Showing Posts Upvoted By thealienamongus.1968:

Southsun update May 14th

in Guild Wars 2 Discussion

Posted by: ColinJohanson.2394

Previous

ColinJohanson.2394

Game Director

Get More Out of WvW
We’re improving the way we award World XP to World vs. World players! Now you’ll gain rewards for a much wider range of activities in the Mists – everything from destroying siege weapons, repairing walls, escort missions, and more.

The End of Culling
We wiped out culling in World vs. World, and now we’re doing the same in the Living World. By removing the limit on the number of characters you can see, we’re increasing the epic feel of exploring through a fully-populated world.

Quick follow up note, sorry about this one folks. Both of the release notes above are still in testing and are NOT including in the May 14th release. Consider this a spoiler for things that are coming soon as they are ready and signed off on.

However, one release highlight wasn’t listed that should be, so bonus info for you to make up for the wrong notes going out → In WvW the jumping puzzle in Eternal Battlegrounds will be split out into its own map, so those folks who wish to play there aren’t counting against the population cap for EB. This means more people can play in the EB jumping puzzle, and more people can play in EB as well with the populations separated.

We’re working out the kinks of doing a more frequent update, sorry again about the confusion!

6 months later, where's the game heading to?

in Guild Wars 2 Discussion

Posted by: Vayne.8563

Vayne.8563

Well some people do actually complain, but no one pays attention to them. lol

Plenty of stuff has happened since. Also plenty of nice guilds out there (including mine). I don’t want to make this a whole guild recruitment thing though.

A lot of the content is “alive”. The living story comes and goes, so that there’s usually different stuff to do each month. There’s new stuff coming on May 14th for example.

So just jump on in, the water’s fine.

Please Anet, stop taking away the NPCs in WvW

in WvW

Posted by: Dawdler.8521

Dawdler.8521

That’s also what was the impetus for removing the crafting stations. The more time people spend in the maps not playing WvW, the longer the queues are.

I must say, not once since the game has released have I seen anyone stand by the crafting stations in your own borderlands O.o

That said, of course they where pointless. I’d rather see any more guards that pointless NPCs like that. It would be great if even the ambient wildlife was toned down. Like the worms area, so utterly pointless. Replace it with a small cappable military camp or something, make the area part of WvW instead of having worms. There are plenty of areas that could be “militarized” rather than having boring wildlife.

Traps+Get More Out of WvW

in WvW

Posted by: AndrewSX.3794

AndrewSX.3794

On topic:
Traps sounds interesting BUT not in the shape they’ve hinting (like another blueprint → build siege), it’s open to waaaaay too much manipulation.
Also, stealing supplies? After making sieges such a huge hassle? Now you have to biuld 2 trebs or multiple catas to take down a single tower if defenders are competent enough, which means tons of supplies… and now you make those harder to get in use? Meh.

Imo, traps could work more like a structure upgrade – you order it, who order it can place the trap in a 1500 – 2500 (numbers are just as example) range of the said structure, workers builds it. This way they’re much easier to balance (you can put limits in numbers and placement) and you’re giving extra reasons to upgrade your structures, with some more defences that are more useful that a oil/cannon getting ganked in 10 sec as soon as a zerg shows up.

(all assuming that traps are atm treated as siege. which might not be.)

We can however officially let you know we are moving the jumping puzzle for EB into it’s own map, as this has been a much requested feature for our beloved siege fairing community.

Well, this is cool.

(why stop to EB tho?)

Seafarer’s Rest EU – PvE/WvW – 8 × 80 chars.
Most used: Guard/Mes/War/Nec/Ele.
Yes, i use 5 chars at time. Because REASONS.

Traps+Get More Out of WvW

in WvW

Posted by: AidanTaylor.3872

AidanTaylor.3872

European Community Manager

Next

Hey folks,

It seems we inadvertently outed (some of) our plans for WvW with the above linked page. While we are looking to extend World XP changes for WvW in a later content patch, it still needs some tweaking and therefore isn’t ready to be introduced in this one.

We can however officially let you know we are moving the jumping puzzle for EB into it’s own map, as this has been a much requested feature for our beloved siege fairing community.

