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Old May 13, 2009, 12:51 AM // 00:51   #1
Ascalonian Squire
 
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Default My main thoughts of GW gameplay

First of all I think Guild Wars is a brilliant game idea, story, world etc. This bit of whine is probably more about GW2 wishing anyway.

Have the option to map travel into areas which are already vanquished/visited

I have no patience for running through areas again and again, while all my heroes and henchmen die during the running only to have DP in the next area. There's supposed to be minimal grinding in this game, and clearing the same areas over and over doesn't indicate that. The spawn point could be at the end of the map that you have traveled past. Say I've walked Black Curtain and Talmark Wilderness to Majesty's Rest, perhaps I could now map travel to that side of Majesty's Rest.

Collector items like eyes, tusks etc. should come 1 per corpse

Again I have no patience to kill 50 monsters in an area far away, re-entering the map to kill more, just to get some tusks or jaws so I can collect a weapon for some build testing. I should simply be able to kill, say 4 trolls to get 4 troll tusks, get the weapon and move on.

The prices of everything are ridiculous

2500 for the small equipment pack. I don't know what the largest equipment pack costs in game gold, but it is 7500 Zaishen copper (I have 190 so far).These latest additions are quite crazy. But a lot of other stuff is crazy as well. Black dyes drop rarely and cost a lot. Shouldn't all the colors drop equally, and also, one would think soot is the most common color, but I guess I am wrong. Elite armors, great to have in game, never going to buy them, I suppose. My character is now carrying 17k and that's like maybe worth 1 piece in elite armor. Just getting the 5k for my standard armor was a stretch in its time, in Prophecies. Don't get me started on crafted weapons, I've never crafted one because of the 5k, 10k, 15k ridiculousness. Same goes for passage to FoW and others, too expensive in game gold. I've never seen a green or ecto drop outside of tombs and I'm not always in the mood for farming and grinding. You could halve the price of most anything and it would be good in relation to what you get from actual adventuring currently. Perhaps with some of my suggestions the prices would be reasonable in terms of time spent playing.

Crafted weapons are not crafted

You get the idea from the word crafting that you can influence what you are ordering. Shape, form, modifications. Mainly, the suffixes and prefixes of the weapon. Yet crafting is quite bland. It's just an overpriced shop for weapons that sometimes don't even have any mods, you have to find them yourself. That doesn't speed up or help me greatly to get the weapon I want for my build idea. Where are the real weaponsmiths who make what you need? In PvP you can just create the weapon from pieces, I'm looking for similar in PvE, but with of course some sensible in game price in gold and materials.

The monsters and the heroes are not in balance, same goes for PvE and PvP

There is no unified ruleset between PvE and PvP. PvE only skills indicate in their might, that you need more power in PvE. Why not unify the system to have all the same tactics available in PvE and PvP. To bring the builds together. Right now, not many are interested in e-denial in PvE because of the apparently colossal energy regeneration of monsters. Monsters also seem to have comparably ridiculous amounts of health, or health regeneration. Drop the regenerations, make the monsters play the same rules as players and heroes and as people do in PvP. In theory, a confronted humanoid should be in all respects as powerful as any PvP player, and also not over lvl 20. In fact, over lvl 20 monsters should always be vastly different, like dragons and wurms. Then you could also have species-specific regen rates, armor etc. The coded AI should be similar in henchmen and heroes as they are in the enemies. If enemies run from AoE, so should the heroes. Better yet, hero AI should be customizable.

Hero and henchmen AI need to be improved or customizable

Microing heroes in real time can be a bit difficult. I play a frontline warrior mainly and have no interest in babysitting my backrow casters. A large number of party wipes happen due to elementalists or other form of mass-damage inflicters. Usually a wurm siege or meteor shower. In the case of meteor shower and other damage over time area of effect spells, it would be good for the heroes and henchmen to just flee the area. A some sort of customize AI option should be made available in GW2. Some simple sliders and values and conditions that need be met for some action. Preferably also the AI of your own character should be customizable. For example having conditional skill use triggers such as when "Watch yourself!" is ready, shout it out. Then I could focus on the essential skills of interruption and stuff in my first few slots, instead of just "REMEMBER TO CLICK NUMBER 8 MAN!" There is also a need for hero/henchmen formations: spreading out, triangles, squares, circles, lines... etc. Also an option to attack move (kill everything from here to there), or move while continuing healing should be available. Currently, flagging troops while they are conditioned and hexed gets them killed with degen, yet unflagging stops them from fleeing and gets them killed as well.

