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Dungeon mechanic example (randomized dungeon)

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

Now to explain things:

  • Tokens at the moment players get 60 tokens when complete dungeon. This make players to skip as much as possible of the dungeon and make dungeons even more grind oriented. Instead, it would be achievement oriented by completing certain parts of the dungeon. For example, players will gain 5 tokens for each Tier 1 boss killed in chest after killing him, 10 for Tier 2 and 15 for Tier 3 boss. If players have player in party that is lower lvl than 70 everybody get mail on completing the dungeon explaining that for every such lowbie player they get certain amount of extra tokens – this encourages player to make more alts, spend more time ingame playing alts and abolishing discrimination of low level players.
  • Sectors all bottom sectors have 1 dungeon entry point and every time players enter dungeon, game will choose which entry point they take randomly. This will make players never know what will be put in and will disperse a bit routine of a classic dungeon. Lower row sectors have multiple Tier 1 bosses. As (according to the attached “map”) players progress to upper row of sectors player encounter next Tier bosses that are not only harder to kill but have some “tricks” that require tactics to kill. Important part is that players <strong>DO NOT</strong> go trough dungeon straight vertically. Instead, dungeon randomize possible paths for party. This is essential part, because players will be getting random looking dungeon but still a bit familiar. I personally believe this would make players less think “Oh… I did AC gazillion times – boring”. Instead, they will never know how will actually experience look like.
  • Treasure is old school RPG style. The attachment I gave is silly but it should give an idea if somewhere in the map treasure is spawned so players can earn money or gear from doing dungeons I think it would be more interesting for players to do dungeons even more. Amount of treasure they gain depends on how many sectors they chose and sectors row. Normally, those treasures should be “guarded” by mobs, traps or jumping puzzles. These treasures should not be mandatory and it should contain in some sectors ( <strong>FEW ACTUALLY<strong>) treasure that is guarded by tricky parts (like lasers in CoE).
  • Intersector passages is very important. Before players start dungeon, game should randomly close some of them and players will not be able to open by any means. This looks silly but when players are in such dungeon, it look like different dungeon. This encourages dungeon crawling element (old school again) that is most recognizable if party chose 9 × 9 sector dungeon. Seems that Arena Net already poses this technology – visible after players vote
  • Ruin wall in case these sectors are made to be big, further randomization can be made by adding this ruined sections of the dungeon and players could have some passages blocked thus making players to use only certain corridors. Again, Arena Net has this technology.
  • Pillar confusion area this is one of the old school features. If players find themselves in large perfectly geometric aligned room with pillars, and they can’t see the ending wall, they tend to be confused and not knowing where to go. Limited visibility can be achieved by smoke or dark and further complicated with shock mob hordes and ground traps. Normally, this would drive players crazy but if there is a big treasure reward at the end – they will say it is ok. Also, since this is MMO, there should be way to skip it. This could be awesome for maps with asura inspired motifs.
  • Double teleport and rotation traps are also old school things. The tricky part is – player don’t see it. both technologies Arena Net already have (Mesmer i.e.).
  • Dungeon exits as many entrances in bottom sectors row, each top sector should have exit. Some exits should be possible to do by going trough the last boss, some by obtaining an item guarded by the boss.

Some players would like to have dungeon occasionally and will get rewards from going small 3 × 3 dungeon. Others would be more dungeon crawler oriented, will spent a lot of time in dungeon and will choose 9 × 9 dungeon size. In any way, they will get different experience every time they get in and will not know what will it be thus making things interesting not monotonous. Also, if players want all the money then they will try to find every treasure in the dungeon but will look more rewarding since they will have more fun in the dungeon(s) and will “work for it”.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Dungeon mechanic example (randomized dungeon)

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

OK, first of all I ma probably very late with this idea but maybe will be good. As Chris mentioned that Arena Net will do “Revamping all of our existing dungeons” I thought maybe to do something extra to make not so grinding obvious, at the same time to make it in more RPG traditional manner.

I see that post
https://www.guildwars2.com/en/news/chris-whiteside-on-the-lost-shores-and-beyond/
is a bit old I just hope Arena Net will take this in consideration.

Also, I am not paint artist so my image here is only to give better illustration to what I am trying to describe.

OK, so what we have now as exploration dungeon is that party vote for path to undertake and dungeon open/closes certain paths for them, spawn specific mobs and bosses and players clear the dungeon gaining 60 tokens for the first run on that path. Very nice yet after a while, it becomes always same thing.

