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Old Mar 30, 2007, 04:48 AM // 04:48   #121
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Quote:
Originally Posted by Bryant Again
Don't mess with red, boi!
I didn't really mean it like that, you know.

I'm just saying, if you like what you hear, say so now, and if you dislike what you hear, say so now.

I'm simply fighting the common statement that if you're happy, speak up, but if you're not, take a chill pill, sit back, and wait.

That is the path to DOOOM! ^_^
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Old Mar 30, 2007, 04:59 AM // 04:59   #122
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Quote:
Originally Posted by Rhedd
I didn't really mean it like that, you know.

I'm just saying, if you like what you hear, say so now, and if you dislike what you hear, say so now.

I'm simply fighting the common statement that if you're happy, speak up, but if you're not, take a chill pill, sit back, and wait.

That is the path to DOOOM! ^_^
Oh, I'm just having fun. Did it really come off as kind of asshole-ish??? Whoops.
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Old Mar 30, 2007, 05:07 AM // 05:07   #123
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Quote:
Originally Posted by Bryant Again
Oh, I'm just having fun. Did it really come off as kind of asshole-ish??? Whoops.
Not really. My post was just the sort of thing that people often take the wrong way, so I wanted to make sure people didn't.

There's a fine line between explaining that my opinion is founded on experience, and sounding like I'm just bragging. ^_^
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Old Mar 30, 2007, 05:30 AM // 05:30   #124
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It didnt sound like bragging. Only an asshole would think it did.

And yes I agree with Rhedd, there's a difference between ranting and whining and expressing constructive criticism....as long as you understand that nothing is concrete yet and things can change. Afterall, ANET does listen to input.
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Old Mar 30, 2007, 05:58 AM // 05:58   #125
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I'm very interested in what exactly they mean through it, and not just everyone else's interpretation on what it might be. I will wait patiently for a clearer definition to emerge, rather than just some really neat ideas that came up and are worth mentioning as potential features.

I personally really enjoy reading skills, but can understand that its pretty frustrating to the impatient (which is a pretty darn big chunk of the gaming population), and another method might bring in more players. For sure though, I love playing some of the wacky skills very few loved (ie. Auspicious Incantation) mostly because the descriptions were intimidating, and because they combined with other skills in some neat ways.

Can I still work it on my 28k modem like Prophecies in its early days?
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Old Mar 30, 2007, 08:54 AM // 08:54   #126
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That's exactly why I always refrain from telegraphing the fact that I work in the industry (and yeah on certain titles).
Fan forums are just that. Fan forums. No single individuals comments should have more weight than the other. Whether your still in school or have a decade of exp, it shouldn't matter. Unless there are Anet employees here it's pretty irrelevant.
Besides I want to post on equal footing with everyone here, not have some 'stigma' attached to my posts. I guess that's just me...

Concerning your assertion about designers: Sure, sing to your hearts content about things you like/dislike (it's not like this hasn't already been going on for the last 2 years), but don't hold your breath with expectation. Especially over almost vacuous content.

To kill a mockingbird? Yeah...
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Old Mar 30, 2007, 01:58 PM // 13:58   #127
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I envision something like this (for example):

Cyclone Axe = +x damage, hits all enemies around you.
Crouch + Cyclone Axe = +x damage (less than cyclone axe standing), 75% chance to cripple each enemy it hits.
Jump + Cyclone Axe = Definite crit if it hits, double miss chance.

Try out the different combos and see what modifiers occur on top of the base skill description.
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Old Mar 30, 2007, 05:23 PM // 17:23   #128
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Quote:
Originally Posted by Bowman Artemis
I envision something like this (for example):

Cyclone Axe = +x damage, hits all enemies around you.
Crouch + Cyclone Axe = +x damage (less than cyclone axe standing), 75% chance to cripple each enemy it hits.
Jump + Cyclone Axe = Definite crit if it hits, double miss chance.

