Showing Posts For Tuomir.1830:

Golem Chess

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

@dlonie: I do hope you’re being sarcastic. I really can’t tell, that’s how much your sarcasm is not obvious in your post.

@OP: Yeah, this is one of the great damages of the NPE. The rabbit event in Shaemoor is also gone. And carrying rabbits – the only place you can do this being Shaemoor’s event – was a majorly promoted aspect of GW2! Wtf Anet, W. T. F.?!

Not the only place – the Jotun trading heart had rabbit carrying as well… which I believe was equally axed. Rabbit carrying, 2012-2014, R.I.P.

Only fools and heroes charge in without a plan.

Will level cap raise?

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Posted by: Tuomir.1830

Tuomir.1830

The only purpose level cap increase would serve in this game would be artificial longevity. The day that happens, I’m gone for good. Increasing the level cap would be un-content, the exact opposite from what the focus should be.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

I’m going to go ahead and pitch an example of how I envision a GW2 raid. (planned with 15 people in mind)

Raid: Lair of the Mistborn
A demon of the mists, known as Mistborn Monstrosity, has taken residence in an ancient underground dwarwen city, and preys upon the surrounding areas at night. You can see where this is going, the beast has to be slain.

Entering the lair
When the group enters the ruin, it’s in complete darkness, like the dark room in Sharkmaw Caverns or the minidungeon in Dredgehaunt Cliffs. At the entrance, there are five permanent torch bundles to pick up. The torch could be passes around like a keg in Keg Brawl, would have a nifty skill or two, and would convey a buff called “illuminated” to nearby allies (no cap on how many), in addition to lighting the way. It would keep working if dropped, too. As soon as the players enter the main cavern, the Mistborn Monstrosity will start preying on any players without the buff, killing them in one swift blow.

Bringing the light
To fight the Mistborn Monstrosity, the players must first light up the city. Navigating the ruined dwarwen city while fighting off the spawn of the beast (trash mobs), the group has to light five great braziers located around the main cavern. Getting to them isn’t simple – the city is complicated and largely caved in, so some skilled jumping and coordinated exploring is required to find the route. At each brazier, a pretty basic boss fight occurs. Once the boss is killed, the brazier can be lit with one of the torches, and a few extra torches spawn.

Facing the Mistborn
Once all the braziers are lit, the darkness of the city is somewhat lifted and the players can see the demon, shrouded in darkness in the middle of the cavern. At each brazier, there’s a prism that can be used to direct a beam of light. Pointing all of these at the Mistborn starts the boss fight.

Enraged at the light, the boss will leap to random players. If the player is not near a lit brazier, the player will be instantly defeated and the boss will disappear from sight until the next attack. If the player is under the buff, however, the boss will do minimal damage and stays visible and vulnerable to attacks. For each light directed at it, the boss will take increased damage from attacks. At every 20% of health lost, the boss will enrage and destroy one of the braziers – the players there must quickly hustle to another brazier or they’re cut down in darkness.

All through the fight adds spawn to attempt to destroy the braziers, so they have to be defended – getting even one of them destroyed by the adds will result in failure, as then the boss will destroy the last brazier before it is killed.

Once the Mistborn Monstrosity is slain, part of the cavern ceiling collapses, illuminating the city for good and revealing a grand end chest.

Notes
This would be a fairly simple raid, and would last perhaps 30-60 minutes.

Only fools and heroes charge in without a plan.

I think I figured out who "E" is.

in Living World

Posted by: Tuomir.1830

Tuomir.1830

My out of the box guess – Sayeh al’Rajihd. Knows the PC, operates in shadows, speaks in deep voice…

Only fools and heroes charge in without a plan.

Game Mechanics

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Posted by: Tuomir.1830

Tuomir.1830

Short answer? Cognitive bias.

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CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

Can we get back to talking about the two main topics we are focusing on please.

Specifically:

1: Progression
2: Foundational raiding mechanics based on the core combat and movement of GW2.

Chris

Am I right to assume the bolded part refers to mechanics on encounter level, and not on the level of how the raid would function as a whole?

Only fools and heroes charge in without a plan.