In order to make a bit random content I have an idea that all exploration dungeons should be divided into sectors. In attached picture I introduced 3 × 3 sector dungeon. Instead which path players want to undertake, they could vote how challenging they want dungeon to be. What actually they would be voting is easy, medium and heavy challenge while game has for them 3 × 3, 5 × 5 and 9 × 9 sectors dungeon. This will be fair for players to choose for how long they want to spent in dungeon.

Now to explain things (in few messages):

Attachments:

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Put an end to Pve servers

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

In other words, you people are missing ganking. Not happening. Didn’t happened in GW1, will not happen here.

like item progression? maybe if i do 500000000 accounts and whine to have full loot they will put it, never say never =\

Honestly the OP post got NOTHING to do with ganking.

What OP means is to make an overflow only game , no 1 server , but you join always a zone in overflow , this would make zones more populated since they would fill with players and then create a overflow and so on.

To implement this idea actually require a lot of work , but im tired to explain the implications myself.

The second idea was to make PvE and WvW affiliations different , this way a player can join a server for each preference , like a PvE JQ and WvW SBI.

About the account thing , really dont waste your time creating them , just give Anet the money and im sure they will discuss with you about adding it. Money is the focus.

Still disagree. They already ruined PvE with introduction of FotM and made big split in population and negative feelings towards the game. This would make game even more repulsive to many.

In original post where he clearly says “abolition of pve server”. This is clearly FORSING players to play different. Nothing is solved by force. I personally think PvE in GW2 is great as it encourages unity among players where PvP only players see it as lame/boring/noobish. If you look on the forums there is a lot of talk about improving of PvE part as it is. GW2 is game for everybody. There is PvE separated content from SPvP and WvW. So far, SPvP seems better done than others as it is smaller and less time consuming to make. What would I suggest to have WvW with PvE elements so it would make game in a game where players could have all the features of PvE in PvP environment. This includes larger map, quests in personal story manner and so on. Also, it should be great to allow greater population in WvW. I think that is the proper way to do it. Not to destroy what is good.

Maybe original post doesn’t have anything to do with ganking but it is sure thing to happen and MANY players enjoy that thus even small groups can frustrate large number of people. Don’t tell me you don’t know how it is, it is always the same in every other game where open world PvP is introduced.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

(edited by Inkubus.7529)

Pants, pls

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

We need pants for sure! To me, it looks lame to have so many male armors looking like skirts/kilts. Seriously, I am tailor and my best armors look ridiculous on my male ele. I would suggest more pants for all armor types but for light armor to be something more of elegance. There are pants to be bought for token but suits only to jester-wannabe. Not nice. Especially for those players playing mesmers – they are glamour like and elegance of armour set with pants would suit perfectly.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Put an end to Pve servers

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

In other words, you people are missing ganking. Not happening. Didn’t happened in GW1, will not happen here.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Why no mana?

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

This is very st…. step back idea. If mana returns to the game, then the potions for mana returns, also it requites trinity dogma (tenk/healer/DPS), decrease versatility of professions (i.e. warrior and thief should no longer use ranged weapons, most professions should loose heal ability and give it to mana users only), return of toon gear based advantage over actual player skills…

No mana and no energy is fantastic concept and if somone thincs that no mana makes certain profession in advantage/OP over others – role that profession in SPvP and see how difficult is to be caster without mana.

And for those who think this way professions are the same – you guys can’t be more away from reality.
Elementalist : Most people make berserker version of it casting fire. Some people make Arcane elementalist with rampager gear. This is true power of elementalist and make it very unique while rotating elemnts. Also elementalists are the profession with smallest weapon base and they can’t swap weapons.

Necromancer : A lot of minions yeah, but there is also a different dark path where you attract conditions to yourself for your advantage – it takes a lot of skill but makes necromancer very unique.

Played mesmer, warrior, ranger and bit of thief – I really can’t say they are more like the same. All of the professions are quite unique to me with different philosophy of how to play it.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Obvious way to continue Personal Story.

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

My idea with these extra personal stories is to make player forge ingame character with various choices trough these stories and could lead to some nice rewards (nothing OP like but unique costumes or extra but specific utility skill which I don’t find to hard as we have that wolf). This would make game really RPG as I see on YT many players did have with GW1.

