Showing Posts For sevenshow.1968:

Horizontal progression: animation packs

in Guild Wars 2 Discussion

Posted by: sevenshow.1968

sevenshow.1968

Add new sets of animations, ones that you can purchase through the gem store. With these new sets of animations, characters would have different animations for combat, like either swinging their weapons more ‘wildly’ or either more ‘artistically’.

I’m not very good at expressing myself, so here it goes: imagine you want to give your character a distinct Canthan origin? Of course he would have to fight like a Canthan after all, and that would be way different from the krytans. So, you would buy this pack of animations for your class to ensure that your character would perform as both gentle and lethal as a true Canthan.

Same goes if you want to, say, a character that seems to be dancing while he fights, like a dervish of some sorts.

I swear, this would put GW2 in a whole new level of character customization.

Sorry if I have mispelled anything, it’s been months since I last wrote something ellaborated in English :/

edit: as pointed out by some, new weapon idles/stands would be really neat to start out with

edit2: to clarify, main focus of the suggestion is PVE, and I’m thinking on the character animations (what they do with their bodies) rather than particle effects.

Link for reddit discussion: http://www.reddit.com/r/Guildwars2/comments/1vnd1q/my_suggestion_to_horizontal_progression_animation/

A solution to the problem of skipping mobs

in Suggestions

Posted by: sevenshow.1968

sevenshow.1968

Robert Hirouda originally posted:

It’s one of those human things to do something with the path of least resistance and danger, especially when there is a reward at the end. I could make enemies never drop their aggro on players and force them to fight every single mob, but I don’t see that as a viable solution right now.
I think the better solution is to look at why people are skipping things, and approach from a different angle. Trash mobs have too much HP, and can’t be counted on for lucrative drops from a Risk/Time vs Reward, so people interested in making money (most groups) aren’t incentivized to do it, whereas the end chest/boss are more guaranteed and accountable returns on time and risk. I also think there is something to be said about interesting trash mob mechanics making them more enjoyable of a fight.
I can’t make the rewards from trash mobs so lucrative though that people just farm the first couple trash mobs/boss in a dungeon and then rinse/repeat. We encountered this when people just farmed the first boss in an instance and then restarted it (earlier around launch time), and we had to adjust the content as a result. It’s a fine line you have to walk to encourage players to get to the end, but make the process of getting there rewarding enough as well.
I don’t imagine this next update will resolve all the skipping behavior. The path of least resistance is engrained in people, and even if I do everything I could to incentivize people, there will still be those who skip stuff. I have been fixing exploits that will require players to complete more of the events in dungeons, but I am sure people will still skip what they can to get to their end goal.
For now I would encourage those not looking to skip to find some folks who don’t like skipping and make a guild with them… or maybe look for guilds that are dedicated to not skipping, and tag along with them. I’m in a couple of them (anonymously), and it really is an effective solution to playing the game the way you want to play it: Find other people with similar interests and band together with them.

Simple solution: every trash mob killed in the dungeon gives a stacking buff to the characters, which would increase drop rates at chests. The more mobs you kill, better chances you’ll have at the end.

By this way, skipping mobs would be purely optional, so if the players wanted to spend more time in the dungeon to take their chances in a better loot, they would be rewarded. If they just wanted to skip and go to the normal loot, they would also be accordingly rewarded.

Another option is to have harder bosses when the trash mobs are still alive.

(edited by sevenshow.1968)

Camera bug with free mode and right click

in Account & Technical Support

Posted by: sevenshow.1968

sevenshow.1968

Yesterday I hadn’t this bug.

It apparently started with me running the program as administrator (because of Rainmeter) and then shutting it off through the task manager (because it froze in a black screen). Running it in normal mode didn’t fix it.

In the character selection screen, whenever I turn around my character through the right click, when I release the button the character spins a dozen times before stopping. In game, whenever I turn around the camera through the right mouse button, when I release it, the camera goes to a fixed position above my character’s head, making the game look like an RTS.

Yes, Free Camera mode is enabled, and I’ve tried resetting it.

Yes, I’ve tried resetting key bindings. And yes, already tried restarting my computer.

This is completely game-breaking for me.

EDIT: shutting down KMProcess and KMConfig through the task manager worked, but now I’ll be unable to use my extra mouse buttons in the game do you guys know any fix to this?

(edited by sevenshow.1968)