Showing Posts For mindweller.5978:

CDI-Guilds- Raiding

in CDI

Posted by: mindweller.5978

mindweller.5978

Continuation from the previous post…

3) All players should have an easy access and be lead into completing the raid content by the game itself, similarly as they’re driven to completing dungeons by in-game mail or f.e. in-game representation of associated rewards at vendors (information about what the raid content is and consists of should be provided to begin with).
No restrictions of having(!) to join a specific community or guild or having to “taxi” into an organized map.
LFG tool support for raid-content.
In line with easy accessibility raiding content should also be scalable difficulty and reward wise. More dedicated players should be rewarded appropriately for completing content in a more difficult or timely manner.
Example: Let’s observe Mai-Trin fractal boss as if it was a raid encounter on a daily reset. Implementation of a daily achievement version of Personal Space achievement would provide an opportunity for more skillful players to gain a better reward for completion of this raid encounter by completing the said daily achievement associated with it.
The scalability of number of players required for the event is of second nature to aforementioned features. A set number of players required is better if it ensures implementation of mentioned features. Similarly bonus rewards for completing the content with a lesser number of players than required is not essential but welcome.

4) Implementation of rewards that require multiple steps to obtain throughout the raid content is welcome (e.g. “scavanger hunts” similar to process of obtaining Mawdrey, Mad King Memoires and Spinal Blades backpieces, Ambrite weapons). Obtaining a piece or a high probability of obtaining a piece required for completion of these rewards should be ensured for each completion of the raid content. Repetitivity of raid content could be ensured by making completion of these “scavanger hunts” be worth-while more than once (e.g. to craft one piece of unique armor skin each time, an ascended weapon, a precursor weapon, any pice of gear or an item that could be useful to have more than one of).
More instant gratification, something for a player to show or have application in other areas of the game after each completion of raid content (gold, laurels, karma, infusions, tokens for obtaining a raid content related gear). These should be scaled in regard to time-investemnt and skill level required in comparison to the existing content in the game.
In re-iteration of the point 3) I would like to add that it is important for players completing the raid content in a more diffucult fashion to have something unique to show off or be rewarded appropriatley, thus driving the players into approaching the raid content in a more difficult manner (making it worth-while).
RNG drops should not be absolutley excluded, for all their advantages.

5) This point speaks for itself. Raid content should be visually engaging each time of completion, feel epic and massive in scale and have strong relevance in lore. Something that truly moves the world of GW2 forward.
Avoidance of boss encounters where the player swings the sword repeaditly at an invisible hitbox (e.g. Tequatl). Bosses and enemies that are less static and more engaging with their surroundings (second phase of GJW is one good example).

Associated Risks

1) Players could feel there is a skill barrier to accessing raid content and deem themselves unskillful to even attempt completing it. Proposal for solution is more encouragment of player skill development and learning of their class trough in-game content, ease of access as detailed in point 2) and encouragement of participation.

2) Seperation of raid content from the open world content and the absence of natural player transition from one to another that comes with it could be seen as a negative side.

3) LFG tool problems such as waiting for a party. Having to meet requirements specified by the party that made a lfg post that may be unrealistic. Similarly, players not complying to requirements specified by the party (such as having appropraite rarity gear).

4) Impacts that volume or nature of some rewards could have on the game economy.

5) Some players may feel excluded from experiencing certain parts of the game lore by not wanting to participate in raid content.

This is just some stuff off the top of my head of things that I had in mind for some time. Sorry, I tried to keep it short but one thing lead to another. Devs or players, feel free to comment or ask any questions. Tyvm

(edited by mindweller.5978)

CDI-Guilds- Raiding

in CDI

Posted by: mindweller.5978

mindweller.5978

Proposal Overview and Goals

1)To make GW2 raiding designed around and require above average knowledge of the combat system that is existent in the game.

2)To make GW2 raiding more structurally akin to GW2 dungeons rather than world events and lessen preparation and waiting time for the content to start, but retain a certain level of organization required.

3)To make raiding accessible to all players but scalable in difficulty and rewards.

4)To implement worthy guaranteed rewards, alongside bonus RNG drops.

5)To make GW2 raiding feel impactful and epic on the level of visual presentation and lore.

Proposal Functionality

1)GW2 combat system has much depth that is poorly utilized in most of current meta-events and even dungeons. Players should be actively engaged and individually contributing to the timely success of an event. There should be a time during the event for most of the skills on a player’s skillbar where the player has an opportunity and is encouraged to use them. Timely use of combo fields, reflections, stealth and specific trait effects should be encouraged and required throughout the event.
Current world bosses such as Tequatl and Great Jungle Wurm do utilize this versatility of GW2 combat system but to a very low extent. For example, in these events players are encouraged to use combo fields, reflections and some boons at specific times during the event, but these times are too few. Most of the player’s time is spent standing in front of the boss and doing pure damage by commonly using at most 2-3 skills in their skillbar (anything more is not required).
Of course there should be a time for doing pure damage just as well, but why make the player have to park his character in front of the boss and try to find the invisible hitbox with his auto-attacks (the problem of world bosses being structures instead of mobs), when the player could be actively engaged movement-wise, skill-utilization-wise and boon-utillization-wise while preforming skill rotations for optimal damage (or support), thus making the combat infinitely more engaging. Similarly less static and predictable bosses would be welcome (e.g. Lupicus, Liadri, that Moa in Dry Top, many more…)

2) While completing raid content players the group of players completing it should not have the risk of another random player intruding upon it. Similarly, players should have to go trough the trouble of finding an empty map trough various workarounds for completion of the event. Ideally raid content should be instanced. Also, boss “spawn time” should be excluded from raid content.
If the content would be instanced some sort of solution would be neccecary that expands on the current Party format and UI (possibly an expansion or adaptation of the Squad format).

Continued in following post…

(edited by mindweller.5978)

Shattered Wings animation has changed. Bug?

in Bugs: Game, Forum, Website

Posted by: mindweller.5978

mindweller.5978

Since the latest patch went live the animation for Holographic Shattered Wings seems to have changed and it kind of looks weird on many characters (including my female norn). Personally I have preferred the old animation and I’m guessing the change might have been unintentional?

If that is the case it would be awesome if the bug could be fixed. Thanks.

Super Shortbow skin bug?

in Super Adventure Box

Posted by: mindweller.5978

mindweller.5978

I think you can notice in the pic below how string on the super shortbow is not quite straight and it doesn’t look natural. It’s just stuck in my eye. I hope a fix for this can be done. Thank you.

Anyway, love the Super skins, nice job.

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(edited by mindweller.5978)