I am programmer myself and when look upon these stories they made so far, it would be much more difficult to program each story individually. Instead, I assume Arena Net made parts of the code (Classes as we call it) that handle things for them and then they pass some (internal) script to certain methods (tech term again) in those classes and those classes handle the issue. How this work? Great! This is basically what Bethesda did with Skyrim and creation kit and all previous Elder Scrolls games. There is huge modding community creating extra content – just want to say it is possible and not fiction. The difference is if someone from the company uses such tools, he would be much faster and better than community guy. Now, here is the problem voice acting as we got used to. To me, that would not be that important, even if with plain text dialogs replace all of cut scenes for these extra stories.

To illustrate even more, look how quickly they are packing this new extra content and now we will have this new content from December 14th. This suggest they already have such tool(s) and can make these “injected” stories but the stories themselves must be well written. After all, when come down to a personal story it is technically green point on the map where you need to go, usually you end up in instanced area and after that you need to go to next green dot that is connected with story, thus making things as combination of exploring (run to the green point) with possible side adventure (dynamic event that is not related to a story in anyway), then action and talky part (instanced parts with combat and talks in cut-scenes or in bubbles) ending up with reward and unresolved part of story directed for next green dot (mystery and curiosity for “What happens next?” thus creating in player satisfaction with what just happened and desire for more).

Meanwhile I got an idea for new dungeon system. Here
https://www.guildwars2.com/en/news/chris-whiteside-on-the-lost-shores-and-beyond/
Chris is telling about revamping dungeons – meaning I am a bit late with this idea but will post it anyway. I just need time to illustrate it better yet unlike these stories, it would require a bit of work.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Best way to make money?

in Players Helping Players

Posted by: Inkubus.7529

Inkubus.7529

There is no best way. This involves one of two possibilities and both are grind based. Here is the thing:
– common what you must do – make Magic find gear that will grant you in total 100% Magic find (according to my resources, everything above 100% is ignored). You can craft this gear and it has a bit less power and precision than berserker gear. Some people suggest ranger for this I plan to do this with my ele anyway.

Option 1: If you are with friends or guildies that are dungeon oriented go with this gear in dungeon. Note that Magic Find trigger only on killing enemy (opening chests are not affected by Magic find). This means it is in your favor to kill every mob in dungeon but most of players like to skip segments of dungeons.

Option 2: This can be done solo. You need to wear magic find gear in lvl 80 zones (Frostgorge Sound is easier or Cursed Shore much harder) and find the best killing grounds for you (there are plenty on both maps). So I would advise Frostgorge Sound as Magic find gear is not so good as other gear types and Cursed shore is pretty hard. This will increase possibility you get yellow drops to sell on TP while other staff you can sell to NPCs.

Other than that I don’t know except maybe what Daevinia.9184 said.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

The perfect MMORPG.

in Guild Wars 2 Discussion

Posted by: Inkubus.7529

Inkubus.7529

Think about a dungeon for example. You have to model actual objects in the dungeon be it say a statue or an alter etc.. you have to create texture for them, then you have to place them in the world, model and create the surrounding be it a temple or a huge cavern. You need to create and set particle effects be it smoke rising from the ground or lava splashing around. You then need to create the mobs and the npcs, create the story for them, animate them, script them to behave a certain way, perhaps code AI if they engage in a new behavor that isnt yet available in game, you have to create goals the npcs are trying to achieve, You have to create traps and other mechanics, script them etc.., create travel paths. you also have to create the sound effects, possibly music or decide which existing once you’re going to use. Create NPC dialog, do the voice overs etc… Then you have to test out the whole thing, fix bugs, improve / smooth rough areas. Suffice to say it takes weeks of work to create a single dungeon.

On the other hand a player goes through it in what 45 mins?

You should try modding. Modern programming involves advanced functions that parse invented script or XML files and do staff regarding those scripts. A good example is The Creation Kit for Skyrim. Bethesda even give tutorial on YouTube and Wiki support to encourage this. I also made a mod and planned 2 new mods (a big flee market and a city that player helps to be built) and it is not that hard. You have predefined object on which in this Kit program do small variations and with careful placement gain illusion of different shapes (especially for cave dungeons and ruins). Object events and effects are scripted and can work in drag and drop manner with adding other 3D objects. I am pretty sure Arena Net did same thing except they don’t release loosely their kit program to avoid all sorts of stupidity players might add.

Adding new content from players is good idea yet it is a bit hard and limitating in world of Tyria, but it would be possible to create extra personal stories this way that players can choose after completing current one. Also, players could design new instances with all sorts of jumping puzzles, additional paths to the present dungeons and so on.

