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Noidea Incognito.9607

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Everything posted by Noidea Incognito.9607

  1. @Efar.8153 Ive thought about usage for that mesmer skill. Merely changing appearance wont result in much usefullness? ; you may look like them, but in for instance pvp/wvw , other players will simply target you anyway. unless you mean its like temporarily switching sides completely... that would be too overpowered( avoidance/detection in one). Perhaps instead of that how about an Elite skill that allows "stealing/taking" a skill from the target while disabling it for them temporarily? But even that might be too OP.
  2. Old Tom: "I have to ask Miss Gaming Rig. We have seen alot of ups and downs together... not just gonna ditch her partways for a new lash who is much younger, faster, stronger, bleep bleep. If it comes down to choosing between her and GW3 i will choose her. We will then grow old together, rust together in GW2 and see our young golems growup, running around inside old-gen Tyria... it will be beautifull...bleep bleep" jokes aside; GW2 is my togo mmo. I consider it a possibility, but most likely i wont be switching over to GW3 and i'm ok with that.
  3. @Malus.2184 I can respect your opinion, but i dont agree with it. You keep trying to find reasons to justify the removal of ingame segments wich excisted in sab for like.... forever? Its good to know its not up to YOU to decide for everyone how SAB should be envisioned. Its in Anet's hands. Deal with it or move on. Since you wont be getting what you want and find my opinion annoying; i shall allow you to vent the frustration at me... for i am kind and benevolent o7
  4. @Malus.2184 I wasnt talking about repeating mechanics. SAB is telling an adventure story. The inspiration for it came from other adventure games like Zelda and Castlevania. What i meant was; those sections introduce new foes send by the big boss to stop the Hero(es) with ambushes and it sets the tone for what the hero(es) will discover in the next zone. Its pretty classic in alot of RPG's. In both sections the Hero(es) is/are cornered/limited and must overcome the Big Boss minions; again it speaks to the imagination of a grand adventure with danger and excitement. Your looking at it only from a pragmatic/time efficient manner... wich is fine ofcourse, but all those sections have a reason to be there from an rpg/story perspective. Its just how it is. You have to make the choice for yourself if you wanna continue playing SAB or skip it.
  5. @andreiblue.8231Unfortunantly we cant confirm if it was intentional by the original creator since SAB is missing the last worlds/pieces for the complete picture. But its not impossible to think W2 is suppose to be larger then W1; wich merely served as an introduction/starter/tutorial world. W3 would be even bigger in scope and W4 the final cherry on top the biggest. Personally I wouldnt call those sections filler either as their quality is consistent and well embedded within the rest of the overal zones. i'd even as so far to say it would make sense to have the long bridge/raft scene for instance. Its basicly serves as an introduction/a taste of things to come into the next zone. Also defending against hordes of foes on a small platform speaks to the imagination of adventure/heroics. as is climbing icy mountains while carved out rockfaces that try to blow you off with menthos breath. But i get it; from a pragmatic/time efficient perspective it seems unfavorable... but idk about adding more portals, the zones already have checkpoints at key locations.W3 test zone is experimenting with coin checkpoints rather then the Old Era SAB button checkpoint. We just have to see what next year will bring.
