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Old Sep 17, 2005, 08:32 PM // 20:32   #1
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Lightbulb Multiple Suggestions After Extensive Play Time

Hello everyone, this post is my personal contributions to the development of Guild Wars. These suggestions come after extensive play in multiple aspects of the game from many different perspectives, I am sure some of them have been brought up before, but it always helps to reiterate a point so that that point may be brought back into the light.
  1. Dyes- The dye system at the moment is actually quite robust, and this suggestion is just a minor change to save people time and money, while still providing the full benefit of the current system. What I suggest is that instead of mixing dyes in a vial and applying to armor each time, the dyes can be applied one at a time to the armor to provide the same mixing results. When using a dye remover on the armor, it would remove the top layer dye on the armor. Nothing fancy, just a simple tweak to the current system.
  2. Enchantment Removal- The change to natures renewal was a good change, I think it reopened a lot of windows to builds that were improbable with the old Natures Renewal. On that same note, I believe there is now a hole in enchantment removal. At the moment, we have long recharge single enchantment removals, aoe enchantment removal, aoe enchantment removal wells with no recast of enchantments (but require a corpse and are stationary), but this does not counter the quick cast quick recharge of such enchantments as Reversal of Fortune and healing breeze. My suggestion here is an enchantment removal elite with a twist. This spell would belong to either Mesmer Domination line or the Necro Curses line. It would be a single enchantment removal, and remove the top layer enchantment from the target (or it could remove a random enchantment on the target). Along with removing this enchantment, it would disable that enchantment for an extended period of time, around 20-30 seconds. Other than that, I would leave it to ArenaNet to balance the cost cast time and recharge time.
  3. Consume Corpse and Necrotic Transversal- At the moment, when using these spells, once the person using the spell teleports, the enemy targetting the user maintains target lock. I believe that this shouldn't be the case, as the necro has evaded the attacker. When using these skills, target lock should be broken, so that the enemy would have to retarget. It may take only a couple seconds to reacquire the target, but thats exactly what should happen when this spell is used.
  4. Multiplayer issues- These have all been brought up before I believe.
    1. Losing players in missions or explorable areas- One simple suggestion would be to follow the hoh method and give a random npc on transition to a new area. It would work for explorable areas, but would leave the problem with single area groups and missions. A more robust suggestion would be to use ressurrect. Target the dropped players slot, and cast ressurect, use a ressurect signet, or something along those lines. This would replace the lost player with an npc of the lost players primary class. Bring the npc from where the party originated from, so that if they originated in Lion's Arch, and made it to the Black Curtain, the npc would be brought from Lion's Arch, not Temple of Ages.
    2. Skipping Cutscenes- This is really not that big of a deal, but when you are getting attacked by an npc while everyone else is watching a cutscene, it gets rediculous. There are multiple things that could be done, one is a toggle on each player to skip cutscenes if they have already seen them before, it would be an option in the options menu. Another would be that if the majority of the team has selected to skip the cutscene, and any member of the party is currently being attacked, the cutscene is skipped. If someone really has to see the cutscene that bad, they can go back for it.
    3. Guild Capes- Toggle please!
  5. Emotes- This concerns the you emotes. Those emotes that end with "at you". A simple change to these would make them so much more useable. Have them use a tag in the emote to include the target into the emote. Something such as /taunt %t would produce "Sec Under taunts Chiemi Eternal."
  6. Random Suggestions- Guild members and party members should be a different color in radar, try yellow/gold for guild members and hex/mesmer purple/pink for party members. Autocomplete names when typed in party invite and whisper. Pop up some tooltips for the first time when players are inviting others into party so that they understand that they can also invite by typing the name (so many new players don't know this).

Thats about all I can remember at the moment. If I come up with any others I'll append this list

Who am I to be making such bold suggestions?! I have played since the first beta event, and now own two accounts. One account has three level 20s who have completed the game and unlocked 99% of all skills including elites (only a couple elites left to unlock), the other account is almost to the same level. I play PvP and PvE equally, and have achieved rank 5 on my first account. I stated all this just to let it be known that I am not just some person who has been playing a couple days and want everything changed to suit their needs.
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Old Sep 17, 2005, 10:03 PM // 22:03   #2
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all your ideas seem pretty solid.

Id like a right click on players names, where ever thier name may be (target box, friends list, chatlog, team window, in town).
If you are in the same area it will give you and option to - locate,add to team,trade,whisper.
If your not in the same area it will give you the option to move to - location and whisper.
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Old Sep 17, 2005, 11:08 PM // 23:08   #3
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1. Dyes: I like the suggestions that were in other posts about dyes. Having a dye preview so you know what it'll look like and labeling what colors were mixed into that mixed dye. That will save you money.

2. There are interupts skills that will cause a skill to be disabled for 20-30 secs, but that is when they cast it, not after. So this might be something worth while.

3. Haven't used this skill really so no comment here.

4. a. Agree
b. I think the current system is good.
c. I'd like to have in town clothes that you can wear, without capes on them.

