In a while you get a message that whenever you kill 5 mobs in a row.“Youve killed to many mobs in a short amount of time,please wait 30 minutes before killing the next mob”.This game..is starting to become limited,very…limited.
I can so see sub-based mmorpgs doing that. XD
Suggestion: Modify how Regen works to promote strategic play
in Suggestions
Posted by: Redfeather.6401
This suggestion is about making every tick of regen act like compound interest, and reseting when the player is hit.
Here is a basic example for a 6 second regen and how much each tick of regen heals.
100, 120, 144, 172, 207, 248
But if the player gets hit before the 4th tick, it would look like this instead.
100, 120, 144, player got hit 100, 120, 144
That change would motivate a shift in how people play to maximize it’s effectiveness. They would use their reflects or blocks or kiting moves to increase how much regen healed in total.
Right now regen is more a placebo effect. Something one can fire off and not think about in the hopes it is actually making a difference in the long run. But it’s current design is to ensure it doesn’t make much of a difference in the long run, because it is so passive.
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Weird. I never heard of this until today. I guess there is a salesman NPC who thought it was devaluing their supply of grub sacs.
If left alone all I could see is that grub sacs would depreciate in value until people wouldn’t bother farming it anymore.
The problem is with regen itself not being very effective.
It should increase in magnitude the longer it ticks without a player getting hit. If a player gets hit, then the regen would intensity goes back to square one and starts over again.
But right now regen isn’t promoting any thoughtful strategy like that. It is more a placebo effect.
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I really mourn the loss of secondary professions.
It’s like if “Cheech and Chong’s Next Movie” got rid of Cheech and only kept Chong. ;_;
http://www.youtube.com/watch?v=yqyixwqiCag
I like the combo system and would like even more if it were tweaked to make it more attractive for players to want to pro-actively get combos.
Right now the combo rewards feel trivial enough that people aren’t going to deviate from what they are in the middle of to complete a combo. Why move over to a fire field and shoot a projectile through it when it will mean getting 1 tick of burning for not attacking for a few seconds.
So this idea is that players have a combo counter, and when comboing skills off each other both players have their counter increase a notch. The counter is like an elastic in that it slowly depletes over time, so it adds a sense of urgency (is similar to adrenaline mechanic). When the counter reaches certain milestones then the player gets a buff for each milestone.
Buffs could range from enhancing combo effect duration to reaching a counter milestone which triggers a full out Quickness buff.
Does that sound cool?
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Skills should be captured: +1
I loved that part of Guild Wars. And I loved then using the captured skills to make capturing other skills easier. It kind of starts to feel like a Mega-man game!
I’ve found you can break aggro by getting to a place that enemies can’t path to.
But they reset and begin healing and walking back to their normal location if nobody else is fighting them.
In WvW the camp guards won’t pursue you past a certain distance from the camp. So you can break it that way.
I’ve been in fights where I did a mix of damage through conditions, throwing up combo fields for other people to use, using my CC abilities on the boss, and quickly running over to revive any people who are fallen.
And the boss has quite often just suddenly turned to my character and really wanted him for a punching bag until dead.
One player even commented on what did I do to that thing to kitten it off so much. XD
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Is this from the camp in Brisbain Wildlands?
In the Asura personal story they don’t really have a problem if you choose to put the guy in a golem body rather than trying to force the girl back into an asura body.
So I don’t think they worship the asura form as some superior state of being. They care more about discovery and unlocking the potential of things and all that jazz.
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I liked back when I could salvage something off a karma piece. It gave me the freedom to mix and match runes.
I found a vendor that had gloves with a minor rune in it that I couldn’t find on other karma vendor’s items. So I bought one of those 15s kits and managed to eventually salvage that rune off of a pair of those gloves and put it on another karma piece I had.
It felt really cool to be able to do something like that. But now karma vendors’ items make me feel trapped if I bother to get equipment through them.
In map chat I sometimes ask if anyone knew of a karma vendor that had an item with X stats or sold X type of item, and always get responses that I shouldn’t be relying on karma vendors in the first place. Like it is taboo now.
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The 42k requirement is a mind boggling sum. I think the number was only chosen for it’s symbolism. So far I’ve only bothered spending karma on wvw gear to make it easier on my wallet.