  6. I had some idea's in the past on Elite (weapons) Specs. some predictions came out sort off. Things that come to mind from back then: Ranger: dual pistols/Rifle: transforms your pet into an indestructible animal spirit. The ranger can use the Animal spirit as a conduit to channel other animal spirits into the pistol/rifles as bullets to "haunt" enemies. Thief: greatsword.(original the idea i had for thief, but now the concept is being used in Bladesworn XD) Ive modified it now: Greatsword skills are powered by shadowmagic, allowing to mix various shadowmagic before unleashing an attack; the more complex the mix, the more powerfull the attack is.(shadow warrior/ninja/shinobi/Hayabusa DOA idea) Necromancer: dual shields. used as "gongs". the Necromancer smashes both shields against each other to create an unholy sound (circular aoe) the closer to the caster, the more damaging the aoe, The necromancer will also command special Minions that act as an unholy orchestra/band to assist. Guardian: twin daggers. Carves magic marks on foes that cause them to become "beacons" of aoe dmg. Guardian can also apply marks on allies so they become beacons of boons/healing. The idea of an arcane tatoo artist. Warrior: staff (original the idea i had for staff warrior, but now the weapon is being used already) The original idea i had with staff was a Yin/Yang system and balance between light and dark energy. Warrior begins in a state of Light energy wich builds up dark with each attack, then if the bar was full the warrior could enter dark energy mode(increase dmg/more raging violence/each attack creates energy blasts) each attack depletes dark energy untill its back to light. staying in light while the dark bar is full results in selfinflicting dmg... the whole balance thing literaly. Engineer: Staff golemancer; wich also became a reality in the form of mechanist.... sort off. However in my idea; the engineer would command a swarm of Small golems to form all sorts of shapes like shields, cannons, hammers, swords( using the staff as a baton to weave those golems into those shapes.) Mesmer: rifle. A rather complex idea i had back then called doppelganger. there would be a permanent clone with wich the player would be a tag team of sorts. 1 would be cloaked while the other would be visible. the cloaked one would lay special/shoot traps on the floor while the visible one would keep the opponent occupied. Their health pools are either connected/or separate. basicly the idea of "i scratch your back, you scratch my back" They could switch rolles if needed(cooldown?) Elementalist: Shield. This was the idea of the elementalist using the shield as a throwable Discus wich would bounce between enemies; each hit resulting in different effects. Using a different elemental discus while another elemental discus(shield) is still bouncing between enemies would result in crazy combo effects.(pinball idea) Revenant: The original idea was to have the Greatsword act as a "key" to open various temporal rifts wich could summon creatures/foes/heroes from the Mists. The Greatsword would have various instant/zero cd"key stances"to switch between offensive/defensive rift summons. Certain rift combinations would trigger a merge wich enhances rift summons even more.
  7. There is some really interesting idea's here, but i had to turn it all into smaller chunks in my mind for it to make sense... personally. However; i can tell you absolutely gave it alot of thought. I am sure Anet employee browse this forum from time to time aswell. So consider the possibility they also can see your idea's aswell. Well just have to wait and see. o7
  8. So what your asking is the removal of (time-consuming/annoying) content in favor of getting the infusion/loot faster. I think that has little chance of happening. When the worlds released; it included all that content already and alot of thinking went into design/layout. removing that removes its reason for designing the whole thing in the 1st place. Alot of people just sucked it up/grinded teeth to get that stuff and accepted it for what it is. You only need to complete it once on 1 account. There is still plenty of days to get them before the festival ends and even then you can always continue next year. I suppose its an archaic way of getting those rewards but thats the point of SAB; a throwback on retro-gaming with all its quirks, and a nice surprise for gamers that have never experienced Retro-gaming before. Thats how i look at it anyway o7
  9. Personally i hope its an expansion about indiscovered lands, inhabited by Eons old Charr tribes following ancient rites, cultures and long-lost magics; The Charr in their purest raw form, also still waiting for the Khan-ur's return and still believing Humans are a scourge on their lands that needs to be purged.
  10. Tis a shame you cant use Fashion checker on NPC's ; then you would exactly know what outfit their using.
  11. @zealex.9410 I'm not against the idea for that in raids fractal strike/ cm's. But in generic lfg openworld squad/party stuff this could pose a problem for potential gating/kicking just about everyone that doesnt have the EXACT gear the lfg commie demands/wants. A random commander X: "Hello there, ive just checked your gear, but its not optimal for this train. Player X: "Cant i just play with my own gear? I just crafted this set, surely its not a problem? ive done the meta before." A random commander X: "you wanna play this openworld meta as yourself? in MY squad??? tough luck my friend; we are a community; get proper meta builds/gear like the rest of the community, we go for efficiency. You should be happy i checked your gear and spotted the flaws in your own choices before you went at it. Player X: "eh ok... thanks i guess..." A random commander X: "Dont go off rails please next time, learn to play the game properly and maybe.... maaaaybe i will allow you to join the meta train next time. " Player X: "ok ok" *ehhhhh, guess ill look somewhere else for another squad* A random commander X: "Btw, Ive also checked the armor skins yer using; looks weird and out of place. Might i also suggest better skins for fashion? your character looks like s***t, Look at that guy over there in my squad? see that style? thats THE style. i strongly recommend you copy his style so you can avoid being an embarrass to the community" Player X: "TY"
  12. @Randulf.7614 Ahhhh, a clever use of words. well played Sir... well played. I didnt caught unto that. *thumps up*
  13. @Randulf.7614 Ah, but it was more about exploring the possibility of a plausible Timetravel expansion for GW2. But companions.... perhaps npc-wise it would be descendants of the friends the commander knew from his time period, it could also be the oppressed citizens, it could very well be mutated new races that also face the Empire's Wrath... MMO-wise it would be other commanders/players brought under the same circumstances, but you would only see them during coop stuff.... they are in a separate "layer" of that timeline. Cause the theme of the timetravel expansion i'm talking about is much darker, much more isolation; the Commander needs to cope with this new reality... having lost every aspect of his past/ save the current equipment wich was also frozen in time, and arise once more as the great hero.
