Showing Posts Upvoted By thealienamongus.1968:

Reforging Orr with WvW mechanics.

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Posted by: Shriketalon.1937

Shriketalon.1937

Note: this is a tad long. For the TL:DR, consult the uploaded infographics designed for your convenience.

Orr has problems. Between the past horde of bots mindlessly shuffling about slaying mindless shufflers, the severe annoyance of trying to walk any distance without every necrotic abomination within three leagues trying to chew your ankles off, and the absurd competition between players over getting loot tags, there’s nothing remotely resembling a proper war on the entire continent. Orr is lifeless, and despite the poetic irony, that isn’t particularly fitting for this game. I would thus like to discuss a way to add the spark of life to this husk of a continent, and reanimate it into the spectacular warzone it deserves to be.

Fortunately, all the mechanics already exist in WvW. All Orr needs is a little bit of loving from the mechanisms used in WvW design: destructible fortifications, spontaneous and sustained events, and flexibile AI. Reforging Orr with these systems will allow it to become something unique, a Player Versus Environment persistent warzone. This will require a few basic principles.

All Orrian zones should be level 80. All of them should be proactive, player-driven attack/defend warzones. All of them will require time, coordination, and teamwork to accomplish anything significant, although some content for the lone player will still exist in the form of out-of-the-way delves. The majority of Orr should be essentially empty (none of this undead-every-five-feet tediousness), allowing players to move freely, but the battlezones themselves should be up to our ears in undead foes fighting masses of players, along with all manner of siege equipment for both sides. It will also have world bosses and a way to escalate conflict to break stalemates, thus ensuring that the content should remain fresh. With these principles, Orr can become a truly unique zone, unlike any other area in the game.

This will require four things: revising the map, rethinking siege events, reworking player-led assaults, and redistributing the loot.

The Map

Orr is actually well structured and lovingly rendered, when you aren’t being knawed upon every five feet and have the time to enjoy the view. With a handful of tweaks, the maps can become an excellent warzone. The primary change will be turning current camps and structures into destructible terrain. Rather than have camps with functional gates that get “captured” by undead just shuffling in, these zones can be redone so that the walls and gates can be destroyed, just like in WvW. This will allow the undead to actually lay siege to certain areas.

In turn, the undead controlled areas can get structures of their own. Bone walls and guard towers are already in the game, and it wouldn’t be difficult to allow the undead to claim terrain via their insidious architecture. The goal here is to take existing features of the map (pact bases, major trouble spots, and the temples) and turn them into WvW style objectives. For your convenience, I’ve cobbled together a set of map examples. They’re a tad crude, but hopefully they convey the overall idea.

The Straits of Devastation forms a very simple, intuitive map. Each of the three landings presents a clear chain of conquest, with each area being contested like a MOBA lane. Malchor’s Leap will be a little stranger due to its structure, but should form a decent attack/defend setup. Players must defend the eastern sections in order to launch attacks across the canyon and seize the two temples. Finally, Cursed Shore will form a decent twin pairing, with the north and eastern side of the map independent from the south and west.

Attachments:

(edited by Shriketalon.1937)

Night Capping and YOU

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Posted by: etiolate.9185

etiolate.9185

It should be stickied because it’s part of the many issues driving people away from WvWvW at this point.

Right now, WvWvW is a mode stuck between its casual nature in design and its hardcore treatment by players. It breaks up and recreates server communities, then proceeds to do it again. It’s contradictory state drives people away from the mode. It has no interesting winning condition.

Zed Zebes – SBI Mesmer

Magoonba/Fort JANTHIR/Dragonbrand 25/01/2013

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Posted by: Waking.6052

Waking.6052

Nothing else. I have stopped counting every time I’ve taken down a solo FA player or 2 or 3 or 4 at once with a Mesmer. C’mon you should easily be able to take down a Mesmer with more than one player. And I’m not even that good, well let me take that back I am good to a point. My main problem is I have a condition where the joints in my fingers get this fluid build up and makes it hard to move them at times which makes my response and skill activation slow.

Me monster ate the rest of your post.

If I were going to choose one class to attack 2, 3, or 4 people with, it would be mesmer. It’s not difficult to get 10 stacks of confusion from auto attacking while DOWNED, let alone the 10+ stacks on multiple opponents while alive. Mesmer has more than enough escapes: stun locks, multiple types of invisibility, and the general confusion of the clones…

Anyway, I wanted to point out that a person who thinks so highly of their own skill is probably not the best one to judge the skill of others.

