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Old Jan 04, 2006, 09:13 AM // 09:13   #1
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Exclamation A few suggetsions to better GW in general...

Sorry in advance for the long post, but I really think these problems need to be addressed. The first few are problems that are found within the game mechanics itself and are headed with Italics, while the rest are little things I think should be incorporated to improve the overall gameplay and keep it interesting.

This first issue has plagued me since the begining:

-The clip brushes in this game are horrid-

For those of you who don't know what I'm talking about, 'clip brush' is a term that was (originally?) used in Quake2 to describe entities in the map that you could not see but could not pass through either (if there is a different term or technique used by the GW map makers, I'm sorry. I just speak in the terms that I know). Walls, ledges, rocks, trees, etc. all have clip brushes around them or built into them to prevent you from passing or falling through them. I can understand the idea of limiting our movements to an area of the map to prevent bypassing areas, but these entities really need to be smoothed out.... A LOT. many times as I run through the world, I become stuck on some oddball snag that has cost me several times in multiple missions and areas. Most of these are just small snaggs sticking out of small turns around cliffs or occur on turns along winding walkways. While not overly detrimental to gameplay, this problem has definately caused it's fair share of frustration for me and, on occation, resulted in my character's untimely demise. In essence, I'd really love it if you smoothed out the maps in the game (old ascalon, crystal desert, and some PvP arenas seem to need this the most).

Second problem is somewhat related to the first:

-Why is it that such superhuman characters have trouble navigating some of the smallest obsticles?-

This too could be fixed by reworking the clip brushes. It boggles my mind that I can have a character who will soon be able to call down a METEOR SHOWER on their foes but can't make a 2 ft. jump out of a crack in a staircase in order to save themselves from a pack of rabid monkey-men with hammers. Unlike my characters, I am not ascended, but at least I can do a friggin pull-up to save my kiester. Enough said here, I think.

Third is a bug in the game design that I've submitted multiple reports about, but still have yet to see anything done with:

-Players and traps have no lower vertical limit to hit boxes-

This really only has any revelance in areas with overhangs and bridges. Again, while it doesn't destroy game play, I see monsters (mostly in SF) and players in PvP exploit this to it's fullest extent. Essentially, since there is no lower vertical limit to the hit boxes/triggers, a trapper can place a trap on a bridge and hit a player/monster BENEATH them with the trap. This gets particularly frustrating in maps like the LA PvP arena since the area under the bridge is a major choke point and it is a pain to go up and around to kill the trapper when you are crippled/bleeding. Warriors of any race seem to be able to exploit this as well. If they stand directly under an opponent and attack, they are able to hit them even if they are 100 ft. below them. Projectiles don't seem to be effected by this since they actually launch twards the character and see if there are any obstructions en route before doing damage. Necros have a kind of 1/2 exploitable technique they can do with this for one reason or another. When using consume corpse/necrotic traversal, they teleport to the highest plane above the corpse they exploit allowing them to get out of the fray and escape if a corpse is located directly beneath a bridge or overhang.

Fourth, I'm a little disappointed at the lack of true "Boss" characters in the game. The current "bosses" are limited to only one profession and besides having maybe a little regen, a few extra skills, slightly more health and some resistance to hexes/conditions, really aren't that different than similar monsters around their level. Creatures like the Titan bosses are only difficult because of their cronies that horde around them. If you put really any boss in the game up against a balanced team of mediocre players (or even an unbalanced group of people who know what they're doing) there is no contest. The boss is going to be cut down like a field mouse under a rotary mower. In the future (either this version or Ch. 2) I'd like to see some stand-alone bosses that really give you a run for your money. Heck, the only thing challenging about the Litch was that you had to kill him on the caldera... and even that was spelled out for you ahead of time.

Fifth, I'd like to see a little more dynamic to the hack and slash gameplay. People have mentioned including elements in missions that allow you to bypass certian obsticles or complete objectives more easily if a specific (primary?) class is present. Examples of this might include Mesmers hypnotizing a guard to let you through a gate, Rangers sniping a switch across a chasam to activate a mechinism, Warriors smashing a boulder blocking the way, Elementalists creating an ice bridge, Monks healing or reviving fallen NPC's along the way to expand your group or Necros animating a distant minion designed to complete a certian task. Of course, the goal could still be completed without any of the classes, it would just take longer and involve more hazards/enemies. I think this would add a lot of replay value to the game and give groups extra incentive to keep it mixed up and stay away from the Tank/Healer groups I see going out realitively often.

