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CDI- Character Progression-Horizontal

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Posted by: mercSTALKER.6835

mercSTALKER.6835

As to the emotes… personally I’m kinda meh on that… they’re fine and good, but that doesn’t exactly encourage players to “play.” Not sure about other worlds, but on Maguuma, I’d almost swear the majority of the world population chills in Lion’s Arch all day just spamming emotes. It’s gotten to the point where I have to turn off world and map chat options and leave only guild/party/whisper up when going into LA most times.

Not saying emotes don’t have their place, but additional emotes aren’t really progression in any sense.

CDI- Character Progression-Horizontal

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Posted by: mercSTALKER.6835

mercSTALKER.6835

Though not entirely horizontal, nor fully vertical (perhaps diagonal would better suit), some additions I would like to see would revolve around the character itself – not just cosmetic. Offer some additional tasks/chores/jobs that are more solo related, but could be completed with a party.

Like, I love guild missions, and think their inclusion was sound – it gives a guild something more to do than just grind dungeons and living world content… but, perhaps have similar themed jobs for our individual character instance. If character is a member of the Whispers, have an NPC that offers available “jobs” to take on (i.e. personal bounty hunts, personal puzzles, etc. – hunt down and kill a specific NPC, hunt down and find a specific item, explore a mini-dungeon, etc.), and upon completion and returning to said NPC, we can select from reward items or craft materials (a shining example would be some of the different account-bound ascended materials that are harder to obtain – not bloodstone, dragonite or empyreal). Perhaps, also, we can work towards having “neutrality” with a specific type of enemy (not to be confused with “friendly” green-status), through these “mercenary tasks.” As much as I do enjoy a good grind now and then, methodically progressing through one map harvesting and killing everything in sight – there are some times when I don’t want to deal with a pack of pirates, or a group of grawl, or a heaping of hylek, or skritt, or whatever… I’m not saying the option of obtaining neutrality with every denizen needs to be in order, but it could make a nice addition… further, toss in that should we engage said neutral (or after a few), neutrality is broken with that group, and we’d have to re-grind the tasks again to regain that standing…

Content like Forsaken Fortune “mini-dungeon” was great, and I had a blast working on that. It didn’t require a group, nor was it offensively difficult. Having additional mini-dungeons and puzzles for solo play (or group, if desired), and some small reward or other means of “showing off” said accomplishments would be a plus. There’s a heaping amount of solo-able content, and though this is an MMO (as I know that argument is bound to come up), there are many players (at least per the large guild I’m part of) that do enjoy some good solo action at times… but, solo content starts to feel lacking once you’ve “been there, done that.”

With general character content – perhaps having different weapon styles might allow for more diversification, without turning everyone into everything else? For example, I know a few melee rangers (I play one myself) who would love the option of being able to use an axe mainhand in more of a melee fashion, instead of ranged. Sure, giving that option to melee an axe is akin to the warrior class, but perhaps the ranger could have a more “evasive” axe skill-set similar to how the sword mainhand is far more evasive than the warriors sword set… A little more weapon skillset customization could go a long way to letting players “flesh out” their character more to their liking, while not fully detracting from the core of their class. Perhaps offer the ability to form our own weapon skill-chains? Not sure how hard that would be to do, considering the animation chains for it, though. I’m not saying add additional weapons to a class, either, just perhaps a little more customization, like we can already do with our class utility skill slots.

In regards to current content and soloing – the only recommendation I have is to make dungeon story modes scaled for solo. Please keep the explore paths as group oriented, though. It’s simply that, in terms of the character’s personal story, having story mode geared towards a group just doesn’t feel right… in the same regard, you have to worry about other players who’ve done them countless times – so there’s pressure on new players to skip the story content that they might be interested in, and the elitist players can potentially come down harsh on a dungeon rookie that doesn’t yet know where to stand when, and which egg to crack when their sword glows a specific color of an underwater rainbow.

Anyhow, just a few of my current ideas… again, they’re not 100% horizontal, though not really vertical either.