Showing Posts For frunkee.3962:

Collaborative Development Topic- Living World

in CDI

Posted by: frunkee.3962

frunkee.3962

The first couple times going through an open world zone are the most fun. The first time you are just discovering it, the second or third time lets you explore the nooks and crannies as well as the DE you missed at first. After that it gets rather dull, as the variety in DE and the environment itself is fairly static.

Make DE more dynamic, and in particular actually change the face of the world depending on the result. There are some DEs that do this, but even in the most extreme case (Orr) it’s generally an on or off type of thing.

What I would like to see is something like the following:

Certain areas in Queensdale, Gendarran Fields and Harathi Hinterlands would be designated as potentially controllable by either Centaurs or Humans. In each area the current state would depend on the result of the last DE there as well as the state of adjacent (including across zones) areas. So at one location it might range from:

Human settled, Centaurs raiding supplies
Humans attempting to settle, Centaurs attacking Settlers
Both sides warring for control
Centaurs attempting to settle, Humans trying to stop them
Centaur settled, Humans harassing settlement

A different spot might be:

Human trade through the area, Centaurs attacking caravans
Humans asserting control, fighting off Centaur raids
No clear control, many patrols by both sides
Centaurs asserting control, Human raids
Centaur trade through area, Humans attacking caravans

The difficulty would be tied to the current state (human control with Centaur harassment is easy, Centaur control would be much more difficult) as well as how many adjacent areas are in a similar state. Trying to do a DE in the heart of the Harathi Hinterlands with Centaur control should be tremendously difficult requiring stronger groups, but could be much easier if a dedicated person or persons spent the time to work up the DE chains to flip the zone from Centaur to Human control.

The rate of change could be fairly slow, say an hour for one spot to go from Human controlled to Centaur controlled or vice versa.

At other locations it might be a whole different dynamic, take Brisban Wildlands for example. There could be multidimensional fights between Inquest, Bandits, Nightmare Court, Skritt and Asura, where if the bad factions become successful they come into conflict with each other and at a location you can support the weaker side against the other.

Why the silence on zerker/conditions?

in Guild Wars 2 Discussion

Posted by: frunkee.3962

frunkee.3962

There are so many potential ways of dealing with the condition cap that it’s just sad they haven’t pulled the trigger on any of them.

1. When an intensity condition is pushed off the 25 stack limit have it apply full damage right then before going away. Group those as a single damage spike to limit network traffic. For non-damaging stacked conditions give it a standard damage evaluation.
2. For duration stacking conditions have multiples of a minute become intensity conditions.
3. Remove the condition cap and group all condition damage by other players as a single damage spike for network traffic.
4. Change all multiples of the same condition from the same source to a single stronger condition. So a former 3 bleed skill would be a 3 times stronger single bleed. Multiple consecutive conditions would also increase the effectiveness of the original condition, prorated for how many ticks it has already fired.
5. Lump all condition damage of a given type into a single undifferentiated chunk.

Any of these would be better than saying that certain builds are next to useless when there is more than one in PvE.

Three Simple Changes

in Suggestions

Posted by: frunkee.3962

frunkee.3962

Yes there are some bigger changes I’d like to see in the game, but there are three small ones that I think would nicely improve the environment.

Power of the Mists Reset: Right now the rewards all completely reset when the maps are reset. This means two things. First, the rewards build up during the week, and then suddenly drop to zero. Second, the later and more difficult to get rewards last only for a limited time. How about instead each reward lasts for 5-6 days from achievement, continuing right through the reset. What and how much for the next level would depend on how many are currently active.

Karma Item Refund: I hardly ever consider it worthwhile to buy non-endgame Karma items. The TP has near equivalent items, and I can get most of the purchase price back when I sell/salvage them. I also don’t enjoy playing the lottery with the Mystic Forge. What if you could sell back Karma items for 1/2 or 1/3 the Karma that you paid for them? Suddenly I’d be willing to buy low or mid-level Karma items knowing I’d get something back again when I was done with it. Also it would be less expensive to experiment with endgame Karma items knowing I can put some of the purchase price towards a different item if I decide to change. I’d almost certainly end up spending more Karma because I would know that buying an item wasn’t a total sinkhole if it ended up not being what I wanted.