There are few options to do at the end of a dungeon with -60 DP

To reduce the frustration of grinding same halls again because a quest or mission failed in a far away place, there could possibly be a way to summon help from guild members, or flag the place so the monsters do not respawn on next visit. Perhaps having portals in dungeons and far away places that transport you into an outpost, the next time you use that portal in the outpost, it would take you back to that dungeon and the same instance of it. Entering any other explorable area would clear the portal.

Time spent running around is too high

Noticeable is the size of structures, staircases and distances compared to the characters. The overall time spent running is quite long. Perhaps 4-8% faster might be better, but more likely having more outposts, aforementioned dungeon recall portals, and less grinding elements waiting for special drops etc. might be more fashionable ways to reduce time spent just running to places.

/bonus is too powerful and not available to all

Some of the /bonus weapons are a bit too powerful, such as Hourglass Staff. The whole ability to just create new items from nothing, indefinitely, with near perfect stats, is ridiculous, because this makes ones heroes much more capable that what others have available, for much less effort. It shouldn't be too effective, if it is not available to all players equally. Fair play should stay away from things that are unlimited and privileged.

Indefinitely spawning enemies break immersion

Have no thing in infinite supply. And if you have infinite enemies, do not make them not yield any experience or loot. The point in question is a certain golem related mission where unlimited golems spawn giving no gold or loot and possibly no experience either. Just because they are infinite shouldn't change the loot. Also, if the golems are infinite, it breaks story, because infinite golems should be able to deal with any "destroyer threat" all by itself. Few things are infinite, those are usually arrows and spears for gameplay's sake, keep it that way. Fix would be that the golems simply cease spawning after a counter hits a limit.

There are no adventure skills

But, I've read about swimming coming to GW2. What I am actually referring to is passive, always available certain small abilities such as: wetting yourself in a pond to remove burning and gain a short-term immunity to burning. Or perhaps class-specific secondary skills: for example rangers could have a passive skill related to wilderness survival that shows pop-up or pop-down creatures in the radar. What sort of ranger can't track and see traps?

Don't have automated turrets that are indestructable

A "nothing too noticeable should be indestructable or infinite"-case, or nothing that can attack at least. Maybe if the turrets ran out of ammo, then they would make sense as being indestructable. But having annoying non-targetable turrets spamming indefinitely is annoying to say the least. Luckily not all turrets are especially damaging, but an irritating detail nonetheless.

An obvious trap scenario should give an opportunity to strike first

There is this spot in a dungeon for example with multiple zombies or golems standing around being neutral. That's weird, and you just know that by going forward they will eventually attack while you are in the worst position possible. Anyone can see through these Hollywood scripts. The player should be able to attack them pre-emptively, if they are going to turn hostile later on.

What is with titles

Who the hell wants to do death leveling for weeks? Who wants to scrape maps? How is that interesting to anyone anymore? "Hey, let's jiggle the screen in this corner to get that 0.00000000000001% in cartography. Man, this is good gaming! Uh-huh?" If there are rewards for these titles in GW2, I hope they are not as lame as superb items inserted in /bonus i.e. overly powerful, unlimited in nature and ridiculous (let's give cartographers twice the running speed geez). It's of course only fair to recognize intensive players, but making it so that everyone should do these boring aspects of the game just to get some benefit is mega lame.
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Old May 13, 2009, 01:57 AM // 01:57   #2
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inb4lock because you can't read stickies that say "Do not make multiple suggestions per thread."
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Old May 13, 2009, 02:12 AM // 02:12   #3
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before what shayne hawke said happens, i'd like to tell you how bad your ideas are.
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Old May 13, 2009, 02:28 AM // 02:28   #4
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I sense you play a great deal of WoW and/or have only had GW for a few weeks... also in b4 the lock
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Old May 13, 2009, 02:40 AM // 02:40   #5
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i have little idea what you want. Looks like it was made of fail and QQ.

In b4 lock.
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Old May 13, 2009, 02:54 AM // 02:54   #6
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I read like the first 5 lines and thought... wow... this is stupid.


I mean equating pve with pvp... good luck. AI can never be as good as human intelligence, atleast at current levels. Therefore for it to be even remotely difficult, the creatures must be a higher level with higher armor etc. At which point, we "need" more firepower to deal with them, at which point they cant be pvp skills at which point we need the split.
Did you even think before u came up with this?
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Old May 13, 2009, 02:56 AM // 02:56   #7
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Quote:
I have no patience for running through areas again and again, while all my heroes and henchmen die during the running only to have DP in the next area. There's supposed to be minimal grinding in this game, and clearing the same areas over and over doesn't indicate that.
as for the dp...STOP FAILING if you don't fail you won't have dp.
As for minimal grinding...I can be at a peak preformance ina few hours in this game compare that to almost everyother mmo where it would take you weeks or months to do that. Look at wow, TR (RIP), anything(I'm embarressed to put in all the other ones I've played).