Guardian Commander “The Lord Saves”
Mesmer Commander “The Lord Knows”
Fort Aspenwood

Magoonba/Fort JANTHIR/Dragonbrand 25/01/2013

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Posted by: Unfortunately.5940

Unfortunately.5940

Um…no. No No No! FA is not playing better. FA has numbers and that’s all it is. Nothing else. I have stopped counting every time I’ve taken down a solo FA player or 2 or 3 or 4 at once with a Mesmer. C’mon you should easily be able to take down a Mesmer with more than one player. And I’m not even that good, well let me take that back I am good to a point. My main problem is I have a condition where the joints in my fingers get this fluid build up and makes it hard to move them at times which makes my response and skill activation slow.

— I’d like to talk about skill and character freezing up.
It’s funny, but all my char are level 80 and thru PvE, PvP, and playing other servers I have not had the issue with my char or my skills freezing up on me. Just recently over the past couple weeks tho this has been an issue but only fighting against FA. Not when fighting Maguuma, or Ehmry Bay. Only against FA. I don’t know what is going on and I’m not blaming anyone and I’m not making accusations, I’m just telling you what I experienced. You can take it as you please it’s a free country. I will also say that it’s not all FA, I have noticed its when I’m fighting certain FA players. One is a Ranger and one is an Elementalist. But it seems to be happening more and more almost as if it happens about every other confrontation with FA.
Maybe my char is bugged, maybe anything. If anyone else has experienced this and don’t want to blame it on lag well let me know. Cuz if it was lag or whatever, then this would happen against Maguuma and all the other servers we’ve fought against.
Sorry to make this so long but I remember we were at the FA keep the other night and of course my char and skills froze, and as I lay there dead, I noticed an FA warrior, ele, and thief start bugging. And by that I mean their chars started blinking in and out, shaking, kind of like you think a char in any game that is bugged would react. And it was these 3 that came at us particularly the warrior flew by me so fast it looked like an ink blot going by. To describe more precisely in detail how fast, when an ele hits ride the lightening there is no time to react. Now imagine a warrior going twice that speed and that’s how fast these 3 were moving and immediately my char froze and while I lay there dead those 3 started glitching.

Sounds like lag/bad connection to me. Some of our aussie & kiwi members tend to blink around the place a lot too on account of their interwebs being made of tin cans, twigs and bits of string.

Differently/Sixtysix Sixes – Fort Aspenwood

Magoonba/Fort JANTHIR/Dragonbrand 25/01/2013

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Posted by: Waking.6052

Waking.6052

I don’t really understand how people find a day-long keep siege to be that fun. I guess the end is rewarding since FA had everyone /dance when they finally took our west keep, but the process seems so tedious. It’s like keep combat is just a measure of patience, really…as pointed out, we used a bunch of supply on wacky golem rushes because we were kind of bored. The only joy I found in swirling treb shots was imagining how annoyed the treb operators must have been when most of their shots did nothing. Open field combat is much more fun to me and figuring out how to not get completely steamrolled by BT yesterday was pretty fun. I still prefer it when it’s less zergy (and yes I know Maguuma is just as zergy because we have so many people now, zzz)

I’m a commander from Drgn. The people on that map were so uninterested in hours long keep sieges that it took us hours just to agree on what we needed to do to take the keep. After that it was less than an hour before the keep was down. Part of the problem was that Dragonbrand was satisfied with not having their keep. So you had twice the defenders necessary to hold bay.

Anyway, we agree that open field combat is generally more exciting. But we wanted your keep so we took it regardless of the hours. I read a dev once wrote that taking any keep was supposed to take hours. I had fun in the end logged off as soon as the mesmer sweep was done.

You could have encouraged more open field fighting by taking our tower or coming out of your keep more You guys only came out to take out the trebs, turtling is boring…

Guardian Commander “The Lord Saves”
Mesmer Commander “The Lord Knows”
Fort Aspenwood

(edited by Waking.6052)

Magoonba/Fort JANTHIR/Dragonbrand 25/01/2013

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Posted by: SethGrev.8275

SethGrev.8275

A match without at least 2 thread closings is considered a dull affair.