5. Totally!

6. Totally!

Last edited by johnnylange; Sep 17, 2005 at 11:11 PM // 23:11..
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Old Sep 17, 2005, 11:14 PM // 23:14   #4
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Quote:
2. There are interupts skills that will cause a skill to be disabled for 20-30 secs, but that is when they cast it, not after. So this might be something worth while.
Yeah, I really like the way this skill idea shoulds too.
But Id add that the skill does not tac on 20-30 additional seconds to the recast time, but up to 20-30 seconds subtracted by the enchantments recast time.
This means a skill like illusionary weapon is not effected by it, but a skill like reversal of fortune is vulnerable to it.
Id say such a skill specifically targets monk enchanments for removal.

Crush Hope (curses)
Remove one monk enchantment. If an enchantment is removed that skill is disabled for 8-24 seconds, subtracted by that skills recast time.
Cost: 10 | Cast: 2 | Recast: 30

Last edited by Goonter; Sep 17, 2005 at 11:25 PM // 23:25..
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Old Sep 18, 2005, 07:46 AM // 07:46   #5
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I like all of the ideas here. Solid!

I know what you mean regarding #3. It's really no fun to use NT and CC when your attacker remains glued to you. These 2 skills are fun but not extremely useful for that reason.
Forcing an attacking player to re-aquire you as a target would not come close to throwing anything off balance and would provide a necro with something of a defense that is now largely lacking. The only way it works well atm is to make sure a target corpse is available on another level which your attacker will have to run around to commence your beating. (Above/below your point of origin separated by a ridge or long walk-around.)

Perhaps this isn't the original intent of either skill. Consume corpse provides energy and health and Necrotic Traversal poisons those around the destination point. However, these seem to be inefficient for even those purposes to me.

/signed
/bump
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Old Sep 18, 2005, 08:13 AM // 08:13   #6
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Leaning towards lange's thought on dyes, with having a previewer, this would not be very difficult, already there is a 3D doll, and changes are almost instantaneous, the ability to do so is quite available. As well, the inclusion of all dye names would be helpful, I hear a lot of them out there and have no clue what went into some now. However, even moreso ;

Create a highly interchangable piece of armor, notice changes are only active and allowed inside of town to restrict constant switching, not sure of what cause that could have but I'm sure some people would hate to load up teams that shift their armor constantly, or to have people that are messing with design while you are off fighting dwarves. Anyway, you open up an open, delving it essentially, which provides more statistics as opposed to simply "raises maximum health", would indicate the numerical value, but also giving an option to attach any dyes in any combination already applied. That is to say, if you had red, blue, and yellow dye, and posted them all onto one piece of armor, it does not immediately change the look. Instead, you can check red, select that as your color option, and it turns the armor red as normal. You can then check blue while red is still active, and view it as being purple, and select that as your color option. Then you could remove red, add yellow, and view green, then select that. So on and so forth, allowing various combinations and the ability to realize how poor some dyes make the armor look, or redefine screw ups you have had. As well, second layers of dyes can be added, so if you put on 3 red dyes, one will be lightish red, one is medium red, and the third is a deep crimson. Really can't percieve it taking much time, and would be a larger money sink, though perhaps dyes need to become more available in general, more purchasable at least.

With enchantment removal, not sure how exactly you want that to move with regards to locking the skill, would the original caster be unable to cast it for that time, would the person be unable to gain that for a certain amount of time, could it simply be locked for 20-30 seconds and then resume like with constant enchantments, so forth. Maybe a scourge enchantment as well sort of spell.

Those two spells, I believe were meant to function as abilities rather than teleports, really if they removed the idea of movement with this, it would be better, just say the necromancer consumes the soul and you defile a corpse via magic to be disease ridden, not hard to simplify matters, though I'll admit that being a bit more able to teleport might make the necromancer a fair shade capable with a couple of corpses.

Just to tackle skipping cutscenes, remove cutscenes altogether, make them in-game, give better and more epic voices with lip syncing, and much less dialogue altogether. The idea of the story is great, but, if they are going to throw some focus onto it as they did with included cutscenes and the mission system itself, then throw some talent to it, I feel like stabbing myself half the time when one person decides to watch this crap.
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Old Sep 18, 2005, 03:53 PM // 15:53   #7
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Well the echantment could go either way as far as disabling it.

One way would be to take the top level enchantment, and gray it out on the person currently enchanted by that spell. This would mean that the enchantment remains on on the player, but they cannot gain any benefit from it. It would also not be considered to be in the stack for other enchantment removal spells. And since they have the spell still on them, they couldn't be the target of that spell until the enchantment is disabled.

The other way I could see this skill being implimented is disabling the spell on the caster, along the lines of disrupting shot.

Either way, I could see this opening up a new line of skills for all classes, post-cast spells. These spells would either enable, disable, improve, the previously casted spell on self, target, or enemy. Just another level of gameplay, and more skills required on the bar. >)

Along the lines of dyes, I think that my suggestion would be the easiest to code, coming from a programmer/scripter viewpoint. The code is already there, there is no new gui that needs to be added, its just a matter of changing when the dye and dye remover is used and the targetting of these objects.
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