Showing Posts For LanceHavenbay.2067:

#Abridged, Fort Aspenwood!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Game start:

  • All Hold-Points are owned by the Defenders.
  • At the start of the game, the attackers get two squads of 5 npcs. Each squad will go on a separate route. One will go to the Courtyard, the other will go the the Halls. Your party can either follow one squad, or split in two and lead two smaller attack fronts. These 10 Npcs cannot be revived, and do not respawn. After 5 minutes of being defeated, these npcs will be removed from the game.

HOLD-POINTS:

Tower:

ABOUT:

  • -Taking the tower spawns 4 Npcs. A spotter and 3 warriors. The spotter will survey around the tower/fight anything within his standard combat range.(
    *-Enemies coming into his tower-range, will alert the 3 Warriors; they will gain 10s of swiftness and rush to defend the tower(Swiftness can only trigger every 30 seconds),regardless of where they currently are or if they are already in combat.

Defense:

  • -If the defending team regains control of the tower, new npcs will spawn at the tower to replace any defeated previous tower-npcs. These npcs can be revived, but do not replenish over time on their own.
    -Regaining control of this tower does not remove existing enemy tower-npcs from the game. Rather, all remaining enemy tower-npcs will run to the tower(without swiftness) and attempt to recapture it. The remaining enemy tower-npcs are no longer relivable and will be removed from gameplay shortly after death.

Offense:

  • -If the attacking team gains control of the tower, new npcs will spawn at the tower and protect it, exactly the same as it’s default function.
    -Additionally, Squad 1 will spawn/be sent from the Main Camp to attack the Outer Orange Gate and secure the Courtyard. These Npcs will not advance past the courtyard. These npcs can be revived and any downed npcs replenish after being in a downed state for a total length of 5 minutes. Each time these npcs respawn, they will have to run from the main camp, to the fort. These npcs will fight any encountered hostile players on the way to the fort.
    ——————————-

GATES:

  • Gates have nearby levers that must be pulled in order to open it.
    While the gate is open, enemies may also enter. So be sure to close it!

SUPPLIES OVERVIEW:

  • -Inside the fort, there are two rooms containing SupplyCrates. Supply Crates can only be interacted with only by Defending players. Upon interacting with the Supply Crates, a bundle item titled “Supplies” is placed in the character’s arms. Supplies can be manually carried to each door and used to repair it.
    -If you die while carrying the supplies, a teammate has 10 seconds to pick up your dropped supplies, OR an enemy player may pick up the dropped supplies, and therefore remove that bundle from gameplay.
    -Supply Crates have an endless supply of Supplies, but a character can only hold 10 Supplies at a time.

    -Fully rebuilding a gate requires 20 supplies.

Courtyard:

  • ABOUT: Although the Hold-Point for the Courtyard, is indeed, in the Courtyard, the Supplies need to repair the Orange Gates is located in a nearby Storage Room.

Defense:

  • -While you own the courtyard, 5 npcs will spawn(or have spawned) that will protect the area.
    -These npcs can be revived if downed, and respawn every 5 minutes.

Offense:

  • -Capturing the Courtyard will spawn 3 npcs that will travel from the Main Base, to the Courtyard an defend it. These npcs can be revived but disappear if you lose the Hold-Point.

The Halls:

  • ABOUT: The Halls contain various traps to prevent ward off, and eventually kill friend or foes alike. It is a hostile place like this, that infiltrators love to take advantage of!
    -The Halls contain an out of the way room with Supply Crates for defending players.

Defense:

  • -There are no npcs to protect the Halls.

Offense:

  • -Capturing the Halls spawns 3 npcs at the Main Base that will walk to the fort supply room and defend it.Traps in the Halls will be disabled from the moment the npcs pass through the Outer Orange Purple Gate until all of the npcs reach the Supply Room. Once inside, traps will resume normal function.
    ///
    “Hmmm, there has to be a trick to turning these traps off, even if just for a little while…”
    “Ah! Here we go!”
    -click-
    “Hurry, before they turn back on! I don’t know about you, but I’m not interested in being Charr-Broiled!”
    ///
    —Upon reaching the supply room.
    “Sorry, but if you want to go any further, you are going to travel alone.”
    “Traps are one thing… but who knows what else they have inside this cursed fort!”
  • Escorting the npcs to the supply room will minimize the amount of traps that you face on your way to the interior portion of the enemy fort.

Attachments:

(edited by LanceHavenbay.2067)

#Abridged, Fort Aspenwood!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

So, Fort Aspenwood was my favorite forms of PvP in the original Guild Wars, and I was hoping that you might bring it back…

I put together a concept for a map similar to Fort Aspenwood, but with twists incorporated directly from the new Guild Wars 2 combat style. I did my best to try to match the teams equally, while leaving room for more than just one mode of combat.
This is the idea I have, and I would loooveeee to see something even remotely similar to this in the future.

I know there is a lot, but please bear with me. I bolded each section so that you can skip through things that do not interest you.

This is my final draft:Be sure to look at the map provided below as you read!

Map:

  • -Length, 20 minutes.
    *-5/5 Players.

    -Teams swap roles on Defender defeat, or after the 20 minutes elapse and the defenders are victorious.

Npcs:

  • Defending Team:
    5 Courtyard.
    4 Tower
    5 Fort(Main) Npcs
    I am not sure what would be what for the npc classes etc, but the Main npcs would be 2 Soldiers, 2 Casters and a Lord, exactly the same as other structured pvp.

Attacking Team:

  • (10) at start. Yes, the attacking team gets extra attackers at the start because the defenders have walls that must be broken down in order to win.
    (4) Tower.
    3 per squad, (9)
    6 For courtyard
    3 for Halls
    1 Legendary Defender

Perhaps the squad classes could be randomized, to help the game feel more unique and provide a less predictable pace of battle.
14/14 Npcs total.
19 characters present, in total.
————————————-
Balance:

  • All npcs, for both teams, are relivable when defeated, as long as that team owns the related hold-point.

The Attack/Defend fronts:

  • The Courtyard:
    -Heavily fortified, 5 defending Npcs, and possibly your defending team; allows for a strong defense.
    -Supplies are located close to the gates, allowing for easier gate repairs.
    -Large open space. Not as easy to use AoE, but more mobility to dodge and evade.
    -If captured by the Attacking team, it provides a slightly nastier ground for their attack, as they can potentially have 6 npcs occupying the courtyard.
  • The Halls:
    -Great place for AoE, to infiltrate the enemy base, or suprise solo invaders.
    - Very susiceptible to AoE. Chances are, you will enjoy demolishing your enemies in these tight walkways, or become trapped, victim to it’s narrow passages.
    -Little to no defense, with the exception of whether of not the Defending team is in possession of the Tower.
    -Supplies require a greater travel distance in order to repair the gates.
    -There are several choke points that can be used to prevent or hinder enemy movement for both parties. These Halls can easily deter attackers, as defenders can an attackers alike can set traps or spike targets with ease.
    -The Halls were left forgotten for a reason, they contain several deadly traps that can injure Attackers and Defenders alike. You can use this to your advantage as a defender, by pinning your foes against flame traps.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

they don’t think ArenaNet will read/listen to them anyway.

When I ask random people they say this: “It is no use posting about anything because Anet doesn’t give a crab about suggestions. The game is already out, nothing will change. Not from you, not from anyone but Anet.”

That is probably the stupidest thing anyone could possibly say, and yet so many people say it. They really do not know Anet… at least what Anet was before Guild Wars 2. Who knows, maybe that part of Anet is just preoccupied…

Sorry, 90% was a vastly exaggerated statement. xD I’ll say 65% just because of the overwhelming amounts of threads with indirect complains, with nothing backing them other than pure, unadulterated opinions, with no real background on the subject.

