Showing Posts For Iron Wolf.5973:
Ok, then that means I discovered a bug. Great…
Ok so I just want to double check something if I am understanding right.
When a theif goes to stealth, he is able to be hit by aoe, but is unable to be targeted directly. Also is it a misunderstanding of mine that while in stealth, you are not visible in any way shape or form to enemies?
Are these mechanics universal, meaning does it apply to PvE, WvW, and sPvP?
Ive played quite a bit of PvP, and Ive never yet been instakilled or instakilled.
Ive been hit hard, sure. But nothing outright one or two shotting me.
Wouldnt that idea support people to abandon keeps just so they can retake them? If its 50 points to hold a keep and never let it fall, but you can let a keep fall and retake it multiple times for a profit of 150 points, it would behoove players to let keeps get overrun so that they can take it again. So it would be a cycle of taking, leaving, taking leaving over and over.
Repelling would have to be worht more then taking the keep, or to take the keep would have to have positive benefits to make it worth defending.
I think thats what I took away from what you said.
Traits and skills aside, Im not a player who dead sets myself into Power/Crit/ Whatever else I have pts for so that Im a glass cannon in a group of glass cannons. My traits are generally designed to support party play.
My utilities are swapped to meet the sitation before pulls. People I play with also tend to do this. While I agree there are some players who lock themselves into one idea, and that does cause problems, it is not the only problem.
I still believe that there is a disparity in the difficulty. A lot of people struggle with teh dungeons because of frustrations with the design, while others breeze through them. Bad pug can result in that, but its not the only thing. Put it this way. IF the you are a talented player and you are getting through dungeons and enjoying htem for their difficulty, but most of the player base is not, then either the dungeons are to difficult for the average level of the player base, or you are really just that good.
If you are, Id encourage you to share your thoughts, ideas, and pointers to help those of us who are having more difficult times in dungeons so that we too can learn from your experiances and become better players. Merely stating that you enjoy the dungeons and you dont know why everyone is having a hard time isnt helping anyone. Not ANET, or the frustrated players who want to play this content and also excel at it.
Also, my biggest problem is just that the dungeons personally are kind of boring. Mob grinding to me are not as exciting as the events in the world or in some of the dungeons. But thats just me personally.
Got to throw in the obligatory smiley now, cause Im not trying ot sound like a hardass, or anything. I just want those who are enjoying the current dungeon design to share their thoughts and so forth on how to approach dungeons and beat them. : )
I think if they split the match ups into a 3day weekend match up, and 4 day weekday match up, the value of hte weekday match ups will decline.
People have less time during the week, and since there is a weekend match up coming up at the start of every friday, people will just tell themselves that fighting during the weekdays is pointless as itll be the weekend when everyone gets in on the action.
It also might be server load, mixed in with the idea that if the matches are done in 3 day/4 day alternations that people would complain that the 3 day match ups would not be fair compared to the 4 day match ups having ‘more time to fight it out and change the outcome’ then 3 day match ups. And the flipside being people saying 4 day match ups would be unfair cause that extra day gives people time to screw up the score.
Would the realms change who they verse between the 3 and 4 day rotations? Or would that rotation be week long?
Please keep posting ideas though.
Well everyone’s already beatin this horse into dust, but I too feel compelled to throw my thoughts, and god forbit, my opinion’s in.
Dungeon design in this game is flawed. Its to skewed. You either face melt dungeons or dungeons face melt you. To me, they seem uninteresting, and the challenge from them stems from other factors rather then design, such as incredible HP pools on mobs, rather then mobs having hard hitting attacks that can be telegraphed and dodged out of. Dungeons rely on the concept of burning down mobs to progress, and while there are some mini-events, they seem to be to short, to few, and to easy compared to the mob grinding.
Further more there seems to be at times disparity between bosses and mobs. CoF is honestly the most well known example of this. The bomb drop event mobs are very hard to kill, and it usually devolves into a kiting event with the accepted fact that the player will die many times in an attempt to keep mobs off magg long enough to drop the bomb. Yet the final boss fight to destroy the large fire crystal is a joke, and can be done with ease among even the most unskilled of players so long as they have atleast half a thought between their ears.
While that example is likely the extreme of things, it does show itself in many dungeon runs. What I dont get in the dungeon design is why wasnt many of the aspects made within the world itself introduced into dungeons? I sometimes think that if dungeons were approached with the same thoughts and processes in mind when the world was developed it would create a very different and much more interesting dungeon experiance. Difficulty of course would have to be ramped up somewhat so things were just not autopilot of course.
As for people comparing GW2 to WoW. They are right and wrong about it. WoW had a few xpacs and many years with a large player base to try and test dungeon design. By this time, if dungeons in WoW are not interesting, then they are in a kitten load of trouble. All that said, there is only so much back tracking anet can be allowed to do. It is not wrong to study another game’s designs, and to change them and incorporate some aspects and re-envision them. Which shows in the world, but the dungeon design seems awfully familiar to that of WoWs ancient and out dated designs of mob grinding against high hp hard to kill monsters, for rewards given at teh very end of the experiance.
