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drao.4291

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Everything posted by drao.4291

  1. Regarding floating rocks introduction into Cantha.Well Cantha didnt have a great tsunami before either, So the reason for these floating rocks could be that they were either natural & part of the scenery but grounded (some of those tall gravity defying vertical rocks) and overlooked as just another large rock structure.orThey were imported (if not manufactured) in order to be essential building fundaments or as an alternative "counterweight" (and reduce overal building weight) , making it possible to build even taller stone towers on top of the sprawling city with its soaked mud ground and wooden shanty town structures. Premium space might not have the necessary support for a magnificient building otherwise. And then the tsunanami "realesed" them (the floating rocks). No longer fettered to the ground as water soaked earth or crushed structures could no longer contain the levatating rocks air floating boyancy.It could also be reasoned as one of the reasons why so few floating rocks weren't seen before. I think would make a stunning visual and a fun map. I also envision a hub city (or two) that is moving across the Cantha map so its not stationary on the map. either a large turtle house armada or floating rock houses.
  2. I suggest a large sky map that has its "ground" as a sea map with sunken parts of Cantha city ( due to the rising of Orr), but it would be tall with floating islands where civilisation could have escaped to. (making it sort of similar to bloodstone fen (in a mechanic sense)) (some sky levatating rocks could be moving across the map similar to the airship in dragon fall). Other islands could be anchored - there is precedent for this in gw1 Wizard's Folly tower, (presearing) for example. Sure its kinda a common trope among fictional fantasy worlds to have floating rocks, but despite that I think having a full map that is more 3 dimensional and i really liked the horizontal aspect of bloodstone fen in gw2.
  3. Those "Djinn Teleportation Device" decortations , Please make it so they also can be linked with a "specific" partner, the current system - is almost impossible to have several portals "pairs" on the map, as all entrances prefer to pick only one exit to link to. Also please add the forgotten portals as decorations (those that require specific light sequences to initiate)
  4. My suggestions would be to Improve The guild halls special decoration vendor, make it so it possible to buy(donate) more than one item. would be helpfull when unloading the decorations coins for super cloudsand more variants of guild decoration race tracks for example the wooden atholma tracks used in Sandswept isles , or sandstone ones that matches the Lost Preciple overal apperance. As for cash shop itemscustimazable overall individual character model behavior, to match the three kinds of conduct, charming, noble and aggressive (in essence it walks different depending on type of conduct)customizable skill effects, for example diffrent visual appearance on necromancer minions or fireballs.
  5. What's your favorite level in Super Adventure Box? Is there anything in particular that sets it above the rest it for you? I liked the w1z2 -really liked the idea of climbing trees and exploration, except One hostile rock in tribulation mode w1z2, The one that players needs to jump on top of . My suggestion is to have that rock slightly less jumpy, or have a checkpoint shortly before it. Last year, Super Adventure Festival was the first festival to introduce a Weekly Vendor. What new items would you like to see on the Weekly Vendor?lvl80 gadgets/consumables (whip, boomerang, bomb , etc) What sort of new Super Adventure Festival content would you like to see in the future? Super craft dig and build festival,(homage to minecraft & digger)mount race combat world (similar to rollerbeatle racing of gw1) Super adventure Guildhall
  6. I think they should release a a "player content creation tool" and have contests and challenges to tap the collectives creative powers., Both for SAB and for regular guild wars2 expansions. . Sort of like that dead Landmark & Everquest next idea. Then their developers can pick and choose among the creations made by the community.There is after all a huge brain/resource potential that is untapped, thats unfufilled with the current crippled guildhall decortation system. Despite some Guild halls are wonderfully decorated.
  7. A sky map, that (reachable with ballons similar to queens gauntlet/labyrynthian cliffs.) It/theycould be above existing maps for leisure flying and floating fun, with perhaps some racing sky lanes. Sandjackals and sand trails in the sky could also be added into it for extra fun. And if one would be a bit sadisdic a sand jackal puzzel involving portal jumping and while falling... choosing the next correct portals to jump into among several choices (sort of like silverwase skritt puzzels skritt holes. storyphased invasion events invasion events could be revamped to match the observers story active threat . , So the same ongoing event appears visually different for another observer since the visual is based on its characters story progression . whether its Pirates. Zaitan undead, Mordremoth shamplers, White mantle insurgence ,Baltazar forged & Joko undeads or Shatterer crystal minions would depend on the story.The enemy mobs might have cosmetic differences in their appearance and attacks but would behind the smoke and mirrors be the same. More swampy swamps The godlost swamp in Queens dale (and swamps on the core maps could be a bit more swampy -thinking of similar affect as the quicksand effects. though perhaps not as deadly- but still enough to be somewhat frightening.
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