Honestly, when I read through the forums, I see many bug reports, or complains about OP builds. Most of the active content I see has to to do with aesthetics or quick-to fix issues. With the exception of broken skill points, etc. If there is more in depth conetent that I somehow missed, I’d be more than happy to have you pm me it. If not, I’ll look around when I get the chance. This last step of this process is a doozy.

  • You were to very in line to correct me on that statement. Having a bit of a rough day. xD It happens, shouldn’t have brought it here though.
    I would however, like to see more people, (if they have time), really taking the game apart and looking for errors or dysfunctions deeper than the immediate surface. Because, it is usually the things most obviously in sight that are overlooked.

As for skills, I’m designing them more for a point of reference, and to help players better understand this system. Not to say: “You have to use this!.”

  • Like the examples above. I will be making as many as possible in order for people to truly take apart the functionality and be able to better comprehend the system.
    I really want to break past people, in a sense, that I want to make it painfully clear that is, in fact Anet’s system refined, and not some “new idea replacing it.”
    It’s like finding out your friend’s backpack has a hole in it and patching it for him. It may have been “not bad” with the hole. But with a nice patch, that’s one epic backpack!
  • As for being delicate and requiring deep analysis, I believe I have more than proved my ability to delve deep into something and look at even the smallest fragments of it’s composition. The only thing I cannot do, legally, is test the skills in combat. I can however, look at existing skills and use their existing format as a great starting point.
  • I do have a background in gaming development and have a very creative, explorative mindset. Mix that with dedication, and a passion to give everything my all, you have a lot put into the project.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Rather than redesigning the combat roles and fight mechanics, I would start with new skill options for weapons. I love that idea. I like what you said about maintaining the weapon’s general role so that every hammer wielder is basically a slow, hard-hitting, knockdown machine (as they are now). Just with variety.

Understood, I will keep both of your comments in mind as I develop new skills.

  • As for defined roles, no. *The skills will have a reflection of the 3 roles already provided in the game, Damage, Support, Control. A Ranger will still be a Ranger, and modifying your skill bar in this system will be in no way, different from modifying your traits and utilities in present tense.
  • The effects provided through this new proposed system do not have drastic effects like utility skills do. Nor are they meant, or capable of allowing any profession to take on a specific role fully. What they do do however, is allow people to properly match their skills to their corresponding stats.*
  • A thief will always be a thief, a little hard hitting ninja dude with shadowy abilities. etc etc etc.
  • This new system, is simply an emphasis on “Every player works together interdependently”* using the new system that Anet devised, Damage, Control, Support.
  • These new skills will not remove any of the current professions or weapon mechanics, they will simply add flavor. Much as how Serpent’s Strike has condition damage. A different flavor could be the same evade, but grant allies a slight endurance boost. Get it? Same exact mechanics, slightly different execution.
  • All professions will still perform all roles equally, and at the same time. But in the same way that you can trait to be slightly more tanky, or slight more team-supportive, you will now have minor skill options to reflect your build.
  • If I want to be a ranger and wield a sword, I am no longer forced to run conditions. I can run support much easier if I have weapon skills that reflect how I am traited. Make sense?
  • If anything, I would go as far as to say that this new system specifically makes it so that weapons no longer define what build you are capable of effectively playing. A player carrying a full support weapon bar would be no different that a player who currently carries full healing and spirits etc. The skills are designed to work together in a team. In solo play, the effects will automatically balance out because both players have the new skill system.
  • This new system will also hopefully provide some teams protection from Zergs in WvWvW. My research is not fully conclusive at this point, but that is the direction that it is pointing me in.
  • These new skills compliment your existing build, and they do not replace gear, traits or utility skills.
  • Being able to have small benefits per need will help increase the play-ability of the game.
  • Also, the new skills do not have large enough effects to be drastically effected by what traits you are running.
  • Yes, a high-condition damage weapon build will work better if you are fully traited, but having a few support skills on your second weapon will not be rendered useless, even with no points allotted to them. They will be less effective, yes, slightly. No different that how in-effective your heal is is you do not fully trait for healing. It will not hamper your play, but it will slightly alter how you are currently playing.
  • Builds are still effected the same way they would be without the new skills.
  • This system is built SPECIFICALLY on top of the existing system. Actually, to be honest, this is the same EXACT system, but with new skills and M.E.S.A. for flavor. I extracted the current system, took it apart, studied it, looked for things that I could do to improve it… Skills. And play-styles. That is what it lacked. That is what I put in. This is still the Guild Wars 2 system in all aspects. …but elaborated more fully.
  • A Warrior will still be a Warrior, a Ranger a Ranger. These skills will in no way take away or reduce the existing profession identities. Each professions already has the Damage, Support, Control system installed into it. I simply provided more skills, and added M.E.S.A. to allow players to have different styles of play depending on how they wanted to play, without the need for countless skills, a trinity or any other outside resources.

In lack of better words there-of, this system is simply a refined version of the system currently in use.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

No, the sad thing is that 90% of the community doesn’t give a crab about anything. They are neither constructive nor supportive of anything unless it allows them to exploit or otherwise impede on other people’s enjoyment. It’s sad they people are so content with a stale life, playing stale games to compliment them… A large majority of the Guild Wars 2 community does not care where the game goes, as long as they do not have to log in and post anything, or add any comment with significant value…

Sorry. Just the sheer lack of care for this game disgusts me. I’m used to growing up when communities actually put heart into the games they loved.

Only one reason for stunbreak

in PvP

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

A stun break shouldn’t be required any more than a skill to grant might. Or swiftness. Or anything else, for that matter. That is my point.

Yesyesyes!!! I do not carry stun break either. I also feel like it is just… bad… to force someone to use a slot specifically for stun break. If you are going to make it such a requirement, at least give us another slot on our skill-bar specifically for breaking stun…

Even with 8 skills in Guild Wars 1, you have ways to prevent crowd control effectively without completely wasting your slot. That same skill could be used to block, etc.

In Guild Wars 2, that is no longer true.

Latency and profession play style

in PvP

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I’d suggest something that doesn’t require quite as much movement on top of the target… I’d say to stay away from a Ranger with a sword for sure. The way I play a ranger with a sword, requires constant movement, and any bad placement would result in a miss.

My suggestion would be a longbow and a beefed up pet. In all honestly, you pet can do a of the work and you can cover him with some nice damage.

What class should I roll if...

in PvP

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Not sure about what is in demand, but I highly enjoy being a ranger in sPvP. I enjoy the movement and run a mix between conditions and high pet output.

My suggestion to you is to focus on making yourself, as a player, good. Not worrying about other people’s elitist views on what is best at this moment in time.

But that is just me…

#Abridged, Improved Combat System!

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Can anyone tell me why “Mukittennction” has the word “kitten” butted into it? Is “mukittennction” some bad slang phrase I do not know about? musstt funnctionn. I’ll change the format… Apparently Anet does not like the word function. LOLOLOL go fiqure. functtiionnnnnn

#Abridged, Improved Combat System!

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Sorry, I got distracted and didn’t post this last portion yet:

This was my idea behind MESA:

  • If any of you feel like brainstorming skills that fit the above criteria, please do. I am currently designing new skills, but it is a slow, arduous process. Any and all ideas are accepted.

My primary source for skill inspiration, is of course, Guild Wars 1. After picking a skill that sounds interesting, I then look for similarities to skills already in Guild Wars 2. My hope is to make a unique skill for Guild Wars 2 that does not, in any way break the system or otherwise become overpowered. Anything with a string effect, will have a great disadvantage to compensate.

  • For example, powerful skills will have a higher recharge, or certain rules that you must follow in order to maintain them. Some skills end when you move, or when you or your allies use skills.
  • The variety that I am trying to give you, will enable you to have more than different roles, it will give you different play-styles. If you want to go Ninja-mode and specialize in becoming invisible, then you can do it! You will not be unstoppable by any means though. Like everyone else, your build will have it’s cons as well as it’s pro. It will be up to you, the player, to make a balanced build that suits your desirable play style. Your profession will now be directly impacting how you play your role. And for once, will be able to clearly see the roles available, in a balanced, customizable format.