Anyways, Im sure ANET is taking all this feedback into consideration. And MAYBE if we are all good guys and gals, theyll rework their dungeons from the ground up to turn into very interesting and unique experiances that are both fun and difficult.
So why doesn't the Asura starting intro have the Asura theme playing?
in Asura
Posted by: Iron Wolf.5973
The first link’s song seems a bit to…energetic for the intro of the asura. Though that being said, to me its a bit more memorable then the currently used one.
As someone mentioned above, option 4 was a similar thought ANET had in their betas, but it had issues and its either been scrapped or put on the shelf.
I dont think I personally understand the suggestion made with the static points thing, so I cant comment on that. Beyond that, while if this thread gets more responses and views that trolls will show up, I still want people to post their ideas, feedback and so forth. As I said, complaining isnt solving anything, so lets throw ideas anets way and try to help fix problems instead of stand there and kitten about them. So please keep posting.
Its an interesting idea, but how would you take into account numbers difference. It works if all teams ahve the same player count, but if one side is dramatically larger, then its gonna be a steam roll farm fest.
Hmm wasnt aware of that, but I guess the fix owuld be horizontal movement, not vertical.
Well you know what. People complain a lot about the issues in WvWvW. And I understand quite a bit of them have merit, but what people dont offer is solutions, or even ideas. You have to think of it this way. While the ideas we offer up may not be implemented, you are adding to the thought process of ANET, giving htem more to work with. One idea may not work, but it might get them thinking of a solution along that idea’s line.
So with that in mind, Im going to throw in my two or 4 or wahtever cents.
Suggestion 1
When a server is outmanned, begin spawning waves of NPC attackers from the main portal, whos AI is set to attack the closet fort, and 2 supply bases. Do not make them over powered. They alone should not be enough to take a fort by themselves, but should be enough to cause issues.
Why do this? The NPCs will essentially act as cannon fodder and distractions. If there are enough NPCs with Players pounding a fort, it will take more and more of the enemy realm to defend it, causing other points a long hte map to be less guarded and more susceptible to attack. This could potentially force enemy realms to have to actually decide whether keeping 1 fort versus losing a few others is worthwhile or not with their numbers. The wave size varies on how outmanned the realm is, acting as an equalizer. They get sent out in waves to assure there is no steady flow of attackers and giving some reprieve to realms on the defensive. Finally, the AI limits them to where they can roam to, so you cannot use the NPCs to conquer the whole map. Just get a foothold on maps where you have no fortifications/camps/ or otherwise. AI will stop spawning once a certain number of AI on the field is met. So you cannot just stock pile an army of AI. AI will despawn upon arriving at a location under realm control. AI will not run to Locations under realm control. If there are no locations needing to be captured, the AI will cease spawning all together.
Suggestion 2
Give guilds the WvWvW upgrade option to detect enemy players within secured keep walls.
Why: This is to counteract the Mesmer portal issue people complain about. This skill is not a default skill and must be researched into on part of the guild, and only works on claimed forts keeps and so forth on maps. This option is pretty much on a CD, and will cause any enemies within unbroken walls/doors of the keep to be revealed on minimap for a small duration of time.
Suggestion 3
Outmanned and Orb Buffs should be swapped.
Everyone has virtually said this before. Switching the buffs would deter people from speed ninjaing the orbs, cause they wont give your realm a direct power.
Suggestion 4
Traversing the terrain beyond a certain speed kills you.
Call it physics. The game has methods of tracking player location, cause our maps reflect our locations among other things. This is is only set up to kill speed hackers. Short of using waypoints, certain skills which have limited ranges, and movement buffs. There is only so fast you can go for so far. If you manage to exceed it, you are either hacking or exploiting and should be punished for it. What this threshold would be is something determined by ANET since they would know based on its their game.
Give me your thoughts, and post a few of your own. You guys want WvWvW to be funner, balanced and playable. Then start brainstorming. Post your ideas here.
I dont know about fighting veterans, but I have noticed that in Lorner’s Pass, while fighting in areas with dredge, the spawn rate seemed incredibly quick. This was not at the time of an event, or in the area of a mob spawning more mobs. It was just 1 would die, and 1 would respawn rapidly, giving to an almost endless sense of fighting. Often times which would result in dying cause CDs and evades would eventually get exhausted.
Not game breaking, but sometimes a bit annoying.
Ive seen NPC dialogue go both ways in a variety of things
Asura Females use the Human/Norn/Asura male model armor. Which suckskitten I dont think you have to go wtih skimpy outfits, but atleast make armors that kind of play up the race at a bit.
Also, while I agree that they probably tried to avoid scantily clad asura girls cause of how awkward it would be, it wasnt exactly quite the fix. Some of the male armor chest pieces that are made to make your toon like conan the barbarian, can also be applied to female asura. So you can imagine an asura wearing nothing but a few straps across her chest.