Apologies for the hicup

(edited by AidanTaylor.3872)

Traps+Get More Out of WvW

in WvW

Posted by: Gab Superstar.4059

Gab Superstar.4059

Not sure why they couldn’t just incorporate these into the existing professions to make the game more interesting.

Traps go on rangers.
Repairing (or improving?) siege goes on engineers.
The list goes on…

Right now the only profession that has completely game changing skills is the mesmer (portal, veil). It gives the mesmer flavor and a unique role in WvW. I would love for the other professions to have some kind of similar appeal.

Very Good Detectives [VGD]
Devonas Rest 4 lyfe

Traps+Get More Out of WvW

in WvW

Posted by: Rising Dusk.2408

Rising Dusk.2408

Great! More gold sinks in WvW with no increased monetary rewards! Just what we needed!

[VZ] Valor Zeal – Stormbluff Isle – Looking for steady, casual-friendly NA raiders!

Traps+Get More Out of WvW

in WvW

Posted by: Ironcloud.3892

Ironcloud.3892

I’m pretty skeptical of the anti-stealth fields, let’s just hope they are more like siege equipment rather than bundle items that any other player can just set up.

Traps+Get More Out of WvW

in WvW

Posted by: Causic.3798

Causic.3798

Introducing Traps in World vs. World
“Traps are fiendish items that can be purchased from the new Traps and Tricks Outfitters on each WvW map. We’re starting with anti-stealth fields and traps that remove supply from enemy players, but in the months ahead we’ll introduce even more ways to spread mayhem in the Mists!”

Get More Out of WvW
“We’re improving the way we award World XP to World vs. World players! Now you’ll gain rewards for a much wider range of activities in the Mists – everything from destroying siege weapons, repairing walls, escort missions, and more.”

https://www.guildwars2.com/en/the-game/releases/may-14-2013/#new-features-5

What do you guys think?

SOTG - state of the game t1 eu deso/viz/sfr

in WvW

Posted by: Sylosis.7125

Sylosis.7125

Hello,

After being infracted on many occasions i have stayed away from the forums….until now.

I wanted to voice my opinions on the current state of the game in wvw. Not because i think people need to hear it, as im sure you are all in agreement….but because ANET needs to take notice that people are leaving/left Guild Wars 2.

This means less profits to them in terms of gem purchases (loss of repeat business)

I understand how it is not possible to trial these changes prior to release and the only way is to put them out for us to give feedback on and see how it changes the meta.

I do not agree with people when they say ANET are not listening….. Far from it.

Ok so here goes MR & MRS DEVON, these points are free of charge …..and you can use them the sooner the better to fix certain aspects kn game.

1. free transfers to any EU server. – reason being – VIZ (I know you would lose slot of money and this will never be the case….but I’ve transferred so many times I have no money…. I spend 10 gold a day commanding I’m a poor man)

2. Fix D/D ele – nerf was too much they all just run away now. It may be that I’ve only come across a few since the patch….please tell me if I’m wrong.

3. Confusion Nerf – again too much ….. Raise dmg again slightly

4. Arrow Carts – I have warmed to them I just think they should do less dmg to other siege….. Player dmg is fine by me.
http://www.youtube.com/watch?feature=player_embedded&v=qsjHzb9pSxk#!

5. Refreshing seige every 30 mins – NO NO NO impossible unless you have the numbers and people willing to stay in towers etc …. And the rewards for doing this then has to be funded by who? Oh yes me again.

6. contested swords after 30 secs from initial attack———-hmmm well same as above fine if you have scouts, but if they golem rush you with no scout in… Bye bye

7. mug trait nerf on thieves – the 4 sec reveal was fine…..this nerf is not great for when I solo roam however I’ll just start to roam with 4 other thieves … So not a major one.

8. gliko system – broken, deso has been trying to go down the past 4 weeks…… we are ahead of sfr……and Elona wont come up anytime soon…..so i guess noone wants to fight the 24/7 viz blob. Reminds me of the time i was on Crystal Dessert and Fort Aspenwood and Dragonbrand became super servers.

9. skill lag…dont make me build a full signet warrior :-)

Do to many of the points above alot of guilds have left the server…..players have left the game and one of the biggest if not the biggest guilds in the EU have been split up. (IRON – Triangle). I agree you will lose numbers if you continue to not please the masses …. Kinda obvious, prob best to announce that when patches are released they are still in beta stage and are up for discussion and alteration.

