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Kalendrack.7450

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  1. About the new race : I know a new race is really hard to make at that point because they need to adapt every armor set in the game. They already struggle with Charrs. But it would be a stimulating goal (and tengus are more human-like in their morphology). So... yeah, I'll settle for Tengus playable race, and Dominion of Winds new 1-15 starting zone, with a kickstart to EoD option after learning how to play and some story twist. My take on companions : I loved the Hero system in GW1, ESPECIALLY the possibility to add your other playable characters as heroes. I won't complain if they follow the trend. It just need to be balanced to still prioritise other real players and cooperative gameplay. You know what would be crazy ? A mastery to allow you to "switch" between your character and your hero companion, with a cooldown like weapons. Like arcade fighting games (Tekken Tag, etc.). GW2 is known for it's versatile builds (switching weapons, combining abilities with other players), so combining two professions in devastating combos could be the next big thing ! While you’re not playing it, your companion could deal less damage, in order to be just a little bonus in Open World. Here are some other ideas : Multiplayer boats with firepower (role system for passengers, not just emotes like with the skiffs) GvG fights without having to go into McM. Is this game called Guild Wars or what ? Climbing mastery track : being able to climb certain objects. Mounts are not always the solution ! Imagine adding the ability to climb ladders for everyone, and a mastery to climb rocks, vines, etc. Mounts companions : ok this one is a little bit silly. Imagine a new mastery track to upgrade all your mounts with a new dismount skill. Instead of disapearing, your mount could fight at your side for a brief moment.
  2. Ahah, true, I was basically describing a skiff with canons. If I'm being honest, and not holding back, I clearly want to by flying a Pact Airship with a crew of 10, on a journey to the Mists, boarding flying Islands and firing canons at Void demons, ahah.
  3. Fellow Tyrians, We got skiffs, that's cool. We got multiplayer mounts with siege turtle, also cool even if I still don't have mine. Now let's merge thoses two concepts together and create small boats, make it 5 player, and put canons on it. Make it upgradable like jade bots. Allow guilds to unlock a guild boat skin with their emblem on the sails. Anet have the base tech for all of this now. And then let's got sail on the Unending Ocean and kill the spawns of whatever deep-sea monster was previously thought to be an elder dragon. Thank you PS: sorry for the bad english, I'm french.
  4. Thank you for the detailed answer ! You're absolutely right, Kessex Hills was just an exemple (I was actually playing on that map with a reroll when I submited this topic) You made a lot of good points. I think I'm just a nerd when it comes to the coherence of the world and storyline. I always try to have the perspective of a new player entering altered maps (and being confused). That, linked to my desire to see a rework of the personal story... I think some of the old content made for LWS1 and S2 could be instanced and no longer a public event. Guess we'll see what angle the dev takes on Return to LVS1 πŸ™‚
  5. Hi, french player here. So, things started to clear off concerning instanced content with raids and strikes being the main focus now. And it just feels weird having dungeons only for the core game. Moreover, they are a big part of the story, regarding Destiny's Edge. My take on this is : make Dungeons "story mode" a part of the personal story (scale it for 1 player min). It could be an "optional" quest when you reach the appropriate level. And for exploration mode, maybe converting it to strikes will do ? Or it could just remain a mini-quest with corresponding achievements, but without the "Dungeons" label. What do you think ?
  6. Yeah, I mixed the changes to the map and to some locations that happened during S2. I forgot S2 did that too with Fort Salma, Concordia and the Iron Marches : same issue here.
  7. Hi, French player here. I was thinking, since the strategy regarding maps and world events shifted after living world season 1 to a "time locked" style of maps, where events are tied to the story : could Anet please reset the maps used during S1 to their previous state ? I'm talking about outposts like Fort Salma, that makes no sense for new players who never experienced S1. The "new" maps could be accessible via instanced content once S1 is replayable (one can dream), or the player could choose between the two maps when entering (for Kessex Hills the "destroyed" version of the map could unlock once the player has completed the associated S1 mission ?) I know it doesn't seem like a priority right now, but to me it's a matter of consistancy and player immersion. And I'd very much like that. What are your thoughts on the matter ?