Long thoughts short, its pretty much yeah, to avoid awkward isseus, they gave them male armors out of time saving rather then anything else. Which brings up the other point that there should be more armor variations in the game to begin with.
(edited by Iron Wolf.5973)
I dont have a straight dps build on my thief. I rotate utilities to fit the situations needed, my traits are devided up fairly well to give me not only survivability but skill traits that help out my group as a whole. I know boss mechancis well enough to dodge teh big incoming attacks so taht I dont get flattened.
Yet knowing all this, some areas in the dungeons have rediculous mechanics that unless you are incredibly skilled over achiever with perfect reaction times, you are going to die a lot, pay a lot for repairs, and eventually get frustrated.
For all those who say everyone is just a bunch of QQ whiners and babies and that you have fun times and no difficulties in dungeons, congratulatoins. You are the “1%” in this game. Its great that you are skilled and very very very competant at yoru class and group mechanics and have great timing and reflexes, but this game isnt made just for you. Its made for a large player base. And when most of us who are fairly competant gamers have mind numbingly frustrating times with dungeons, the concensus is that its no fun.
To be honest, I wouldnt have nearly as bad a time with dungeons if they were not only more interesting event wise, but if repair costs dropped a little bit or atleast were set to match the difficulty and expected wipe amounts so that it doesnt become a test of how much money we can afford to lose before we wont be able to run dungeons all together.
Some points are hit and some are miss. I dont think most of the player base has any problem with difficult content if its difficult for the right reason. talking with team mates to figure out strategies to down a boss. Fun. Dealing with frustrations that seem short sighted (magg drop time), not fun.
I wouldnt mind running dungeons if I wasnt forced to die to complete an event, and if the repair costs were manageable. Most people cannot afford to spend 30 silver per run. The cost adds up to fast.
Thats kind of the thing. World wide stuff, great. Dungeons, grind fest. Why was there such a huge difference in approach?
TL:DR – What happened ANET? Great world environment for questing and gameplay, then crap dungeon environments that are grindy and quickly get old.
So Ill be straight to the point, since quite a lot of posts have already said this. What happened to the dungeons?
From my personal experiance running quite a few of the dungeons, and to listening and reading people’s thoughts and opinions on dungeons, the general impression I get consistantly is that dungeons in this game are ok at best, god awfully frustrating at worst, and usually sit around being just plain terrible.
What happened ANET? The actual world environment felt dynamic in many ways. There were events and ‘quests’ that had you do a variety of things in a variety of ways to complete objectives or participate. Yet we get to the dungeons and they are generally grind fests, with buggy NPC, difficulty scaling thats inconsistant, and in some cases very anticlimatic.
Its quite possibly the worst aspect of the game, in my own opinion. I understand a few ideas and concepts you guys wanted to try, but this is just a big let down. The story mode dungeons are less impressive then the actual story quests more often then not (once again my opinion), and the explorer modes are all over the place in difficulty, and seem very grindy. Now people will argue that explorer mode exists only for challenge and cosmetic gear, and thats fine. I enjoy a challenge, and who doesnt want cool gear. But the current set up isnt so much a challenge in skill as it is a challenge in patience.
Why arent there more dynamic ways to do dungeons? Why couldnt there be complex timed puzzles or events that dont require burning down monsters in waves or the like. Why arent the rewards in some ways equivalent to the effort applied in many ways. For example, you could create a jumping puzzle where the platforms are destroyed after a duration of time, so you have to complete it before you fall to your doom. Sure itd require testing and work, but I feel like many players would find that kind of challenege to be rewarding and therefor fun. So long as the path in that case is very straight forward so you know where to jump to next.
Anyways, Ill use CoF Magg since its a popular example. You elongated the time for the bomb to be planted to kill speed runs cause it was gearing people too quickly. Ok I get that you dont want people to just grind one instance, and you want it to be harder. But they do it cause its the easiest to do with best pay off. But now its hard to do for the wrong reasons, and the pay off to little. People are going to run the dungeons with the best work/rewards ratio when the content is all the same and for the most part not that enjoyable.
I have to wonder why you do not cater to the speed run crowd a little bit. Create a system where the dungeon grades you based on personal deaths and the completion time. So the faster and more efficiently you complete a dungeon the better the reward. I dont know, but at the very least make the dungeons more interactive. What you have now is pretty much grindy and loses its fun and appeal after a few runs. And were it not for the armor, I feel that most people would be less than interested in running them.
So please tell us ANET that either the dungeon designs were a bit rushed and are considered incomplete, or at the very least that you all have plans to drastically change and reimagine the dungeon system. Way I see it, if it was rushed adn ANET came out and said so and it was there fault, I personally would not quit GW2. Id actually be impressed a company is willing to acknowledge its short comings and working to improve the situation. Takes kittens of steel to do that.
Its like the Explorer mode of the dungeon is lacking its own name. Theres no exploration in it. Just grind.
Anyways, just my thoughts as Ive been rambling for 99% of this post.
(edited by Iron Wolf.5973)