Jump to content
  • Sign Up

Betaraptor.4075

Members
  • Posts

    15
  • Joined

  • Last visited

Betaraptor.4075's Achievements

  1. One more idea for driver skill: Claws - stop drifting at high speeds for several seconds - this could help immensely to control the turtle in areas like where you're in danger of falling from a cliff.
  2. One more suggestion: Make it so that beaching your skiff makes it rapidly take damage. It's a small improvement to immersion, seeing it grinding away its bottom would certainly incentivize people to not beach it unless dismounting this way.
  3. So, I'm one of those lucky people who managed to get the turtle, so I can provide feedback on both driver and gunner positions. These are my thoughts on what should be changed: 1. Gunner ammo regeneration needs a boost. It feels incredibly satisfying to send in a full barrage into a pack of mobs...and then you can do literally nothing but sit and hypnotize the number on the skill, waiting for that one shot to use. Not fun, give it at least a 20% recharge time boost. This is tied to another problem: 2. Overall dps is too low. Yes, it slams hard and fires consistently for 9k damage/shot. But this is not enough to tag most mobs, due to the high ammo reacharge time, you have to get in at least 3 shots, resulting in damage per second being surprisingly low. 3. Synergy between driver and gunner. Yes, I know that there are way to boost ammo, like slam mastery and running around. But... why the hell should a driver run around? One, its nearly impossible to control and you can easilly fall from a cliff, and two, more importantly, without damage, you can't tag events, for example. And your only damaging skill roots you in place... the heck?? Easy fix? Make the turtle damage the mobs it tramples underfoot while running over them. Easy, fun and incentivizes to run around! And finally, probably most important of all: 4. Both driver and gunner need more skills. You've gone for a combat mount. Well, make it one! Lock them behind masteries no problem! But make the experience fun. So far, gameplay for them is: Driver - juuuump -> slam, wait... repeat. Gunner: Fire full barrage -> boost driver(which can be really unexpected and make him overshoot hard!) -> wait for one ammo recharge -> fire -> wait... This is the reason why everyone keeps either not using turtles as driver, or if mounting as a gunner, dismounting instantly after full volley. My ideas for new skills are as follows: Driver: 1. Slam 2. Omnidirectional slam that knocks back 3. Chomp - single target big damage (snapping turtles? Ever heard why they are called that?) 4. Speed skill transferred from gunner to driver to prevent issues described above 5. Jets. Gunner: 1. Aoe ammo volley (with boosted ammo recharge) 2. Shield (current skill from mastery) 3. omnidirectional shrapnel like blast - both cannons instantly fire around 8 shots around the turtle (similar to what jade constructs do) 4. V shaped attack, both cannons fire directly in front of the turtle in a beam cone attack 5. I'll leave this one up to people below This will make the mount muuuuuch more fun to use and very viable coop mount, instead of just gunner spamming 1 on cooldown and gunner bouncing up and down in place. Yes, it is a lot of work, but please, make the mount fun!
  4. New Kaineng. What to say. First of all, I won't judge the map's events and story, only its appearance, because oh boy. 1. It's soooo incredibly empty. This is a massive city, the loading screen shows us a bustling port and what do we get? 10 people at stands, 10 workers and... nothing else? Make the town more populated! Smack at least 30 more NPC in the harbor area, with no dialogue no problem, just walking around a simple path. Same with inside the walls. The city is MASSIVE, yet there's noone living in it. Again, make them do nothing but just walk around, but make it populated! 2. The architecture is an ABSOLUTE CLIPPING FEST. I'm sorry ANet, this so SO INCREDIBLY LAZILY built. I'm talking mostly about the "tower" style buildings, basically white pillars with appartments stuck into them. Not even onto, INTO. Yes, I'm aware how creating such a map works, you get several assets and you puzzle them together. This is not puzzled, this is smacked together with a hammer. Wooden roof of one house clipping into windows of the apartments next to it, merging together in impossible angles... Would it be such a problem to hand-edit each asset to nicely click together with the rest of the tower, instead of lazily clipping them? Let me answer that: No, it wouldn't be a problem, just a lot of work. The city looks like it's been put together during one day. Not to even mention that most of those tower buildings dont even have a bloody door... If you care about having a good map, go tweak it. 3. Teleporters. Make them marked on the map with their name. You expect a lot from players to remember each one's location AND the name of the location. 4. The city is way too dark, even during the day. It feels like it's super polluted, which, in lore, is certainly not the case. I've been getting serious SWTOR Nar Shaddaa vibes. Also holograms of fish flying around. Why. Just...why. Don't get me wrong, there are things that I like about the city. Mostly it's the ground level and the areas that have been managed with care, like jade bot area, the harbor (although empty), the channels are great! But it's the big things where it falls apart completely. I can never unsee those hideous towers above me just completely breaking immersion...