Things to consider:

  • A weapon is ‘Active’ if it requires a charge up, or provides a lasting benefit.

An example for a Ranger Damage (A)Longbow skill:

  • -Focused shot: Channel for up to 3 seconds. Shoot an arrow that does increased damage based on how long you channeled. This attack is an automatic critical if fully channeled.
    -This falls under active because it, although is a great source of damage, requires a ‘charge’ for it’s full benefit.

May seem a bit off, but active in this case is over time. It requires you actively doing something.

Support skills do not need to heal or defend, they can also provide benefits that can turn the tide of battle.

  • Things such as cloaking your allies, or uncloaking enemy players.

An example for a Ranger Support (A)Warhorn skill:

  • Otyugh’s Cry- Command your pet to search for a stealthed player.
    -Because this can become overpower very easy, you will be required to ground target for unstealthing. If you target an area where no foe is… wellll, sucks for you, better luck next time.
    -This falls under active because it deals no damage, but provided a ‘lasting benefit.’
    -That player is no longer in stealth till they use another stealth skill.

Other examples:

Thief Damage (M) Dagger:

  • -Unseen Fury: Leap at target for and gain invisibility for 4 seconds. Invisibility ends if you use anything but your first skill slot.
    (Invisibility is exactly the same as stealth, except it does not break when attacking.)

Guardian Support (S) Shield: -Already in game.-

  • -Shield of Absorption: Create a dome around you that pushes foes back and absorbs projectiles.

Warrior Control (S) Shield: -Already in game.-

  • -Shield Bash: Bash a foe with your shield and stun them.
  • Current skills will be incorporated into this system. They will simply have categories now. You can choose any of the 3 skills for each weapon slot.
  • Your bar can be damage, damage, support, control, damage. It is up to you what you want where. This is what allows you to make a truly custom build without needing thousands of skills.

If you would like more examples for what a skill would look life for [role] of [weapon], please feel free to ask. I am currently making skills and am more than happy to hear feedback, opinions, ideas, or anything you may have to offer.

Now, to be a tad bit more clear:

  • Skill slot 1 is still for chains only.
    Skill slot 2 has 3 unique skills that CANNOT be placed/moved into other slots.
    Skill slot 3 has 3 unique skills that CANNOT be placed/moved into other slots.
    Skill slot 4 has 3 unique skills that CANNOT be placed/moved into other slots.
    Skill slot 5 has 3 unique skills that CANNOT be placed/moved into other slots.
  • Slot 2:
    Awesome skill 1
    Awesome skill 2
    Awesome skill 3
  • Slot 3:
    Epic Skill 1
    Epic Skill 2
    Epic skill 3

Got that? No mixing for OP builds. :P You have 3 skills, per slot. Period. This is more than enough for you to make some fun builds.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I actually really like that idea. That is awesome! Thanks! The only thing is, players may be confused if a skill has 4 different functions under 1 name.

An alternative may be to keep the same animation, same idea, but different names…?

  • The only thing, is I’d like to stray from: “This is the only thing this profession can do.” I feel like each profession, should be able to utilize each role, Damage, Support, Control, in it’s own, respect, unique format. And they should be able to do it well. Your profession should be nothing more than how your character performs his roles, not their effectiveness. As is how Guild Wars 2 is already set up, on a very simple, bland standard. By all means, it needs MUCH refinement.
  • I’m not a huge fan of a Warrior automatically meaning blunt hammer swinging and tanking around.
    I want being a warrior to reflect that brutish, heavily-armored mentality, but not in a way that drastically limits what roles he can play. A warrior should be able to support just as much as anyone else, control just as much as anyone else, or do damage just as much as anyone else.

If that makes any sense.

  • Because Guild Wars 2 lacks the vast amount of skills that Guild Wars 2 does, I’m trying to recreate that element of surprise, and suspense of facing someone with a weapon and not knowing what their skills are. That is something that made Guild Wars great. There were many different builds and play-styles that you could encounter. By only adding 2 skills to each weapon slot, we can accomplish a similar variety as Guild Wars 1 without burdening the developers. 58 skills, by no means, a large enough number to burden the developers. 58 skills however, is a large enough number to effective increase how much people can do, and enjoy. The weapon swap mechanics work BEAUTIFULLY with the “MESA, Damage Support, Control” system.
  • In turn, enabling people to play different roles quickly and efficiently, gets rid of that ugly grind and stale combat that we currently see every day with the current functionality.
  • I realize that professions currently have several small paths that they can take, but they are very basic. I am trying to really accentuation what the game already has, without adding extremely complexity or balance issues for the developers.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I forgot to add this! Sorry!

  • Support function ideas:
    Support skills for each profession’s 5 weapon slots:
    -Ranger: deals with condition removal, and increased dodging.
  • I need help coming up with support functions for engineers!
    -Engineer: Deals with granting mechanical advantages such as swiftness or stability. (Need something better than this!)
  • -Mesmer: Deals with dazing enemies, and granting random boons to allies upon taking damage.
    -Theif: Deals with allies gaining stealth, or inflicting blindness.
    -Guardian: Deals with reflecting damage, and reducing damage.
    -Warrior: Deals with blocking attacks and raising basic stats of allies.
    -Necromancer: Deals with granting allies lifesteal, and causing foes to have glancing blows.
  • Elementalists may not need to be touched at all.
    -Elementalist: Deals with players “wards,” such as stability or weakness. (Causing enemies to have reduced damage output.)
  • I still need to go over which profession’s skills currently grant what affect listed above.
  • The hard part for me, is I feel like elementalists are the only profession already made exactly in the way in which I am designing this system.
  • I don’t know if that means that these 2 new weapon slots do not apply to them… and that they are fine as is? Or that they need a new profession mechanic all together…? But the second option is stupid… They are fine as is, but I know someone will complain if I do not add new content to them as well… I just need to make a broader range of skills for them to achieve similar effect that other professions will now be getting.
  • Now, what I am working on currently is how many skills will affect how many targets or allies. Support based skills will most likely have 1 or more effects on allies. Either allies who are nearby when the skill is activated, or allies who are nearby the skill as it is actually landing/hitting.
  • For example, a ranger’s support skill may cause nearby allies to gain increased endurance regeneration and then leap the ranger into combat.

Glory - What's it worth?

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

They should give you a cool rank emote like in GW1.

Bring back Dishonorable!

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I think it is fine as is. :/ If they leave, call in one of your buddies to rough up the enemy team with you.

Increasing the mailing capacity

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I don’t know about charging, but I would love to see at least 10 slots for mail… It’s a pain to have crafting buddies at the moment.

Wolf Looks Too "Plastic"

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I agree with you Nerva. Maybe they could overlap fine textures over one-another and give the nooks a darker tent, to help identify it as fur and not a mold.

Love Interest/Ability to get Married

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I’m not against this idea, lol. But my question would be, would it change the rating and make it harder for a younger audience to obtain the game?

Stop taking control of my camera.

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Still not seeing the big issue. :/ Would be nice to have first person for jumping puzzles though…

Petition: Make REPORTING matter!!

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Sorry, but I disagree with that. I’ve seen and known far too many large troll guilds, that would take advantage of that in a heart beat.

/denied

Remake Fort Aspenwood! (Moved)

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Ugh. Watching your video. Makes me wikitten never had to end. If Anet brings back FA, and does it well, (Hopefully my concept is designed well.) I will freaking live in it. lolollol /forseriousbro

Also, I’m trying to bring FA back to life in GW1. Guild-organized pvp using FA as our scrims. If you are interested, contact me.

Remake Fort Aspenwood! (Moved)

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I absolutely support this idea.
To give an notion to the players unfamiliar with GW1, this is what Fort Aspenwood gameplay was like:
Fort Aspenwod

Extremly fun!!

THANK YOU FOR POSTING THIS!!!