But there is more. If we have this scripted on the server, Arena Net can now and then inject these new stories and content so players would literally discover new items as time pass by. Over time, content would become so dense with additional stories and dungeons that players could have more than they bargain for thus ensuring players would play game for very long time. And this to be totally separate from expansions. Expansions should be totally new landscapes, new environments, new textures… These things I am talking about are suppose to create fun with what we already have.

And please, drop FotM. While reading it I totally understood as players go trough section of the dungeon and while moving on, the next part is always different. Let me explain: For example let us take Ascalon Catacombs. Let players do Lieutenant Kohler and only one passage is open into another section of the dungeon where we don’t know what type of dungeon would it be as random choice of certain number of predefined dungeons with their boss in that second part and after killing him they move forward into final section of the dungeon with hardest boss. This way it would look like one long and challenging dungeon and players would always be in one dungeon but path would be changeable every time they step in. All this is possible to program and script very well.
Now, FotM it is very broken and discriminatory. Broken since it feels like 3 random mini dungeons not connected in any way. Discriminatory as players of higher levels don’t want to play with lower levels.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Obvious way to continue Personal Story.

in Suggestions

Posted by: Inkubus.7529

Inkubus.7529

I agree but I wouldn’t finish it there. Let they make such choice as you described and player kills particular chosen dragon. For instance, Jormag is really big deal for the Norns and it could be creation of new lore where Norns can forge strong alliance with Koda. Sylvari player can relive what happened in their dream but these stories shouldn’t be mandatory. After that, I would give opportunity for the player to choose “next personal story” that should be also very long and make whole game as it began “This is MY story!”. So players could choose their focus on other dragons by interacting with Trahern/Destiny’s Edge and make it as real long standing faction not just “yeah I been there”. Or players could return to their Priory/Wispers/Vigil guild and pick some of the personal stories there that could handle some other non-dragon issue but wuld be heavily lore based. Or players could return to their home capital city, dedicate victory over chosen dragon to their leader and pick up some of the personal story there.
– humans have plenty of issues with centaurs and bandits, player can restore that ruined part of the city (the whole area can be instanced for that player and those who helped him), improve human settlements as they are devastated as race, dealing political problems with Codecus…
- norn player can do more on expanding norn legends doing epic quests, learning about spirits, interact with koda, start taunting with priory, but then uniting against dredge…
- sylvari player can look more for the nightmare, can even become nightmare and return to dream again, interact with asura and find Mursaats
- asura player (still haven’t played them) can also reveal some secrets, or even in funny way interact with Mursaat, thus making silly funny scenes with clash of science and magic
- charr player could work on further extinguish of Ascalon ghosts, become closer to humans of Divinity’s Reach (maybe even helping humans with the political agenda from Codecus against queen but from charr point of view), exchanging technology and faith, dealing with rebirth of flame legion in Black Citadel that would be different depending if player chose blood, ash or iron legion…
– also player could go into Ebonhawke and pick some story lines there like making it joint settlement of humans and charr, dealing with rise of join forces of charr and humans opposing peace between Black Citadel and Divinity’s Reach, Having more interaction with trolls in the area, helping them survive shaky grounds…
– layer could go pick up story from koda or tengu that are barely have any role in GW2
– there is possibility to go back in Lion’s Arch and improving city trough adventure, making entire map more useful (not just that northern corner). Player could choose to make new trading routes/deals with other cities/places, conquer uninhabited areas… as a result it will increase wealth of the city so they restore it’s previous glory.
- also, in Kessex hills there is ton of possibilities. I saw that city in south East corner, took that skill point and few events and never returned there. I think there is great possibility for mages city to be with lot’s of lore that includes new player hub in that nearby island tower.

In all those stories, player should interact a lot with NPCs and those interaction will deepen the knowledge of lore and make new but also make character memorable. Players should be able to loose some of them this or the other way that will make impact on players – make some emotion. Well, just a things from the top of my head…

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

A Second Chance?

in Guild Wars 2 Discussion

Posted by: Inkubus.7529

Inkubus.7529

I think there has been some sort of misunderstanding or maybe I interpret it as that. Must say I played many MMOs and I still like GW2 more than any other. Somehow, GW2 gives a lot of freedom to the play style and I think it is awesome. I realy realy like that. Also, while leveling only one quest (personal story) and ton of events that are there and do not force player to visit every NPC to handle the issue. PvP thing is done very well in my opinion – it is very fair and not gear oriented but player skill oriented (actual humans – us). SPvP has some MOBA elements and really like it. I think WvW is a bit of a miss. To me looks like a playground for those that want to gank other players and that too is made to be as fair as possible (so probably gankers don’t like it as such).