They have a lot of options so you can seriously change up your game at your fancy!
It’s just that right now there are many bugs, some ineffective mechanics, and some pigeon-holing aspects that currently put a limit over that huge pool of options.
The core of the engineer has some seriously awesome fun-factor potential, it just hasn’t blossomed yet.
80 Elementalist – 9/10
53 Engineer – 8/10
20 Thief – 7/10
13 Necromancer – 6/10
It’s because the more fun I have with a profession the more I played it and higher level it’s gotten. The results probably also reflect that I like options, and in my opinion elementalist and engineer have a lot of options in how I can play them at any given moment.
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Flamethrower right now is kind of bugged. It can miss targets often with no clear indication as to why.
I think Anet want the game to attract and retain interest. Just need insightful feedback from people to help figure out the best ways to do it.
One obstacle I see is that I don’t think a lot of people really know what they want. They might feel things but associate those feelings with the wrong aspects.
This might be cool, but I think yellow mobs should react to fighting going on nearby, in that they should flee from it. Tyria’s deer, pig and moa population should be more timid and less apathetic.
Deer is all like “I see a meteor shower being cast on an ogre up ahead, but I ain’t going to change my direction.”
Then the deer gets too close and gets hit by a meteor. Now the deer acts like player intended it to happen, and the deer suddenly needs to dedicate the rest of it’s short life to killing this player.
What the heck deer!
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For me personally attractive content isn’t what I play through, but what I can play with.
Why I like earning new skills (you play with those) over acquiring and replacing equipment (play through those).
It’s also why I like things such as the mini-games (you play with those) over the heart quests (you play through those).
Leveling shouldn’t be difficult in PvE. The difficult part should be figuring out how to get past challenges with the tools you have available. I think for PvE the game needs difficulty in the way of enemies having more pronounced strengths and weaknesses and the environments having more pronounced behavioural effects (like the ice in GW1, remember the ice?).
Here’s a couple of things I think would help the game in regards to camera functions.
When looking up it would be nice if the camera’s pivot point rises. So that you aren’t looking at your characters semi transparent face polygons when you want to look above their head instead. The camera should pan upwards as it pivots, so that the character is no longer on screen when looking up at steep angles.
It would be nice if terrain and sprites faded when it obstructed camera view, instead of forcing the camera to snap zoom to the character. That would stop the camrea from being so jerky in cramped spaces, and stop foliage from obscuring player view. The queensdale apple orchard always covers the screen when walking under the trees unless I zoom the camera right into my character’s back.
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Here is an example of a jumping puzzle part that is always frustrating me.
http://www.youtube.com/watch?v=81mwQ4i_AwE&t=2m9s
The camera and collision combine to make that part super frustrating for my asura character. This next video gives a bit of an idea of the camera issue I face is like, but it doesn’t show the weird collision and play box issues I get on my asura.
http://www.youtube.com/watch?v=XuBT7gBe0SM&t=7m22s
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some players find to easy, some too hard, some not enough
rewarding, some too simple, some too complicated, some too social, some too lonely, some too grindy, some….seriously:
GTFO
Felix is not generalizing. Gave very specific examples of situations that frustrated him. I recognized why they frustrated him and included solutions in my last post. Please be constructive!
That’s not what it’s about at all devious. It’s about how many different elements of the game can come together to make a player feel trapped in a hopeless situation. I have logged out in frustration too a couple of times.
It can be solved by developers being more conscientious of things like re-spawn rates, level design (especially underwater levels) and being kinder for missing a jump in some of them jumping puzzles. Some jumping puzzles have such awkward terrain and player box problems that cause weird behaviours and camera issues which in turn make make very specific jumps artificially more difficult then they should be.
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I know how you feel. It’s like everything crawling out of the woodwork to act as some kind of unyielding resistance to even the most simple of player intent.
I love GW1 system, but it felt like it was inspired by magic the gathering and I don’t think mainstream audience likes theorycrafting that much. ;_;
Game don’t need grind to increase it’s longevity.
It especially don’t need grind in ways that sub-based games do it, when sub-based games do it for a very specific reason.