Playing DV/violence against women for laughs

in Living World

Posted by: Tuomir.1830

Tuomir.1830

I’d just take it as further proof that in the Guild Wars universe, Men are Evil, and Women are Good, Pure, and Innocent. Most of the good, honorable, just leaders are women after all. Pale Tree, Jennah, etc… So many heroes have been women fighting against men, like Jora. Even on the higher planes women hold more positions, than men, and in better light.

Dwayna – Goddess of Healing, Leader of the Six. Healing is so nice.
Melandru – Goddess of Nature. Nature is how we live and survive. How kind of her.
Lyssa – Goddess of Illusion. In her story we see how she uses Illusion to teach others, and reward those who are kind.
Kormir – Goddess of Truth. Truth is a good thing, a mark of an honorable individual, and her ascension to power came when the evil male god of lies was defeated no less.

Compare the four above to:

Balthazar – God of War. War is bad. War kills people, destroys homes and families…
Grenth – God of Death. Death is bad. No one wants to die. It’s scary.

Dwayna is also the goddess of air, and is affiliated with storms. Storms kill people, Dwayna bad.

Melandru is the goddess of nature, and such predation and beasts fall under her. Wild beasts kill people, Melandru bad.

Lyssa are the goddesses of beauty and illusion, illusion is deceitful, deceit is bad, Lyssa bad.

Kormir is the goddess of truth, truth hurts, Kormir bad.

Abaddon wasn’t the god of lies at any point, he was the god of secrets. Before his fall,, his creed was “Act with magic, act within reason, act without mercy”. That implies rationality. Rationality is good, Abaddon good.

Grenth is the god of death, and he overtook the job from tyrannical Dhuum. He judges souls and delivers them to afterlife. Judge is good, Grenth good.

Balthazar is the god of war – in a very violent world where people NEED strength of arms. Power to protect is good, Balthazar is good.

Look, ma’, I can present biased views, too!

Only fools and heroes charge in without a plan.

Guild Raiding - The condensed edition (4/24)

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

Great summary, however, concerning my suggestion on open world raids…

Tuomir.1830 not exactly about raid content, but close enough forthe author
Infrequently at set times, large map-sised event happen and culminate in Boss battle. These event are similar to Scarlet’s invasions.

Unlike the Scarlet’s invasions, these events (let’s call them invasions, too, for now) would be specific to the zones they occur in (and tailored to them), and success/failure could switch the state of the zone universally and until a new such invasion event would occur in the zone. That was the key idea in the suggestion.

Only fools and heroes charge in without a plan.

Playing DV/violence against women for laughs

in Living World

Posted by: Tuomir.1830

Tuomir.1830

The Mad King that visits Tyria in Halloween has always been played as comic relief. A figure of fun, totally cooky, sadist-as-humor character.

Having spent a bit of time in the Labyrinth recently, it’s struck me how much the Mad King/Bloody Prince repartee plays violence against women as a joke.

Does this make anyone else uncomfortable?

(I’m kind of hoping that bringing this to anet’s attention will encourage them to actually update the Halloween content/storyline rather than rolling out the same misogynistic stuff year on year…)

The problem I have with your post (and honestly, it’s probably exacerbated by the endless barrage of domestic violence commercials) is that it’s always “violence against women”. There are men who suffer from domestic violence too. How about we end domestic violence period. And yes, I do believe jokes about domestic violence are in bad taste.

Your point is well-taken- domestic violence against men is something no one wants to talk about, yet it happens every day. However, violence against women has been “normalized” in our culture, which makes violence-against-women jokes (like the ones in this game) possible (and people can’t see what’s wrong with that, as evidenced by the above posts). If it had been the opposite, and the joke had been about sexual or domestic violence against men, it would have been highly uncomfortable (because it’s a taboo subject, which, as I’ve stated, is also a huge problem). The only exception I can think of is the trope of the domineering women with the rolling pin beating her submissive husband, which has been the subject of jokes/cartoons, etc (also not funny). But I haven’t seen that trope much in current media, and especially not in video games.

Anyway, I agree with the OP.

“What’s black and blue and stuffed in a box? My son!”

Yep, no jokes about abuse towards men or children at all, nope, nothing at all.

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CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

I believe telling a good story is important in the overall raid experience. This doesn’t mean an annoying NPC following the group and spouting exposition, it means the raid objectives making sense. Just plowing through a dungeon and killing everything in the way does not make an interesting tale.