Try out the different combos and see what modifiers occur on top of the base skill description.
I was imagining something similar as well.
My thought was Dismember. Crouching can cause cripple, standing can cause weakness and perhaps a jump (read, head shot) may have a chance of causing daze.
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Old Mar 30, 2007, 06:13 PM // 18:13   #129
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Why is Anet changing everything in GW2?...
It's not broken... why fix it?
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Old Mar 30, 2007, 06:40 PM // 18:40   #130
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Quote:
Originally Posted by Shmanka
Why is Anet changing everything in GW2?...
It's not broken... why fix it?
They're just doing something new. Is that so bad? Honestly, I'd be pretty bored if it was the same combat system. I want my 50-60$ to be paying for a whole new game, not something recycled.
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Old Mar 30, 2007, 07:27 PM // 19:27   #131
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Quote:
Originally Posted by Shmanka
Why is Anet changing everything in GW2?...
It's not broken... why fix it?
Actually, the developers says that is broken in a way.

The current GW model is too restrictive (and bloated and complicated according to them) for what they want to do. So GW2 aims to please by revamping everything.

That way, players get what they want and the developers get what they want. Its a win/win situation.
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Old Mar 30, 2007, 10:51 PM // 22:51   #132
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All of this sounds awesome to me, if it's like how alot of us are thinking it is.

I'd just like to submit that elementalists need a ground freeze move and paragons need a move where they spear the enemy, yell "get over here!" and pull them closer.
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Old Apr 01, 2007, 04:57 AM // 04:57   #133
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Quote:
Originally Posted by Lonk
All of this sounds awesome to me, if it's like how alot of us are thinking it is.

I'd just like to submit that elementalists need a ground freeze move and paragons need a move where they spear the enemy, yell "get over here!" and pull them closer.
scorpion FTW



I trust anet... i really do... but at face value, (even though its vague), this statement seems to indicate a dumming down of a perfectly fine skill system that could pave the way for the game we love to be overrun by morons

free mmorpg+easy (wario game) button mashing skill style + awesome everything else= many many adolesent players making the GW community even worse...


I just hope they develop the 'skill' aspect rather than making everything 'easier'
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Old Apr 01, 2007, 12:31 PM // 12:31   #134
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I'd say that the community is already overrun by morons... but there's no point in arguing something we already know.
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Old Apr 01, 2007, 04:29 PM // 16:29   #135
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All speculation of course, I am actually excited to see what they come up with. But ...


Quote:
Originally Posted by arcanemacabre
Of course, it's all hypothetical, but I see no problem with a skill being simplistic, easy to figure out, and yet hard to master. Once you figure out how to use a skill efficently, that one skill will become your baby, and so on. It would become less build-dependant, and more skill-dependant, meaning not just the skill itself, but rather your ability to use the skills.
Finally the children will get the chance to yell at grandma on the other side of the screen for not executing the Gaio Sai Pan move (because it's so easy for a sixth grader), requiring Up+Up+Swing+Kick+Dance at a range of 5 feet about 8 times in a row to defeat the boss, rather than simply yelling at her, "You didn't bring Spoil Victor??!!11!???"

I can just hear it now.

But if the skill system was progressive, much like Ultima Online (yes I played for nearly 5 years), and unlocked skills associated with that skill (say, once you reach a rating of 40, you now have the ability to critical hit), I'd be fine with that. But if I'm suddenly going to have to rely on me watching the keyboard to see if my fingers are in the Gaio Sai Pan position, the mouse for my distance from my oponnent (since Gaio Sai Pan can only be done while 5 feet away AND if you execute the buttons correctly), and the screen (so I can obviously see what I'm doing!) just to knock my opponent over....ishy.

Anyway, have a good rest of the weekend *waves*
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Old Apr 01, 2007, 04:50 PM // 16:50   #136
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I can appreciate what they are trying to accomplish with emergent complexity ,but I t hought that limiting the amount of memorization and reading was accomplished by limiting the number of skills you could actually use at one time. 8 skills, not so bad unless you have the memory of a goldfish, particularly since most people, myself included, arrange them in the bar in such a way that if one skill is dependent on another it comes after that skill in the numerical order, thus saving me the trouble of remembering when it is appropriate to use it. I hope it works because in theory it is cool but in practice I fear what we will end up with is an over simplified and dumbed down version of Guild Wars with a gimped skill system that leaves you with no clear means to advance your skills other than trial and error.
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Old Apr 02, 2007, 01:41 AM // 01:41   #137
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AnnaCloud9, a skill having different effects depending on the distance of your foe, and whether you are running, crouching, jumping, etc. while activating the skill is a far cry different than "Up+Up+Swing+Kick+Dance at a range of 5 feet about 8 times in a row". How is my idea the least bit complex?