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Sub-based mmorpgs have this thang.
The goal is to commit the player as much as possible to the game as that increases revenue.
In that system the most efficient way to use content is an appeal to the ego.
Make it so that if you kill all 170 ogres on candy mountain it spawns a bunny token.
123k bunny tokens gives an avatar some angel wings that every player will notice. The ego will be motivated to do it even if it takes months. Cha-ching. Money in the bank.
If the ego isn’t in charge, or the game isn’t sub-based then a player just has to sit there and wonder what they can possibly do in a game like that and is stuff that is fun for THEM. I personally like to chat nonsense in towns, but it’s not really playing the game. Another ting I like to do is play cupid with skills. Collect them and pair them up into mates that can do things neither one of them could do on their own. GW1 was awesome for that. I loved it so much. But GW2 is going in a direction inspired by sub-based mmorpg design when it doesn’t even have to. ;_;
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Ahhhhh. Why did you have to remind me of this. ;_;
Engineers really need another mainhand option suited for non-condition builds.
I suggest another shield. So that you can have some dual wield shield action.
They technically are copy cats when you consider where the blueprints for their bodies came from. XD
I’m not really playing anymore. I log in and check out some stuff in mists lobby, but that’s about it.
Waiting for a patch that fixes engineer bugs (there’s a lot of them) and tweaks glitchy or non-impactful combat mechanics.
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I like the translocator gizmo from Unreal Tournament.
It works similar to how Necromancer’s Necrotic Traversal works.
I think it is used in either the number of hits done or the number of stacks applied.
Steve Jinks is the only fictional character revealed to be homosexual that actually didn’t feel forced to me. XD
It made perfect sense when he revealed it, because it was entirely relevant to the situation he was in. And his character doesn’t use it to define how he can and cannot talk, dress, act or anything. It’s just another aspect of who he is. Which is very cool.
Natural resources need to replenish themselves over time.
Learn to be in balance with your environment, young grasshopper.
crosses legs and floats into the sky
Chakrams, because it is cool to throw stuff that returns to you.
And you can do the Xena warcry and all that jazz if you wants.
I saw it once and sat there and watched in amazement. It is a sight to behold.
I haven’t seen anyone wearing it. I attribute it to a combination of price and not looking so hot.
So if someone wanted to look different than everyone else, and had lots of money, and didn’t mind looking not so cool, then it’s there.
It’s funny, but I got a forum infraction for posting to this very video! :O
The Asura won’t like this suggestion one bit. Their livelihood comes from taxing the pants off of adventurers. I mean look at all the bling they can afford now thanks to their massive tollbooth system. I feel furious!
I want this.
Made a sylvari dude and chose the smallest height because I thought they would be tall and slender people.
Turns out they are not, and now my guy is like a tiny little person when standing next to anyone else but an asura.
He is way too tiny and it irritates me all the time how odd it looks.
I used to think lightning flash was all flash and no function. Until I was taught that it is instant and can be done during other things.
Like if you are channeling another spell, you can lightning flash during the channel without interrupting it. It’s very neat. And if it’s considered a bug and corrected, then the skill will indeed stink!
All of my characters are male and non of them human!
I guess that makes me a misanthropist misogynist. XD
The Chantry of Secrets poi is evil if it doesn’t require seeing it to complete the story.
Oh my goodness yes. I want to change this as I have had situations in which I seemingly am running into a 3 on 3 battle only to find out it’s a 3 on 20 battle when I run right into the middle of it already.
Which from the other side probably looks hilarious. Seeing that guy just running right into 20 enemies to help his 3 friends. What a hero!
I honestly thought you were joking with the topic. :/
Truth must be that I really suck as I get killed by melee very quickly.
I think combos should give a longer duration of stealth. When professions combine two skills to create a stealth effect it feels useless. Thieves benefit from stealth, as it changes their 1 skill, so if they are using is a simple skill to do it, then it should be a very short stealth to setup a backstab or whatever.
But if anyone uses multiple skills together to create a combo stealth then it should be a more useful one. Since 3 second stealth means nothing to any profession that doesn’t get stealth attack modifiers.
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That’s a clever idea Kryptorchid.