As to how the raids should be structured as a whole, Underworld and Domain of Anguish from GW1 are good places to start from. Mix in some metaevent magic from open world content – several sub-events to complete, some more urgently than others, some simultaneously, culminating in a big boss battle.

As for these sub-events, some of them could be boss fights, but not all – that would be rather boring, don’t you think? So, mix in defense missions (like Dzagonur Bastion from GW1), escort missions, puzzles, and the like. And don’t make the mistake of making them as easy as they are in open world – focus on challenge, and the two golden values cooperation and coordination. Have these events tie in together to tell, no, SHOW a story.

As boss fight mechanics have been discussed for quite a bit already, and I don’t have more to add to that for now, I’ll leave that out of this post. The key part in this post is, coherent story and scenario are important. A boss rush is just that, a boss rush, and while I’m sure many would enjoy that, a good story brings it all together for an unforgettable experience. In theory, anyways.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

The game needs hardcore level 80+ content, no upscale stuff. Everyone I know just craft to 80 or play PvP until they have 60 tomes of knowledge.

The problem is that what we need isn’t just Guild Halls, GvG, Raiding, new skills, etc. It needs all of the above released as an expansion, and released soon. I sincerely hope that is what have you been doing at Anet all that time we were kept in the dark…

Raiding and rewards obtained from it:
To have Raiding be the least of interesting you need to increase the party limit and release new skills for level 80+. Maybe raise the level cap with another ranking system that give you access to these new skills.

Else we are raiding for what? 3 yellow items and some random loot? No!

Please tell the top manager at Anet that after 2 years we don’t need more random gear or gem store skins for rewards. We need new skills, traits, classes and weapon types for rewards.
I can’t understand why after over 2 years you’ve only been able to release a few healing skills almost nobody uses (they are not even better than the older skills), considering all the developers you guys have.

These rewards need to be usable in new balanced competitive context: GvG it is.

Guild halls are just the minimum you can expect from a game that claims itself to be a derivative of Guild Wars 1.

I’m not sure if you’re aware, but skills in this game aren’t tied to levels – so, no need for level cap increase. It would only net more grinding and broken builds, nothing more. And this isn’t relevant to raids, anyways.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

Untradeable account bound rewards are an important part of raids for me, I won’t budge on that. If open world farmer joe who has never set foot in a raid ends up with one of those items then I consider it a failure.
You can make repeated runs of content rewarding without making the rewards tradeable. But you can’t honestly expect the content to be infinitely rewarding, past a certain point it makes sense to play a new type of content. Even dungeons have this point, In about a month maybe two I’ll be completely finished with dungeons and probably won’t step foot in them outside of helping other people runs. Thats ok I got several hundred hours out of it and there will be something else to move on and master.

Well i understand you want some items only available to those who actually complete the raids. For prestige etc. But at the same time. People who raid should be able to profit from doing such challenging content. Thats why i think there should be a mix. But most rewards should be tradeable. Except for prestige items like tonics, mini pets and selected cosmetic rewards. RNG dropped cosmetic stuff and ascended gear drops should be tradeable. But i agree if thats not possible then the vendor price should be much more generous for those items.

I agree with making a profit but I do feel that vendor value could be the way to go on that. Far too many skins are brought down to the oh so you paid X gold for it big woop.

As for Ascended: I would speculate that it is not tradeable so that players are actually forced to play the game to get it. I like that idea, it forces a TP trader or gem buyer to actually go and get the stuff themselves , their own bloodstone/emp/dragonite. I like when a player has to do their own dirty work it makes it a game and not a stockmarket.

The problem with vendoring items is that it creates new gold to the system, causing inflation. If raiding main profit would be from that, it would accentuate the problem (perhaps even moreso that dungeon gold rewards). To that end, tradeable goods would be better for a source of profit – TP removes gold from the system, and so holds back rampant inflation. However, not everything should be like that – there’s definitely a need for account bound things for showing off completion of challenging content. So, what if mobs in raids had a considerably increased chance of dropping t6 materials? T6 mats are trade goods with more or less constant value and demand. Too high drop rate in raids might cheapen them too much, but balanced right, it might be just what the economy in the game needs.