However, I haven’t played GW1 so I look on the You Tube for GW1 videos and I noticed it has incredible lore. Many players I play with (my guildies included) have played GW1 so for me is mystery but I realize how strong impact has left on them and they like it a lot. Just by watching simple quest chain having no voice over made me thinking “This thing has really deep story in it”. GW2 is exploration oriented and that is really good yet most of player need to be dragged by their nose to do things what traditional quests actually do. Now, don’t get me wrong, I wouldn’t want ANet return traditional quests but would like to have more lore and story as GW1 had. This lore based things could be an addition, a long quest chains in Personal Story fashion.
I am inspired by this simple video
http://www.youtube.com/watch?v=J3wqIz-ltak
It is not much but can make playing more enjoyable and can stick players to many different zones across Tyria not just LA. Don’t get me wrong, GW2 is still good for me but it seems as GW2 is on foundations of GW1 where things are just piled up nothing solid. Most characters from personal story are not memorable. Once we complete Arah, seems like there is no more lore in it. As a paradox, there is achievement to explore whole map – it is a bit boring to explore it like that. I finished only 60% of map on my main and completed personal story. 40% remain for “later” (who knows when). But if there is some lore based story, some mystery to solve in huge quest chain (in personal story manner) at the same time exploring the map, that would be great. Would make me feel “What will be next? Who are these guys? Will gods ever return? Are unseen ones still there? Is that whole hidden city?”.

Also, I really like how you designed the capital cities in GW2. My favorite is Devinity’s Reach, but as soon I entered Lion’s Arch, I really had no need to return to Divinity’s Reach. This whole huge city remains there unused, unexploited by the players. This is also case with other cities. It would be good to make some content there and make players enjoy doing things there.

SPvP is very good in my opinion. Still it needs a boost to attract more players and make them want to make teams for tournaments. It would be good to have some sort of scoreboard or announcer(s) in PvE part of the game. Let’s say best team, best players etc. Make some sort of virtual sport and virtual gladiators of players. NPCs could have their chat and debates on top 5 players that others can be encouraged to play SPvP themselves.

Hope some people from Arena Net read our plea here on the forums – it is because we like the game and want it to be good to make game to suck in as much of players as possible. We experienced so many innovations here and there are things that are not good enough. We want to play this for years and if players fall off it will be over much sooner than we anticipated (I don’t have any proof but feel a lot of negativity lately). I repeat: GW2 is the best MMO experience I had and I had many, I just want to have more of it for long time. If Arena Net doesn’t read this… well we, the community, we have tried what we could.

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]

Next gw2 Expansion Class?

in Guild Wars 2 Discussion

Posted by: Inkubus.7529

Inkubus.7529

Monk would be interesting choice. I never played GW1 but I found a lot of lore online. Regarding Human gods that left, monk could be nice asset. I imagine it as a profession different from all present classes and to be able to fit in any role and not healer only oriented. It would be good to make profession very customizable trough traits. Their primarily role in lore could be prayer for return of the human gods, thus restoring what is lost in the Orr with new races together. With that said, every race could have access to the new profession but would come with different “agenda”. It would be nice to have totally separate “personal story” on this that triggers once player complete current/original personal story. So human monk would do this for the sake of their beliefs, while charr monk could do it as a way to defend charrs from flame legion, sylvari could see it as an opportunity to help humans and do more on restoring life and nature in the Orr, asura would be curious and try to scientifically explore this while norn monk would believe their spirits are emissaries of the those gods, yet they would believe they are norn gods not human. Every race would have accordingly different story with resulting outcome making particular player some as monk where new city can begin with gods present in it. Other anti-Zaithan forces would ally with them (like Trahern and Destiny edge, Priory, Vigils and Wispers) and cooperate thus leaving space for more expansions. To make it more challenging, this new city would be accessible once this secondary personal story is completed (for non monk professions it would be available when they help some monk to complete final dungeon).

Inkarius [ele] Inkores [war] Inkratos [ran] Inkariosa [nec] MaINK The Liar [thf] Inklusion [msmr]