Mine isn’t as good, it’s snippets from a larger video I made… And my laptop cannot record and play stuff at the same time, so it’s a little choppy…. Butttt Here is to my memories of my favorite game of all time:
Old memories, but never forgotten…

The last portion just make me laugh when people say they cannot play Guild Wars 1 because they can only play pretty games. xD WTB more polygons = Gw2. xD

Remake Fort Aspenwood! (Moved)

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Thank you so much for professionaly writing it out, Original Poster.
Please add this Anet!

No problem! I loved the original game! And I’ve always had a passion for making games, even if I’m not hired by any companies for it. xD

I’m really glad you like it. Took me like… 3 hours to put it together fully. I wanted to make it as easy to understand, but make sure that the ideas were sharp in your head.

#Abridged, Improved Combat System!

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Other PvP things that I am working on:

  • PvP formats:
    - Fort Aspenwood Equivalent.
    - Random Arenas

(edited by LanceHavenbay.2067)

#Abridged, Titles and their Purpose!

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Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Other Titles:

  • Hints Title? Ideas?
    I don’t know what that is and haven’t looked it up yet.
  • Servings Title? Ideas?
    I don’t know what that is and haven’t looked it up yet.
  • Drinks Title?
    Increased intoxication effects? xD Ideas? I don’t know what that is and haven’t looked it up yet.

(edited by LanceHavenbay.2067)

#Abridged, Dynamic Events!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Events:

  • -Branch Dynamic events out, similar to dungeons, allowing them to have different outcome and chains, rather than repeating in a constant cycle.

Here is an example of an event chain that I am designing:

  • “Defend the Farm” -Do it. :P
    >If prevented
    “Robbers en route.”
    -Bandits move to trade route and attack travelers
    OR (The game randomly chooses one of these)
    “Underneath your noses.”
    -Bandits dig underground and sneak attack the farm, setting it on fire. Originally, it was suspected to be an accident. But when doing the event, you find out that the fire was caused by bandits.
    --————-
  • >If bandits driven from trade route
    “Assualt on fort [outpost name.]”
    -Bandits assualt a keep and contest the outpost.
    >If bandits sneak attack the farm
    “Friendly fire?”
    -Put out fire. Upon putting out the fire, the bandits ambush the farm again and you must defend it. (Very similar to the first even.)
    —————-
  • If the game causes bandits to sneak attack the farm two times in a row, and you prevent the second attempt, the bandits will skip right to the “Traitors” stage.
  • “Traitors”
    >Not an event, but it can be witnessed happening.
    >You will hear talk about rebellion to the queen, and will see bandits occasionally walk in casually without guards caring, and proceed to talk to a guard about overthrowing the keep.
    >If traitors is triggered by the “Friendly Fire” event, the keep guards will be assassinated by bandits.
    >Although you can prevent these assassinations from occurring, they will happen throughout the fort, continuously, until the keep is taken.

  • >If bandits remain on trade route
    “The rebellion of [town name.]"
    -Nearby towns become anxious because of the bandit activity and citizens begin to join the bandits.
    >If citizens join rebellion, a second route will become occupied by bandits.
    (This effect will only last until the first route is cleared, OR the keep is recaptured.)
  • If citizens are anxious for too long, they joing the bandits and overthrow the keep in a riot.The bandits will then contest the outpost.

  • >If outpost is contested
    “Retake the keep.”
    -Queen Salma calls for military support to recapture the outpost
    -Outpost is recaptured, or remains contested. (If this outpost is contested, there will be two routes with increased bandit activity, and players will not be able to access the outpost’s waypoint or it’s npcs.)
  • This makes events worth while to play, because they have consequences. Because difficulty is scales, a solo player can still accomplish events as always. Events should not always be beatable. You should fail sometimes. It is what makes you want to keep playing.

This event would branch into another event which can occur at the same time:

  • >If centaurs have control of human territory
    (Humans are losing the war with the centaurs.)
    -Centaurs will aid in the overthrow of the keep. This makes it important to keep bandits at bay, as well as centaurs in check.
  • >If centaurs do not have control of the territory, (Humans are winning the war with the centaurs.)
    -Offer a treaty between the centaur if they help you regain the keep.

Now you have two events that can come together to make the first more dynamic.The second event does not need to be as complex, because it is more of an asset than a necessity. Recruiting the centaurs may take slightly longer than simply overtaking the keep, but will be easier than simply attacking the keep solo. Recruiting the centaurs can be done solo and may require a player to find a cure for a centaur disease that makes their hoofs painfully rot. “Hoof Rot.” If you lack manpower, this is a much more productive way of completing the group-event “Retake the keep.”

(edited by LanceHavenbay.2067)

#Abridged, Titles and their Purpose!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Titles:

  • >Each title tier will increase 1% per each rank achieved toward the listed effect.
    >Each title has its max potential listed below. PvE titles DO NOT work in PvP. PvP emotes can be used outside of PvP, in areas such as towns or in explorable areas.

PvE

  • -Slayer–*Add a 4th tier to Centaur/Zhaitan title*: 4% increased trophy drop rate.
    -Revives: Increase revival speed by 5%.
    -Combos with allys: Deaths caused by skill combos now grant 5% additional experience.
    -Influence Earned: Increase reputation earned by 5%
    -Puzzle achievement: New utility skill related to the theme of the puzzle. 39
    -Dungeon Paths completed: New utility skill related to the dungeon. 8
    -Successful gatherings: 10% chance to harvest 1 additional item from a node.
    -Salvaged: 5% increased chance of rarer material and 5% chance to recover an upgrade.
    -Events completed: Additional 5% cash rewarded per event completed.
    -Hearts completed: 4% Karma discount on items from renown Karma Merchants.
    -Survivor: Elite Skill (Still being developed)
    -Cultural pieces: Max tier of ALL collected pieces, allows you to wear a unique set of town clothes. Have any ideas for it?

PvP:

  • -Total kills in WvWvW: Special emote on player kill
    -WvWvW repair: 5% chance that 1 supply will repair/build for 2 points worth rather than 1.
    -WvWvW Seige built: 5% chance that 1 supply will repair/build for 2 points worth rather than 1.
    -PvP Tournaments: Special emote, that changes the higher the rank. Emote can be performed every 30 seconds, in any area except inside of PvP matches, including WvWvW.
    (Nobody likes the obnoxious upon-death rankers.)

Other:

  • -Miniature Collection: One SUPER AWESOME mini-pet that can only be obtained by maxing the title.
    Add an NPC titled: [Some crazy old guy/girl’s name here] that, upon maxing the miniture title, will give you a unique dialgue and provide you with a unique-to-this-title mini-pet.
    >Normal Dialogue: “You know, long ago I had hudreds of mini-pets… And now? Only one…”
    >You response: “Why is that?”
    >His/Her response: “When I first came here, I had nothing but those little critters… and well… they bought me a home.”
    >Your response: “Well, hopefully you like it here.”

>On title max: “I have managed to collect a bunch of critters, would you like to see them?”
>Him/Her:”My boy/dear! This is wonderful! You’ve made me remember the ones I used to have!”
>Your response: “Here, you can have them if it makes you happy.”
>Him/Her: “Now now, don’t be silly. But you know what? I think I’ve finally found someone worthy to pass this little guy on to.”
[Add awesome mini-pet, full of epicness, into inventory.]

(edited by LanceHavenbay.2067)

#Abridged, Dynamic Events!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

This thread is also linked with several other threads! Please make sure to read them all!