Only fools and heroes charge in without a plan.

Downloading and email authentication

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Posted by: Tuomir.1830

Tuomir.1830

Some mobile connection devices connect with a different IP every time, that might be why you need the email authentication again and again. As for the download issue, my best guess is that your launcher can’t access the game files properly, perhaps you installed the game in a protected folder, or your security blocks the launcher?

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

i think this game has to offer are skins only for end game and i dont like to see more skins in the raids the main problem is proggresion something that is not skin but we like u guys sey no geartrademill but what then 10 years down the road you guys gonna be happy whit the same gear ?

Yes, I will be very happy. I’ll be happy that the things I’ve worked for haven’t become obsolete just for artificial longevity. I’ll be happy that I will have not been forced to grind for new gear just to remain viable. I’ll be happy that Anet hasn’t abandoned the core ideals of the game for people who like stick and carrot. I’ll be very happy, indeed.

so u build something once and u have it FOR milion years WOW so dull tell me if u buy one car u gonna drive it 50 years you not gonna change it cuz you worked so hard to buy that car right ?

What’s dull to me is having to play not for fun, but to stay viable. And yes, if it’d be a car I like, then of course I’d use it for as long as possible.

This is not a game focused on getting better gear. You have plenty of options for that in other games, but just because you want it doesn’t mean others do.

While I don’t believe he put up the best argument, I do agree that it’s weird to be playing for so long and have my characters not see progression. It’s kind of boring and makes doing high end to hard content kind of trivial if the rewards are just more gold for more skins. And I don’t think you’ll become significantly less viable with gear progression happening. Most of this game relies on skill and traits.

Gear threadmill is artificial longevity. It’s there only to make the game addictive without bothering to make it intrinsically rewarding, like mixing pills into cookie dough.

Horizontal progression is what we should be after. Unique rewards from raids (account bound), for an example armor with various designs with stats no greater than what already exists, perhaps just skins (please, not just overly shiny big stuff, some may like them, but me, like many others, loathe stuff like the AP armor or most of the legendaries) are a form of horizontal progression. So are new traits, skills and weapons. GW1 never needed any additional vertical progression for longevity, and neither will GW2.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

i think this game has to offer are skins only for end game and i dont like to see more skins in the raids the main problem is proggresion something that is not skin but we like u guys sey no geartrademill but what then 10 years down the road you guys gonna be happy whit the same gear ?

Yes, I will be very happy. I’ll be happy that the things I’ve worked for haven’t become obsolete just for artificial longevity. I’ll be happy that I will have not been forced to grind for new gear just to remain viable. I’ll be happy that Anet hasn’t abandoned the core ideals of the game for people who like stick and carrot. I’ll be very happy, indeed.

so u build something once and u have it FOR milion years WOW so dull tell me if u buy one car u gonna drive it 50 years you not gonna change it cuz you worked so hard to buy that car right ?

What’s dull to me is having to play not for fun, but to stay viable. And yes, if it’d be a car I like, then of course I’d use it for as long as possible.

This is not a game focused on getting better gear. You have plenty of options for that in other games, but just because you want it doesn’t mean others do.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

i think this game has to offer are skins only for end game and i dont like to see more skins in the raids the main problem is proggresion something that is not skin but we like u guys sey no geartrademill but what then 10 years down the road you guys gonna be happy whit the same gear ?

Yes, I will be very happy. I’ll be happy that the things I’ve worked for haven’t become obsolete just for artificial longevity. I’ll be happy that I will have not been forced to grind for new gear just to remain viable. I’ll be happy that Anet hasn’t abandoned the core ideals of the game for people who like stick and carrot. I’ll be very happy, indeed.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

Two things I don’t think anyone in this thread disagrees with as key parts of GW2 raiding – Cooperation, and Coordination. Take note, they are not the same.

So, we should look into how to utilize the elements in the game that support these two values.