  14. I thought about the concept of timetravel in a gw2 expansion and... it could work. One idea is; After the Soto Arc, the commander faces off against an familiar, yet mysterious entity. "Who are you!?? Why do you look like.... me??" "There is no time for that... Before she really finds you... it would be best of you left the stage... Sleep and bide your time." The Commander is send into a statis prison, frozen in time, obscured from current world events. Time passess and after many eon's; the Statis prison breaks, time moves again for the commander... Reawakens in abandoned ruins. But Tyria... has changed for the worst. A dark Hostile Technological world risen from Tyria's ashes, ruled by an Empire a, oppressed citizens losing hope each day. The excistence of the Commander... a legend of the old era, an anomaly, a threat... capable of defeating the Empire.... Hope rekindled. A deceitfull world ruled by the Empire, a handfull of Allies, and many many many many many enemies. The Fatefull Reunion with the Prismatic one from the future, now bound to the Empire. "Finally... i have found you... and this time... you shall not escape my grasp... Champion" stuff like that.
  15. @Deadmoose.6594 From a consumer perspective; I totally understand your view on the matter. Since the launch, Gw2 has come a long way; got its own share of fan's/player base. I am sure there are anet employees that feel the same; they poured heart and soul /contributing into the game, also playing gw2 themselves... i suppose they do feel genuine pride of accomplishment: "see that tree over there? i designed it! o7" i would be too. But Anet is also a gamecompany, they must take alot of things into account so they can keep operating as they have for the next 5 years to come/staying relevant. If the NCsoft news dropped a bombshell? idk. It seems like business as usual. Doesnt this happen in alot of game companies/publishers relationships behind the scenes; discussing the future? We(the consumer) have just simply been given an early glimpse of the those future plans. Your upset at the prospect that Anet's attention for GW2 might deminish because of that NCsoft news... but we dont know that? Its schrodingers Cat atm. Lets wait a few years and give them the benefit of the doubt shall we? You might be suprised what a gamecompany can do in a few year But you can also see it like this; As long Anet is around, GW2(and all your characters) will be kept alive , they are the gatekeepers to ensure it stays that way and NCsoft doesnt drop the shutdown-hammer. Look at GW1; servers still going strong and connected to GW2 HoM system; so they both retain their relevance to excist. If GW3 is gonna be a continuation of this then the previous title will also remain. Without Anet there is no GW2, and thats a way worst outcome then lets say; less Expansion releases. Personally i am in favor of this future IP(GW Spinoff title) to explore a possible SP game, set in the Guildwars universe on a grand scale / openworld, a handtailored experience. If you look at GW1 aside from the mmo components, most stuff you could do with Heroes or without. SP would expand the Franchise to console market.
  16. I think it was primary meant as an extra layer of illusionary choice for the Roleplaying yes. It would be an entirely different matter if they implemented it in a way, that; you and everyone around, could visually see this "moral Status". like an small icon(red fist etc) beside the characters name or that the face has a permanent alteration that changes based on your current good, bad, neutral level. For instance; Evil actions would result in the characters face darkening around the eyes , the higher the evil level the darker it gets and the more the eyes get bloodshot with vein. Or a permanent debuff icon with flavor text telling your current moral status. Your characters name in a specific color like red for evil... idk, there are many solutions to show a character's Moral stance without the need for an complicated system; for instance: 3 possible morale stances: Good, Evil, Neutral.(each has 5 tier levels) (10 segment progress bar for each Stance. If the player reaches 10 points in one Moral Stance it increases one tier; the Higher the tier level, the more profound the visual effects on the character will be to reflect the choices made. Either this is a perma or temporary effect) Picking Evil: +2 Good & Neutral become: -2 Picking Good: +2 Evil & Neutral become: -2 Picking Neutral: +2 Good & Evil become: -2 To make this system more interesting gameplay wise: Moral Weekly/Daily, specific npc would affect the moral stance; like killing Rabbits/Deer would increase Evil, Ressing would increase Good. JP Chest would increase Neutral, etc etc..