[GOON] – Steve Holt’s Father

Magoonba/Fort JANTHIR/Dragonbrand 25/01/2013

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Posted by: jaegerx.1693

jaegerx.1693

Next one should be “Maguuma/Fort Aspenwood/Dragonbrand/Moderators/25-01-2013”

Endurance v2.0 - Parry, Sprint & More

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Posted by: Balderstrom.5809

Balderstrom.5809

Interesting ideas, but I don’t see how they could just be added as mechanics without overhauling the whole combat system (or lack-thereof).

There is no defense in GW2 – at all. The only option is to move out of the way.

You never miss, unless your ranged attack is out of range.
There is no back and forth, attack/block/parry/riposte/counterattack -
There is attack/hit/get hit if you haven’t moved out of the way.
There is no crouch/duck. There is no actual “strafe” – instead it is run left or right.

An actual strafe in combat would be a quick one-two-three+ step in a given direction.
Shields would be able to block arrows/projectiles, bash things, parry attacks.
Currently, everyone can dual wield – regardless of class. It isn’t even a skill. There isn’t even a penalty for off-handed attacks. Quarterstaves don’t exist.

I think perhaps a combat-style could work, but even that would still require a major change to the all-out-offensive-only combat of GW2.

E.g. Certain styles would have default settings for Offensive/Defensive split.
Sword & Shield might be 50/50, if you learn certain skills/or ranks in S&S style you could change the settings up/down.

Parry would be a skill, not every class would have it. It could easily be passive, and dependent on your characters skill and how much emphasis you placed on defense.

Dodge would be a skill, not a simple action that anyone can do.

To me tumble sounds like a side effect of dodge, as opposed to a entirely new ability — and certain classes would be better at it than others.

Running in a circle and attacking would (if things made sense) be more difficult than standing in place, “strafing” and tactically moving around – within melee range.

Warriors that get a successful (passive) parry or shield block, might have a brief opportunity 0.5s to hit a key to launch a counter-attack/riposte.

Thief-like characters that successfully dodge/tumble might have a brief opportunity to launch an attack that would be more difficult to avoid.

All these things, and many of the suggestions here would for the most part require slowing combat down a little more to allow more tactical type of play

Endurance v2.0 - Parry, Sprint & More

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Posted by: Nurvus.2891

Nurvus.2891

I think improving the base combat system is alot more important than adding new content.

New content is consumed.
A solid combat system can make content eternally replayable.

You are now ArenaNet's lead designer.

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Posted by: morrolan.9608

morrolan.9608

First order of business remove diminishing returns

Jade Quarry [SoX]
Miranda Zero – Ele / Twitch Zero – Mes / Chargrin Soulboom – Engi
Aliera Zero – Guardian / Reaver Zero – Necro

knock Backs over a cliff

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Posted by: Shifted.6912

Shifted.6912

I’d love to see players rewarded for being smart as opposed to being limited by the game.

Pushing mobs off cliffs is one idea, but I’d also like to see “Invulnerable” sorted out. It’s a cheap way to limit players. Why mobs can’t try to use ranged attacks when they can’t reach us in melee, or try to pull us closer to them? Would make combat so much more interesting..

knock Backs over a cliff

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Posted by: Taikanaru.5746

Taikanaru.5746

I always found it disturbing that mobs where immune to being knocked off cliffs. Same thing with the invulnerability they get, when the mobs are on terrain one foot lower than you.
GW2 has nice physics, yet the mobs immunity butchers it. Improve AI instead of giving them immunity, please.

(edited by Taikanaru.5746)

knock Backs over a cliff

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

There’s a ton of cliffs in this game.. and bridges.. and holes to fall through

That’s the other part of the problem. ANET just loves making cliffs, bridges and holes. Then putting enemies near them. All while knowing that they cause problems for the AI.

Replacing the majority of cliffside enemies with flying would solve a lot of our complaints, while not making anything actually easier. If we knock an enemy off, it will simply fly back up to us. Dropping the loot at our feet would deal with the loot issue.

Pity ANET hasn’t given us any enemies that can actually fly.

knock Backs over a cliff

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Posted by: Runiir.6425

Runiir.6425

1) It’s too easy to exploit, since AI creatures aren’t aware enough to a avoid being backed up to a cliff

2) What happens if you knock an enemy into an bad spot and their corpse had an item you need? Or the fall isn’t enough to kill them, but now you can’t reach them, and they can’t reach you, so now you can’t kill them? This would potentially block a story step, or event.

