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august.8016

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Everything posted by august.8016

  1. It would be very nice once one dies in a content instanced raid and strike to have the possibility to activate the spectator mode as it already happens in pvp and have the free camera to look around and better understand the mechanics of the boss instead of standing still in a distant spot. It would be nice if you could copy the system that already exists in pvp with all the keybinds already present.
  2. Hi everyone, this is my first time here so please excuse me if some things aren't clear to me. I saw that from the API it is not possible to get the completion status of the Adventure Guide: Volume One and Two etc. e.g. in https://wiki.guildwars2.com/wiki/API:2/account/ I challenged to see if any ids like 6664 or 6678 were present but nothing. Would it be possible to have something about this in the next API change? thank you very much
  3. It would be really nice to always have end-of-game statistics available even after the game is over ( damage done, capture points chart, healing done, etc) As happens in other pvp environments it would be really helpful to improve oneself and understand the mistakes one has made. The absolute best thing would even be to have an Api for all this without making any in-game changes. please dwanya help us in this valley of tears and salt!
  4. For next halloween it would be very nice to have back in the game the instance The Reliquary found in Black citadel that talks about the Bloody Prince Thorn. I understand that we have moved on with the mad king story but to remove the past altogether I think is a mistake.
  5. TLDR Making guild experiments and personally evaluating stronghold mode for what it currently is in its current state it is clear that it is a perfect map for a 10v10. Hi all! while playing with other friends it occurred to us to organize a 10v10 match within the stronghold mode. We had so much fun that I'm here to write this post. The Stronghold map in Guild Wars 2's Structured Player versus Player (sPvP) is an excellent choice to be played with 10 players for several reasons. 1) The 5 mechanics (gathering supplies, attacking, defending, summoning, and using trebuchet) are in my opinion much more balanced for 10 players than for 5. With 10 players, specific responsibilities can be assigned to each team member. For example, some may focus on gathering supplies and summoning, while others focus on attack and defence. This allows for an equal division of work and a more effective strategy. 2) The Stronghold map is designed so that there are two lines, one of attack and one of defence. This structure essentially divides the group of players into two teams (5+5=10). Each group of 5 can thus concentrate on a specific objective, thus increasing the chances of success. 3) With 10 players, there is much more room for a variety of skills and roles. This means that it is possible to have a well-balanced team composition, with players specialising in defence, attack, support and control. This diversity of roles can lead to more sophisticated strategies and more interesting game tactics. 4) With 10 players, the Stronghold map becomes a highly dynamic battlefield, with actions taking place simultaneously in different areas of the map. This creates a great deal of interaction and exchange between players, providing an immersive and adrenaline-fuelled gaming experience. 5) When playing in a team of 10 players, there is less pressure on each individual to complete crucial tasks alone. This allows new players to learn the dynamics of the game in a less stressful environment, where they can gradually gain experience and confidence without being immediately overburdened with responsibility. In addition, the presence of teammates offers support and help, allowing less experienced players to contribute significantly to the team's success. What do you think about this?
  6. Even if this is true, many have already finished the story a few weeks ago and if you don't open the HUD you will never realise that there is an additional step
  7. I don't understand why EoD 'Interlude forward' is not announced in-game perhaps with a simple email. A lot of my friends didn't realise the addition of the last part of EoD and that's why I went so far as to give them unintended spoilers. Also there are small clues added to Garenhoff's village that can only be seen after this instance is completed and many not knowing about the previous step will probably miss them. I highly recommend doing something
  8. I would like to give away expansions to some of my friends and some streamers I enjoy that I see occasionally playing on gw2 but there is no in-game method to do so. Is there any chance that an in-game method will be added in the future? Will it maybe be possible to do this when gw2 comes to steam?
  9. Recently I am writing some articles about gw2 for my blog. I have a great passion for game design and by analyzing the systems that encourage players to do better and help each other I discovered a point that could be a great improvement for Gw2.Rewarding players for doing better changes a lot the way people view various game activities . In particular, I believe that the current ratings for participation in open world events displayed with medals could be extended to activate virtuous behavior. I think it makes a lot of sense to create more medals after gold in order to encourage people to do better.There is no need for any reward, even just compliments are enough as an in-game message (similar to what happens for rides with mounts).The mere presence could lead people to deepen the gameplay and consequently activate positive behaviors. I believe it can be not only a simple system to implement (since an asset already exists) but also has a very high impact at play.What do you think?
  10. I believe, after adding the build template, the legendaries could become more useful if they had the possibility of choosing each single attribute.No longer use prefixes ( like the berserker magi etc.) but attribute the points one by one to achieve the perfect stat combination on your own.The legendary would thus become the maximum possibility of choice present in the game.