  17. Footage with the Original VA is still out there... just rip the audio from them, cleanup then montage into an extended ASMR Mai trin Audio track for stressrelief. o7 at 0:42 + 11:11 mark she says the infamous VA Lines.
  18. My 2 cents on this(opinion/perspective). I think the Commander's representation ingame is not bad. From the very start of your personal story till the very end of EoD, the commander is following a Heroic,righteous, good cookie origin story, and personally... thats just the thing i was expecting to get... RP Purists can call it a generic/boring outset if they like, but to me it seems like a consistent character development of a nameless peasant becoming the legendary commander/hero. Who doesnt like a good hero story? This also seems like the best choice for a MC origin background to progress the story wich is about epic good and evil events. I get what many are saying about the current choices to seem 1-dimensional.... But perhaps thats a logical misconception of the reality, cause your adventure starts off with, indeed , the words: "This is my story". What i think that really means is: its the "Commander's Story". If we go by that perspective/analogy, all the ingame choices make 100% sense as we are merely RP-ing the Commander in this game, who follows the fixed heroic, righteous, good cookie path. We still get the Illusion of Choices, from the Commander's perspective. There is absolutely the Illusion of Choice ingame, just not how some people envisioned it. Most mmo follow the same fixed path for all players, otherwise it becomes technical nightmare + the number of variables become too great for the developer to handle. Its not a handtailored SP game with worldshattering choice togo from hero to antihero or good to evil. About VA. Ive yet to see an mmo wich has so many VA. Its pretty much a big core feature of GW2; they try to VA alot of stuff and the VActors are really trying their best to convey an array of emotion. If people dont hear the subtle nuances, intonations, pacing in VA dialogue, then idk, maybe they arent listening with intent to properly understand what is conveyed vocally. but imagen all those seperate VA lines needed for nuances in the main hero's demeanor. and that wont be for just a small section of the story, but at each branching choice. Its an unrealistic prospect with the current game wich has alot of different developer priorities. Btw; ima Charr commander and i think the Charr VA is awesome. o7
  19. The way i see it, Peitha uses the Commander, But the Commander also uses Peitha. Their goals align... for now. Peitha needs the Commander and she has made that very clear from the start. She wasnt using the commander behind his back, she openly stated that she needs the commander. I think we can also take into account that the Commander isnt just your regular mortal Hero; from the very start he was dealing with the Supernatural, beat impossible odds against the supernatural, raised and befriended perhaps the most powerfull supernatural creature in current Tyria history. The Commander never really changed his demeanor/role/stance that much, wether it was mortal or the supernatural matters. Because of that one would think the Commander has developed a unique perspective/sixth sense of looking beyond mere appearances(good judge of character), wether it is mortals or the supernatural; thus he was quickly to trust Peitha in being sincere/genuine about her intentions, despite being a demon. This might also be the reason why Peitha was drawn to the Commander in the 1st place. "hm, this seems like a reasonable unbiased Hero to chat with" Since the Commander's origin is righteous/Good/Heroic by default, it reinforces the idea of Peitha being a good cookie, since she has gained the Commanders trust, ofcourse the Commander isnt all seeing, trust goes both ways. Peitha hasnt shown any actions that would deem her untrustworthy... The Commander also owns her for saving his neck when that initial bad judgement(Heroic demeanor) call was made.... Curiosity almost killed the cat indeed(ima Charr) if it wasnt for Peitha. From a Hero/Good Cookie perspective, you have the noble obligation to "repay the favor", even if the savior seems questionable, besides, before that fatefull confrontation, Peitha and the Commander had already reached an understanding of sorts through their earlier conversations. She had ofcourse a headstart by default, cause the commander is in unknown waters and Peitha is in her natural habitat. As of now they are on equal footing, but the final story bit will tells us if this remains or a major shift will happen. yes, she was delving into the commanders mind, but that was only to learn more about what made him tick, if the commander could be the potential "wayfinder" out of her own predicaments, but again she didnt hide her presence and leeching information; as she was constantly speaking with the commander in an equal manner. The fact that she made some Mistakes recently in the story either means: A) she has only a genuine single minded goal and that is to takeover reigns from eparch and make the Kryptis kingdom peacefull, whatever the cost/casualties. B)Her mind is in distress, showing impatience, clouding her judgment because of reason A... or something else? C)Its rare moments that show her "Humanity/frailty" of not being in control of the situation like a Tough, scheming, calculated evil. D)She is not what she seems to be and has a way bigger agenda and these "mistakes" are all part of a greater plan. Is Peitha evil? Thats difficult to say, her behaviour/motivations/goal has been consistent up till this point, but then again it could be a convincing pokerface. o7 EDIT: What would be an crazy plot twist; Peitha turns out to be a very good cookie, sacrifices herself, bringing down Eparch, Her most loyal subjects to lead the Kryptis kingdom in her place. The commander shows his "darker side"... picks up her still living remains and reforges/blacksmiths those into an usefull converter called Peitha, complete with her usual banter.
