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Sakeri.6803

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  1. but are you actually? Having played the game for a long time is not the same as knowing all the mechanics involved. Treks don't have much but races have a bit and bounties can have pretty significant mechanics but not the easy ones. I guess I am a little annoyed, not so much at the design of the missions but rather how hard it is to pull a team together, only to fail due to mission time constraints. In general, it's hard for smaller guilds to scrape a team together. I think the incentives are fine for the record I just wish there was more of a hadicap for inexperienced or new guilds. I'll admit I haven't sat down and read the wiki regarding guild mission tactics; something I'll be sure to do in the future. Today we ran out of time on the 3-target bounty with a team of 6. The karka race was pretty soul crushing too; my guild has informed me they won't be doing races again in the future.
  2. I run a small guild and trying convince members to participate in guild missions, let alone find enough members online at the same time, feels almost impossible. When I finally manage to scrape together 6 people for guild missions, guild missions that are labeled as recommended for 5 players, the objective(s) end up being too difficult to complete within the specified time limit. As a result even fewer guild members want to participate in guild missions the following week. My guild is at the point where we only perform guild treks, if even that much. Entire maps have have level scaling, why isn't the difficulty of guild missions scaled to the number of participants? Why is it that the recommended number of players still doesn't cut it? Five seasoned veterans may be enough to complete guild missions but how many new guilds have 5 seasoned veterans? Speculation: (Better known as me trying to make sense of ArenaNet's design.)Is ArenaNet trying to promote buying help online? (I'd never do this and I wouldn't be surprised if this was a violation of the ToS.)Is ArenaNet trying to kill off smaller guilds? Discuss and possibly help me make sense of this design. (That includes you die-hard fan boys and girls, you know who you are.)
  3. Before I get into the actual coding I wanted to pick everyone's brain and see if what I want to design is even feasible with the currently-available API. I want to design and code a plugin that alters the transparency of "/say" text in a player's chat box based the distance between the player's character and the "/say"-er.For example, people at or near the edge of the "/say" radius would see the subsequent "/say" text at 40% transparency whereas people at the center of the "/say" radius would see "/say" text at 100%. From what I gathered from GW2's API Wiki page I don't see a method to make this work but if anyone has any thoughts regarding this please share.
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