  8. Yeah that's my point, I want to replay that story with up-to-date gameplay experience and cinematics ! πŸ™‚
  9. ...a vanilla GW2 story and boss rework and core tyria maps overhaul ? Am I the only one who thinks the Zaithan storyline deserves an update ? It would be huge. Most new players experience the original story thanks to the F2P approach. Imagine if it was a "2022 game experience". Yeah. Oh, and I know it would be a massive undertaking, so while you're at it, we could use Living World Season 1 Return and free living world chapters for EoD purchase (just saying, I lost a few friends wanting to return to the game because they had to buy all the living world chapters) Thanks, --- You're still here ? Well, English is not my first language but I'll try to explain a few ideas I had over the years. Cutscenes - The vanilla cutscenes were... original but not action-driven. But the artworks were a cool GW2 signature. We saw with HoT, PoF and EoD preview that the "in engine cutscenes" have come a long way. But it's losing its original flavor. Why not mix the two by having in-game animated 3D characters (freely moving around, not static) with an "artwork" background design ? Story - Some chapters were... better than others. Some were bugged, or boring (the realisation was, the story in itself was OK). I have in mind some really anti-clamatic encounters that could had been awesome. Well. And Zaithan. You know. Boss - Just, 2022 boss mechanics, easy story mode and new hardcore strike missions. Maps - I have a LOT to say on that subject but for this topic, I'll just focus on two things. Assets and graphics update (and terrains - the cliffs especially can be sooo much better now). Ok that's expected, but the second item I wanted to suggest is not : a "select date" option when entering a map that has... history. Ok this is a big one. Let me explain, Anet tried several ideas over the years for how to make "living world". Season 1 simply destroyed old maps, and expansions maps are "time locked" to fit the events told in the personal player story. I was wondering if the "display/do not display" things to player depending on were they are on the story (as we've seen in the latest chapters) could be used to have maps that do not bear the stigmates of things that have yet to happen in the player's personnal story. For exemple I hate it when I arrive in Kessex Hills with my fresh new human character and Fort Salma is already destroyed by Mordremoth ! A rework of some core tyria maps could be the perfect opportunity to have the option to choose not only "where" but also "when" you want to go. (I want old Lion's Aaaaaaaaaaarch) Also Maps - Arrh, ok there is a third item. I'll make an other topic for my Maps suggestions only but... ok. I try really hard not to pay too much attention to geography (and hydrography oh my -) when traveling the wolrd of Tyria. BUT it's killing me. It makes no sense. Square moutains everywhere, water that flows in every direction and waterfalls that comes from nowhere... Just, imagine : let's get rid of some (not all) of the "I had to put a moutain there because it is the map limit". Ok. Now how not to fall over the edge of the map ? 1. Have you ever tried to swim to the sea of sorrow and exit the map ? You can't, a popup tells you you're leaving the map and then teleports you back. OK, now imagine if when you were to venture too far between two maps, the same thing could happen, telling you "You are leaving [Map name] for [Other map name], if you continue forward, you will entend the new map". The entry point on the new map would need to be dynamicly selected depending of the exit point. 2. How to know for sure I'm about to leave the map before the popup ? Well, remember my suggestion for cutscenes ? Now what if the background was "artwork style" ? Instead of the void hidden by the mountains, we could have a "fog of war" type of thing but with an "artwork horizon sneak peek" of the other map ? 3. Waow, you're still reading this ? Thank you. Most of you probably think I'm delusional by now. Let's go even further, shall we ? Ok EoD will bring skiffs, and we already have Skimmers. Remember my analogy about being pulled back when trying to enter the Sea of Sorrows ? Let's apply our new system and have maps covering the watery areas around claw island - and all of the sea. Now you can travel anywhere with your skiff. Oh. Anet, skiffs are cool, but can we have multiplayer "mount style" ships ? And the equivalent of the griffon "ship" could be a Pact Airship. And can we also have...
  10. Well, I guess she's OK, but I really don't like the voice they gave her. Makes me cringe. Her dialogues with Jormag were awfull in IBS too. We went from "The Elder Dragons are a part of Nature, they are beyond our comprehension" to "Grandaughter/father" stuff when reffering to Aurene, and other human-centric way of thinking. They anthropomorphized the Elder Dragons, Aurene included, and to me that was the big mistake that drove me away from the plot.
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