Quote:
Collector items like eyes, tusks etc. should come 1 per corpse

Again I have no patience to kill 50 monsters in an area far away, re-entering the map to kill more, just to get some tusks or jaws so I can collect a weapon for some build testing. I should simply be able to kill, say 4 trolls to get 4 troll tusks, get the weapon and move on.
Just no... think about it your fighting a troll and your shreading it to bits...Is every single troll going to have useable tusks? no there going to get damaged whether from fighting you or just from living.

Quote:
The prices of everything are ridiculous

2500 for the small equipment pack. I don't know what the largest equipment pack costs in game gold, but it is 7500 Zaishen copper (I have 190 so far).These latest additions are quite crazy. But a lot of other stuff is crazy as well. Black dyes drop rarely and cost a lot. Shouldn't all the colors drop equally, and also, one would think soot is the most common color, but I guess I am wrong. Elite armors, great to have in game, never going to buy them, I suppose. My character is now carrying 17k and that's like maybe worth 1 piece in elite armor. Just getting the 5k for my standard armor was a stretch in its time, in Prophecies. Don't get me started on crafted weapons, I've never crafted one because of the 5k, 10k, 15k ridiculousness. Same goes for passage to FoW and others, too expensive in game gold. I've never seen a green or ecto drop outside of tombs and I'm not always in the mood for farming and grinding. You could halve the price of most anything and it would be good in relation to what you get from actual adventuring currently. Perhaps with some of my suggestions the prices would be reasonable in terms of time spent playing.
OKay small equip pack I was kinda WTF over but hey they need a decent money sink.
Black Dyes they're expensive BECAUSE they are rare. Your lucky prices used to be higher. No not all colors should drop equally. What kind economy would a game have if everything droped equally and people got VS's out of every slavers chest?
Elite armors, The word ELITE is in there for a reason. Nuff said on that.
FoW and Underworld Prices are low considering the possible payout from drops.


Quote:
Crafted weapons are not crafted

You get the idea from the word crafting that you can influence what you are ordering. Shape, form, modifications. Mainly, the suffixes and prefixes of the weapon. Yet crafting is quite bland. It's just an overpriced shop for weapons that sometimes don't even have any mods, you have to find them yourself. That doesn't speed up or help me greatly to get the weapon I want for my build idea. Where are the real weaponsmiths who make what you need? In PvP you can just create the weapon from pieces, I'm looking for similar in PvE, but with of course some sensible in game price in gold and materials.
Goes back to whats the point of an mmo when theres no economy. If everyone could just craft the weapon they wanted with the stats they wanted (which look at caster items from proph and factions) then why would I sell mods? Or weapons for that matter.


Quote:
Microing heroes in real time can be a bit difficult. A some sort of customize AI option should be made available in GW2. Some simple sliders and values and conditions that need be met for some action. Preferably also the AI of your own character should be customizable. For example having conditional skill use triggers such as when "Watch yourself!" is ready, shout it out. There is also a need for hero/henchmen formations: spreading out, triangles, squares, circles, lines... etc. Also an option to attack move (kill everything from here to there), or move while continuing healing should be available. Currently, flagging troops while they are conditioned and hexed gets them killed with degen, yet unflagging stops them from fleeing and gets them killed as well.
If you need to micro that much your doing it wrong. I can set my heros and forget they exist except maybe against a nuker boss.
Then you talk about immersion later on in your post and then say that your character should have ai. Now I don't know about you but I don't have some AI built into me to do my homework for me an hour before its due.
As for your formation for heros do it yourself and henchmen usually run from any damamge anyway.

Quote:
There are few options to do at the end of a dungeon with -60 DP

To reduce the frustration of grinding same halls again because a quest or mission failed in a far away place, there could possibly be a way to summon help from guild members, or flag the place so the monsters do not respawn on next visit. Perhaps having portals in dungeons and far away places that transport you into an outpost, the next time you use that portal in the outpost, it would take you back to that dungeon and the same instance of it. Entering any other explorable area would clear the portal.
Simple don't die. And you talk about dungeons. They are meant to be difficult especially if you don't know what your doing. Also I have only seen one dungeon boss with health regen (slavers exile) the rest you can whittle down there health slowly. Slavers Exile is allegedly an Elite dungeon therefore if your dieing you shouldn't be doing it same with hard mode.


