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Collaborative Development: Commander System

in CDI

Posted by: Nadesh.7953

Nadesh.7953

Summary of the past few pages:

(…) So, let’s say we’ve handled the commander side of it for now and just focus on a squad system. If we added a system for squad management, what are the top 3 things you would want it to do? Examples: Show squad position, allow for orders to be sent to individual players, provide health status of all squad members, etc. (…)

Sub-Squads:

The Squad would be divided in sub-squads.

-Join a Sub-Squad: instead of have a “join squad” option, would be “join squad 1”, “join squad 2”, etc.

-Sub-Squad Chat: the commander could also have separated chats for each scuad: /squad (to talk with all the squad), and /squad1, /scuad2, etc, to talk with each sub-squad.

-Sub-Squad Orders: it would work like the Shift + left click system to mark things (mark a direction, path or point to go)on the mini map for the party members. The commander could mark directions in the mini-map (as we can do in a normal party) with Shift (could be a different key) + left click for squad 1, [another key] + left click for saqud 2, etc.

-Show Sub-Squad Position: the Commander would assign a Sub-Squad Leader. Could be a different symbol than the commander, but with the same color system (or different icons) that tell if the the team is attacking, defending, etc.

-Sub-Squad Number: the Commander could have a command that let him/her know how many players there are in each sub-squad.

Collaborative Development: Commander System

in CDI

Posted by: Nadesh.7953

Nadesh.7953

(…) Perhaps the largest question I still have, how would everyone feel if the only changes to commander were the smaller scale ones? The other stuff is super interesting and has a lot of promise, but is also a major task and one I can’t make any guarantees about. I suppose the crux of the question is how priority is the rest of the stuff, if the smaller bits are taken care of? Would the commander system be functional enough with more markers, guild only tags, less suppression, better supplyinfo, and possibly additional marker shapes?

The commander’s icon could have the option to change the color: red (attack), green (defence), yellow (guild), and current color (general purposes).

Also, the Shift + left click system to mark things (mark a direction, path or point to go)on the mini map for the party members could be extended. The squads could be divided in, for example, 3 sub-squads (instead of have a “join squad” option, would be “join squad 1”, “join squad 2”, etc), and the commander could mark directions in the mini-map (as we can do in a normal party) with Shift (could be a different key) + left click for squad 1, [another key] + left click for saqud 2, etc.

With this the commander could give directions to each squad separately. The commander could also have separated chats for each scuad: instead of /squad, it would be /squad1, /scuad2, etc.

Collaborative Development: Commander System

in CDI

Posted by: Nadesh.7953

Nadesh.7953

Commander Icon

This idea isnt new but i tell it anyway.

1) To make it simple, a commander should be able to change the color of it. For example, “Red” to attack, “Green” to defend, “Yellow” for guild activities (yellow bcs is the color of the guild chat), and “Blue” for general purposes.

2) It could be done with icons too: “Sword” to attack, “Shield” to defend, another symbol for guild, and the current one for general purposes. Or a more complex set of icons that give more specific tasks, like one for big bosses, etc.

Commander commands

First of all i want to said that i am not a commander and never joined a scuad, so, i am a little blind on this one (i searched for videos in google but couldnt find much).

1) I read that commanders can set icons over the map to mark if the scuad can attack, etc. Thinking on that, i came with this idea from the strategy games.

The scuad could be divided in sub-scuads. Those sub-scuads could be marked with circles or squares with numbers over the party members’ hp bar. Each circle or square would be marked with the number of the sub-scuad.

The idea is that the commander can select each sub-scuad and give them separate orders (only the selected sub-scuad can see those orders). Those orders could be marked directly on the floor or at the mini-map, in the same way one press Shift + left click on the mini-map to tell the party where to go.

For example, one could select Scuad 1 and mark them to go to the left, and Scuad 2 to the right, and surround an enemy.

2) Other commands could be: one to mark an area in which the scuad should stay (not as a point but as a circle the scuad should stay in), a command to retreat, one to spread, and one to stand (bcs one of the problems is that players run in fear and the zerg runs over them, if players dont run in fear, some times the end could be different).

3) The following ideas arnt to be implemented atm, bcs there arnt armies, there are only zergs. But in the case that at some point we could build armies, it could be interesting that the commander had the hability of set different scuad formations and scuad movement speed to keep the formation.

Thx for read it and sorry for the bad english.