For Cooperation, we have combo fields – to expand upon their mechanics in raids, you could introduce unique combo fields – say, a raid with a boss fight against Bloody Prince Thorn, where the Prince is protected by a stacking buff. Players could use glaze guns to leave Candy Corn Glaze combo fields, and combo effects on the field would produce effects to remove the stacks. Projectile finisher removes one stack, whirl sends out projectiles that remove one stack each, leap gives you an aura that makes your attacks remove stacks (with an internal cooldown) and blast gives the aura to everyone nearby. A simple mechanic like this would make cooperation essential without making things overly complicated. Similarly, other existing cooperation mechanics should be utilized to their fullest.

Coordination is a harder one – if done wrong, a coordination challenge can be extremely grating and may slow down gameplay needlessly. However, when done right, they are extremely rewarding in themselves. I’d suggest looking at the mechanics of the guild puzzles – adapting the same concept to combat situations may lead to tricky, yet fun battles. For an example, picking up a bundle called “Shiniest Shiny” would cause a huge swarm of Skritt to chase after the player, while Beast of Horrification emerges. At 50% health, the Beast of Horrification jumps to the skritt and eats them all to restore health – however, in the room there is a poison pool, which gives the skritt a buff when running through that makes the Beast of Horrification take damage when eating the skritt instead.

Third thing that I personally find important is storytelling. If raids have fail conditions that will cause all progress on that raid to wipe, that allows powerful storytelling moments and dramatic gameplay. For an example, the dreaded escort mission. Let’s present this through an example straight away – Logan Thackeray is wounded, and must be escorted to safety. However, while you have to push through enemy groups in front of you, increasingly tough enemies chase you from behind, faster than Logan can run. If the group would simply opt to kill them as they come, they would most likely eventually be overwhelmed, Logan be killed and raid failed. However, if a small detachment would stay behind to distract and stall the pursuers, the main force could push through front and get to safety. Those who would stay behind would quite surely be defeated, but could buy enough time for the main group to move on. After reaching the goal, a new waypoint would open for the raid group to regroup. Because of the risk, the sense of imminent danger would be heightened, and the story would be delivered much more effectively than what we currently see in dungeons.

Most importantly, unfun mechanics are not fun. Avoid those at all costs.

Only fools and heroes charge in without a plan.

What is written on the crates?

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Posted by: Tuomir.1830

Tuomir.1830

“Stor-” and “04” from the two parts I could see. They’re in New Krytan.

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The *other* ceiling in Echoes trailer

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Posted by: Tuomir.1830

Tuomir.1830

What if what we’re seeing here is a workshop of Odran’s? It wouldn’t be too far-fetched to say he may have been a follower of Abaddon (though not exactly supported, either), which would explain the statue. Lord Odran walked many realms – potentially far beyond the scope that we know, and may have learned of the nature of all-powerful beings such as gods and elder dragons, insight that could be (partially) revealed to us in the coming living story chapter.

All conjecture from the assumption that that is Lord Odran’s workshop of course, which is more of a hunch than anything.

Only fools and heroes charge in without a plan.

Connection between dragons and gods

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Posted by: Tuomir.1830

Tuomir.1830

I wouldn’t say a parasitic plant controlling a corpse of an animal is in any way a “relation to animals”.

Zhaitan, Jormag, and Kralkatorrik hold far more of a relation to animals than Mordremoth does.

To be frank, this seems to be a case of preference – both Zhaitan and Kralkatorrik have corrupted plants, and Primordus is capable of corrupting creatures, not just fire and stone. Still, majority of active risen and branded are animals and people (well, in case of branded, it is just mostly whatever was under the dragon’s path…), and destroyers pushing up from depths are made of fire and stone. I’d guess that Mordremoth’s corruption takes hold on plantlife easier than it does on animals, but most likely both are possible. And if we don’t think of sylvari as exactly plantlife, we already may have had precedent.

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Remember Beta Weekend 1 Event

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Posted by: Tuomir.1830

Tuomir.1830

Too bad not every server ever got the BWE2 end event… I was very disappointed, waited for hours while watching others stream the event, and never got to play it myself.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

I knew people couldn’t resist mentioning stacking.

Because, you know, it’s not like you stack and LoS mobs in tons of other games or anything.

Just because it may happen in other games doesn’t mean nothing should be done about it. Fact is, stacking dulls down the combat, and with the combat in this game, the difference is pretty apparent. Full player & enemy collisions is not a feasible solution in this game, so the best that can be done is to adjust enemies in a way that discourages stacking or makes it impossible.