Quote:
Time spent running around is too high

Noticeable is the size of structures, staircases and distances compared to the characters. The overall time spent running is quite long. Perhaps 4-8% faster might be better, but more likely having more outposts, aforementioned dungeon recall portals, and less grinding elements waiting for special drops etc. might be more fashionable ways to reduce time spent just running to places.
Havent you said this already? If its that big of a problem bring a running skill.


Quote:
/bonus is too powerful and not available to all

Some of the /bonus weapons are a bit too powerful, such as Hourglass Staff. The whole ability to just create new items from nothing, indefinitely, with near perfect stats, is ridiculous, because this makes ones heroes much more capable that what others have available, for much less effort. It shouldn't be too effective, if it is not available to all players equally. Fair play should stay away from things that are unlimited and privileged.
*Cough* no offence but I wouldn't use most of those weapons if you paid me. Yeah some are ok but in general yes they are max and yes they have perfect stats are the weapons super amazing? No. I'm sorry but no. I can go out and have gotten better weapons in less then 4 hours on the Ele I made on my mule account.


Quote:
Indefinitely spawning enemies break immersion

Have no thing in infinite supply. And if you have infinite enemies, do not make them not yield any experience or loot. The point in question is a certain golem related mission where unlimited golems spawn giving no gold or loot and possibly no experience either. Just because they are infinite shouldn't change the loot. Also, if the golems are infinite, it breaks story, because infinite golems should be able to deal with any "destroyer threat" all by itself. Few things are infinite, those are usually arrows and spears for gameplay's sake, keep it that way. Fix would be that the golems simply cease spawning after a counter hits a limit.
Ok so let me go kill everything in this dungeon run back get a bunch f people to pay me 50000k and I run in and we kill the boss... No thank you. How can I repeat a mission if I did it before but want to go back through the story to catch what I might have missed? Then theres the economy. If every dungeon let you leave and reset your dp every mob then theres no difficulty getting a req 9 divine favor frog scepter.


Quote:
Don't have automated turrets that are indestructable

A "nothing too noticeable should be indestructable or infinite"-case, or nothing that can attack at least. Maybe if the turrets ran out of ammo, then they would make sense as being indestructable. But having annoying non-targetable turrets spamming indefinitely is annoying to say the least. Luckily not all turrets are especially damaging, but an irritating detail nonetheless.
When you think about it 90% of these are in dungeons (I can only think of one place Ive seen them outside dungeons). Now is Mr. KAthandrax going to make his traps destroyable or at least easily drstroyable no look at them they're probably made out of stone and very difficult to break. And how do you know they have unlimmited ammo? Maybe they just have a very large supply I'm sure Mr. Kathandrax has ensured that his traps can keep fireing for years.



Quote:
What is with titles

Who the hell wants to do death leveling for weeks? Who wants to scrape maps? How is that interesting to anyone anymore? "Hey, let's jiggle the screen in this corner to get that 0.00000000000001% in cartography. Man, this is good gaming! Uh-huh?" If there are rewards for these titles in GW2, I hope they are not as lame as superb items inserted in /bonus i.e. overly powerful, unlimited in nature and ridiculous (let's give cartographers twice the running speed geez). It's of course only fair to recognize intensive players, but making it so that everyone should do these boring aspects of the game just to get some benefit is mega lame.
No one says you have to. Some people like to show off I have 22 max titles. Have I tried to get them? not really the only ones I actually worked to get were the carto ones. Most just happened from playing alot. Ok so your complaining the the /bonus weapons are to powerful and then saying that carto titles should increase your movement speed? yeah...So then you'd be forceing people to get the titles. No offense but a bonus like that means that at the first mission your going to see a bunch of people at the first mission Spamming GLFM with Max Survivor. Your going to be shorted then and you thought some lousy weapons were over powered.


Just my 2 cents
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Old May 13, 2009, 02:57 AM // 02:57   #8
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Quote:
Originally Posted by PahaLukki View Post

Collector items like eyes, tusks etc. should come 1 per corpse

Again I have no patience to kill 50 monsters in an area far away, re-entering the map to kill more, just to get some tusks or jaws so I can collect a weapon for some build testing. I should simply be able to kill, say 4 trolls to get 4 troll tusks, get the weapon and move on.
Wow, I stopped reading the post after this ^^ This sure would have made my FOW armor a lot easier to get.

I am just gonna stop there because I don't have all night to give a proper guru reply to this post.