You should have used knockbacks the way most new age MMOs do. If the player can be knocked back, the mobs can as well. If the player can be knocked off a cliff, so can the mobs. The results of the knocking off are entirely up to the player. If they glitch and have to re-runs omething due to knocking off a mob, that is on them. It is better to give us options and unique ways to kill mobs than to limit us while giving the mobs every tool.

In short, prevent US from falling over ledges or allow us to actually make use of this action styled game. If they can’t hit us but we can hit them, oh well, allow us to pick them off from superior positions. That is called playing smartly, not exploiting. Or, give every melee specific mob a very basic ranged attack to hit back if someone is using the terrain tactically. Mobs should not auto regen just because you are being tactically intelligent. We should be able to screw ourselves over by knocking an enemy off a ledge that had an item on it we needed. That is on US. It allows us to make the decision to kill them that way, and if not then they can path right back up assuming there is no jumping required, aggroing everything allong the way.

If loot is reallyt he issue, make all pve loot work like pvp loot, it drops at our feet not on the creatures body.

knock Backs over a cliff

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Posted by: Brutal Arts.6307

Brutal Arts.6307

So make better AI and add auto loot?

Story steps where this should happen should be QC’ed extensively, as all of the story steps should have been. Alternatively add a semi defiant that only makes them immune to being knocked off cliffs.

You have gotten what you paid for, all that remains is biweekly gemshop pushing.

Display patch size in MB

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Posted by: Snoring Sleepwalker.9073

Snoring Sleepwalker.9073

A: it tells you when you first start it how large it is, the latest path was 13456 KB I believe regardless it tells you how large it is when you first start it and before it goes into he progress bar.

Two problems:
1 – That size isn’t the total size of the update. Never has been. In fact, from watching how fast the number grows, it looks like the size of something that needs to come down before you learn how many files you need to get.
2 – Even if the size was accurate, it only stays on screen for a few seconds. Look away at the wrong moment, for example by logging into your guilds TS server, and you will miss it. So even if it was accurate, it would still be useless.

Display patch size in MB

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Posted by: Olba.5376

Olba.5376

Besides, Kaimick, do you think people really want to do Math for a game? Guess again. They don’t want to do math at all.

This message was brought to you by a Kitten with a Keyboard

Yeah, let’s all just roll the Microsoft way of a progress bar that moves while the remaining time goes up.

And honestly, basic math skills are necessary. Sadly, most people lack those and that’s why people like me, who enjoy math, get weird looks.

Need to fight in town clothes

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Posted by: Teemo.8159

Teemo.8159

What’s the point of purchasing all the fancy outfit costumes clothes if i cant wear them most of the time???

Arenanet pls make us able to fight in townclothes(or make transmute stones work on townclothes)

i’ll buy that bunny ears , that glasses, and all the other goodies

pls bump if you agree

Are Black Lion Keys removed from loot tables?

in Guild Wars 2 Discussion

Posted by: interpol.2397

interpol.2397

I noticed that they’ve been removed as loot (or had their drop rate lowered to the extreme) as well. I was just thinking about this the other day. I’ve amassed a load of chests, but only get keys from mapping or boss chests – which is a change from the first month of the game, when I clearly remember getting a couple of keys as enemy loot.

Funny, because the chests themselves keep dropping. It’s almost as…as if… they’re trying to force me to buy gems! But Nexo – I mean ANet would never do such a thing to their customers!

Is there a roleplaying community?

in Guild Wars 2 Discussion

Posted by: LHound.8964

LHound.8964

—————— ~~ ~~ —-————-
Charr’s need more Love. All is Vain
—————— ~~ ~~ —-————-

Is there a roleplaying community?

in Guild Wars 2 Discussion

Posted by: Lexy.3912

Lexy.3912

Tarnished coast is the unoffical NA role-play server, Piken Square is the EU role-play server – both us the website linked by one of the posters above to notifiy people of upcoming RP events.

My GW2 Project 365 – building a picture of a year in Tyria
The #GW2Project365 on Twitter
Proudly representing The Legion of Honour [XIII] on Tarnished Coast

Very small quaggan backpack on Asura- could it be sized up?

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Posted by: Awesome.6120

Awesome.6120

If actually being able to see your armor while zoomed out is important to you then asura is probably the wrong racial choice.

[SFD] – Maguuma

Very small quaggan backpack on Asura- could it be sized up?

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Posted by: Torvic.8256

Torvic.8256

Can Quaggans also wear Quaggan backpacks?