Dynamic Event Time Reward: For most dynamic events it is easy to get the gold reward with relatively little time investment. However there are events that are made to take a while, well past when anyone will have achieved the Gold reward. What if there was an extra “time based” reward for sticking with these events and seeing them through? You could even have a similar bronze/silver/gold tiering structure for actively participating in the event for 40/60/80% of its length. I’m thinking of events that, because of their structure, will always last at least 5 minutes or longer (not just a collection event that people took a long time to complete).

500 AP for GW1 Hall of Monuments Intended?

in Guild Wars 2 Discussion

Posted by: frunkee.3962

frunkee.3962

When I look at my GW1 and GW2 accounts this doesn’t look like a huge payoff. I earned .23 AP/hour played in GW1. GW2 is earning me around 5.2 AP/hour played. I don’t particularly chase AP in GW2, and in GW1 I definitely was going for HoM at the end. That puts the optimistic estimate at GW1 time being worth only 1/22nd of what it is worth in GW2 as far as AP. For many people I bet it is much less than that.

That’s not a huge reward for investing a lot of time and effort in their previous game.

When WvW and World Completion Collide

in Guild Wars 2 Discussion

Posted by: frunkee.3962

frunkee.3962

I’ve started trying out a bit of WvW. I don’t often hang with the zerg, but there are plenty of corners of the map to be involved in even when the main action is somewhere else. Unfortunately I’m not that interested in my server doing well right now, and it’s entirely because of World Completion.

I’m on the Henge of Denravi server, and just this past week we dropped from Blue to Red. This was good for me because it let me pick up the Red Borderlands easily. We also, for a brief period, held most of the Eternal Battlegrounds map. Now all I am missing for world completion is the Green Borderlands. It’s possible that my server might take the entire Green Borderlands, but as a practical fact I’ll probably have to wait until we happen to become Green. At this point we are more likely to drop a tier to get to Green rather than gain enough to top our current tier. So I’m stuck rooting against my server.

I don’t mind the Eternal Battlegrounds being a requirement for World Completion. That encourages supporting the server and makes me want to play WvW. The problem is the (duplicated, repetitive, uninteresting, arbitrary) Borderlands that you have to repeat three times. If each Borderland was different that would at least make exploring them more fun, but it doesn’t even have that going for it. There’s nothing to look forward to in WvW but my server losing horribly over the next few weeks and then running through the same areas I’ve already done two times before. It’s too bad because I’d really rather join in and help out, but then that would be working against my World Completion goal.

Only Flaw With FOTM IMO (Levels)

in Guild Wars 2 Discussion

Posted by: frunkee.3962

frunkee.3962

Set max selectable level of the dungeon to highest level achieved in the party rather than lowest. Upon completion increase a player’s level by one if the level selected is >= the individual’s level. Index rewards for each player to the lesser of their current level or that of the dungeon, not just the level of the dungeon.

Done, fixed.

(edited by frunkee.3962)

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: frunkee.3962

frunkee.3962

I’ve decided not to play this weekend. I’d like to try the new content, but it’s not like I don’t have other things to do and this is a direction that I don’t think is very good for the game. Still, I’ve definitely gotten my money’s worth and I still plan to play in the future.

However, I think there are three unavoidable consequences to this change:

1. Content Degredation – Presuming that most of the PvE content is geared towards the current strength, increasing the strength at 80 means the content will gradually get out of whack. Interestingly adding new character levels would be less damaging, since it is easier to balance individual character levels rather than a wider range of strength at the same level. So much for everything being endgame.

2. The Legendary Promise – Stating that Legendaries will always be as good as the best available means that suddenly they aren’t cosmetically better they are actually better. Who wouldn’t want inflation proof gear, ones that will get free upgrades when new items are introduced? Now you aren’t grinding because of the challenge or the cosmetic improvement, but for the insurance and the guarantee. So much for the grind not giving you better gear.

3. Do what you want – There are a few main routes of activity in the game (not counting sPvP since it isn’t affected). PvE, Dungeons, WvW and crafting come to mind. All of them give you the ability to obtain max power gear. Now, dungeons are the way to get the best. They’ve stated that other ways of getting the gear will become available, but how long is the delay and why? Why force those who want this gear to do dungeons? Why, in a game that trumpeted our ability to do what we enjoy, are we forced down a narrow path? So much for freedom of activity.