#Abridged, Improve Combat System!
https://forum-en.gw2archive.eu/forum/game/suggestions/Abridged-Improved-Combat-System/first
#Abridged, Titles and their Purposes!
https://forum-en.gw2archive.eu/forum/game/suggestions/Abridged-Titles-and-their-Purpose/
————————————————————————————————————————————————————————————
>The following is a project I am working on to improve the otherwise stale events implemented in the game.
>This is not a poll, nor is it about being right or wrong. This is simply me putting out my research and ideas and allowing people to provide their input, as I compile a petition to get an over-all sense of what people feel and want.
>After this step, and after the petition is finished, I will then move on to submitting my finished proposal to Anet for use in a future update or expansion, should they like what I have come up with.
>Everything contained in the thread, is a conglomeration of ideas from other members of the community, as well as my own.
>Please only leave constructive, educated comments in this thread. Leave “Learn to play, get a life, etc” comments in your head.
>This draft has originated from the previous thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Closed-Improved-Combat-Skill-system/first

Which, you are more than welcome to read at your own leisure. Keep in my that the previous thread was a thinking-out-loud thread, and is neither perfectly organized, nor refined, or even 100% on a specific topic in itself. So please do not waste thread space commenting about it’s length in this thread.

Thank you!

(edited by LanceHavenbay.2067)

#Abridged, Titles and their Purpose!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Add incentives to titles.

  • Everyone seems completely against any idea that puts anyone even slightly above them, no matter how much effort someone else put into something…*
  • So, this was my original idea, but many new Guild Wars players feel that time spend in the game should not equal, even the SLIGHTEST rewards that puts anyone even remotely above them… Not even 5%. So, I am trying to think of new ways to make titles fun/helpful to acquire without people whining that someone earns 1 more copper than them because they “spend more time playing.” In my opinion, if you harvest more, you should see a slight increase in your ability to harvest. Just as crafters gain the ability to make better items through time and effort spent. If you have any ideas to make these titles more… “Friendly” to people who want absolute, perfect balance regardless of time spent, please feel free to contact me with any ideas you may have, or just post in this thread.
  • (By adding minor incentives, you give people a reason to go after a title. And the percents, I believe, are low enough to not be game-breaking, but high enough to encourage players to want to seek them.)
  • >PvP titles on the other hand, players will now have an awesome emote to be proud of, just like Guild Wars 1.
    >Now, rather than just having people click your name for a title you can, /rank and show off your awesome PvP rank emote!
    >I really tried to avoid making PvP titles interfere with gameplay. I did however add a minor benefit to WvWvW related titles to encourage players to build and repair walls and siege weapons. This may be a bad call, so please provide your input.

(edited by LanceHavenbay.2067)

#Abridged, Titles and their Purpose!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

This thread is also linked with several other threads! Please make sure to read them all!

#Abridged, Improve Combat System!
https://forum-en.gw2archive.eu/forum/game/suggestions/Abridged-Improved-Combat-System/first
#Abridged, Dynamic Events!
https://forum-en.gw2archive.eu/forum/game/suggestions/Abridged-Dynamic-Events

———————————————————————————————————
>The following is a project I am working on to improve the otherwise stale titles implemented in the game.
>This is not a poll, nor is it about being right or wrong. This is simply me putting out my research and ideas and allowing people to provide their input, as I compile a petition to get an over-all sense of what people feel and want.
>After this step, and after the petition is finished, I will then move on to submitting my finished proposal to Anet for use in a future update or expansion, should they like what I have come up with.
>Everything contained in the thread, is a conglomeration of ideas from other members of the community, as well as my own.
>Please only leave constructive, educated comments in this thread. Leave “Learn to play, get a life, etc” comments in your head.
>This draft has originated from the previous thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Closed-Improved-Combat-Skill-system/first

Which, you are more than welcome to read at your own leisure. Keep in my that the previous thread was a thinking-out-loud thread, and is neither perfectly organized, nor refined, or even 100% on a specific topic in itself. So please do not waste thread space commenting about it’s length in this thread.

Thank you!

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Here is a chart of what I have defined each weapon as so far, so you can easily reference it:

One-handed

  • Axe(A) • Dagger(M) • Mace(S) • Pistol(M) • Scepter(E) • Sword(M)

Two-handed

  • Greatsword(S) • Hammer(S) • Longbow(A) • Rifle(E) • Shortbow(M) • Staff(A)

Off-hand only

  • Focus(E) • Shield(S) • Torch(E) • Warhorn(A)

Aquatic (Not worked on yet)

  • Harpoon gun • Spear • Trident

Other (Not worked on yet.)

  • Environmental weapons

Movement basics: “If you think you are going to get hit, MOVE!”

Effect basics: “Know how to hit them, and WHEN to hit them!”

Survival basics: “Go ahead, hit me! I bet I hit harder!”

Active Basics: “Who needs a break? I can do this all day!”

  • -Underwater weapons have not been touched at this point. And will have a completely different document for them, because it will require a totally different list of skills.
    -And I have not even looked at environmental weapons… I assume they would be fine as is…? Give me your input on that.
  • Movement weapons:
    Dagger, Sword, Pistol, Shortbow
    -These Skills should almost always cause movement as well as an effect.
    -Meaning, if you do not move as much as you need to, you will get killed, since your function requires mobility.
  • Effect Weapons:
    Focus, Torch, Rifle, Scepter
    -These skills should not provide much movement. Instead, they should have slightly more powerful effects but longer recharges.
    -Meaning, rather than movement being your focus, successfully planting your targeted-skills, determines whether you live or die. Poor planning will end up in enemies simply over-running you.
  • Survival weapons:
    Hammer, Greatsword, Shield, Mace
    -Survival skills deal with being up close and personal. Being up close, means being able to take a hit!
    -Survival skills should mean being able to be in the fray long enough to land a good hit before dodging out.
    -Survival skills should provide heavy support skills, but not heavy healing.
    -This means that keeping damage reduction up is your focus.
    -Powerful heals and constant movement will be harder for you.
    -With mindful dodges, and constant use of reduction skills, you will not fail if you work as a team.
  • Active weapons:
    Staff, Warhorn, Longbow, Axe
    -You will have more effects that last longer, but with slightly decreased damage and not as powerful buffs.
    -Although you will not be dishing out on-the-spot damage, or super-strong buffs, your buffs and your damage will persist the longest. You role is steady maintenance and damage. You are the Paragon of the team!

Other projects that I am working on:

  • Add 2 new skills for each slot, for each underwater weapon. 20 skills. (Water skills would be balanced independently because obviously, they are only used under water.)
  • Add 47 new utility skills to each class. Obtainable through jumping puzzles and dungeon completion, as well as Survivor Title completion. (Automatically unlocked in PvP instances.)
    (This will promote far more current-game and end-game exploration and play-ability.)
    - Lower cool downs on utility skills by approximately half of their current time. (This may no longer even be an issue for some people, because of the system I am designing.)
  • Add a dueling system.
    Give players the option to be “Ready to Duel.”
    >While this option is selected, the player may give or receive duel challenges and has an icon next to their name.
    >Players can request to duel other players. If a player denies them, they cannot request again for 30 seconds; however, the player who denied the request, may then request to duel the player that they recently denied.
    >This will make it so you can still duel with people that you accidentally canceled the invite from, but will not be harassed to be dueled by someone.
    >When this option is turned off, no players may request a duel from this player.
    >When the duel started, it would spawn an impassible dome around the players, similar to Shield of Absorption.
    >The dome will not be visible or affect anyone’s mobility except the dueling players, the same function that you see when you harvest a node.
    >This is to prevent obnoxious domes popping up everywhere you go…
    >While dueling, enemies can still attack/damage you.
    >To cancel the duel early in order to surrender, you simply need to type /bow.
    >The duel will have no set timer; the battle is to the death!
    >Duels cannot take place inside of your home-city, such as Divinity’s Reach.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

How it works:

  • A full support team would function just as well as a damage team because they would equal out by using damage reduction, in regards to a team comprised high damage, high movement. *The trade off is that the support team, lacks the direct speed, but can take more hits. *
  • The damage team can potentially kill faster, but has a higher chance of being overwhelmed and wiping.
  • A control team, would use skills to, control the enemies, and therefore keep damage at bay, while they dished out moderate damage.

All of these roles can progress at the same rate, but require completely different modes of play.

Each of these roles can become interdependent to one another!