I was sad to see so many of our server’s guilds leave, however i understand why they choose to go down this path. Playing the game more hours than you work is hard going, draining and expensive. Commanders burning themselves out as noone wants to tag up so it seems.

I have transferred too many times already because of similar reasons and i assumed this game was free to play…….how is this? when i feel to play the sort of game I want, i need to transfer every 3 months in order to find a game that is fun, balanced and no skill lag.

To all the guilds that have left DESO, no hard feelings. Please PM me and let me know how you are getting on guys GH , GOD, VOTF, IRON, BULL, FG……real shame some quality guilds and players have left such a promising server.

Anyway it’s been emotional – if you see me in wvw – im the commander with x2 corrupted axes/corrupted hammer ….refreshing seige 24/7 that will never get used between the hours of 10pm-6am because the 60 viz outside wont let us in the front door. I would of had a scout in each of our t3 towers/keeps etc however that would mean my roaming zerg will consist of myself…and my thoughts. Luckily though i can check the map and find white swords on areas that was attacked more than 30s ago…..thank god viz dont golem rush unmanned towers…oh wait they do.

p.s thankyou to the viz commander who agreed on an open field fight in eb today was fun…up until the point of people building seige and fighting in the dredge cave…..hardly open field ;-)

(edited by Sylosis.7125)

Suggestions with 4000+ views vs. responses

in Guild Wars 2 Discussion

Posted by: Azure Prower.8701

Azure Prower.8701

This thread will probably be moved to the dead suggestion forum for having ‘suggestion’ in the title.

Suggestions with 4000+ views vs. responses

in Guild Wars 2 Discussion

Posted by: Enikuo.9205

Enikuo.9205

Threads that do not offer a single, specific suggestion to which Anet could reasonably respond (community brainstorming and a bug):

1. You are now ArenaNet’s lead designer
2. The top 10 things GW2 needs to improve
3. The Great Dream Patch: Add Your Own!
4. Show Profession Trainers on Hoelbrak map?

(edited by Enikuo.9205)

Suggestions with 4000+ views vs. responses

in Guild Wars 2 Discussion

Posted by: Enikuo.9205

Enikuo.9205

Posts are too long to edit. Here are the links.

No response from Anet:

1. A client for Linux
2. Consider adding cyrillic alphabet
3. There is no real way to be ‘invisible’ or anonymous
4. Camera-Related Issues: Compilation and Lengthy Anaylsis
5. Skinny female in Guild Wars 2
6. Magic find obsession needs to be addressed
7. Should outdoor boss events drop loot?
8. Dyes – Please make them account bound
9. Reforging Orr with WvW mechanics
10. Largos must be a new race
11. Why can’t Superior Runes be Mystic Forged?
12. Change female heavy Arah armor back to its beta model
13. Why don’t transmute stones allow us to look the way we want
14. Solo Dungeons
15. Adjustable Camera Pivot Height
16. Housing? [locked]
17. Why not make legendaries accountbound?
18. ‘Underflow’ Shards – for Underpopulated Zones
19. The multi-guild system & why guilds are pointless.
20. Here’s how to fix the precursor complaints
21. 09/24 midnight has passed, wheres the patch? Oh right..
22. Black Lion Chest- Upgrading or Cheaper keys [Merged]
23. Sexier Armor Plox
24. Waypoint costs

Anet responses:
Aware, but investigating/deciding
1. An option to disable right click targeting
2. Turn off “Titles” below Nameplate
3. No love for condition builds?
4. Traits missing vital informations in tooltips to make info

Non-substantive responses
5. Attention! [April 1st troll face suggestion]
6. Color bling gamers: Issues seeing red circles
7. Weapon scaling and asura
8. Combat UI improvements [locked]

Commitment to fix asap
9. Revert changes in corrupted shortbow

(edited by Enikuo.9205)

Color blind gamer: Issues seeing red circles

in Suggestions

Posted by: TimeBomb.3427

TimeBomb.3427

Hi. I’d like to have a discussion in regards to the issue of red circles, the ones made on the ground by enemies right before an AoE hits, and the issues that I, and surely others, have due to being color blind.

