I love finding weird hidden stuff.
Last night a player I was grouped with showed me a really tricky jumping puzzle to reach a veteran boss and splendid chest. And while nosing around that area I found a pair of diving goggles and very high place to jump from. I’d been through the area before, but had no idea stuff like that was there the entire time.
Found a youtube video if anyone wanted to know where it was.
http://www.youtube.com/watch?v=QOTWJqBSahc
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I think a good workable solution is the removal of immunity and a substitution with retaliation.
When the mechanic is triggered it will not make it impossible to kill an enemy. Enemies that trigger it and can still attack you for whatever bugged reasons won’t be as frustrating. But the new implementation will also make it deadly to try to outright farm enemies using pathing exploits.
It’s more than that Nurvus. In PvE there is also a difference between the number of conflicts the player is involved in at one time, and the length of each conflict, plus the breathing room afforded between conflicts.
I totally understand where you are coming from and I agree those suggestions would be a benefit to them game, but I just wanted to point out how PvE will continue to be very different from PvP regardless of how hard one tries to homogenize the experience.
Last night I managed to beat a veteran that couldn’t reach me. I didn’t get hit once. So even though I know this pathing check to trigger immunity is in the game, I know it’s not solving the issue of players using terrain and positioning to get cheap kills.
As far as I am concerned, enemies that shouldn’t be killed in the manner I achieved last night should have some form of retaliation, but please get rid of the immunity factor as it just doesn’t lend itself to an enjoyable game-play experience. The game can afford take lighters step in this department. The current implementation is heavy-handed and negatively impacting more than it helps.
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Before the split in GW1, we rallied for it on the official wiki and fansite forums.
There is more than enough players who see the benefits of split. However, I think the main barrier is that it’s a daunting task for the studio and it’s something that requires more work to implement and maintain.
In the end it has to be shown how it can be a positive investment of time and resources. Be optimistic that it’s implementation can actually reduce headaches and cumbersome work for devs in the future. And probably even afford more freedoms than a non-split.
Anet, if you reading this. I also seriously hope skill balancing and the talented people involved are not shackled to a bureaucracy in their duties. The game is using test servers, so I think the process can afford to be liberal. Have fun with your work!
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This is the first book.
http://wiki.guildwars2.com/wiki/Ghosts_of_Ascalon
The other two books are linked at the very bottom of the page.
I’m off to play a bit, then to bed, so good luck on your search! Take care!
You can fish in GW2.
But you do it like a true adventure and use your hands.
Gw2 official wiki has lore too, but it looks more condensed and harder to follow.
http://wiki.guildwars2.com/wiki/Lore
Best to stick to the wiki as so many people worked to put it together.
It’s very organized too.
http://wiki.guildwars.com/wiki/Lore
Thanks for the tip. I know it’s not your fault! I really want to see that video. I love asura. XD
It would be cool if at level 80 the game introduced stuff like Tomba!’s pump rocks.
Yeah, those pump rocks! Remember those things hiding all over the world. Hope you do because they are important now!
We need a realm of Lyssa. A place of illusion and madness. A land of chaos and conflict, that upon closer inspection, reveals a split personality using you as the inspiration to play against your own senses.
I’ve seen this video before… and yeah it’s wvw so there you go.
Level 80 exotics vs everything else.
My engineer in wvw gets eaten alive by any profession that is level 80 with full exotic gear.
I can’t watch first video because apparently it’s sacred and copyrighted and my area is not worthy to receive it.
It would be cool if 5 of the elder dragons are driven by instincts of self-preservation and a hunger to dominate, but the 6th does not. The 6th having transcended it.
Imagine a 6th whose existence is that of self-sacrifice and yielding to the flow of Tyria in order to synchronize and become one with it. That’s gonna be one big elder.
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I have a feeling that 5 ancient races vs 6 dragons… is actually 6 ancient races vs 5 dragons.
But it depends on if you know a secret that shouldn’t be revealed.
I think necromancer minions are not afraid to die, and necromancers not afraid to lose them. So that pleases Grenth. Shows a confidence in the cycle.
Zhaitan and it’s undead are just like a blood clot.