CDI- Process Evolution

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Posted by: Nadesh.7953

Nadesh.7953

Mi suggestion is to have a specific section of the forum for each CDI (PvE, PvP and WvW), and maybe even have something like the “Dev Tracker” but for the CDI dev’s comments.

If there is a specific section for the CDIs, when the devs think a specific idea is good and worth to work over it, he/she could create a separated thread for that specific idea to get specific comments and polish it.

Sorry for the broken english

Tequatl + invasion

in Tequatl Rising

Posted by: Nadesh.7953

Nadesh.7953

I think they have hinted they wanted to do something like this but working out the server side mechanics of it. The only bad thing that’s happening with scarlet invasion is that the champ farming is too good to bother actually finishing the event. I’m curious to see how they will fix that and not just nerf loot.

Well, i think they could make mobs despawn when each event ends or make the events not end until all mobs die. When an event end people should move to the next one. Also, when one of the progress bars reaches 0 (for example pirates or the flame and frost mobs) all the events of that kind should go away. Maybe people wont be very happy with that but they still can farm and while the big event could be completed.

The other way could be to make the reward of complete the full thing interesting enough to make people want to finish it. I think a chance to get an ascended weapons for kill Tequatl would be a good thing, over all if arnt bound.

Tequatl + invasion

in Tequatl Rising

Posted by: Nadesh.7953

Nadesh.7953

I saw some videos of the new tequatl and i liked it. But i would like to see Tequatl (and the other dragons) in invasions like the Clockwork Chaos ones, but shorter.

In this case Tequatl would take the place of Scarlet. The map would be overrun by the risen, all kind of them, including risen bone ships and risen megalodons to fight in the water.

Some of those invasion events could be to protect shipments to build the megalaser, kill some risen commander or sink a bone ship.

When some of the events end, Tequatl could pass over the place and throw a poison breath or land and attack players on that place (same as Scarlet).

A friend of mine said that something like that could make people do what they do in most of the mega events we have now, and come at the end to give some final hits to Tequatl and get the gold medal. But i think that having this invasion events with champions would be interesting enough to make people go to do the full thing, like in Scarlet’s invasions (plus, one have the risk of not be able to enter in the map if go there too late).

Some other ideas: Tequatl could have a tail attack that hit the players in a semicircle and throw all of them away, and a bite attack in which Tequatl bite a player and throw it away (that would instant kill it) if they go close to its mouth. But didnt saw the new fight, so, dont know if have anything like that.

Candidate Trials T4

in Cutthroat Politics

Posted by: Nadesh.7953

Nadesh.7953

(Yes, yes, I know there’s a ton of threads like this, but may as well add another to the mix since this is definitely wrong)
And each day I have been looking for group after group trying to complete Candidate Trials t3-t4, and so far I haven’t been able to complete it once, let alone the twice you need for the achievements. I’ve done every single event achievement to date, and I have nearly 10000 achievement points, but these just cannot be done. I’ve gone at this from every angle across 6 different professions, tried PUGs & coordinated groups of every party size, tried to do most of the specs from various forum threads, I’ve tossed money for gems to see if that could sway my luck. Nothing works.

So far the best strategy we’ve had was to take advantage of the game mechanics by camping spawns and running away from aggro instead of actually playing the minigame, but there’s just way too many mobs with way too much HP (I think its about time to fire the guy in charge of setting HP values, he didn’t refine his work in the main game since launch and he sure as heck can’t get it right on additional content releases). Looking back on how much time I’ve sunk into failing this only to be taunted with pathetic Junk-tier rewards (sums up the entire game’s loot reward system in a nutshell may I add), as well as all of this new content I’ve missed simply because of this brick wall is incredibly annoying and feels like a game breaker for me.

Difficulty should not be just in numbers, Frizz was a difficult fight until you learn it and then it was fun. Mai Trin was an incredibly difficult fight until you cooperate as a team. I thought you learned this but you always take steps back every update.

Now that I’ve cooled myself down by typing all of that, perhaps this thread should serve to help match people together to get these darn achievements done.
Who else needs this done still (or just wants to help) and which server are you on?

The problem there is that you are trying to do it in a group. I tryed too, and couldnt. I would love to do it in a team but for most players that isnt an option if you want to complete that achievement. To do it alone is the best way, and should stay back, where they spawn to do it. Try to dont get aggro, when the mobs spawn run away that way they dont see you, then go back and kill the plunderers when they go back.

I finished the achievement and i think this event wasnt very good. If they want put things that not so many can achieve, at least make them permanent, bcs at the end isnt about be skilled or not, is about to have the time to play and gold to make new gear to do it.

