Showing Posts For uwo.8197:

Camera rotation/mouse turn lag in this game?

in PvP

Posted by: uwo.8197

uwo.8197

thats great but its the equivalent of a mechanic talking to you about your wiper blades when your engine is on fire.

That did get a chuckle out of me, i must admit. Hopefully this will prove to be hyperbole, but I guess I share your concern.

On topic, if it were possible to implement easily, it would improve my gameplay for sure.

Why elementalists own everything with a fart?

in PvP

Posted by: uwo.8197

uwo.8197

Right now, the majority of pug players are playing 0/10/0/30/30 or 0/0/10/30/30. Because of the insane amount of heals and condition removal, any half-decent elementalist can easily disregard positioning and uncoordinated focus.

Playing an elementalist as anything but the most tanky specs can be very punishing in pick ups, especially if there’s a large skill deficit between teams. I can’t speak to tournament play.

Spvp destiny. An important message

in PvP

Posted by: uwo.8197

uwo.8197

I want Anet to be successful. That said, I feel like the monetization strategy of paid tournaments is what killing spvp. There are hardly enough people graduating from pick-ups to free tournaments, much less interest in paid tournaments. We need organic interest before a competitive scene can flourish.

I hate to criticize without a clever replacement strategy to offer, but it there’s no obvious path like there is in League of Legends, for instance.

I’d be curious to know if the size of the PvP staff and the flexibility afforded to that team is contingent upon the success of the PvP monetization strategy. That would spell disaster in my book.

Camera rotation/mouse turn lag in this game?

in PvP

Posted by: uwo.8197

uwo.8197

of all the threads on pvp forum they respond to the one mouse turning thread, wow.

Actually, it’s really nice to see willingness to discuss core mechanics/functionality like this. Furthermore, he was completely transparent about the process behind evaluating such a change.

The I love sPvP thread.

in PvP

Posted by: uwo.8197

uwo.8197

I love all of you.

But I do not love that my “I-love-ele-focus” response is now buried in troll kitten.
QUAGGIN RAGE.

cooo. how embarrassing.

The I love sPvP thread.

in PvP

Posted by: uwo.8197

uwo.8197

I love the focus on the elementalist (in spvp)! You can stomp warriors and engineers for free inside of swirling winds. You can reflect things; watch rifle warriors annihilate themselves with kill shot! You can daze things out of line of site! You can put up fire aura with a 40 second cooldo… wait. Everything but the last one is rad!

Ele focus is radical. Plus no one uses it, so no one knows what the kitten is going on!

Guild Was 2 Thief Perma Invis

in PvP

Posted by: uwo.8197

uwo.8197

It’s strange, early on, before beta began, the development team seemed to focus on making the thief about mobility, and, for some reason, I had the impression that they were trying to down play stealth. I definitely remember them saying they wanted the class to be viable without stealth. The class would be so much fun to play and watch if it were mobile and visible.

Fighting with this much stealth is just boring unless you’re playing metal gear solid in the 90s.

Musings on PvP design

in PvP

Posted by: uwo.8197

uwo.8197

Engaging PvP design is hard with asymmetrical games. Even in games that are nearly symmetrical like Chess and Go, it can be hard to predict the outcome of rule combinations.

It’s like cellular automata (e.g. The Game of Life). The only way to determine what pattern your rule set will create is to plug it in, press iterate, and observe it. Some rule combinations create stunning displays for a time, but end up entirely static, or as boring oscillators. You need real control over initial conditions and rules to discover complex patterns, and those discoveries are only made empirically.

ArenaNet entered into development with a willingness to allow for different gameplay in PvP and Pve. However, even with this leeway, they are still far more constrained than a games that are solely imagined as PvP games, like League of Legends for instance. Developers are more tethered to the original design choices than a MOBA, because those designs must also live on in PvE.

I personally think the skill design in GW2 is really beautiful; I loved the skill design in Heroes of Newerth, and GW2 shares a lot of the same cleverness. Nevertheless, you can get unlucky, even with a beautiful set of rules, and your game can devolve into tic-tac-toe.

Now, I’m not saying things have devolved into tic-tac-toe. Rather, when the pvp design team encounters problems, there will always be resistance to re-purposing. Tuning is sufficient for small class balance problems, but I’m guessing there’s a larger class of problems that will be much more expensive to address, because of the desire to keep fundamental mechanics the same in both realms.

A bit too abstract maybe. Mostly old hat. Hope it was a slightly enjoyable read.

Asura - unfair pvp advantage

in PvP

Posted by: uwo.8197

uwo.8197

agree op…but honestly..what can they do to fix this kitten?
i should roll an asura too, but i hate that race.

I honestly haven’t noticed this being an issue, however, if it is, just make nameplates (health bars) larger and allow targeting by clicking the nameplate as well. Those things are tiny right now, they should really increase the size anyway.

Constructive analysis for GW2 PvP

in PvP

Posted by: uwo.8197

uwo.8197

Totally agree with auto-facing. In fact, I think damage was only a very small problem to begin with. It’s the fact that the ability steers for you, and the range must have been at least doubled since the beta weekends. I was originally really excited to play the thief when it’s focus was on movement in early beta, but they ended up making it heavy stealth. Burst should never come out of nowhere. Control out of stealth, or stealth to escape is good, but not burst. Burst should always be telegraphed.

Why burst fails in GW2.

in PvP

Posted by: uwo.8197

uwo.8197

Nicely put. I had a sense that things were off, but I hadn’t thought to identify why things seemed wrong. There’s a scepter dagger combo that’s basically 3→4→5 in fire attunement, but landing phoenix and fire grab requires some anticipation if the target isn’t rooted or down after an updraft. Landing it feels good when you’re trying to anticipate what they’ll do, but over lots of games it just doesn’t pay off as much as other more reliable damage setups, which do comparable damage and don’t telegraph themselves. Of course, that’s more frustrating for the victim, and less interesting for the actor.

Operation: Union - Bringing Players Together

in Players Helping Players

Posted by: uwo.8197

uwo.8197

This is a great idea. I might just transfer server’s right now.

Main Character: Uwo
Current Server: Yak’s Bend
Interested Activities: I enjoy it all, though i’ve spent the majority of my time in spvp
Active: mainly Friday and Weekends. depends on the work load.
Additional Comments: I don’t have an 80 yet! My main is a mid level 40’s ele

Are you willing to participate in Operation: UNION’S project, Y/N?: Indeed, I am.

Open Apology

in PvP

Posted by: uwo.8197

uwo.8197

Is this part of a plea agreement?

No. Actually, they kidnapped all my kittens.

Open Apology

in PvP

Posted by: uwo.8197

uwo.8197

I just wanted to apologize for speaking poorly of this game in these forums recently. I know the developers have put a lot of love into making it, and I have a lot of respect for them.

Peace.

Camera-Related Issues: Compilation and Lengthy Anaylsis

in Suggestions

Posted by: uwo.8197

uwo.8197

I’m so glad someone took the time to write about this. This game is incredible, but the camera control needs to be revamped. I find that situational awareness, particularly in PvP, is much harder as a result of the camera acceleration and momentum. Without the ability to quickly check my surroundings it can quickly become frustrating to play.

Still, I’ve only got love for ArenaNet.
Peace