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Fipmip.7219

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Everything posted by Fipmip.7219

  1. there is no "unbalanced even harder" for games with ultra complex skill customization and variety. there is only a plateau of unbalance where one thing is the best at a certain thing and needs to be nerfed while all others need to be buffed. The best you can hope for is multiple "viable" ways of doing something, and there's no reason why my suggestion would make that impossible to happen. In any case, it wouldn't be more unbalanced than many loved games with boundless variety like pokemon, yugiho, mtg, etc. I meant that if there was a weapon that had a new skills, you could either make it so skills 1-5 were all different, but the same among every class that can use a hammer, or just have one to two skills change with that hammer but the skills are different depending on the class using them - those classes being the ones that can use hammers. so for example you pick up the hammer as a guardian and get a new guardian themed volcano skill specific to that hammer, or a warrior and get a new warrior themed volcano skill. alternatively, warrior or guardian pick it up and get the same skills which come with that weapon. Yes we know bundles give you new skills but i see that as a toy concept. Its entirely another thing to have an item be a part of your gear with its own stats, skills and be obtainable through questing/raiding/exploration. Having a new collection of these items with every expansion would be a great reason to look forward to them. There's still room for specializations in this system, since they offer new passives and utilities. perhaps you could give weapon skills keywords like "smash" and then have passives in those specializations that interact with those keywords, like "20% more AoE with smash skills"
  2. In horizontal mmos like guild wars we have new stat combinations released with each update to help min/max certain builds. In vertical mmos like lost ark and wow the limits on our power are simply raised through some method or another. I was thinking, what if new weapons were added with each expansion. I'm not talking about new weapon types, but new weapons within those types that had skills attached to them. for example, a hammer called the volcano hammer that has a new 5 skill that smashes the ground and causes fireballs to come out of a fissure. In guild wars case, you could have this skill be shared among every class that can use a hammer, or you could make a new skill for every class. Imo this type of "progression" for trying to obtain tangible new items that meaningfully effect the way you play the game would feel way more satisfying to chase after. This sort of thing would be great for legendary weapons too with appropriate legendary skills. Balance wise, it would be unbalancable, but there really isn't a balanced mmo out there. Imo, it wouldn't be functionally different from the way the meta constantly changes with each update currently. In essence, players dont have time to settle before old stuff gets shifted around and new stuff gets added. This is basically an idea I've been sitting on that I havent seen tried. granted im not much of an MMO expert, but anyway, could be a good idea for GW3.
  3. 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.
  4. 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.
  5. 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
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. 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.
  16. 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?
  17. That's a real shame I guess, since I was hoping wvw might change over the years to try and facilitate more prolonged combat. I don't see why players would shy away from being able to fight longer to farm kills and get action more easily but I guess capping objectives is ingrained into the established base at this point. Maybe in GW3.
  18. There are a few games that try to deal with large scale player battles. one that comes to mind is planetside 2, in which spawning is much more close quarters and unrestricted, leading to battles that last longer and maintain momentum. In my opinion, WvW is supposed to be the big battle mode, but big battles usually only last a few minutes. It seems to me like the focus should be on getting the ball rolling, and trying to maintain it as long as possible for the "mind bending, gut wrenching all out war" as the mist recruiters like to call it. As to how i would do this personally, I would add more spawns around the map, and allow people to spawn in contested areas. I would also add camps as a buildable siege option that would become a spawn location, that can only be placed within a certain radius of castles and eachother, and decay over time if not used. But that just a simple suggestion, and the main question is to whether you would support this design philosophy of "keeping the fight going and making it easy to drop into the fight" overall.
  19. bruh dont pretend like most of the areas in PoF dont feel like stark empty polygonal models with mobs spaced over them equidistantly. You know, Id actually be fine with that if those areas were dune deserts that are meant to feel open, but there's so much empty architecture and smudgy brown terrain and rocks designed around just blasting through with your mount as fast as possible. I think EoD did a much better job at finding a balance between size and detail. Not a perfect one, but honestly? better than PoF.
  20. Probably because airships would wreck the current classical galleon gunpower ships we've seen so far from nations. Perhaps someone somewhere is working on the battleships and cruisers it would require to host anti aircraft magi lasers, but they arent out yet.
  21. I mean if you're alright with just a few mechs, you could wait until mechanist isnt as meta. then there'll be less jade mechs
  22. Imo the best OW mob design is to keep the challenging mobs, but to spread them out into more deliberate encounters where they make sense, rather than trying to paint the map with aggro radii and archaic mob placement. Make it so hostile POIs have specifically placed mobs, have a few patrolling groups on specially modelled pathways, and then you'll have a bunch of packaged encounters that have the potential for some dynamic changes depending on placement (maybe two hostile patrols walk into eachother or a patrol moves through a POI), but mostly dont have the annoying domino aggro effect you get in many of the new areas. Then add the metas and hearts on top of that, and I think you have the perfect OW design for mobs.
  23. I'd like to get a general understanding of how people play the open world and experience new content. If some new content drops with a new world map, for example: EoD, I play it slowly. My process is to: -Not use mounts at first, and run from story object to story objective -Allow myself to be distracted by interesting areas, and mini metas or hearts on the way to each objective -Listen to NPCs talking -Not do the main map meta until all the areas in which the main map meta takes place are discovered -Not necessarily discover every POI before moving onto the next map, leaving some stuff for later -Eventually transition to using mounts near the end of the process Another thing i did for EoD was try and do the fishing collection for the map before moving onto the next one, which netted me a nice 70G in ambergris + whatever in fish meat, but that's probably not typical for me. Overall I find my method to be a good way to appreciate the finer details and discover some cool secrets organically. Although I wish anet would stop spamming mobs everywhere. Like jesus christ have you ever tried walking through echovald just trying to appreciate nature? exhausting. Anyway, just curious if you try to go fast or slow, and how you go about it.
  24. Reading this thread sincerely makes me hope for a single lump of coal on the 11th birthday
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