Candidate Trials T4

in Cutthroat Politics

Posted by: Nadesh.7953

Nadesh.7953

Hello i completed T4 a few hours ago and i wanted to share the build i used to do it. I took most of it from this thread.

Class: Warrior

Gear: Berserker with Superior Rune of the Scholar.

Weapons: 2h sword (Superior Sigil of Justice) and rifle (Superior Sigil of Intelligence). The sigil of intelligence isnt a must but was good to be sure i crit in hard situations.

Traits: not the best ones but worked.
30: II, IX, XI
0
0
10: II
30: II, VI, XII

Skills: here i picked skills that help me regain adrenaline as fast as i could.
Healing Surge – Berserker Stance, Signet of Fury, Signet of Might – Signet of Rage

Consumables:

Dragon’s Breath Bun and Powerful Potion of Outlaw Slaying

Tactic: i used this video as reference.

I stay back, then recharged adrenaline and used the rifle Kill Shot (F1), at max adrenaline, to kill the Plunderers. If the build is right, you should kill them with one shot. Follow the video to see when the other mobs come out, most of the time is better to kill the Plunderers when they come back, at least after the 5:30 mins when the ones at the right start to spawn.

I used the 2H sword over the plunderers only when was needed, also used it to kill the mortars (which isnt needed but helps to build adrenaline) and to change from one weapon to the other to get the 100% crit chance.

(edited by Nadesh.7953)

Sky Pirates of Tyria: World Boss Suggestion

in Suggestions

Posted by: Nadesh.7953

Nadesh.7953

Since i finished the personal story line, i am thinking about the airships and more content related to them. Some of those ideas where to have WvW thematic maps in which the player could build/use airships. Since they announced the sky pirates dungeon and puzzle i started to think in the following idea.

Pre-event: Airship Appears

A sky pirate’s airship appears at Gendarran Fields. When the players go near the place, they find a group of NPCs of the Order of Whispers. They are waiting for an airship of the Pact to attack this pirate airship but another NPC appears and tell them that more pirate airships are preparing at the pirate’s base to join the battle. The NPCs send the players to find a spy they have inside the pirate’s lair (can be the current jumping puzzle) to get further instruction to stop the incoming reinforcements.

Pre-event: Jumping Puzzle

This pre-event would start inside the current jumping puzzle (or a similar place) at the control room. An agent of the Order of Whispers tell us that he/she have info that a big attack over Lion’s Arch will start soon and we must blow up the airships.

This place have a few airships and once we blow up the first one, the others start to fly, creating a jumping puzzle which can have bounce pads to reach high places of the airships and even zip pads to move from one airship to the other, between other things (like pipes shooting flames and steam, etc).

The player would need to face the airship’s crew and captain too, before they can place the bombs.

This pre-event would have a timmer to finish the job before the airships go out.

Event: Pirate Airship

Four Pact’s airships surround the pirate one in an attempt to destroy it. If the pre-event of destroy the reinforcements succeed then they will face only the main airship, if not, they will face all of them. In all the phases pirates would go over the Pact airship (the amount of pirates would depend on the amount of enemy airships).

Players would be able to go over the Pact’s airships with choppers (like the ones of some events at Orr): the player interact (F) with the choppers and teleport to the Pact airship. Once there, they can attack with cannons or enviromental weapons obtained inside barrels over the airship. The cannons have at least 2 skills, one to attack the enemy airship and another one that create a shield to block enemy attacks to prevent the Pact airship from suffer damage (if the Pact airship is destroyed, the event fail).

The fight against the main airship would have a few phases:

1) The main airship have a powerfull shield blocking the attacks. The players must destroy this shield before they can finish the job. Some pirates go on board of the Pact airship and players must kill them.

2) The shield is destroyed but many pirates go over the Pact airship and the players must kill them before they can counter attack.

3) When the shield is destroyed the players can deal damage to the enemy airship but the shields go up again very fast and the players must destroy the shields again before they can deal damage to the airship again. But the players also can jump with zip pads from the Pact airship to the pirate one and destroy the shield generator, but this shield is protected by the airship’s crew and captain (champion). If the shield generator is destroyed, some pirates will start to try to repair it and players must stop them until the airship is destroyed (they will have a few seconds to go to the Pact airship again before it go down).

4) Once the airship is destroyed the players can find the reward chest close to the airship’s debris.

This idea can be improved in many ways and i would like to see suggestions to do it.

Thx for take the time to read it, and sorry for the broken english.