You can have Damage in the back, support in the middle, survivability in the front, or any role in any position!

  • I realize what you are going to say, THAT IS THE TRINITY! And, although, yes, you are partially true, it is also not. There still are no direct healers, and in order to survive, you must —work as a team.
    >Second,it is in no way necessary to bring support, or control. A full damage team would have superior damage output, but would require a much higher level of player skill.
  • This system is derived directly out of the existing Guild Wars 2 system, and has only been presented in a more refined form. Now any class can truly be any of the 3 roles, with the profession being the FLAVOR that defines how the role is played.

A support ranger will function entirely different from a support guardian, thief, engineer, etc.

Here are where the refined roles, and where new skills come in:

  • I have created an acronym for the system I developed using the Guild Wars 2 combat system.

“MESA important now!”

  • M: Movment -This type of skill allows you to move more.
    E: Effect – This type of skill has a greater effect, AND a greater recharge.
    S: Survival – This type of skill allows you take take more punishment and dish out more pain!
    A: Active -This type of skill provides less powerful immediate results, but can be sustained for a much longer duration than other skills.

Difference between survival and Effect damage:

  • -Survival damage is more constant, but slightly less damage. And it is all physical damage.
    -Effect damage is caused by a variety of sources, but has a greater cooldown in exchange for the greater effects.

Uses:

  • Movement is for those who like to always be on their toes.
    Effect is for those who like high risk, high reward gameplay.
    Survival is for those of you who love to just get into the fight, take the hits, but throw your own as well!
    Active is for those of you who like a more steady mode of play, no less rewarding might I add.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

- Redo the weapon skill system: make the left side of the bar customizable.

  • -Add 2 new skills for each slot, for each weapon. 58 new skills per class.
    >The ideas is that each slot can be chosen to have a skill that reflects a specific quality: such as Damage, Control or Support.
    >Although control does not necessarily mean immobilization, an support does not mean a solid heal.

>For example, a sword is currently setup for conditions. You would be able to instead, set it up for more of a support role with Melandru’s Strike which grants buff/heal, or Igneous Rage which may grant a small daze.
>I am still fine tuning skills, and so these are just examples of things to come.
>I want players to be able to take up multiple types of play styles within their class.
>Guardian will still be better at support, but Ranger will be able to provide a different form of support other than just those silly spirits.

  • >The number 1 thing that I am trying to achieve while making skills: Not breaking the system currently in play.
    >Any effects that would be applied through these skills, would be MINOR, but helpful.
    >Your utility skills are the main source of support.
    >For example, although Bonfire does cause projectiles to cause burning, the burning does not stack.
    >These skills are still in development on my end, so give me time before I actually post them, as I want to make sure they do not destroy any builds or cause players to be forced to use specific skills for specific causes.
  • >These dynamics will hopefully create a much more team-based combat system, that will require more coordination and attention to where team members and enemies are.
    >But, it will not require micro-managing seen in Guild Wars 1, where you needed to choose which ally the skill was going to affect.
    >With an increased opportunity for diversity, and unique builds and team setups, this should alleviate many, if not all staleness in combat.
    >You will now have 3 roles inside of each of the 8 classes, thus fulfilling Anet’s dream of not having a trinity, and allowing players the same creativity that Anet took away upon the release of Guild Wars 2.
    >AND, this would make it much more fun to be involved in combat, because you will no longer be able to predict what build someone else is running.

>Now, although this is no way would be Guild Wars 1’s level of customization, it would at least give me, and many other a feeling that we have a purpose, and that we can create the role we want.

  • >With the option of a weapon swap, you also will now have the option of stepping back during combat and having a team member replace your role.
    >This means that even during combat, if someone feels overwhelmed, you can swap to your support weapon skill setup to a damage or control weapon skill setup and let them use your previous role, support.
    >If you feel like the going is getting rough, or you get spiked all of a sudden, you or your team can revert to either of the 3 roles to compensate for whatever you may have been lacking at the time.
    >I am truly hoping that a system like this will GREATLY balance PvP, PvE and dungeons alike.
    >Having these options also allows you to make strategic weapon swaps. See a big skill coming? Swap to support weapon-setup allow your team to reduce, reflect, or dodge it!
    >Keep in mind that these weapon skills will in no way replace utilities. Their effects will be lesser, but possibly more frequent.

This will possibly, actually require cool-downs to remain the same, because now your combat is MUCH more adaptive.DDD
-Originally I was for lower cool-down costs of utility skills.

I think I am on the verge of solving Anets balance issues. Reallllyyy truly. Tell me if you think otherwise.

(edited by LanceHavenbay.2067)

#Abridged, Improved Combat System!

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

This thread is also linked with several other threads! Please make sure to read them all!

#Abridged, Titles and their Purpose!
https://forum-en.gw2archive.eu/forum/game/suggestions/Abridged-Titles-and-their-Purpose/
#Abridged, Dynamic Events!
https://forum-en.gw2archive.eu/forum/game/suggestions/Abridged-Dynamic-Events
————————————————————————————————————————————————————————————
>The following is a project I am working on to improve the otherwise stale combat system implemented in Guild Wars 2.
>This is not a poll, nor is it about being right or wrong. This is simply me putting out my research and ideas and allowing people to provide their input, as I compile a petition to get an over-all sense of what people feel and want.
>After this step, and after the petition is finished, I will then move on to submitting my finished proposal to Anet for use in a future update or expansion, should they like what I have come up with.
>Everything contained in the thread, is a conglomeration of ideas from other members of the community, as well as my own.
>Please only leave constructive, educated comments in this thread. Leave “Learn to play, get a life, etc” comments in your head.
>This draft has originated from the previous thread:
https://forum-en.gw2archive.eu/forum/game/suggestions/Closed-Improved-Combat-Skill-system/first

Which, you are more than welcome to read at your own leisure. Keep in my that the previous thread was a thinking-out-loud thread, and is neither perfectly organized, nor refined, or even 100% on a specific topic in itself. So please do not waste thread space commenting about it’s length in this thread.

Thank you!

  • ALSO: Because of how slow the forms are, please feel free to share this thread with anyone you see fit. I would greatly appreciate it. I would like to get this system viewed and approved/denied by as many people as humanly possible.

THANK YOU!!!

(edited by LanceHavenbay.2067)

are knockdown mechanics excessive?

in Guild Wars 2 Discussion

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Kd is fine. Spam immobilize… That I cannot stand…

Where is the cohesive vision in this game?

in Guild Wars 2 Discussion

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

YES! Lothefallen, if you are interested in making this better, we should chat some time about ideas to make things better! I’m trying to lead a push to make this game much more playable, and enjoyable!

My "taking a break" thread ez read.

in Guild Wars 2 Discussion

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

If you are interested in helpinkittenrove this game, please send me a PM, as I am currently working on several projects to overhaul the game and improve it’s play-ability.

https://forum-en.gw2archive.eu/forum/game/suggestions/Closed-Improved-Combat-Skill-system/first

Please skim through that thread and see if you agree with any of the mentions. Then look back towards the end of the thread an tell me if you have any additional ideas of additions to the stated ideas.

If you are interested in seeing a better future for Guild Wars 2, that is the place to start. If not, enjoy your other games.

On Botting and What We’re Doing About It

in Guild Wars 2 Discussion

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Bots happen. There is no way to absolutely eliminate bots right off the bat. Keep in mine that people who create bots can have up to (or possibly better) programming backgrounds. It takes time to integrate an ever-adapting anti-bot system.

Keep in mind that Anet isn’t some uge company. For their size, they have put TREMEMNDOUS effort into all aspects. They may not be able to resolve everything the day of, and that is fine. If your social security card is stolen, it will take you two weeks just to get processed. And that is only 1 task. Now, add that time frame in, with the face that many occurrences that are happening are errors, that need to be tracked down individually. There is no line of code that says “fix me.” You can check if a string ends where it is not supposed to, but you cannot easily find an error embedded in a large source. It takes time. I’m sure that support currently still has their hands full with hacked accounts. No offense, but if your guild is connected, you should be able to communicate via outside sources. I am not sure as to what issues you are having, but this is a game. And they do have priorities. Botting is far more game-destroying than your guild.