I have a feeling there are still mursaat and that they just want to be left alone to observe.
Proof that the game is secretly being powered by inner-sanctum like occult magicks. :o
Some serious sit-down discussions should happen to brainstorm what types of endgame GW2 should focus on.
Basic guidelines are…
It should be more than grinding for resources.
It should overlap as much existing content as possible.
It should avoid supersaturation as much as possible.
It should insure that anything retained is a form of horizontal progress.
I’d like to see a god realm added.
They were something from GW1 that I miss.
For a realm devoted to Lyssa, it could be designed using existing zone assets but make it fragmented, surreal, and add illusionary effects. Like it’s a cracked mirror world.
My first two professions were an elementalist and a thief.
Thief for not having cooldowns. When I want accessibility.
Elementalist for having tons of spells on-hand. For when I want versatility.
I ended up switching to engineer for the versatility though.
I liked the original guild wars elites better. They were designed to be the backbone of synergistic builds.
I just like opportunities to use the word synergistic.
Synergistic. :O
I always thought Shockwave would be better if it pierced targets.
I am not colour blind, but I am 150% behind making the game more accessible.
I’ll come down and program this game myself to make it happen.
And I mean it!
That answered some questions I had about sigils. Thank-you!
Splitting PvE and PvP skills can also make PvE more interesting.
In PvE, the mob frequency and average mob lifespan weaken the usefulness of skills with long cooldowns and skills that focus on damage over time.
Mobs in PvE can do a lot more with conditions, if player’s condition removal skills’ cooldowns are reduced in PvE.
Mobs in PvE can do a lot more with crowd control, if player’s stability granting skills and stun breaker skills have lower cooldowns.
Mobs in PvE can get away with more defensive mobility options, if player’s crowd control skills have lower cooldowns.
There is so much that can be done.
That Dark Souls vid gives examples of what dual shields could pull off.
It’s whacky, but it actually works.
You can do shield/shield, pistol/shield, or shield/pistol. Like an ambidextrous genius.
And you right that engineers use shields more as gadgets. It means the shield has a lot more creative options in how it can be used when in the hands of an engineer.
What mmorpg has ever done dual shields?! GW2 will. XD
Engineer need a dual shield weapon set.
And it should employ a lightning field somehow.
Behold the awesome…
http://www.youtube.com/watch?v=rHeIKqlM0ZE
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I’d like to see Chakrams.
You can throw them like boomerangs.
Use em like a yo-yo. Walk the dog style.
Or use them as parrying/deflecting tools.
Chakrams are fun for characters of all ages and hair styles.
I think the idea of legendary weapons is neat.
Just think the means to acquire them is a diabolical attempt to spite the desire for shinies.
But, Jestunhi…
http://www.youtube.com/watch?v=VZ2HcRl4wSk
Just takes some practice, but once you get used to it your pinky finger will become super buffed and start to intimidate your other fingers.
Welcome to die.
lol. We need the dramatic version.
Ha-ha-hahahaha… Aniaden… welcome to die!
Ethan, this is what I did first thing in beta.
I re-mapped the keys.
E-forward
S-strafe left
D-180 turn
F-Strafe right
Z-weapon skill 1
A-weapon skill 2
W-weapon skill 3
R-weapon skill 4
G-weapon skill 5
C-utility 1
V-utility 2
B-utility 3
shift-heal
Q-weapon swap
1-4 Profession skills
And then I practiced 1 full afternoon to get my fingers used to reaching those keys and knowing where to reach by instinct. I did that practice in Lion’s Arch up on the cliffs where I could be all alone. Did it until I felt like it was an extension of my mind.
And it really paid off, and I can’t go back to clicking now!
I clicked all through GW1 and it wasn’t until GW2 that I realized…
http://www.youtube.com/watch?v=VZ2HcRl4wSk
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One-shotted a full health Warrior as an Engineer with my riffle ^^
in Engineer
Posted by: Redfeather.6401
I tried it in WvW once, but got beat up trying to position myself and lure the other player near the edge. I wanted to push them off too badly.
Yeah, Shiverpeaks is supposed to be snowy because of it’s elevation. But somehow, somewhere it lost that reason. It’s now just a weather anomaly.