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I don't normally post here

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Posted by: Tuomir.1830

Tuomir.1830

I don’t normally laugh at ambiguously named threads, but when I do, they are silly.

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CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

I actually made a post some time ago about possible improvements to mobs, I’ll quote it here, as it applies nicely to mobs in raid content.

I feel the mordrem and the karka are actually quite well designed, and provide the right amount of challenge in high level open world content. That said, what you wrote is true. Most of the mobs are bland, have bad AI and are as vicious as a bean bag. Especially in dungeons, mob AI should be more group oriented, and well, smarter – as it is, it feels as if their AI consists of the aggro formula and then just getting in range for attacks and using them on cooldown.

Some examples of what the AI could do:

  1. After receiving a lot of damage in a short time, switch to defensive measures that vary by the mob – boons, evasive movements, blocks, what not.
  2. When an ally of a mob is heavily damaged, the mob switches to use more control on players.
  3. Mobs (not all, but many) get an active, telegraphed condition cleanse skill that can be interrupted, that they won’t waste on stuff like a stack of less than five bleeds or vulnerability.
  4. If an ally of a mob is targeting a player, the player receives bonus aggro from the mob, that way the mobs are more likely to naturally focus on single targets.
  5. Give mobs simple combos (like a skill that immobilizes, and a guardian symbol type AoE attack that’s scripted to be used on immobilized targets), both within the skill sets of single mobs, and to be used across multiple mobs in a group.
  6. If a mob is attacking a low-toughness target and is not subject to heavy damage (that would switch it to defensive set), it switches to offensive measures, attacking aggressively with highly damaging attacks.
  7. Mobs with ranged weapons should attempt to stay at their optimal range and not stand in melee range at a corner. If a mob finds itself too close to the target, it will attempt to make distance.

As for some other changes to mobs…

  1. Give them less HP, and way more toughness. I know, some people like to see big numbers, but let’s put good game design before that.

Yeah, I guess that’s the biggest thing besides the combat AI.

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Town clothes missing

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Posted by: Tuomir.1830

Tuomir.1830

Have you perhaps checked your inventory? The cap is converted into a helmet skin item, the individual town cloth pieces to tonics, and certain town clothes to outfits.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

Proposal Overview
No stacking

Goal of Proposal
Dungeons content suffers from stacking. I am worried that raiding will simply be 20 people stacking together in a corner to dps.

Proposal Functionality
If players become stronger when together, so do mobs. Design the game around countering stacking and LoSing.

  • +10000 toughness when reviving + near 10 allies.
  • All mobs can revive each other just like mobs.
  • All mobs do 10,000 damage while near 10 of their allies.
  • Tons of AoE damage.

Stackfest should be a wipefest.

Associated Risks
Casuals won’t be able to enjoy raiding.

too complicated.

you can simply give bosses a fix position or make them only move in a set area.

That is just bosses, what about mobs?

Simple – make ranged mobs attempt to stay out of melee. Give melee enemies more access to crippled. There you have it, mobs no longer stack (well, except for full melee enemy groups, that’s why you don’t use full melee enemy groups.).

It is simple to counter that, find a corner, LoS.

Range mobs come in to melee to die from corner stacking.

Bolded the key part. Make them attempt to stay out of melee, as in, give them a minimum range, and if their target is closer than that, they’ll try to get away until the target is out of their minimum range.

Only fools and heroes charge in without a plan.

Ceiling letters in Echos of the Past trailer

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Posted by: Tuomir.1830

Tuomir.1830

Well, what we have in the Omadd’s Machine vision is a visual representation of the dragons as seen through the Omadd’s Machine – whereas I’d imagine that the Infinite Coil Reactor zones are named named thematically rather than colors that absolutely correspond to the dragons.

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Town clothes missing

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Posted by: Tuomir.1830

Tuomir.1830

Go to an NPC named Black Lion Trader [Armorsmith], talk to him or her, and get converted versions of your old stuff. No profit.

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

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Posted by: Tuomir.1830

Tuomir.1830

Proposal Overview
No stacking

Goal of Proposal
Dungeons content suffers from stacking. I am worried that raiding will simply be 20 people stacking together in a corner to dps.