Please close.............
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Old May 13, 2009, 03:36 AM // 03:36   #9
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lol you must suck at this easy game
in b4 lock
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Old May 13, 2009, 03:55 AM // 03:55   #10
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2500 for the small equipment pack.
Stopped here. 2.5k isn't that much. I guess if you only have Proph, maybe, but still, you can get it throughout the game by doing missions. And if you only have proph, you probably don't have any need for that extra storage, since many of the drops you get are merch food.

Sorry if you have more than proph, but clearly you're just being lazy anyway. QQmoar, inb4lock.
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Old May 13, 2009, 04:01 AM // 04:01   #11
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You're crying because you can't bother to play the game equally like everyone else. You want it handed it to you instead of having to work for it. If you don't like GW enough to play like the rest of the community, leave please. inb4lock.
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Old May 13, 2009, 04:44 AM // 04:44   #12
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Originally Posted by the end is near View Post
*SNIP*
Just my 2 cents
That was more in the ballpark of $5.
Good points though.
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Old May 13, 2009, 04:48 AM // 04:48   #13
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LMAO I love the fact that you basicly said you want gw2 to have a.i. to play the game for you xD.
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Old May 13, 2009, 04:57 AM // 04:57   #14
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has got to be the biggest QQ thread i have ever seen
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Old May 13, 2009, 05:10 AM // 05:10   #15
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Quote:
Originally Posted by PahaLukki View Post
Have the option to map travel into areas which are already vanquished/visited
lol, this is no problem at all at the moment. In fact, I say there are too many outposts already - especially in Factions.

Quote:
Originally Posted by PahaLukki View Post
Collector items like eyes, tusks etc. should come 1 per corpse
Hmmm, nope. % chance drop is good. Welcome to the world of RPG.

[B]
Quote:
Originally Posted by P[/B
ahaLukki]The prices of everything are ridiculous
Welcome to the world of RPGs and a game that has been out for 4 years. Regarding the Zaishen Quests, high prices to keep people playing and busy if they want to continue playing. Things like Black Dye (which wouldn't be sut btw, that's grey, technically), within any kind of game, there will be rarities, the rarer the items, the more they cost and the less they drop. it is a common thing that everyone who isn't 100% socialist to the core wants. Those that want the rare stuff to be cheap are those who either want to have it because it is rare (in which case if those stuff become common, they will most likely want whatever else is rare) or because it costs money, and thus, well, rare.

Nothing wrong with you not buying Elite Armors, no one said you had to. They give no benefit besides a gold sink, which is why rarity is needed. If you only have 17k on your account, clearly you have not be playing long, in which case I say, don't go after the rare stuff.

Just because you don't want to farm and grind, doesn't mean you should be given stuff that was made for those who are dedicated (not farmers and grinders! They just also get the benefit. Like why LDoA was made)

Quote:
Originally Posted by PahaLukki
Crafted weapons are not crafted
You craft blank weapons (except in the case of Prophecies and Factions, and Charrslaying - where inscriptions *and a mod* are generic). You craft for the sake of the skin, not the mods. The mods you add later. Again, except for Prophecies and Factions, where you craft for the innate mods, then add the other mods later.

In PvP you can just create the weapon because PvP characters cannot farm for gold. It's as plain as the skin on your forehead! You want a specific mod? Go to a different crafter. No crafter has that mod? Well guess you'll have to find it yourself.

-roles eyes-

Lazy...

Quote:
Originally Posted by PahaLukki
The monsters and the heroes are not in balance, same goes for PvE and PvP
"There is no unified ruleset between PvE and PvP."

BWUAHAHAHAHAHAHAAHAHAHAHAHA! Good joke man! The two are waaaaay different. I won't even bother on how they are.

"PvE only skills indicate in their might, that you need more power in PvE."

No, I think they were just given to QQ'ers

As for the rest of PvP and PvE combination, you're high, you gotta be. Pain Inverter in PvP? Perma Shadow Form in PvP? Anet has been splitting the two apart in terms of skills for a reason. A bad reason imo, but there is a reason to keep the skills separate. The current reason seems to be to keep punishment out of PvE. I think it should be keeping punishment out of each other. Skills need nerfed in PvE, skills need nerfed in PvP, not the same skills. Skills need buffed in PvP, PvE is easy enough but some of the underpowered skills could use a buff.

Monsters do in fact have normal energy. I've drained monks when I played a mesmer many times. When stuck with a lot of monks in a group in HM, I rely on the monks running out of energy (harder to do in HM than NM). It's just an urban legend that monsters have colossal energy. And Most monsters have the same regeneration in health as players, in fact, only bosses have more.