Sixth, I'd like to see mini-events happening from time to time. While Haloween and Wintersday events were nifty, they didn't really add that much to gameplay. Haloween had the Mad King, who was pretty corny and didn't really give you much in retrospect. Wintersday had Snowball PvP (probably the longest lasting add-on for me), a couple new quests (which I breezed through on all 3 of my PvE characters, but still enjoyed because they were new), and finally the thing between Dwayna and Grenth in LA which was less entertaining than the Mad King, but you still got new collectable stuff, so it was cool. The events I'm thinking of don't have to be anything too complex, just like once every few weeks, maybe throw in a new quest or have a level 60 Rotscale rise out of the bay in LA and those that want to fight it can head to the docks and beat it down (rez shrine at the fountian maybe?) and those that contributed to its defeat would have a special reward in their inventory. To advertize it, throw a town crier into LA saying something like "The undead have tapped into unheardof magics to create a being of great power and malevolence! Beware! Judging from its speed, it should arrive in X days!" Also, make the radar blip for the thing like the size of a dime with a realworld size to match 'Might give those fame/faction/gold farmers somethign else to do from time to time

Finally, seventh, as a bonus, I think it would be nice if we could unlock the other armor/offhand/shield skins for use in PvP with faction. While we're talking about style in PvP, It might also be nice to add a Dye Mixing Station so you could come up with that perfect shade of fuscha for your armor that would make your opponent's eyes explode in their sockets... or any other color you might like.

Sorry if I come off like I'm just criticizing the game. I'm just putting a few things out there which I think would make an allready great game even better. I'd also like to thank those of you who actually sat through reading this whole post. Good luck, have fun, and go grab a drink. You probably need it by now... I know I do
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Old Jan 04, 2006, 09:20 AM // 09:20   #2
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*Sigh* One other thing I forgot to add... It would also be nice to have a Training Hall or something similar in the guild halls. Just a room with several bots that would attack you but do no damage if you got within a certian range of them. Just so you could test out a build by yourself or a few friends just to see how it works on a quick target without having to go into a PvP Arena or GvG battle (ranked or unkraked). Now I better go make that drink a double...
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Old Jan 04, 2006, 03:52 PM // 15:52   #3
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All good ideas..some have been mentioned before..but still, I hope for many of these to be added.
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Old Jan 04, 2006, 06:47 PM // 18:47   #4
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being able to jump would mess up the pathing for missions and pathing for runners, why do the whole mission when you can jump down a cliff and your at the exit in 10 seconds?
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Old Jan 04, 2006, 06:49 PM // 18:49   #5
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Quote:
Originally Posted by BBoy_Manchild
being able to jump would mess up the pathing for missions and pathing for runners, why do the whole mission when you can jump down a cliff and your at the exit in 10 seconds?
That's why there shouldn't be so much linear paths, and more open, passable lands (not just paths that could be skipped), so you can jump up on ledges etc. This would in turn change missions, making them more open and perhaps with several paths to take. IMO, this would be good for the game.

/signed to all the things in the OP (except for unlocking good armours and stuff for PvP, like Loviatar said below, you should do PvE to earn it), they're well thought out and all would be good things to change in the game.

Last edited by Symeon; Jan 04, 2006 at 07:06 PM // 19:06..
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Old Jan 04, 2006, 07:00 PM // 19:00   #6
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Quote:
Originally Posted by Turbo Wombat
Finally, seventh, as a bonus, I think it would be nice if we could unlock the other armor/offhand/shield skins for use in PvP with faction.
see other threads on this.

forget it.

pvp can do targeted faction unlocks

pve has their little fashion perk

you want 15k/fissure armor you can pve and earn it.