Proposal Functionality
If players become stronger when together, so do mobs. Design the game around countering stacking and LoSing.

  • +10000 toughness when reviving + near 10 allies.
  • All mobs can revive each other just like mobs.
  • All mobs do 10,000 damage while near 10 of their allies.
  • Tons of AoE damage.

Stackfest should be a wipefest.

Associated Risks
Casuals won’t be able to enjoy raiding.

too complicated.

you can simply give bosses a fix position or make them only move in a set area.

That is just bosses, what about mobs?

Simple – make ranged mobs attempt to stay out of melee. Give melee enemies more access to crippled. There you have it, mobs no longer stack (well, except for full melee enemy groups, that’s why you don’t use full melee enemy groups.).

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

in CDI

Posted by: Tuomir.1830

Tuomir.1830

Proposal Overview

  • Engaging Boss fights

Goal of Proposal

  • Pretty self-explanatory, really

Proposal Functionality

  • Multi-phased fights that require different player groups doing different things at different phases – for an example, in a fight against a stationary giant death golem which is very resistant to damage (but not conditions), after 25% health is burned, the golem activates it’s megalaser and starts dealing MASSIVE DAMAGE with it. However, an NPC ally sees an opportunity to portal a limited number of players (say, 5) to a path leading to the external power core of the golem. The power core is protected by layers of force fields, but as the megalaser is fired, power is diverted to it, which momentarily disables the force fields. So, the five man detachment has to make their way to the power core, while fighting adds, while the remaining group has to hold out against the megalaser while luring the golem to use it. Once the power core is destroyed, the megalaser is disabled, and the golem becomes more vulnerable to damage and moves on to the next phase after a brief period of being stunned during which the players can inflict MASSIVE DAMAGE.

Associated Risks

  • New players becoming too confused, ha.
Only fools and heroes charge in without a plan.

Name of the song

in Audio

Posted by: Tuomir.1830

Tuomir.1830

Darude – Sandstorm

…Sorry, I couldn’t resist.

Only fools and heroes charge in without a plan.

Ceiling letters in Echos of the Past trailer

in Lore

Posted by: Tuomir.1830

Tuomir.1830

Also consider how the diametrically opposed orbs match in color – green to green, red to purple, blue to light blue.

Only fools and heroes charge in without a plan.

Ceiling letters in Echos of the Past trailer

in Lore

Posted by: Tuomir.1830

Tuomir.1830

Ehh, both look green enough to me.

Attachments:

Only fools and heroes charge in without a plan.

CDI-Guilds- Raiding

in CDI

Posted by: Tuomir.1830

Tuomir.1830

This is not exactly about raid content, but close enough in my books…

Proposal Overview

  • EPIC OVERWORLD (excuse me for being dramatic, but couldn’t miss the chance)

Goal of Proposal

  • To create meaningful battles that affect the state of the world.

Proposal Functionality

  • Infrequently at set times, say, once a week, a BIG event occurs across the map copies in a specific zone, say, a massive centaur invasion in Queensdale, culminating in a climactic boss battle. Depending on the success rate of the event across map copies, the zone faces permanent changes until the next time the zone faces that kind of an epic overworld event that can change the state. In the previous example, if the event was failed on too many map copies, centaurs would take over most of the map, replacing events and heart tasks with relevant ones. With enough success, centaurs would be pushed out.

Associated Risks

  • Megaserver creating too small map copies that would have no chance of success that would drive down the success rate. Some solutions would be to only count the map copies with significant enough amount of players contributing to the events and to make it scale to a broad amounts of people.
Only fools and heroes charge in without a plan.

Want the human female animations back

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

Personally, (and I’m pretty sure others have suggested this before as well, but what the hell) I think it’d be great if animations would be a part of the character customization, as a tab alongside outfits, dyes, finishers and the like. Ability to disable idle animations you don’t like, choosing a running animation of your preference, adding new animation packages to gem store – stuff like that.

Only fools and heroes charge in without a plan.

Ceiling letters in Echos of the Past trailer

in Lore

Posted by: Tuomir.1830

Tuomir.1830

I watched the Omadd’s Machine cinematic carefully – both “Z” and “M” light up green, but the one that smashes into the central orb is “Z”.