If I recall correctly, I’m red/green color blind. I haven’t done a ton of dungeons, though usually when I do them, I played ranged. As a ranged player, I often have less enemy’s closely surrounding me, which allowed me to more easily see/notice the red circles on the ground. When I play melee anything, it often becomes quite a bit more difficult for me to see/notice the red circles.
Also note that it’s slightly easier for me to see the red circles on the ground if the ground is light, and it is very difficult for me to see the red circles on the ground if the ground is dark.

I consider myself a good player overall. I am quite competent when it comes to any kind of combat in GW2. I’ve done well in general PvE of course, as well as SPvP and some dungeons. Often the harder it is for me to see the red circles on the ground (and the more necessary it is to see them, i.e. with certain bosses), the worse I do.

I opened this thread for two reasons. To see if any other color blind gamers out there are ever having similar issues, and to discuss what possible solutions we can apply to this problem.

My goal here isn’t to make it easier for everyone to see the red circles as to lower the necessary skill level, my goal is to allow color blind gamers such as myself to be on par with non-color blind gamers.
Offering alternative colors could be a solution, or perhaps just a gray color. Making the circles brighter would probably help as well.

Make sure to press the +1 button on the right of this post if you agree. If you can’t see the upvote button, you can just go to https://forum-en.gw2archive.eu/forum/game/suggestions/Color-blind-gamer-Issues-seeing-red-circles/768500/upvote to +1 it. Thanks!

(edited by TimeBomb.3427)

Official explanation for temporary content?

in Guild Wars 2 Discussion

Posted by: Agent Noun.7350

Agent Noun.7350

Well I really hope they do. It’s annoying to be told, “You better do this dungeon now or you’ll never get to!”, especially when I’ve done the eight permanent dungeons so many times I never want to see them again. Having a new permanent dungeon in the game would be fantastic.

If ArenaNet wants to add temporary open-world, “dynamic event” stuff, that makes sense to me. But making entire dungeons—entire GOOD dungeons—and then throwing them away after an arbitrary period of time not only makes no sense to me, but is immensely frustrating.

Activities you don't know about

in Guild Wars 2 Discussion

Posted by: Serelisk.6573

Serelisk.6573

There’s actually a heart task in Diessa Plateau that’s a whack-a-mole mini game, and you can keep playing even after you fill the heart. There’s also a sniper mini-game out in Iron Marches. In fact there are quite a few mini games spread throughout the world, they just don’t give any prizes and aren’t ‘officially’ labeled mini-games.

While those are awesome, they’re not classified as the activities that were supposed to be in at launch. But thanks for telling me about these.

The mini games from the lost-29 are to take place specifically in the capital cities. About 5 for each. 6 capital cities. 5×6

Kegmaster

Main City Minigames

in Guild Wars 2 Discussion

Posted by: HawkMeister.4758

HawkMeister.4758

http://youtu.be/jimIpVDiTrk

the pre launch optimism is so funny now

Wish I´d never seen this vid. Makes me even more depressed about all the wasted Dev hours sunk into the now useless Halloween and Wintersday events.
Oh well, at least the useless alcohol one can buy everywhere makes some sense to me now.

Polish > hype

Main City Minigames

in Guild Wars 2 Discussion

Posted by: Serelisk.6573

Serelisk.6573

The charr dueling mini game was called bar brawl and would obviously be held in an instanced version of that bar in the Black Citadel you visited in your personal story. I forgot its name, it’s been too long since I last played.

ANet didn’t have time to implement all the games. Those games have been already planned and worked into the design of the cities, such as the shooting gallery and polymock arenas. The moa race track and miniature duel rink can be visited in game right now. They just don’t take you to an instance with the actual game, like keg brawl does.

I would like to see them being able to make games take place in the main map sometime in the future. I don’t know if that’ll be feasible or possible, though.

That first part is actually incorrect; the location of bar brawl is known. Several NPC’s around the city will tell you that it takes place in Divinity’s Reach at the Busted Flagon POI west of Dwayna Road. You can find out more about activities in my signature, I’ve found 9 so far.