  5. Okay, we all got our little friend. What is it actually useful for, besides placing your personal waypoint, that doesn't even stick through switching maps? Here is my list of feedback and how to improve jade bots, so that they are actually fun to use. 1. Jade batteries need to go. No, don't try to salvage the mechanic. Remove them, completely. From the world, from the dialogue, everything. Instead of batteries masteries, you can change those to "allows use of protocol stations", for example. Micromanaging them is A) incredibly annoying, when you reach something that requires a charge and you don't have it, or B) completely pointless, when the battery is literally next to the thing. Not to even mention the way it breaks immersion to have the map littered with stupid green boxes. Remove them and the need for them. 2. Free fly. Give us a mastery down the line (you can replace the "Energy efficiency" with it) that allows us to go to free fly ANYWHERE. Yes, even in core tyria. Make it a mastery skill, like its waypoint ability. Make it so that the bot can't be used to open chests, trigger stuff and generally interact, only have it as our little scout. Yes, generally useless, but hella fun more than what we have now. How often do you think players will use this mechanic, when you have to find a terminal? Same as with batteries: Less time micromanagement, more fun! 3. Same with workstations. Good idea on paper, useless annoyance in reality. Makes us just create our bot and forget it exists. 4. Cores (and possibly chip and sensors) have to absolutely be account wide, or easier to get and have more variety (in case of cores) Let us select a stat it boosts, if you are set on having it per character. Also, give us account wide sensor and chip "wardrobe", you collect once, it's not clogging up your inventory, you can swap on the fly as you like. Fun! Okay, this is what needs to change in my opinion. Yes ANet, it's a lot of work, I know. But if you're not willing to go through a lot of work to deliver what players want, not what you intended, you can never have a "great game" instead of a "good game."
  6. Personally i 'm concerned only about two things: 1. How Primordus got shrunk so much, I loved that massive mouth we got in LS3 and here he looks tiny, and 2. That they will be there just as a background for Ryland vs Braham and won't clash at all, that would be an insane letdown
  7. Greetings everyone, so, I'd like to talk about the new LW, specifically, its personal story. This episode is overall really good, but by now, I have serious issues with the Commander in the story. Let's break it down.First of all: What are we even doing? Our targets have always been elder dragons (Balthazar excluded) and so far, up to episode 2 of the Saga, so it was with Jormag. What has changed? Yes, I know we're after Ryland and Bengar, who are trying to wake him (or, as it seems, her) but shouldn't we be doing what we always were, taking our Dragon's Watch (where the heck has the name gone to?? Last reference was like 2 seasons ago...) and going in, independently of all the armies and leaders, the Pact, the Legions etc.? Instead, we're literally dropped in the center of the battlefield as if back in Orr and letting ourselves be shuffled around (more on that later). There was not even a hint of what's going on with the others, where's Braham, Taimi, even Jora? Where have they suddenly vanished to without an explanation? Let's not forget that to us, we ended the story after killing Drakkar. And there wasn't even like a single whisper from Jormag literally anywhere to anyone? From what I gathered, Drakkar was influencing only the area around the lake, Jormag should still be able to whisper to us. All right, we talked about what didn't happen. (And should've, at least be explained by single line of dialogue like Braham over