As for myself, I am very proud of the effort that Anet puts into it’s error-restoring ways. Keep up the work guys/girls!

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

For when I finish the abridged version, for those of you interested, for OR against, please keep an eye out for “#Abridged Combat Improvement”

Some of you have asked me to keep you up to date and I will.

Just to be clear, there is no set date for my abridged version, but I will do my best to finish it sooner rather than late. I will make a separate threads in dates to come, where I would like players to pool ideas for the above mentioned points.

Hopefully on the new thread, I can present the information in a way that makes it easier for people to provide detailed feedback without being overwhelmed by the sheer content. Please keep in mind that the new thread, like this thread, will grow. And will be contributing towards my final abridgment. But, unlike this thread, we now have a much more stable base, and in turn, that will hopefully lead to a more organized thread.

Please also keep an eye out for Title Ideas and my PvP format posts. I’m thinking about marking them with hastags, # so that you know several threads are related to my abridged. Example: #Abridged Title Ideas, #Abridged PvP Formats, #Abridged Combat Improvement. That was you can easily spot the work I will be doing in each of those fields.

If you have any ideas for skill names, functions, formats, anything! PLEASE MESSAGE ME! I cannot guarantee your idea will remain exactly as is, but I will try my best to retain it in it’s original form the best I can, and still make it functional.

Hopefully, I will see you all soon! Back to the crafting bench!

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I’m going to go ahead and mark this thread as closed until I finish this abridged version, so I don’t have to waste my time responding to people repeating each other on things I already covered.

Thank you all for contributing, and hopefully some time next month I will be able to submit an abridged article and a petition for/against the above mentioned items.

Please skim over the single, last page of this thread before you comment. If you comment on something that was already covered, your comment will be ignored as if you never posted it.

Here is to seeing you all soon!
(I am sleeping now, but don’t delete the thread quite yet because I need to copy the text tomorrow so that I can work on it this week.)


Thread closed——

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

“First, english isn’t my native language!”
Well, you speak very well for that! So congrats!

“Second, probably my fault, but I didn’t mean that I would need 4 hours to read through all of that, I did mean that I would need 4+ hours to argument against what I’ve read here!”

THAT was important to hear. xD Immediately that separates you from the people who come in here posting non-sense. You should have said that in the first place, lol.

“And I’m more willing to sacrifice my precious time in things that I agree with/support, then things I disagree with. With work, family and rebuilding the home for our up-coming child, I have to handle my time carefully. But what am I talking, you most likely don’t care, and that is absolutely your right! :-)”

Well, first off, I do care. Very much so. If I didn’t care what you though, I would not have taken the time to make a thread and deal with other people’s crap, or trolls. I would have just gone straight to Anet. I do care very much about your views, but it helps to do research for your point, if you are unable, that is unfortunate. I do not have kids, (I can only imagine) but I do work Full time, a second construction job, as well as a job as a personal trainer, mixed in with my coaching and own personal time. I’m not telling you my life, in an attempt to outshine yours, (especially not with a child) I am telling you so that you know that I do understand where you are coming from.

Of course!

That was actually me agreeing with you. :P Not sarcasm.

“About topic:
If everything you really want is to bring more skills/traits to the game, without throwing the hole combat system out of the window, I’m all for it! But as someone said before, you don’t have to and actually shouldn’t write a novel if you want to bring that message out to the folks! Makes it hard to get your point!”

I’ve posted this twice: The ideas that have been come across have been developed during the life of this thread. It wasn’t simply me sitting down and saying, here, this is what needs to be done. Everything has grown, developed, an expanded withing the content of this form. Because of this process, more text is involved that if I was coming here simply to post an idea. Fact is, these ideas are being created through discussion. Discussion however, is not a simple hello, goodbye. Conversations require in depth coverage. Until you have that conversation, however long and detailed it may be, you cannot simply sum it down into a small easy to read format.

That is like you immediately asking me why we exist, and expecting me to immediately sum it down to the words: “Because.” as if that was satisfactory in any way.

It is frustrating having people make, stupid comments about length, when there is no way to do research or debate without taking time or in this case, space/length. I do understand it is long. I am sorry it is long. I am working my tail off trying to make it shorter, so that people can spend their little time being able to read it all. So, seriously, please stop jumping on me about something I have explained countless times. If you still cannot understand this simply fact yet,(to everyone) I am simply going to start ignoring your posts. Because you are all saying the same thing as each other, even after I’ve already told you when, why, how because. It’s like any annoying child saying: “Are we there yet? Can I have it yet? What about not?” Relax. Go play video games. I’m working as hard as I can, in the time I have, to make this shorter and more available to everyone. Stay off my aft. I guess I should not have expected more from the same community that flips out when Anet’s servers goes down for scheduled maintenance… >.>

I’m very glad to hear you disagree, and I’m even happier that you expressed that opinion! And, just to be clear, that is not sarcasm.

These ideas mainly popped from PvP, where there is necessarily a big-attack. This is not a boss fight. It has to do with the overall skill functionality. If you like it how it is, that is great. Be sure to vote on your preferences when I combine the, and make a petition!

Now, if you all can read up and make sure you do not post the same thing that the person before you said, that would be GREAT!

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Seriously, learn to read. I am already in process of making this thread abridged. Calm your horses.

If you cannot read, do not comment. Directly above what you said is an explanation:

“If it was as simple as me posting exactly what to fix, I would have already posted: “This is how you fix this dame-game!” and list exactly what needed to be fixed.
That is however, not the case. So please stop getting frustrated that everything is not as well organized and glossy like the guide for Guild Wars 2. That thing is a college text book. You think people complain that it’s too big? Probably. Why it is big? I dunno, maybe because it covers a lot of information. So please stop whining.
If you pay me, maybe I can quit my second job as a personal trainer and come work the thread for you. :P

Also, the information is being FORMED her on this thread through conversations with other players. I am not coming here ready to do and asserting pre-conceived ideas. Everything that is now posted, is a conglomeration of other people’s post, and the research that I have personally done regarding each person’s response."

Not to mention it isn’t 1 point, it is many points.

To Premixed, I’m sorry to hear that. Personally, if there is anything wrong in my life, I am the one always willing to fix it, and put effort towards even the things that seem impossible. I guess I’m the last of a proud few who jump at every chance they have to improve the world around them. :/

Oh well. Completely honestly, I have no doubt in my ability to push this up to Anet’s noses and get them to take a bite, even if a small one. (Just a note, I will be doing it in a friendly way… Like that lady with those food-samples… xD) Even if many of you are far too lazy to read. I believe that I have obtained enough information to put together the final, abridged version of this thread and submit it to Anet upon skill-completion.

Thanks for your time.

(edited by LanceHavenbay.2067)

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

My gf read Nerva’s post: “People bot anything. I’d love to see you actually kill someone with a small AoE burst with something so squishy that you can cripple nd wand it to death.” Good point. Cool. Someone made an exploit. They always do. /shrug. Bombers were easy as eff to kill. I could cripple them, and pretty much be on my way. If even two people hit them, they could not destroy a shrine. That or I spend 3 seconds of my time and render them completely useless. You argument is silly just like everything else you posted.

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Oh and: “Why it is big? I dunno, maybe because it covers a lot of information.”

Also, the information is being FORMED her on this thread through conversations with other players. I am not coming here ready to do and asserting pre-conceived ideas. Everything that is not posted, is a conglomeration of other people’s post, and the research that I have personally done regarding each person’s response.

Thank you for your understanding.

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Premixed, I’d be more than happy if you would sit down with me to to design skills that do not break the mechanics. That is the number 1 thing that I am trying to achieve while making skills. Not breaking the system currently in play. For example, any effects that would be applied would be minor, but helpful. Your utility skills are the main source of support.