i cant do pvp for an hour or so and get a superior vigor rune for my pve character so...............
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Old Jan 04, 2006, 08:49 PM // 20:49   #7
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I think a couple of you got the wrong idea when I was talking about navigating small obsticles. I like the way the navigation system is set up now, it's just that I get extremely frustrated when I get stuck in some little nook or cranny then punished for it by being beaten down by pack of mobs who trap me there. Just so long as they smooth out everything to the point where you don't get stuck by random hangs, I'll be happy. And as far as the extra PvP skins go, I can see your point. Gotta keep at least some stuff special for the PvE players. I've just taken care of all the utilitarian aspects of PvP so the only area left to expand in is fashon

Last edited by Turbo Wombat; Jan 04, 2006 at 08:51 PM // 20:51..
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Old Jan 04, 2006, 08:58 PM // 20:58   #8
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Jumping are actually hard to do, I would think. You always have the risk of jumping into a Clipping Hole or Invisible wall, or just a Wall or Cliff. the current engine of the game just don't seem to be able support such thing with out any massive change, which I don't think is needed.

Wasn't there are thread about weak boss too? I think Glint was a pretty hard boss... I want Bigger Monster too, Giant Size. so much sattisfcation.

How about a Invasion Event? King Symeon leading the Vikins?
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Old Jan 04, 2006, 10:15 PM // 22:15   #9
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/signed

The main reason this game doesnt feel like its and RPG (I know is a CMORPG...im getting ready to be flamed ) is because there arent many open areas. Every area feels like its a path, not a world. In real worlds there is not an almost direct "crevise" cutting from one side to another side of the world. I realize they need things like that for instancing and stuff, but why cant we have a zone that is as wide as it is long? And I dont mean a 2x2 square. Like FoW. It is very diversive and large (though I dont like the barren terrain all too much), with its beaches, forest, sewers, towers, and lava places. Only in the last 2 months of playing since April was I told there was a beach and the volcano-ish area I had never seen either. Thats what GW needs. Big open places that are replayable with no things to see. Sure now we have lots of zones and there are little zones that I have missed but together they dont feel like a world.

I also completely agree with alternate ways to do things in missions. This also adds to the idea of bigger areas, because if there are more then one way, there can finally be a mission without paths. Plus more reaction with the enviroment is really good.

As said earlier, jumping wouldnt cause problems in missions in other CHapters if they add bigger areas and stop with pathing.

My 2 cents .
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Old Jan 04, 2006, 10:33 PM // 22:33   #10
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I'm just really frustrated with vertical hitboxes, like on the lava GvG map. On the defenders base, people trap, ward, well etc under the bridge and make it extremly irritating to go through.
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Old Jan 04, 2006, 10:33 PM // 22:33   #11
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EDIT: whoops double post.
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Old Jan 04, 2006, 10:34 PM // 22:34   #12
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Quote:
Originally Posted by Turbo Wombat
I think a couple of you got the wrong idea when I was talking about navigating small obsticles. I like the way the navigation system is set up now, it's just that I get extremely frustrated when I get stuck in some little nook or cranny then punished for it by being beaten down by pack of mobs who trap me there.
one way to help avoid this when you are being chased and see a potential snag (classic example is when you slide into the wrong part of steps) is to click the top of the steps and let it choose the pathing to get there.

doesnt always work but most of the time
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Old Jan 05, 2006, 12:48 AM // 00:48   #13
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PLEASE, PEOPLE! I never said allow characters to jump... had plenty of problems with that in AC2. And while I am running I have learned not only where snags might be, but exactly where they are in some cases, so I can avoid them most of the time. Only problem is that I don't feel I should HAVE to doge them.

Quote:
Originally Posted by actionjack
Wasn't there are thread about weak boss too? I think Glint was a pretty hard boss... I want Bigger Monster too, Giant Size. so much sattisfcation.
Glint was the most awesome boss in the game. The only problem was that since any non-physical damage healed her, and her Crystal Haze hex (the one that caused exhaustion every time you cast a spell), she was HEAVILY stacked against casters. No WW spiking of Glint with my mesmer, which is how I took down most bosses

If ANet came out with several more Glint-like scenarios (except maybe a little more balanced versus all players) I would be very pleased.

Also, as far as the Invasion scenario goes, I allready signed that... Could turn out to be TONS of fun in my opinion, if done right.

Last edited by Turbo Wombat; Jan 06, 2006 at 03:07 AM // 03:07..
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