comm would be enough.) Now let's talk about what DID happen:The very first instance, we're introduced to the negotiations. Again, I seriously expected us (the commander) to stand at the table, silence both sides and try to explain that this war will have no victor, that it's exactly what Jormag wants, to divide us and let us destroy each other. Instead, we're completely silent and just go with the war planning. Next, Smodur shuffling us around. Okay, BIG ISSUE with that. We're the elder dragon's champion for crist's sake, and we'll let ourselves be pushed around like this and just go with it, without demanding explanation? "Do this" "Why?" "Later!" "Ok." .... just NO. Let's not forget we're more than on par with the Imperators and by now, we don't take orders from anyone. (Technically, we're Logan's second in command, but I doubt the day will come when he'll give us one order.) And THEN, Smodur makes us commit basically a war crime and murder our POW, AND WE DON'T SAY A THING??? What the heck?? Ah, the ending, ok, let's get one thing out of the way, I don't have a problem (narrative-wise) with Smodur being basically a proud idiot. What I do have serious problem with is that he just gets away with it. He just single handedly ruined a chance to dismantle Bengar's chain of command, and the reaction of FOUR others equally as powerful as him? (3 Legions leaders + us) "Ok, we'll never bow to you. Let's continue the war." I seriously wanted something unexpected, like us noticing his dagger and blowing him away with Aurene's wing blast, or Malice slithing his throat for it, making her a traitor and another imperator dead. Imagine, that would perfectly play into Jormag's claws and provide great story with us trying to keep the charr from completely falling apart. And therefore, at last, here comes the SUGGESTION TO THE DEVS: Let the Commander grow a backbone. I really, really hope for a moment when we'd just stand up to someone and tell them who are they dealing with, the perfect opportunity was for example when Jormag ressurected that corpse to talk with us. Imagine us interrupting and saying something like "No, it's you who will listen to me, and you'd better listen well. By my hand fell three elder dragons. I have slain a rogue god. I am the leader of Dragon's Watch and the Commander of the greatest force Tyria has ever seen. I am the champion of elder dragon Aurene. And I am coming for you!"BECAUSE THAT'S EXACTLY WHO WE ARE, AND WE'D BETTER REALIZE IT! If there's a dev reading this, please, forward it to the story team. By now, we're so fed up with the "I will kill you," "You will be defeated," "Give up, you have no chance," "You're nothing," etc. lines of our enemies, just before we kill them. We seriously need one of those moments, so that the enemies, Jormag and others included, realize what are they truly dealing with. If not now, then in the next expansion.
  8. @"mauried.5608" I recorded a video of an asura jumping from somewhere, then cut in to be 1s long and then used photoshop to "stack" it between its two places, I ended up with a pillar of 17 asuras, so we estimated that it's 1m tall, therefore, 17m/s. :D
  9. Yes, I'm not joking, we actually calculated this. Lemme tell you the story:So, I climbed "the titan tree" in bitterfrost frontier. It turned out to be flat on top, so I could stand and tp my party. Then, I jumped. In freefall, I was falling (not for 30 minutes) for 43 seconds. Later, we calculated that average asura falls at 17m/s, so that tree turned out to be 730m tall...Yeah, way to go sequoias! :DThen, I used the griffon, and it's 2nd stage dive took more or less half that time, so, the griffon truly dives at 115km/h. So....How was your day? :DAnyone else ever did science in gw2? :D
  10. @""Steve The Cynic.3217"Yes I know, I'd like this to happen only with right mouse for QoL.