You are now ArenaNet's lead designer.

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Posted by: korgoth.5924

korgoth.5924

make an Oculus rift version of the game…

buy the dev kit arena net.. its only like 400 bucks lol

No man is an island, but a bunch of dead bodies make a pretty good raft.

So.. why do you hate alts?

in Guild Wars 2 Discussion

Posted by: Hawkian.6580

Hawkian.6580

I play alts all the time and I couldn’t care less. My first 75 laurels are going to that fancy cat anyway. Stats are overrated in this game.

This post <3

So.. why do you hate alts?

in Guild Wars 2 Discussion

Posted by: Blacklight.2871

Blacklight.2871

Sorry, but I’m an altaholic too (I actually have 9 character slots now), and I have been since I started MMOing. There’s one thing I’ve learned that every altaholic should know and that’s that we have to work that much harder to support our stable of characters. This doesn’t just apply to laurels, but to everything.

I have one fully geared 80. All other characters are simply a work in progress. I have no money because I save my mats for crafting, in order to level new characters. A nice piece of gear drops? It goes into the bank with an up and coming toon’s name on it. Liquid karma goes into a shared pool and whichever toon needs it for something, gets it.

There’s only one player for all these characters, which means I have to split my time and resources among all of them. And that’s perfectly fair. What wouldn’t be fair, is receiving special treatment so that I can level and gear them all up as fast as a player who is devoted to one character. In fact, I’ve had to re-read the OP several times because I thought I must be missing the point of it. I’m replying because I don’t think I am.

Being an altaholic comes with a price. If you want all of those shining faces greeting you at character select whenever you log in, you have to pay it — in time and effort. Otherwise, stick to one character and be happy with it. If you’re looking for completion, having a ton of alts is not the way to go about it.

So.. why do you hate alts?

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Posted by: SonicTHI.3217

SonicTHI.3217

Then run FotM. What exactly is it you people want? What other MMO hands out top-tiered items for nothing?

GW1 – and it was good.

Funny, because I had to work for every single weapon and suit of armor displayed in my Hall of Monuments. I guess I missed the “Free Best Gear in the Game” Vendors in Lion’s Arch. Bummer, because that could have saved me a ton of time.

Funny because that “top tier gear” was not a single point better than a blue sword gotten of a collector for 5 junk items, crafted with a few common materials or bought of a person for pennies.

We were promised no “grind for stats” yet that is exactly what this game has turned into. Everyone was always fine with grind (progression) for cosmetics. That was the whole point till ANET supposedly listened to people and turned this game into WoW 2.0

Why do you think exotics are available trough many different means? So all players could attain max stat gear relatively quickly and in the way they wanted to play the game.
Yet this was all ruined with FotM where playing the game has turned into a one dungeon grind and this new laurel thing is just more unnecessary things ruining a very good system. For what?
So a few “proper MMO players” can have their fix for a few weeks then whine again on how there s nothing to do.

kitten ascended gear.

“Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games.”
-Mike O’Brien, President of Arenanet

So.. why do you hate alts?

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Posted by: Beyondthelol.9504

Beyondthelol.9504

yeah they said in the manifesto that gw2 would have the same leveling time as gw1, which is odd because it only took me 15 hours to max in gw1 but 80 hours in gw2..

Jokes aside, once youve level a toon to 80 not many of us are all that keen to do it again with the time required.
Not trying to insult your game at all anet, the gameplay and mechanics are wonderful but pve is a bit of a drag sometimes :>

Aramir Hellforge
Terror [TG]
Dragonbrand

Willing to share WvW details?

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Posted by: Ireniicus.2167

Ireniicus.2167

We have tossed around some ideas for ways to improve the system [Bags dropping in WvW] but it’s relatively low priority so nobody is actively working on it right now.

Raise this priority! The absolute worst thing about WvW is the horrendous reward system, and this is greatly in part because people don’t want to spend their time (or can’t because they are dead) running around picking up loot bags after a fight. The current system is so bad it just silly. You can’t even just spam “F” to pick them up mid fight because all you do is end up rezzing someone (and getting stuck doing it while you die) or picking up a stupid banner. Fix this, Please god, fix it.

Agreed. This trumps all as it actively discourages participation of casuals who would help bolster ranks and make matches more competitive rather than one sides affairs where the only thing that matters is how many hardcore WvWers your server has and what time they log in/out