Only fools and heroes charge in without a plan.

What is this player's Aura?

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

Looks like Sunrise stacked with Howler to me. Could be wrong, though.

Only fools and heroes charge in without a plan.

The rebuilding of Lion's Arch

in Living World

Posted by: Tuomir.1830

Tuomir.1830

Personally, I’d think it would be great if even after the reconstruction is complete, the city would continue to grow to befit the city of pirates and traders – fill out vacant land, build vertically, more streets, more life, make it a true city. Over the years, it could surpass Divinity’s Reach, bleeding out infrastructure to Gendarran Fields and Bloodtide Coast.

Lion’s Arch is a city of many great memories for us all, and it deserves the very best treatment.

Only fools and heroes charge in without a plan.

Playing DV/violence against women for laughs

in Living World

Posted by: Tuomir.1830

Tuomir.1830

Actually, Jennah is a descendant of Thorn’s uncle – King Oswald’s line died out when he was killed. Even though the deaths of him and his son weren’t quite the end…

Only fools and heroes charge in without a plan.

An idea to make a new weapons

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

I know you guys can’t make a weapon where only two classes use…

Like Longbow, shortbow, mace, hammer or rifle?

Only fools and heroes charge in without a plan.

Playing DV/violence against women for laughs

in Living World

Posted by: Tuomir.1830

Tuomir.1830

“What’s black and blue and stuffed in a box? My son!”

“What’s the difference between a sylvari and a potted plant? Potted plants don’t scream when you cut their legs off and shove them in dirt!”

Mad King thorn is not a sympathetic character. If he wasn’t safely contained, we wouldn’t be laughing at his antics.

Only fools and heroes charge in without a plan.

The King and Queen's Horrorween 2014

in In-game Events

Posted by: Tuomir.1830

Tuomir.1830

Hah, that video is great – and it made me see how much I missed for coming in late…

Only fools and heroes charge in without a plan.

Release of ingame statistics

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

At least the item rarity is chosen before the loot is picked up, the loot chest is an indication of that – and not all loot of equal rarity is equally rare, sometimes special rare loot is more common than general uncommon loot. These things combined, I think the game choosing the item before looting is actually the more likely method.

Only fools and heroes charge in without a plan.

the Old Login-Screen.

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

Well, if there were issues with it, I’m sure a lot of people would be very pleased if Anet could work on them and make the old login screen an option again. One can hope, at least…

Only fools and heroes charge in without a plan.

Need ALOT of help.

in Players Helping Players

Posted by: Tuomir.1830

Tuomir.1830

You aren’t supposed to facetank damage in this game. Active defense is what you need to do. Dodges, blocks, that sort of thing.

Only fools and heroes charge in without a plan.

Shadow arts needs to be removed

in Thief

Posted by: Tuomir.1830

Tuomir.1830

Put it this way: does anyone have fun fighting against SA thieves? Does it make interesting, engaging fights? I’m pretty sure the answer is no.

Only fools and heroes charge in without a plan.

Limited Use Finishers

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

You are unable to use them if you have the permanent one unlocked.

Only fools and heroes charge in without a plan.

Wow!!! This is AMAZING!

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

Conceptually dervish don’t fit into the GW2 profession template, though. They’d have to get a new name and a new concept for it – so essentially, it wouldn’t be dervish, at the best it would resemble a dervish in playstyle.

Only fools and heroes charge in without a plan.

Wow!!! This is AMAZING!

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

Dervish are a light armor class in GW, Paragon were Heavy. Ritualist were also Light. IF A-net were ever to add another profession it would probably be Paragon because it would give us 3 professions of each armor weight and they could introduce Javelins as a new weapon.

Wrong. Dervish was medium.

Only fools and heroes charge in without a plan.

Let us wear outfits + regular helms! :3

in Guild Wars 2 Discussion

Posted by: Tuomir.1830

Tuomir.1830

At least they could separate the head (which actually already is separated, you just can’t use a normal head skin with an outfit or the other way around). They could have four separate parts that could be individually hidden (and dyed!) – head, body, arms and feet. I understand why the chest and leg parts can’t be separated, the outfits were made specifically to get around waist seam clipping, but for the other parts, I don’t see why not.

Only fools and heroes charge in without a plan.