The only thing needed in this field for a change would be changing the bars of hostile NPCs, henchmen, and allied NPCs

Quote:
Originally Posted by PahaLukki
Hero and henchmen AI need to be improved or customizable
Not needed. I hardly micro manage my heroes, only time I really gotta are in HM ele/RoJ spots where they will get wiped fast. The Formation thing would be nice, but it most likely would be hard to code.

Quote:
Originally Posted by PahaLukki
There are few options to do at the end of a dungeon with -60 DP
Use Candy Canes, Honeycomes, etc. Problem solved.

This just screams laziness

Quote:
Originally Posted by PahaLukki
Time spent running around is too high
Noticeable is the size of structures, staircases and distances compared to the characters. The overall time spent running is quite long. Perhaps 4-8% faster might be better, but more likely having more outposts, aforementioned dungeon recall portals, and less grinding elements waiting for special drops etc. might be more fashionable ways to reduce time spent just running to places.

Quote:
Originally Posted by PahaLukki
/bonus is too powerful and not available to all
Those weapons suck for the most part. Some are useful, and only the very rare ones that are no longer availible cannot be duplicated in mods. But really, who cares? Not many use them...

(lol @ Hourglass Staff "too powerful" - any weapon can be modded like it, the Hourglass Staff just has multiple requirements, which MANY weapons now have)

The purpose of rewarding players with the /bonus weapons is to give them non-tradable, max stat, unlimited weapons. And nothing is wrong with it. If you can't reach the requirement, you can't deal the damage, get all the energy, or get all the armor. They are great for heroes. And for low levels. Nothing more really.

Quote:
Originally Posted by PahaLukki
Indefinitely spawning enemies break immersion
I take it you mean N.O.X.'s quest? So what if they don't give experience or drop loot. Boo hoo. It's a one time quest per character. Big deal. Really, if they dropped loot, people would just farm the Bit Golems. Hey! You complained about farming and grinding! Now you're wanting something that HELPS farmers and grinders! OMG! CONTRADICTION!

You just opened a paradox in the world, now we'll all die! NOOOOOOOOOOOOOOOOOOoooooooooooOOOOOOOOOOOOOOOooooo ooooooooOOOOOOOOOOOOOOooooooo

-rolls eyes-

Quote:
Originally Posted by PahaLukki
There are no adventure skills
Sorry that game mechanics can't allow swimming in GW. And for the "wetting yourself in a pong to remove burning" - some kind of things do this *cough poisoned swamp water cough* and it would be too much of a hassle to find every spot that can add an environmental effect to change it to give whatever effect it can give.

"What sort of ranger can't track and see traps?"

The innexperience, the careless, the ones not focused on tracking, oh, and the kids who play rangers who sit at computers getting fat all day.

Quote:
Originally Posted by PahaLukki
Don't have automated turrets that are indestructable


There is no ammo. It's magic biatch.

Quote:
Originally Posted by PahaLukki
An obvious trap scenario should give an opportunity to strike first
Game mechanics from Prophecies. Kind of near impossible for one man to change.

Quote:
Originally Posted by PahaLukki
What is with titles
No one is forcing you to get LDoA. Many people, like myself, loved doing the Explorable title *until last 2% for me*. Just because you don't like something, doesn't mean others don't as well.


Nice QQ thread disguised as a multiple suggestion thread.

Hope it gets deleted. Flame fest.
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Old May 13, 2009, 05:23 AM // 05:23   #16
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Many of your suggestions reminded me of Diablo, others from WoW...all of which suggestions fit well into THEIR RESPECTIVE GAMES. Guild Wars is unlike both of them, so don't expect more than is needed and necessary. If things are too expensive, get money/farm. If a dungeon is too hard, get better heroes/builds and maybe bring some cons. Don't feel like farming for that collector's item? Buy loot from other players or buy a cheap green equivalent (seriously, most greens are around maybe 1-5k now).

You also QQ about an infinite Golem spawn in a GWEN mission. I don't see how this is a problem at all besides the "reason" you listed. The infinite spawn does not affect you if you do the mission the correct way.

Also, I recall making/crafting weapons maybe 2 or 3 times in the 4 years I've played. There are better ways of getting the items, or equivalent items, you need.

Before making suggestions, I suggest actually working with (i.e PLAYING) the game instead of asking for everything to be done for you.
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Old May 13, 2009, 05:41 AM // 05:41   #17
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So you want a totally different game? How about you find one instead of trying to change this one.