GW2 isn’t doomed.
However, it has shifted away from the horizontal progression present in GW1, and opted to move in directions that do what mmorpgs generally do in terms of progression.
GW1 retained a surprising amount of players because of it’s types of horizontal progression, and I think Anet got away with murder when they made a game that was such a success with a lot of mmorpg players when the game wasn’t even an mmorpg.
Anet just needs to go back and look at what GW1 did that managed that. Trees can only grow so high before their branches taper out and end. It’s then the tree needs to look back down to it’s roots. Explore your roots Guild Wars!
floats way into the heavens
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In beta there was an option to check for something like “useable by me”. And as far as I can remember it actually worked and the results would only show what your character could use.
What happen to that? Was there problems with it?
Everquest 2 did a major combat update too.
I remember my favourite profession, the Inquisitor, became more interesting after that.
Got some new abilities, had old abilities tweaked to be more in tune with the profession theme, and got some more strategic elements to their repertoire.
Was a pretty cool content update.
I feel the same way.
Since my early days playing the first GW, I could only imagine what Orr would have been like based on the lore of the place. The reality didn’t quite capture what it felt it should be like.
Maybe Orr should have more magic and energy to it. It rose from the sea, so it has all those barnacles… but what if the deep sea components that rose with it moved and did things.
Since it was an old place where the gods once dwelled, it would be cool if there were magical constructs strewn around. Stuff that moves in extraordinary ways and clearly has been messed up from the Cataclysm. There are floating and moving rocks and platforms in the old Mursaat area, but none in Orr.
Orr just needs some tweaking to give it an air of being ancient and alien, to have that magic and mystery one would expect a really ancient and advanced civilization to have in a fantasy game.
Here is a neat comparison. Look at this…
http://www.youtube.com/watch?v=7L-4cGaRAmA
That is from Skyrim and is the remains of an ancient city. It has moving environment elements and devices that you can interact with. It feels mysterious and ancient, but still retains movement and energy and is not rundown to the point of being defunct.
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I did not like Polymock in GW1 because it heavily relied on clutch interrupts, and internet latency issues made the difficulty progression increasingly frustrating.
If they get rid of the need for clutch interrupts it will be pretty cool.
They were cool indeed.
My mesmer had a zodiac sword and shield just for Illusionary Weaponry goofing.
I found a picture of what sword and shield look like.
http://img137.imageshack.us/img137/764/zdcstffz7ez.jpg
Orr needs less content that is revolving around super dense mob populations and re-spawn insanity…
And more content that is seldom seen in PvE.
I like having to dodge the trebuchets in Orr. Made it feel like a crazy warzone.
Perhaps it needs more stuff from WvW, like enemy siege weapons and enemy structures that need to be taken down.
And environmental effects like the Ice Lake from Eye of The North in GW1.
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When I played Everquest 2, I was on the public test server. It was pretty awesome.
The upside is that you get to see changes before they go live, and play with them and report on them.
The downside is that the population is very small, so actually progressing a character is difficult. Also you get rollbacks, so you can’t really get invested in a character.
Holy cow those look shiny.
So far I’ve found the hall of monuments reward skin from GW1 to be my favourite.
http://www.gw2db.com/items/58333-centurions-claw
Click on the “View in 3D” option to see it better.
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When I am in the PvP mists and I equip a kit, and then go to the hero panel it shows the character’s PvE weapons are now equipped instead of PvP weapons I had.
That suggests something is already set up to do it, but it is mixing up the game mode the weapons are taken from.
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Could make the utility skill a summoned bundle that can be stowed with Weapon Swap key and re-equipped when needed. Like how engineer kits work.
Only since it is summoned it has a duration and then has to recharge.
So 30 seconds of a bundle type behaviour similar to engineer kits, and when that expires you have to wait for the skill to recharge.
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Yeah they work fine with elementalist.
My first character made is an elementalist and uses Energy Sigil on his staff.
I linked the staff in zone chat and people laughed at it, probably thinking it don’t work for ele and was a joke. If only they knew the awesome sauce of my precious staff.