For example, although Bonfire does cause projectiles to cause burning, the burning does not stack. These skills are still in development on my end, so give me time before I actually post them, as I want to make sure they do not destroy any builds or cause players to be forced to use specific skills for specific causes.

As for titles, those are rough ideas. I really want to come up with a way for players to gain incentive to play an go after titles without hurting the economy. This is something I have had not had much time to work on, because of my work with skills at the moment. If you have any ideas at all how to make titles more productive, please be sure to post.

As for skills obtained through dungeons/jumping puzzles, do not think about the skills being stronger than anything else. They will provide equal, but different flavored benefits, just as does each Ranger trap. Just like dungeon armors, they will be a way of saying: “Hey! This is what I did!” Without becoming better than anyone else. I am fully confident in making puzzles = utility skills. The same exact system is already in place for armor.

“10 second ring out warning. That way you can actually practice node skirmish.” Great idea.

“Mini pet idea also good. An old collector saying they once had to sell their collection but kept this rare one, but now they have found someone worthy to pass it on to. (Idea is borrowed, but something that adds character) Mini’s are vanity only anyway.” PERFECT!

“DE, and some of the static-ness of the world in general could be better, but I’m not sure on the tech and coding side of things.” Hahaha, was back when I played Starsiege Tribes RPG, and coding pretty much the old-school equivalent of dynamic events. The hardest part, was that I could not isolate my events to 2 overlapping at a time, because of program restrictions. (Everything ran at once and it was like.. efffff) You can do that now. In a separate work space, you can run those functions independently and have the rest of the world turned off.

“PvP formats definitely a good idea. But thats definitely a whole different thread.”
Correct. But since a petition was mentioned, I thought I’d add a few things. As this thread matures, it is turning into more of an over-all improvement than a solid combat improvement. And that is fine with me. I’d rather have everything compact and easy to access. Soon, as I gather the rest of my information, I will indeed be making a new thread with all of these ideas in an easy to read format, covering the above mentioned items.

Possibly a petition, if people tell me what they disagree with and why, rather than crying about points that have already been addressed, complaining “this is a new game”, or sitting on the thread trying to gain attention. -cough-

As for the body of the thread itself, rest assured that I am working hard to abridge all of the contents for you all. So that reading it does not take “4 hours” it will take half. :P

If it was as simple as me posting exactly what to fix, I would have already posted: “This is how you fix this dame-game!” and list exactly what needed to be fixed.

That is however, not the case. So please stop getting frustrated that everything is not as well organized and glossy like the guide for Guild Wars 2. That thing is a college text book. You think people complain that it’s too big? Probably. Why it is big? I dunno, maybe because it covers a lot of information. So please stop whining. If you pay me, maybe I can quit my second job as a personal trainer and come work the thread for you. :P

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

I did read about 80%+ of these 3 pages here and I don’t take 4+ hours to argument against a lot of things that I don’t agree with.

Don’t get me wrong, I think you mean everything for good, but that doesn’t mean that I agree with what you want to achieve here in all the points!

That’s fine. I have far more to do than read what others posted. Because I have spend my time doing research and posting it. If you are too lazy to read, so be it. I have compiled a lot of the information for people just like you, who cannot bear to skim over a few page. If it takes you 4 hours to skim, you have some serious reading issues that you should probably address.

If you don’t want me to bite back, I’d love to ask of you to, rather than being condescending, to say: “Thank you for organizing the end-portion of the thread the best you can currently. *I realize that you have a life and are in no way getting payed to do this. I appreciate that you are working hard, even if I may disagree with some of the things that you post.” Because I did specifically go through and pull the key points of the thread together for you.*

As for traits, cool. If you feel that it’s not an issue. That is great! That is important to know. But that does not however, make everything inaccurate or false.

“lot of things I disagree” Please elaborate on what other things you disagree with so that I can clear them up on future posts.

“And that is another thing, you complain about customization most of the time because you can’t create that much builds like with GW1, not even close.
First, how long did it take until all the players realized what skills can work in what way? Certainly more then a couple of weeks! "

Read up please. This has already been gone over. In fact, the lasted post specifically goes over the fact that this is not seeking sheer numbers or outrageous amounts of combinations. Honestly, with the few skills out there, you can pretty clearly see what does what in the current state of Guild Wars 2. A sword on a ranger for example, has many conditions. A broad sword has higher damage, and little to no conditions.

“And for me the combat system of GW2 is much more like one of those games than” Yeah, and I’m sorry but this is Guild Wars, not those games. If you have a retort, I suggest you re-read the quotes specifically from Anet in regards to how this game was supposed to be designed.

“Don’t get me wrong, I think you mean everything for good, but that doesn’t mean that I agree with what you want to achieve here in all the points!” Of course! If was here to destroy the game, I would just troll you like Nerva. (; Who, by the way had his entire post ignoreddddd. Not even going to honor him with glancing at it.

I, in no way want you to agree with every post on this thread. That is stupid. What I do want from you to do however, is specifically tell me which part you do agree with and which parts you don’t. If you do that, you allow me to organize information in a way that better represents everyone’s values, including yourself.

If you can please make a specific list an elaborate on what you disagree with and why, and possibly do some research behind it, that would be greatly appreciated. I do highly value your input, as it is with your contributions as well, that will help shape the future of this game!

No love for condition builds?

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Very nice articles. I’ll have to come back when I have something to contribute, because you guys are on a role thus far.

As for destroying objects, the only nuisance I’ve come across is PvE items that need destroying… Everything else I know my roll and only attack objects when I have a chance to do so. Otherwise I leave that to the power dudes.

Just a silly idea, but for Vs. items, why not just make attacks do a set amount of damage Vs objects and have power increase that set amount? I mean, power should make you more effective as that, but being pure condition should not make it take forever to kill one object.

So as a rough example, I dunno, lets say you do 5% damage to it’s total. Each +100 power -directly from the trait line-would be another 5%. 20% per hit seems decent in my eyes. (If 5 hits is too fast, just scale down that percent accordingly so that high power is about 8% maxed, 2% per 100 power.)

This would allso faster attacking weapon such as a sword (What I have to use for conditions on my ranger.) to be able to level out because of it’s IAS.

Then the only problem would be a shortbow because QZ and it’s fast speed. Just drop that bows damage Vs. objects output. I mean, shooting something with a million arrows shouldn’t be more effective that smacking it with a sword.

Hopefully that would cause most people to destroy objects at the same rate, or very similar. Since gear stats do not come into play, there is a more limited effect, thus hopefully more balance.

Tell me if that sounds like it may or may not work.

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

*And my response, is you should look up and read before you post something like that. *lol Seriously, what is up with people jumping to something they think they can attack when it already has something detailing and describing near aspect of it.

Go back. Read the entire thing. Stop trying to take my words out of context, Thank you.

Letting us pick weaponskills without actually changing the core game.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Hey guys, come check up the recent progress on this thread and give me your feed back:

https://forum-en.gw2archive.eu/forum/game/suggestions/Improved-Combat-Skill-system/page/3

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Once I get time to finish up creating skills and pvp formats, I will submit the petition for everyone to vote on and eventually pass up to Anet. As for events, I will have to manually walk through the game and write up interesting stories for each event. xD So do not expect that project to be finished anytime soon. lol

I have no eta on the skills at the time being, as my schedule is very hectic. Hopefully I can spend my weekends writing up skills and playing with their functionality. And after that, I trust Anet’s awesome artists to whip up some quick animations in no time. They are awesome like that.

Here’s to a better tomorrow!

> (Closed) Improved Combat/Skill system.

in Suggestions

Posted by: LanceHavenbay.2067

LanceHavenbay.2067

Premixed, if you have any ideas at all for weapon/skill system improvements… even something you think sounds silly, please post it. I look forward to hearing back from you soon. It’s 6am. Time to sleep. I’ve been productive enough for one day. xD