I agree with a lot of what was said in this thread. It’s the worst type of irony, bordering on hypocrisy, that the pre-launch hype created by Anet’s infamous “When-it’s-ready” strategy has left those waiting for these mini games severely disappointed.

gamereactor.eu: Alright. Because I was thinking about, you brought up the bar brawl, for example Funcom had something like that planned for Age of Conan, and I’m not sure that made it in at launch. Is there any risk that something similar would happen to the activities? Or is it an integral part of the game experience in itself?

Anet Dev #1: These are getting built into the game itself, they will be there at launch. They are not something that we will tack on later, they are part of the cities.

Anet Dev #2: One of the things I can say is that we tend to, you know, we were pretty tight-lipped about the game for a long time and we tend not to talk about things unless they are actually in the game. So when we talk about activities, like when we talk about the bar brawl, or the shooting gallery, because they are actually in the game you can go in and experience them right now. And so there is actually very little chance that most things we talk about are not going to make it into the game just because we run out of time or anything like that. Because, as I said, we tend not to talk about things unless we’re very, very certain that we can do them. Certain as in they are in already.

Source: http://www.gamereactor.eu/articles/4160/Guild+Wars+2+interview/

Coming from a Kegmaster and leader of a Keg Brawl guild, this is the source of my sorrows and my anger for the past seven months. Please Anet, for the love of Grenth, get activities in the game x.x

Kegmaster

Main City Minigames

in Guild Wars 2 Discussion

Posted by: wintermute.4096

wintermute.4096

http://youtu.be/jimIpVDiTrk

the pre launch optimism is so funny now

“Remember, those are only 2 of the 30 activities that are going to be in the game, and they sound amazing! I can already see myself spending days just playing activities throughout all the cities!”

Priceless.

Main City Minigames

in Guild Wars 2 Discussion

Posted by: TheBlackLeech.9360

TheBlackLeech.9360

Before Guild Wars 2 was launched, I was under the impression that each main city was going to have a mini game.

So the Norn have keg brawl… and that is in the game now.

What should the other races get?

Asura were supposed to have Polymock (or minipet arena) of this I am certain.

Charr could customize and race vehicles? or maybe battle things gladiator style in their arena/auditorium?

Sylvari? I’d say Seed Turret Tower defense (maybe parody plants versus zombies).

Humans? I draw a blank.
Survival vs endless waves of centaurs?
I think the humans have seen enough of the centaurs…. but I can’t think of anything better at the moment.

What do you guys think would be great minigames for the remaining three races’ main cities?

From War Machine [WM]

in WvW

Posted by: Jinks.2057

Jinks.2057

I don’t understand why he felt the need to make a statement.

Your guild can do whatever they want….don’t have to explain.

Just as the rest of the people can think whst they want about WM.

I could care less why you left kain and I really don’t know why still. I believe you couldn’t break the tier 2 barrier on ur own but thats my personal opinion

From War Machine [WM]

in WvW

Posted by: zastari.1730

zastari.1730

So you have boring battles in T1 and go to T8 to “train”, have more boring, faceroll-ey battles up to T2, get bored in T2 battles that seem to be pretty even from the outside, then go to T1 expecting to… not be bored?

Maybe you should just admit that you think the game’s boring and quit doing the tier shuffle. The “volatility” column in the Glicko listings will thank you.

Tsarazi – 80 Asuran Mesmer [DERP]
Maguuma

Arrowcarts [merged]

in WvW

Posted by: Dawdler.8521

Dawdler.8521

… build catapults instead of rams just outside the range of the defending ACs.

I dont really get what the problem is. More focus on clever siege work is better.

Official WvW Patch Notes [4/30]

in WvW

Posted by: Gatharin.2674

Gatharin.2674

I like a lot of these changes for sure but I have a major problem with one of them.

“The “under attack” notice at objectives now displays 30 seconds after it is first attacked.”

I realize that good scouting is necessary to be successful in WvW but it is easy enough as it is to take a tower or keep without adding a 30 second head-start for the invading team. It seems to me that this will just reward the “large zerg wins” mentality because, the more people you have, the more that 30 seconds becomes a nail in the coffin in terms of the defending team having a chance to respond.

Maguuma WvW

Official WvW Patch Notes [4/30]

in WvW

Posted by: lordkrall.7241

lordkrall.7241

And some more stuff further down:

World vs. World
Updated confusion and retaliation effects to do the same damage as they do in sPvP.
Added a buff to display time remaining before siege weapons are destroyed from inactivity.
Siege sites are now destroyed 2 minutes after being placed if they receive no supply.