  20. @draxynnic.3719I think the feeling of nothing happening with SAB development stems from the vast amount of time/years that have passed since the last very big additions; its not a dead project but its not a priority either atm. If you look at the history of SAB released content you will see actual big chunk releases at the beginning but later down the line not so much. Big chunks would be actual full World releases. https://wiki.guildwars2.com/wiki/Release Super Adventure Box feels like a unfinished Legacy/ an Ancient Side Project of Divinity, on initiation of a few designers that had a passion for the nostalgia Retro gaming ( looking at you, Josh). If you look at the official old Pixel 2D Worldmap of SAB its clear they had big plans for it; a roadmap from start to finish. But along the way other priorities surfaced. https://wiki.guildwars2.com/images/3/3c/Super_Adventure_Box_map.jpg They sometimes release snippets (small update, Sab themed skins blacklion chest) indeed, but its not Modus Operandi Full Priority. And rightly so. Alot of thinking went into each zone as example below. You dont wanna make zones "on a Whim".. its handtailored stuff. https://wiki.guildwars2.com/wiki/Pain_Cliffs#/media/File:Pain_Cliffs_map.jpg Perhaps a serious petition( or Survey's. ) consisting of atleast 85% of the total players wanting SAB back on track. maybe thats enough incentive We shall see what comes this year (2024) btw.
  21. As the Charr Pact Commander i consider myself the Father (metaphorically speaking). I was there when that egg hatched! And her 1st words was "Dada!" in dragon lingo o7
  22. Guildwars 2 already has such things but its not exactly the same; Guildwars 2 has great beasts you can hunt for automatic general loot. What the OP would want to see in GW2 is a special event or Daily returning Quests of the player Hunting specific rare Monsters/creatures. Tracking them down using some device or a Paint marker. Then the Rare monsters in question would have unique breakable body parts wich can be looted to craft various weapons/equipment. they would also struggle alot to survive, have multiple phases of fleeing, getting enraged with increase dmg output, summon reinforcements. Something like that i recon. A Rathalos is basicly a Large dragon type with a scorpion poison stinger with a violent nature. usually its paired with its mate. kill one and the other enrages. vice versa. The game is called MonsterHunter IP by capcom
  23. My two cents on the matter; The bigger the ambition, the bigger the burden to balance it all out. Gw1 and Gw2 might share similarities, but its an entirely different beast alltogether. From playing all those Expansions(excluding SotO) i can tell; they have equal passion and dedication behind it in terms of consistent Design, systems, storytelling, etc). I can be wrong but each expansion also seems to be like individual live experiments. I dont mean this negative or something; more like; Anet is trying things out/finding the sweet spot? Learning lessons from those experiments and trying to gather Elements from those Expansions to later effectively implement them later down the line in a new expansion or new IP; as in a Journey towards a much better game. idk... maybe i'm thinking too farfetched behind reasoning for design choices o7 I have only one big concern; that they might have trouble picking up where EoD ended. Core toward EoD was the perfect storm in terms of Story progression wich is automaticly tied to the gamemaps, etc it came with. Its either gonna be Standalone Expansion stories from this point forward or they must have something up their sleeves we dont know about. I can understand the response about HoT though; it being awesome and breathe of fresh air when it came out. I think the same applied to the creators when they came up with the idea of HoT. "lets take it a step up from the Core game people!" But again the quality of the Expansions that came after it still seems consistent, but they have a totally different vibe... maybe thats it; the athmosphere/vibe that spoke to ya. I still think SotO has the same dedication and quality behind it; but only time will tell if its a standalone story or the beginning of a new epic saga.
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