Close this QQ of a thread, please.
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Old May 13, 2009, 06:31 AM // 06:31   #18
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Hmm, lots of people already voiced my opinion on your suggestions.

Allow me to add that 'minimal grinding in this game' doesn't imply you are entitled to have access to anything by only clicking a button.

Last edited by Arduin; May 13, 2009 at 06:33 AM // 06:33..
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Old May 13, 2009, 07:00 AM // 07:00   #19
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Wow, as if we haven't seen enough of these topics.

Read before you post, these ideas are the same as everyone elses, and to be honest, most of them are trying to change the game into something that suits you.

/notsignedonallideas

inb4lock
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Old May 13, 2009, 07:14 AM // 07:14   #20
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Quote:
Originally Posted by PahaLukki View Post
Have the option to map travel into areas which are already vanquished/visited

I have no patience for running through areas again and again, while all my heroes and henchmen die during the running only to have DP in the next area. There's supposed to be minimal grinding in this game, and clearing the same areas over and over doesn't indicate that. The spawn point could be at the end of the map that you have traveled past. Say I've walked Black Curtain and Talmark Wilderness to Majesty's Rest, perhaps I could now map travel to that side of Majesty's Rest.
Prophecies is relatively easy and the areas are the least dense of all 4 games. It won't kill you to fight you way through.

Quote:
Collector items like eyes, tusks etc. should come 1 per corpse

Again I have no patience to kill 50 monsters in an area far away, re-entering the map to kill more, just to get some tusks or jaws so I can collect a weapon for some build testing. I should simply be able to kill, say 4 trolls to get 4 troll tusks, get the weapon and move on.
You make this sound like you have to do this every single time you want to make a change to your build. You never have to do this; and 1 kill = 1 drop really just shows you don't know much about the game yet.

Quote:
The prices of everything are ridiculous

2500 for the small equipment pack. I don't know what the largest equipment pack costs in game gold, but it is 7500 Zaishen copper (I have 190 so far).These latest additions are quite crazy. But a lot of other stuff is crazy as well. Black dyes drop rarely and cost a lot. Shouldn't all the colors drop equally, and also, one would think soot is the most common color, but I guess I am wrong. Elite armors, great to have in game, never going to buy them, I suppose. My character is now carrying 17k and that's like maybe worth 1 piece in elite armor. Just getting the 5k for my standard armor was a stretch in its time, in Prophecies. Don't get me started on crafted weapons, I've never crafted one because of the 5k, 10k, 15k ridiculousness. Same goes for passage to FoW and others, too expensive in game gold. I've never seen a green or ecto drop outside of tombs and I'm not always in the mood for farming and grinding. You could halve the price of most anything and it would be good in relation to what you get from actual adventuring currently. Perhaps with some of my suggestions the prices would be reasonable in terms of time spent playing.
You don't need these things. You want prestige, you work for it (I rarely ever farm (think maybe half an hour every 2 months or so), so don't use that as an excuse). Besides, it really isn't much once you get somewhere in the game. Also, once you spend a decent time playing, like you suggest, these things are quite cheap. I've saved up almost 1000k in raw cash without problems.

Quote:
Crafted weapons are not crafted

You get the idea from the word crafting that you can influence what you are ordering. Shape, form, modifications. Mainly, the suffixes and prefixes of the weapon. Yet crafting is quite bland. It's just an overpriced shop for weapons that sometimes don't even have any mods, you have to find them yourself. That doesn't speed up or help me greatly to get the weapon I want for my build idea. Where are the real weaponsmiths who make what you need? In PvP you can just create the weapon from pieces, I'm looking for similar in PvE, but with of course some sensible in game price in gold and materials.
Weapon crafting sucks, that we've known for ages.

Quote:
The monsters and the heroes are not in balance, same goes for PvE and PvP

There is no unified ruleset between PvE and PvP. PvE only skills indicate in their might, that you need more power in PvE. Why not unify the system to have all the same tactics available in PvE and PvP. To bring the builds together. Right now, not many are interested in e-denial in PvE because of the apparently colossal energy regeneration of monsters. Monsters also seem to have comparably ridiculous amounts of health, or health regeneration. Drop the regenerations, make the monsters play the same rules as players and heroes and as people do in PvP. In theory, a confronted humanoid should be in all respects as powerful as any PvP player, and also not over lvl 20. In fact, over lvl 20 monsters should always be vastly different, like dragons and wurms. Then you could also have species-specific regen rates, armor etc. The coded AI should be similar in henchmen and heroes as they are in the enemies. If enemies run from AoE, so should the heroes. Better yet, hero AI should be customizable.
You've never played any decent amount of PvE so I'm just going to say you have no idea what you're talking about. Learn the game, then comment.