Increased arrow-cart damage:
Increased Fire damage by 80%.
Increased Fire Crippling Arrows damage by 17%.
Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.

The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
Siege weapon blueprints are now account-bound instead of soulbound.
Killing a supply dolyak now awards 3 points to the team that lands the deathblow.
Righteous Indignation now ignores damage from all sources.
Players can now deploy siege sites on enemy walls.
Siege weapons can no longer be built in no-siege areas.
Increased radius of cannon basic shot from 240 to 360.
Lotus Poison (thief minor trait, 15 in Deadly Arts) no longer applies to a trebuchet’s poison shot.
Frost Spirit (ranger utility skill) no longer applies 10% damage buff to siege weapons.
Increased boon resistance of siege golems so players can’t apply swiftness to them with increased boon duration.
Picking up supply while holding more than current capacity (due to a capacity buff going away) no longer reduces the supply down to current capacity.
WvW dialogue will now reopen to the last-viewed page.

Krall Bloodsword – Mesmer
Krall Peterson – Warrior
Piken Square

Despawning Blueprints

in WvW

Posted by: Jayne.9251

Jayne.9251

I believe this is actually a help. It will prevent accidentally (or troll) placed siege from eating up the siege per area cap.

Naw it won’t … the siege griefers typically use the keep/tower supply anyhow.

L’enfer, c’est les autres

Official WvW Patch Notes [4/30]

in WvW

Posted by: Avenge.1478

Avenge.1478

World vs. World

•Added the following rare weapon skin sets to the Weapon Master:
•Aureate
•Flame
•Verdant
•Norn

Added new abilities
•Arrow Cart Mastery
•Increase range on all arrow-cart skills.
•Increase damage on all arrow-cart skills.
•Increase effectiveness of applied conditions.
•Increase radius on all arrow-cart skills
•New skill (slot 4): Toxic Unveiling Shot. Removes stealth and applies poison to targets.

•Guard Killer
•All Guard Killer bonuses now also apply to enemy lords and supervisors.
•7% damage to guards, lords, and supervisors.
•Gain endurance after killing guards, lords, and supervisors.
•10% damage to guards, lords, and supervisors.
•Add 1 stack of Guard Leech on killing a guard, lord, or supervisor.
•Guard Leech: Gain health when attacking guards, lords, or supervisors.

•Added the following guild siege weapons as rewards for completing guild missions:
•Trebuchet
•Ballista
•Arrow cart
•Catapult

•Added WvW Rank progress to the WvW Dashboard UI (see top center of the screen while in WvW).
•Siege weapons provide World XP when destroyed.
•Siege weapons placed by Commander Siegerazer and Commander Siegecrusher now provide XP and World XP when destroyed.
•Players now receive World XP for repairing gates and walls in WvW.
•Players now receive World XP for defending supply dolyaks from ambushes in WvW.

Additional
World vs. World

•Updated confusion and retaliation effects to do the same damage as they do in sPvP.
•Added a buff to display time remaining before siege weapons are destroyed from inactivity.
•Siege sites are now destroyed 2 minutes after being placed if they receive no supply.
•Increased arrow-cart damage:
•Increased Fire damage by 80%.
•Increased Fire Crippling Arrows damage by 17%.
•Increased Fire Barbed Arrows damage by 60% and increased the Bleed duration to 15^^seconds.
•The “under attack” notice at objectives now displays 30 seconds after it is first attacked. Does not affect waypoint usage.
•Siege weapon blueprints are now account-bound instead of soulbound.
•Killing a supply dolyak now awards 3 points to the team that lands the deathblow.
•Righteous Indignation now ignores damage from all sources.
•Players can now deploy siege sites on enemy walls.
•Siege weapons can no longer be built in no-siege areas.
•Increased radius of cannon basic shot from 240 to 360.
•Lotus Poison (thief minor trait, 15 in Deadly Arts) no longer applies to a trebuchet’s poison shot.
•Frost Spirit (ranger utility skill) no longer applies 10% damage buff to siege weapons.
•Increased boon resistance of siege golems so players can’t apply swiftness to them with increased boon duration.
•Picking up supply while holding more than current capacity (due to a capacity buff going away) no longer reduces the supply down to current capacity.
•WvW dialogue will now reopen to the last-viewed page.