  11. Yes, I know there are hundreds of suggestions how to add to skyscale mount already, I myself posted one earlier, but after playing with it for some time, I think I know what it needs: 1: Remove the red bar: There's no way around it, the red "overload" bar has to go. Yes yes, I know it's been added to prevent things like infinite ascending, but let's face it: There's no point in the game that skyscale couldn't reach even as it is currently. (save for invisible barriers) I myself have been to the very top of tarir, top of durmand priory etc... To address the red bar while mounting in midair: Change it so that when you mount like that, you start with your blue bar empty.2: Add at least 50% more of the blue bar, prefferably double it: Same as above you can reach everywhere with skyscale, so why to restrain so much? You have no idea (actually you do) how restraining it feels to mount and shoot up, only to be hit in the face by the top of the flyable canopy. And mounts should be the polar opposite of restraining.3: Stop its descending/gliding mechanic: Once more, same as above. When you reach the top of the canopy, make it being able to maintain that altitude indefinitely. First, we already have the gliding griffon with its wing flap mechanic, there, it makes sense. But skyscale flaps its wings on its own all the time, there's no reason for it to descend, it feels restraining again. Plus, again, there's no reason for this restrain to be there, a devoted player can get anywhere with it. And that fly up, land, fly up again between-steps would be gone, how great that would feel.4: Remove the cooldown-lock while attached to walls: A little QoL, I won't explain why again. A little guide to go around this: Attach, jump, fly up, let it descend to have your jump bar refilled, attach...etc until your skill recharges to gain infinite climbing. No reason for this restrain to be there.5: Increase its Z-tilt angle: I've seen people complaining about it being slow in going down, but I think it's fine when combining engage skill with looking down. What I'd like to see is increasing its max angle while holding right mouse button. Currently, it can ascend/descend at max 45deg like this, increase this to about 60-70. It would feel more natural and address that slow descend issue as well.X: plus just a little interesting QoL: Make it dash in the direction it's moving: Just a little idea, I know it would require more animations, but for example, when strafing sideways, make it perform a roll to the side, how cool that would be? Maybe useless, but cool! So, what do you think about this? Do you agree? And do you think that devs would add such big freedom to it? I certainly hope so!Betaraptor.4075
  12. So, the devs thought that if they put that red bar and stopping skill reacharge while attached to walls restrains, it would keep us from reaching places... Well, no! This is the proof that it's completely useless and can be removed without a second thought. It took some attempts, as skyscale can't attach to invisible walls, but in the end, I sky-scaled Luminate's throne in Auric Basin and got to possibly one of the hightest point in game! Note: No bugs, glitches etc. were used, anyone can do this if they have a bit of patience! https://imgur.com/a/NK35RXq(tree in the top-right of the second image is the top of the tree in the center of tarir, i'm slightly south of luminate's throne) Next stop, top of the tree in dragon's stand! :D
  13. So, first of all, yes, I know there's next to no chance of the devs changing already polished skyscale, but they listened to us with the timegates, so one can always pray.Skyscale is fun, no doubt there, but it's sort of... useless, in most cases. Gryf is faster and springer goes highter. So, how to rework it so that people would love it, and maybe prefer over griffon? My suggestion is this: Edit skyscale's flight model so that it would have max achievable height absolute to the ground directly below it. What do i mean? Example: When you go up, you could reach certain maximum height as you can now, but when you move forward, it won't deplete. Wait, it's not as broken as it sounds. If you flew from the cliff, you'd get "overloaded" like now when dashing upwards, and start descending slowly, just like now, until again dropping to the max height from the ground currently below you. On the other hand, if you were flying in a line and there was a hill rising below you, your "flight juice" (the blue bar) would get partially replenished so that you could rise with the hill. (Suggestion: this would work only if the ground is walkable by player on foot, et. not too steep, so that you couldn't fly out of a map. However, not necessary because this can still be achieved with springer, so invisible walls into action here.) Everything else, like dashing up, climbing mechanics etc. keep the same. So, what lead me to this suggestion? We already have a descending mount, the griffon. There, it makes sense due to it's flap wings mechanic. Right now, if you go directly forward, skyscale and griffon are literally the same. If you did what I'm suggesting, nothing would get broken, you just wouldn't have to go through that "descend-land-fly up again" (Which is very annoying and feels extremely restraining, watching that blue bar go away)You'd still use griffon for jumping off ledges, but to just fly around, skyscale would be perfect. And be honest, how fun does sound soaring infinitely above the ground, looking down at people running around? (Oh my god, I can't get the idea out of my head now, and I swear, if they really implement it, I'll be in utter bliss)Any Anet officials, pretty pretty please, at least forward this to the team behind the skyscale so that they could at least consider it. And other players, what do you think about this? Would you like what I'm suggesting or you disagree? Don't hesitate to post your thoughts on this. :) Betaraptor.4075
×
×
  • Create New...