If anything, it's very similar to FPSs where one weapon, like a rocket launcher, can be used many different ways. If you're near your target, you will recieve splash damage as well, but deal more damage. If you have your target in sights for 3-5 seconds, you lock on and shoot heat-seekers. If you alt-fire, you shoot grenades, which can be bounced off walls, etc. Sounds like a lot of different functions, when it's really simplistic and easy to understand, while hard to master. That's my point.
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Old Apr 02, 2007, 03:04 AM // 03:04   #138
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Quote:
Originally Posted by arcanemacabre
If anything, it's very similar to FPSs...
You just lost points with the MMO crowd by comparing it to FPS.

Personally, I would think (hope) there wouldn't be button combinations. I also hope we never see button mashing, the need for twitching (FPS), etc. I doubt they meant for it to be either of these, though

Maybe there would be "hidden" combos, though, like just pouring gasoline on someone would slow them down, and just throwing a match on someone burns them, but together they light the other person on fire. It wouldn't be required (like assassin skills now), and it wouldn't add too much power, but it would open the door for more creative builds if different skills/effects went together.

Or, there's another possibility. Let's say a move has a long cast time, and you move to break the cast time...the move would trigger at half power, have a different effect, backfire, etc. Or maybe moves with casting times would act different if cast while moving, etc.

All I know is I'm keeping an open mind. At this point, since nobody knows anything for sure, I'll give it the benefit of the doubt and assume it's cool
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Old Apr 02, 2007, 03:26 AM // 03:26   #139
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I think the current problem is that there is no way to turn off the skill description that pops when you move the mouse pointer over the skill.

With those pesky skill description windows that pop up, players are distracted by the RED ENGINE GORED ENGINE GORED ENGINE GORED ENGINE GOin description and people subconsciously "read" it when ever they use a skill via mouse clicking.

Reading once or twice and using the skill over time will make them memorize what the skill does by just looking at its icon.

So yea, please have the feature to turn off those skill description.



About the GW2 skills and such, whatever they say, it's ok as long as it's not WoW.

Last edited by tomcruisejr; Apr 02, 2007 at 03:32 AM // 03:32..
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Old Apr 02, 2007, 03:41 AM // 03:41   #140
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It would be no more "twitch combat" than it is now. I don't see how doing two things at once, be it running + activating skill, or jumping + activiating skill is considered button mashing or twitch combat. What I'm wanting is combat to be more strategic, and the skills dumbed down. What it looks like everyone else wants is combat dumbed down, with skills overly complex that require lots of memorizing.

Quote:
Originally Posted by ManadartheHealer
Maybe there would be "hidden" combos, though, like just pouring gasoline on someone would slow them down, and just throwing a match on someone burns them, but together they light the other person on fire. It wouldn't be required (like assassin skills now), and it wouldn't add too much power, but it would open the door for more creative builds if different skills/effects went together.
There's already skills like that, for instance, Steam. It's just that it's not a "hidden effect". The "hidden effect" is what I'm talking about here. Essentially, everything about the mechanics of the skill is hidden, and with a little experimentation, you can discover other aspects of the skill, be it combos with other skills/conditions, or in combination with certain actions, like running/jumping. That's all I'm saying. If that's too complicated, well then perhaps Gaile's version: Binky's Spelling Adventure is more your speed.

Quote:
Originally Posted by tomcruisejr
So yea, please have the feature to turn off those skill description.
umm... check your options. It's in there.

Last edited by arcanemacabre; Apr 02, 2007 at 03:44 AM // 03:44..
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