player choices.
Are you interested in a GW2 world where animated characters replace static characters?
This game was founded on the philosophy that content should be dynamic. Why then does it have so many static features? The game environment is cluttered by features that are unchanging and seem inappropriate for their role. These features generally provide access to merchant services or map completion benchmarks. The simplest solution is to eliminate them and provide access through the character tab and trading post when in the appropriate area.
A player’s access to game features is dependent on their proximity to access nodes (merchant npcs, anvils, crafting stations, vistas). Access should be linked to entire areas rather than nodes. Crafting stations already provide access over larger areas than merchants do. If access to game features was provided exclusively in this manner (area rather than npc) then the animations which represent the services could become dynamic.
For example, a new trading post tab, the merchant tab, could be added to the BLTP interface. This could allow players to access merchants associated with an area directly through the trading post. The standing merchant npc could then be replaced with a dynamic animated character, or character set, that could move around without affecting a player’s access to the service. Below are some more examples of static access nodes and my proposed solutions for making them dynamic:
Black Lion Trading Post: Player will be granted immediate access to TP item pickup when they are in proximity of the TP area.
Item repair (anvils): Players should be granted access to item repair whenever in range of a crafting stations. Crafting stations already provide the most dynamic and interesting animations of any access node. Since the developers wanted the cost of repair to be associated with travel, it makes sense to me to increase the repair burden and have players return to major cities or other areas with crafting stations for repair.
Gold Hearts: Players should be granted access to the heart karma merchant whenever in the area associated with the hearts completion.
Merchants: All merchants will be dynamic animated characters. Access to certain goods will only be available when in the area associated with the merchant. A list of discovered merchants and their associated areas should appear the in merchant tab. Clicking on a merchant in the list should then bring up the nearest waypoint on the map.