~ [DN] Digital Nemesis ~ Tarnished Coast ~
Commander Guardian of Rall :: Norn Guardian
Commander Getting Hammered :: Charr Warrior

(edited by Avenge.1478)

30th April Patch

in Guild Wars 2 Discussion

Posted by: Inculpatus cedo.9234

Inculpatus cedo.9234

When it’s ready.

Or conversely….soon. =)

Building Wonderful World Bosses

in Dynamic Events

Posted by: Shriketalon.1937

Shriketalon.1937

While we are brainstorming (which is code for “please don’t bury this in the Suggestions forum”), we can also ponder future bosses and their twists on the mechanics. It’s rather important to ensure that new boss monsters present something mechanically new and different from the current selection.

To that end, I would suggest six additional types of bosses, expressed by the Corrupted Redwood Shepherd, the Kraken, the Auroch, an Ooze Oligarch, the Echo of Ascalon, and the dreaded Karkamari Dominancy. For insane rantings of a crazy man and/or details, please see the attached file.
.
.
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You may notice that the boss list described above is far from perfect, leaving out plenty of good possibilities for monstrous mayhem. There is a reason, however, and that is based upon boss variants. Creatures with similar body structures can use the skeletons and animations of the above bosses with alternate forms and new strategies or environments. Some variants will be extremely similar to the original, while others will appear wildly different yet still save the developers time and energy.

A Jungle Wurm becomes a Plains Wurm or Frost Wurm with a simple reskin. A Kraken’s tentacles can be replaced with carniverous plants to form the Mandragora, the earth elemental fortress can be reforged with guns and metal to create a Dredge Doom Device, or a pearly white statue can be redone as a Shadowed Colossus. Some variants are more exotic; the animations of a boss might be changed, but the underlying style might remain identical, making a new boss easier to design. By using this simple method, every zone can have its own world boss with less effort than designing them all from scratch.
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With the example section of the ramble done, let’s talk about a few general lessons when it comes to boss design and player psychology.

Building a great boss requires knowing your audience and what they enjoy. Unfortunately, MMO players are like a herd of cats, each with contradictory opinions on what direction they should be going. Despite this problem, there are a few general improvements that everyone can enjoy, which we can discuss forthwith…

Elaborate the Introduction
Several bosses have pre events, but these are generally quick affairs that end in a few minutes. Players rarely have any real warning about a world boss threat, relying on external applications and timers to track where to be and what to kill. The challenge should lie in the boss’s power, not remembering the appointment on your schedule.

To counteract this problem, pad the beginning of each fight. Add environmental effects (storms, blizzards, blights, etc) combined with unique events that occur during each boss’s window. More importantly, let participation in these events count towards overall participation against that boss for the reward chest (although the server still needs to win against the beastie before it is provided, of course). This will ensure that even in the worst circumstances (getting mauled in the beginning of the fight and unable to get in any whacks, disconnected, etc), a player putting in effort will still be counted as participating.

Everyone Believes They Are The Hero
Certain boss fights attempt to provide multiple things to do within the battle, creating a larger conflict. The problem, however, is that these optional jobs tend to be…..dull. You cannot expect people to be interested in protecting NPCs halfway across the battlefield when they could be attacking a giant dragon. One job is heroic and unique, the other is peon duty.

Multiple tasks are okay, so long as each is equally epic. Several distinct objectives might be necessary to survive an initial onslaught of a flying dragon, but the eventual rumble with the creature itself should feel heroic for everyone. Also, remember a crucial point: the NPCs should never be more important than the player. Escort quests are reviled for a reason, and watching someone else slay a boss is never as fun as sinking your blade into the heart of the beast.

Look Up More
This game is beautiful and magnificent, but the combat system relies too much on staring at the floor. To raise your player’s enjoyment, lift their vision upwards. Make sure that cues and telegraphs pull your player’s vision to the boss itself, relying far less on red circles on the ground. Supplement your animations with audio cues which trigger if a player is in range, close to, or away from a given attack (this is already in the game; the trebuchets in pvp trigger a warning shout if you’re about to be pulverized). Try to make these cues seamless and immersive (an incoming breath attack is marked by a loud inhaling sound, rather than someone yelling it is about to breath twelve times a fight). Make players embrace the sights and sounds of your bosses in order to fight more effectively, and they’ll soak up the beauty of the battlefield in the process.