Quote:
Hero and henchmen AI need to be improved or customizable

Microing heroes in real time can be a bit difficult. I play a frontline warrior mainly and have no interest in babysitting my backrow casters. A large number of party wipes happen due to elementalists or other form of mass-damage inflicters. Usually a wurm siege or meteor shower. In the case of meteor shower and other damage over time area of effect spells, it would be good for the heroes and henchmen to just flee the area. A some sort of customize AI option should be made available in GW2. Some simple sliders and values and conditions that need be met for some action. Preferably also the AI of your own character should be customizable. For example having conditional skill use triggers such as when "Watch yourself!" is ready, shout it out. Then I could focus on the essential skills of interruption and stuff in my first few slots, instead of just "REMEMBER TO CLICK NUMBER 8 MAN!" There is also a need for hero/henchmen formations: spreading out, triangles, squares, circles, lines... etc. Also an option to attack move (kill everything from here to there), or move while continuing healing should be available. Currently, flagging troops while they are conditioned and hexed gets them killed with degen, yet unflagging stops them from fleeing and gets them killed as well.
Micromanaging AI with regard to getting them out of AoE isn't a big issue, you get used to it after a while (again, play the game). Also, why would you want the game to play itself for you? If you can't handle the build, too bad; either get better or let other people who can do it and stop whining.

Quote:
There are few options to do at the end of a dungeon with -60 DP

To reduce the frustration of grinding same halls again because a quest or mission failed in a far away place, there could possibly be a way to summon help from guild members, or flag the place so the monsters do not respawn on next visit. Perhaps having portals in dungeons and far away places that transport you into an outpost, the next time you use that portal in the outpost, it would take you back to that dungeon and the same instance of it. Entering any other explorable area would clear the portal.
Just get better at the game. PvE is easy enough already, there is no need to magically spawn people.

Quote:
Time spent running around is too high

Noticeable is the size of structures, staircases and distances compared to the characters. The overall time spent running is quite long. Perhaps 4-8% faster might be better, but more likely having more outposts, aforementioned dungeon recall portals, and less grinding elements waiting for special drops etc. might be more fashionable ways to reduce time spent just running to places.
This doesn't bother me after 4 years. Maybe you're just incredibly impatient.

Quote:
There are no adventure skills

But, I've read about swimming coming to GW2. What I am actually referring to is passive, always available certain small abilities such as: wetting yourself in a pond to remove burning and gain a short-term immunity to burning. Or perhaps class-specific secondary skills: for example rangers could have a passive skill related to wilderness survival that shows pop-up or pop-down creatures in the radar. What sort of ranger can't track and see traps?
Anet is making the environment more interactive in GW2, maybe this will be implemented.

Quote:
Don't have automated turrets that are indestructable

A "nothing too noticeable should be indestructable or infinite"-case, or nothing that can attack at least. Maybe if the turrets ran out of ammo, then they would make sense as being indestructable. But having annoying non-targetable turrets spamming indefinitely is annoying to say the least. Luckily not all turrets are especially damaging, but an irritating detail nonetheless.
Meh, merely an annoyance. I suppose we should be able to destroy them, but it really wouldn't make a difference to me.

Quote:
An obvious trap scenario should give an opportunity to strike first

There is this spot in a dungeon for example with multiple zombies or golems standing around being neutral. That's weird, and you just know that by going forward they will eventually attack while you are in the worst position possible. Anyone can see through these Hollywood scripts. The player should be able to attack them pre-emptively, if they are going to turn hostile later on.
Flag henchies, run in, trigger ambush, run out. Problem solved with a few seconds of thought.

Quote:
What is with titles

Who the hell wants to do death leveling for weeks? Who wants to scrape maps? How is that interesting to anyone anymore? "Hey, let's jiggle the screen in this corner to get that 0.00000000000001% in cartography. Man, this is good gaming! Uh-huh?" If there are rewards for these titles in GW2, I hope they are not as lame as superb items inserted in /bonus i.e. overly powerful, unlimited in nature and ridiculous (let's give cartographers twice the running speed geez). It's of course only fair to recognize intensive players, but making it so that everyone should do these boring aspects of the game just to get some benefit is mega lame.
Believe it or not, you don't have to do those things.



Overall, play the game before making suggestions about things you really don't have the faintest clue about.
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