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Fipmip.7219

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  1. I would support a GW3 purely on the premise of improving the fundamentals that can't really be changed anymore in GW2. The action combat gameplay in GW2 is still fine but its very old at this point and its been overtaken by other mmos with better gamefeel. GW3 would also offer a chance at addressing the photon soup fights by redoing skills and effects from the ground up, and a new engine will allow for better networking code and better large group experiences. In terms of setting I'd prefer to keep it medieval fantasy with a dash of magitech as it currently is. I think full sci fi would alienate the thousands of GW fans that would be willing to return to try out GW3. Maybe put things into the 1910s - 40s in terms of how warfare works. As for writing, well, I've accepted the disney-marvel tier story for what it is. Imo GW2 did so many things right and I think most people would be happy to see GW3 be similar in nature but expanded where techniques in game development have risen. Graphics, seamless open world, readable group fights and improved action combat feel. Keep the meta events, keep the class customization, keep the amazing story set pieces, keep the detailed world and setting.
  2. GW3 for sure. i believe GW is an iconic name in the MMO genre and a new GW would generate a ton of interest which could catapult it into a staple MMO if handled correctly. the new GW would also focus on improving the systems of the old, with similar build customization but weightier action combat, less massive particle heavy abilities and improved audiovisual feedback. The tech limitations should also be expanded with the use of a new engine, allowing for more players without lag, and bigger cooler events with less screen clutter. personally I believe the metas from heart of thorns were peak GW2 and deserve to be the bar for overworld PvE action going forwards. I would also prioritize a seamless open world instead of map zones, and finally I would make sure there was a space for wars between guilds in Guild Wars, perhaps via some specialized PvP meta events.
  3. Would be cool if they added a massive sea map between cantha and tyria and added proper voyage mechanics with personal sea ships and airships and some kind of intercontinental trading theme
  4. people act like killing characters is some insane concept. it aint. they are narrative devices and at this point in the story, they are all completely disposable. Its not edgy or toxic to want some kind of sense of reality to the story. people die when they get put in perilous situations. is it so bad to respect that concept when making a story? New characters are easy to create and I'm fully ready for them.
  5. except for taimi's illness think having some sort of payoff in the end i cant really think of one. And even then, you could use that to justify her sacrificing herself. you've been arguing yourself that the characters have been written out. at the point of the finale in EoD, they had barely any relevance. I did watch it. You should use quotes from the video to justify that argument.
  6. its the end of the main dragon plot: any new story has to be set up from here as a new plot No, she's talking about a separate topic: the impact of character death and how to deal with it, and ways to convince your audience characters are dead. There is no unfinished plot or thread or secrets that need to be wrapped up with any of these characters, and the reason is because they are not interesting, their stories are not planned out from beginning to end, and they've been done for a while. there is no meta reason to keep them alive. which is why this ending would be fine. Also, "everyone dies" is not overused. its actually a trope most shows are afraid to use.
  7. theres nothing in there that strictly prohibits the "everyone dies in the end" trope. she mainly talks about characters that get killed individually as a huge plot point, which is a separate topic. Imo every member of DE and DW could die in one long cutscene at the end complete with slow motion and sad music, or maybe split up into segments a little so we can breathe a bit before continuing with the wholesale cast massacre. I'd like to add that some shows and movies have pulled this off decently. saving private ryan was one. honestly the bar is so low for GW2 storytelling that it would probably work fine. its the series finale so why not? probably the best time to do it. OSP talks about the impact character deaths have on the rest of the cast. tell me, has anyone mentioned trahearne since S3?(honestly they might have but thats not the point). Every character combined in GW2 is worth 1 good character from a good show. so killing them all at once is what it would take to have literally any effect on me. and which character would that impact? the commander. this would be a rare opportunity for some actual character building for our main! with their whole crew gone, we could spend a season exploring that impact. and then in the next one, we can show them moving on when they decide to go on another adventure later, with a new more focused cast, without all the current baggage we still have.
  8. Airships and ships could work, if they had special maps dedicated to them. like the space between cantha and tyria, or a special floating island air map somewhere. At the end of the day, you have to add more content to the game and ships are as good a concept as any for implementation. the technical side of if may be a different story however. People that just offer a blanket "no that just archeage go play archeage" just drag down the discussion to no benefit.
  9. been playing bsw in wvw, i am by no means any good at the game but i get utterly shredded every time against rifle mech in 1 on 1. I'm like sheesh i thought i was supposed to be the overpowered one. i did a cursory search for some bladesworn wvw but found nothing against mechanist. share your techs/footage below
  10. Honestly i think the point about stacking and boonballing is the main blocker here since even with longer sieges, it's hard to kill anyone 1 on 1 like in PS2 which is the main reason that you usually cant just blast your way into the objective in planetside (MAX pushing is a thing though), which means gw2 fights will always revolve around either rapidly smashing the enemy ball or being smashed. respawning players would just trickle into their respective commander balls since being left behind means rapid death against small knots of players, like two tornadoes constantly being fed with more particulate. I think one way of fixing this would be more anti zerg mechanics and classes built around mass stripping boons ( i had an idea for a 'negate magic' class that could strip AoEs off the ground) but if im being honest, WvW fights aren't that fun to begin with. no wonder no one wants them to last more than a few minutes.
  11. Well yeah that sounds like abuse of game mechanics to artificially draw out a fight. but that's not the average experience is it? that's a separate problem with a separate solution. Getting beat is part of the game, someone has to be on the losing side. That's not exclusive to long or short fights. my proposal isnt to make fights last forever, its to make them last longer. Beating your enemy into giving up because its taking too long isnt the win condition.
  12. Well yeah, the meatgrinder is fun to me. It would be better than what we have now, just running from cap to cap just shattering all resistance in minutes/trying to blast through walls before people can react. its just depending on skill you can be the one doing the grinding or getting grinded. right now, the difference is either instakilling or getting instakilled.
  13. Imo people probably complained because repeatedly reviving the lord just feels kind of unsatisfying, like you should have won but cant finish it. functionally it leads to longer fights but thematically it would feel bad. I think from reading this thread, people dont mind having longer fights but it needs to feel right. Taking from planetside, you could rework the castles to have multiple small objectives with weaker lords defending them, so that the majority of points need to be held and a bar fills up to take the objective. That would require a full map rework though so just wishful thinking here. I mean, no i really havent. I dipped my toes in for enough time to reach WvW rank 30. I also played a couple of years ago to get my other GoB and i was kind of dissapointed to find the experience is basically unchanged. I do see boon ball zergs farming objectives but when they fight eachother? fun for a few minutes then its over. If you read my post, I was suggesting the same siege camp mobile spawn mechanics found in PS2, and I remember seeing suggestions for it on the old forums as well. Again though, it's just a simple suggestion and not really the focus of the post. the focus is really: to debate whether longer fights are better and whether anet should try and facilitate them with game mechanics.
  14. How does this make sense? just because I'm not dying personally doesnt mean the overall fight is gonna last much longer. It's a team fight after all. We know it's possible to make large scale games with long satisfying fights because they exist in this world. so why is it impossible in GW2?
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