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Building Wonderful World Bosses

in Dynamic Events

Posted by: Shriketalon.1937

Shriketalon.1937

Good evening.

The increase in loot has brought a lot of attention to world bosses of late, with a rather high number of complaits about the difficulty (or complete lack thereof) in these battles. There are quite a number of requests to make the battles more epic, but not many discussions about how to go about doing that. Ergo, I thought I would wade into the mix with a ridiculously long post brainstorming better boss basics. As with some of my previous rambles, you can skip down to the infographics included alongside them for a faster read.
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First, let’s brainstorm a bit about mechanics. No matter how beautiful the art assets, the fight all comes down to the nuts and bolts within the beast. Since mechanics make the match, we must first ponder the different ways bosses can function. We all know about phases, changing the pace of a boss fight based upon its health bar, but let us also take a moment to brainstorm a few other pieces of the puzzle.


Weak Points- for massive damage, always know where to hit a giant enemy crab. Weak points provide an excellent way to control player positioning, both to encourage risk and curtail gimmicks, since they force players to remain within a certain zone to actually harm the boss. Weak points work extremely well when mixed with other mechanics; a boss can shift between attacking and defending by hiding and exposing weak points, weak points can break off over time to force players to change strategies, or the points themselves can be contingent upon environmental conditions.

Phases- the second most basic form of boss fights, phases ensure the game periodically changes. A boss can shift strategy on a set interval or in response to its own health to keep cycling between different tactics and keeping players on their feet.

Environmental Attacks- some boss designs look lovely, but they cannot seem to properly attack everything in the vicinity. Rather than rely on 360 degree waves, however, these bosses can be smart and use the terrain to their advantage. Boss attacks can actually originate from the surrounding environment; ceilings can be caved in, trees can be cut down, buildings can be shattered. Flying debris and detritus make great attacks, as do electrified pools, boiling pits, frozen ground, and absurd quantities of ooze.

Firestorm- if you can dodge a wrench, you can dodge a fireball. Firestorm bosses exist in a constant state of attack, forcing the players to constantly dodge, dip, dive, duck, and dodge the endless barrage. The bosses themselves are static, but they mix different attack patterns, intensities, and directions to keep the fight mobile.

Multiheaded Foes- bosses can be made of smaller bosses. An easy way to ensure that a boss can fight everyone on the map is to split it into multiple parts, each of which has its own AI and attack patterns. Players will need to slay these parts to defeat the overall boss, and they can become more dangerous as each part is sliced away.

Fortress- bosses can also be made of physical terrain. WvW Sven’s as an excellent demonstration of a structure that can be physically walked upon, yet also targeted and destroyed. Stationary bosses can be built on a massive scale by giving them parts that players must traverse to hack at more vulnerable bits.

Chess master- sometimes the big bad evil guy is merely the figurehead of the legion. Chess master bosses lead an entire army of angry foes, and their “attacks” come from summoned minions and coordinated strikes. It is often best to ensure, however, that players do not have to choose between striking the boss and clearing the cannon fodder at the same time. Human nature will usually lead everyone to fight the boss and no one to bother with the “lesser” task. Instead, phases are highly recommended.

Kaleidoscope- a more frantic form of phases, this boss is constantly changing throughout the fight and using its own form to attack the players. Kaleidoscopic bosses do not gradually increase in power or intensity like phases. Instead, each transformation changes the rules of combat and forces players to adapt.

Full Mobility- sometimes it is best if doom walks the earth. Fully mobile bosses are far more difficult to code than their static counterparts, but they offer unprecedented challenge to the daring players and intrepid developers alike. Creating a colossal creature capable of independent movement can be tricky since one must balance a constantly shifting battlefield to ensure hero are having fun rather than running a tedious marathon. Nonetheless, the best boss concepts demand free and full battlefield mobility.

Setting aside the theorycraft, let’s ponder the ways these can be applied to the current world bosses…

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(edited by Shriketalon.1937)