Showing Posts For Gray Fox.9178:
That’s a great way to handle the situation without bogging down too many resources. Great idea, dev dudes/dudettes.
Shout out to [XOXO] for letting me hit stuff with my old golem for them and the hangout we had afterwards.
So it’s 10 AM, and I’m in YBBL soloing SE camp when three EB guys come to kill me. I lead them out of the camp, permastealth, then stick around to see how long they plan to be about. Next thing I know, I see four Omega Seige Golems coming out of the camp by the river, so I throw out the map call.
You guys didn’t clear cannons before putting your golems into action at Garry, and you did the same thing at Hills. Could have saved yourself a lot of heart ache and golem HP.
Completely infeasible.
I’d like to say thanks to those members of NS and EB that don’t see fit to attempt an immediate, brutal murder on my person as I follow their forces with a boombox. I understand that not everyone wants a bard, but you will have one.
After the purchasing window for SAB Boomboxes closed, the ability to use them in WvW was added.
Considering the inability to do so was the main reason I held back my purchase on World 2, it’d be great if they had a limited window sale again.
Second.
The game goes for the full timer. Very tiresome.
If you DID get rewards, you would just see 2 zergs of 50 running in the same direction reflipping what the other flipped.. almost worst than PvDooring
I can see that with rewards after a single node cap, but do you think if the reward came after defending 3 caps, it would still result in circular zergs? I figured natural random player action would keep people over variant nodes and that zergs would still have to split up to fight other zergs for control.
Points per stomp isn’t enough incentive? Rewards aren’t going to happen, been said multiple times in multiple threads.
By devs? That’s unfortunate. The current model seems to stretch winners and losers further apart more than it gives losers a chance to catch up. Incentives would move bloodlust closer to normalization and make it a shorter term advantage when you double or triple. It seems like both the random blood hungry players and the folks who want to see less bloodlust would be satisfied without having to remove it.
Currently, ruins take time to get, are in a relatively quiet* sector of the map, and only reward bloodlust. This makes ruins generally untouched – the bloodlusts staying where they are until a Commander gets it in his head to cap over them. This results in lengthy double or triple lusts for the dominant party in WvW, and from my experience, an accelerating factor in point imbalance.
If ruins provided direct wxp, exp, or monetary incentive, they’d be scurried through by the directionless masses more often, and result in a more-often equalized bloodlust – one that only doubles or triples when it’s the strong intent of a server.
What else does this affect?
1. Those without direction consistently enter midfield, making it whirlpool of murder. This is honestly what the individual roamer was looking for anyway. Random fights. They’re happy.
2. Commanded units are a larger % of the groups minding towers, keeps, and camps. Positional play becomes a bit less zergy and a bit more strategical due to the delineation. For those looking for bodies, however, there’s now a distinct source to pull from.
The directionless user’s main alternative to the ruins are camps, yaks, and sentries. Making ruins reward slightly less than moving through those with the upside of more player kills would be a solid move.
*I suppose I should mention I’m Silver League when I say “quiet”
(edited by Gray Fox.9178)
Want to dodge all the things.
No endurance.
Better do the Dreidel.
Multiple enemies in the room and you want to provide an incredibly annoying distraction?
Steal through the door
Jump off the floor
Everybody do the Dreidelsaur
I’d love for there to be more voice acting in cinematic moments, but I also question how realistic that is. No idea how much it’d cost to drag those voice actors in every time for a few quips. The NPC’s seem to get new voice clips every event, so I imagine that’s an easier thing to push.
It would be great if some dialogue actually updated alongside the Living World. Imagine if Eir actually built that statue that the Lion’s Arch townsfolk won’t stop talking about, or if the Asuran Mist Battle advertiser actually got something to use against his controlling Charr co-worker. What if the Skritt in Trader’s Forum actually got in trouble for going to the sewers, or the gold-minded Asura at Grand Plaza was approached by someone else?
We here these NPC’s every day – it would be great if some part of their lives actually advanced.
(edited by Gray Fox.9178)
You do not need to suffer to be a good villain.
Scarlet possesses an ideology, a way of looking at life from birth. By being a Sylvari, she’s essentially embodying a base mode of traits. She didn’t have suffering in her childhood, but she did have a system apart from what she herself found right. She does not conform to authority, which is more common, and instead rebels, ignoring the teachings of the tree and believing her “might is right” approach to be the proper way of things.
She improves her base capabilities through study in Rata Sum, though the idea of her always being the best in her classes is sketchy at best. Like a true villain, she exhausted her environment of resources, then dumped it, moving on to new plans.
I can confirm this. Happens off and on and requires me to end the gw2 process, then reload. Generally occurs with rapid successions of entering and exiting golem/golems.
Graster Breakbane drinks water more often than once per three rounds. This breaks the understood rules of Belcher’s Bluff and makes him incredibly hard to beat.
This cheating methodology is heavily countered by using Maggie’s “Woo” ability at the right time, but the NPC’s should not be ignoring the core rules of the game.
(edited by Gray Fox.9178)
First Mate Ashe Voegard has borrowed the starting line from First Mate Fidus Foecrush.
From memory (as I cannot access the line again unless I make a new character), the line reads something like “Ye heard the captain! We have to protect this cargo so it can ‘be returned to its rightful owners’. I can’t believe I have to do this.”
This causes contradiction, as Captain Evon Gnashblade ordered Ashe to take the plunder for his campaign.
I imagine Fidus’ dialogue was simply plastered onto Ashe’s, but the two characters have near-opposite motivations.