  11. What kind of progression do you think is possible after level 80 without giving the player new skills or new stats for equip? Please do not disagree on the terms, I am not a native English speakerIn any case for me an autoloot system is a clear a reward as it is to get a mount.
  12. the masterys are quite clearly a system that rewards leveling up.The system is currently active only by donating account bound skills but to improve it I think it is necessary to add other options. Having some of them passive could be an opportunity to stimulate people to complete events.This wants to be a discussion on how to improve the system without forcing developers to create new skills. Don't you think that improvements are necessary (especially for those who have completed everything)?
  13. it is not just a question of money but of the possibility of choice that does not exist today, especially after completing all the current masteries.The mastery could make the game more replayable.
  14. In any case, however, you cannot choose otherwise. You can only have spirt shard nothing more.An additional choice would be welcome.
  15. I am not an ESO expert but the champion points modify the statistics of the characters. This is not what I want because become a "gigantic gap between veterans and newcomers". Having the ability to customize mount skills would be a good idea but what I proposed was a simpler thing. More than being a "real" Mastery, I would like a system that rewards progression differently from spirit shards.The value of 1 gold proposed on gw2efficency is completely fictitious because it requires many materials and a minimum of traiding capacity since those objects are almost unsellable. The only two solutions that work for me is: have new optional masteries that, like the current state, provide skills for the account but have a very high amount of required experience (similar to the first iteration on Hot). Element inconsistent with the casual strategy of gw2.have mastery that does not transform the experience into the possibility to have a bonus at the level up (useful for those who have now finished all the current masteries available).
  16. I don't see what gigantic disadvantage it can bring to new players to have a kind of track/mastery that allows you to earn some extra material or money every time you level post 80.It would not be a passive skill but instead a thing to encourage the gameplay.
  17. I think it would be nice if we could choose mastery of a different type than the current ones.Instead of donating account bound abilities they could contribute to the growth of the account of several other ways.For example, it might be interesting to have a repeatable mastery that transforms all the experience gained into some sort of usable material or liquid money (similar to pvp / reward track on level up). Mastery of this kind could make the post-level 80 progression more interesting instead of becoming just an acquisition of spirit shard.I believe that gw2 can become more coherent if the experience becomes more and more an interesting currency. Do you think a more advanced mastery system with more choices could be interesting?
  18. Many times I wanted to remind myself of an achievement using the appropriate option ( the eye) but I never did it.This is because each time an Ap is tracked, the daily panel on the right of the screen is completely overwritten.I don't know if this is just my obsession or not but I think it would be much more comfortable to be able to see the daily panel separately from the tracking AP.Don't you think it's better to have them separated?
  19. If the system always use the colour strategy you talk about I don't any problem but, like example I try to write up here, this isn't the true use of it.Gw2 have many telegraph do same things but in different colours, animations and shapes.This create a sort of confusion in small battle and a dramatic things in large combat scene. Try to think if what you right above was true. I try to do again a list of things: Enemy (red border) : red border, bright orange area -> area of enemy damagered border, bright orange with pulsating gradient area-> pulse area of damagered border, bright white area -> enemy ccred border, black area-> teleportation skill from enemyred border, grey area-> boon conversion or removalAlly (white border): white border, green circle -> instant healing areawhite border, green circle with gradient -> pulsing healing areawhite border circle -> little buff don't care of thatAll of this things can explain in more specific way what enemy or ally do.If you understand you can react.If all skill have a different forms, the game can be more and more a total chaos.
  20. I try a list to explain better some of my thought: some AoE of enemy attack don't have same colour on ground and many time it's difficult to understand what you see.Example: samarog shock wave is blue, Vale guardian Distributed Magic attack is green circle, teleport of vale gurdian ( blue) have different color to Cairn (red an black), etc attack type don't correspond to same type of drawing. Pulsing damage many time have only a empty circle with red border ( example seeker of vale guardian) and other time have a growing gradient. If you play a healing or support build you can see many time ally escape from AoE skill because they don't see it. Some of this skill have a white empty like-invisible circle other don't have it. A clear visual ground indicator for some skill can be very good add. I don't suggest to all skills go with telegraph but I suggest some coherence.
  21. Dont think all attack in wildstar was perfect visible but had a decent drawing on ground to understand things ( gradient, color, shape etc)
  22. Today I find a old article talk about combat in Widlstar ( closed mmo by Carbine - NCSoft) and I starting to think about how can be useful have ad adaptation of this system in Gw2. Gw2 have a very similar feeling of Telegraphs but not same rigorous organization. Arrangement like this IMHO can be a very good things to have. Simple, clear and rigorous.
  23. Add a Encumbered effect after player eat too many food in a row (10 times?) for role play reason.
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