Sep 04, 2008, 10:02 PM // 22:02
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#1
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Lion's Arch Merchant
Join Date: Dec 2006
Guild: Liars Cheats and Thieves [Liar]
Profession: D/
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Tonics in Explorable areas
*DISCLAIMER* I searched for this, and didn't see anything. If there's already a thread, post the link, don't flame.
Anyway, I am of the opinion that tonics should be able to be used in explorable areas as well as towns/outposts. Why? Wouldn't it be cool to run around as a golem or reaper, or even maybe a NORN (/sarcasm/ on that one). It might take some work from the dev team, but there would probably need to be animations for fighting and stuff. For beetles and spiders, they could get creative (rangers as spiders shoot needles, as most spiders do, dervishes as beetles swipe their claws instead of scythes, of course provided the appropriate weapon is equipped). As they do in towns (according to wiki), the tonic would run out if you die. I don't see any harm in this (except *maybe* some lag?) as it's completely optional, just like using a tonic in a town.
And as a bonus, when used, each one would give a godmode prenerf ursan-like skill bar....... Of course I'm kidding.
Pros? Cons?
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Sep 04, 2008, 10:05 PM // 22:05
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#2
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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no, waste of time
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Sep 04, 2008, 10:06 PM // 22:06
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#3
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Desert Nomad
Join Date: Jun 2005
Guild: Dvd Forums [DVDF]
Profession: E/
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Did you try searching in Sardelac?
And no, I don't like the idea.
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Sep 04, 2008, 10:07 PM // 22:07
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#4
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Lion's Arch Merchant
Join Date: Dec 2006
Guild: Liars Cheats and Thieves [Liar]
Profession: D/
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Quote:
Originally Posted by FlamingMetroid
no, waste of time
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Care to elaborate at all? A large chunk of guildwars seems to be eye-candy (1337 weapons/armor), so this could fit in. I understand it would take a lot of time for devs, but hey, they've pulled gigantic projects out in the past.
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Sep 04, 2008, 10:09 PM // 22:09
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#5
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Frost Gate Guardian
Join Date: Jan 2008
Location: TN
Guild: Semi Automatic Bananas [SEMI]
Profession: R/Mo
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Well it's a fun and intersting Idea but most of us would prefer the small dev team that is currently alloted to GW1 stuck to skill balances, maybe some new content, and HoM updates.
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Sep 04, 2008, 10:11 PM // 22:11
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#6
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Frost Gate Guardian
Join Date: Jan 2008
Guild: Spartas Greatest Heroes [WAR]
Profession: D/A
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The Transmogrifier and Yuletide tonics can be used in explorable areas already....why do we need more tonics that can do that? Besides, Anet is making different races for the not too distant future of GW2....patience brother, patience...
/notsigned
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Sep 04, 2008, 10:12 PM // 22:12
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#7
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Krytan Explorer
Join Date: Dec 2006
Location: Stygian Veil
Guild: Shoop Da Woop [Lolz]
Profession: N/Mo
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If i remember correctly i used to use transmogrifier tonics while in maguuma, still have a screen of that.
Yup found it.
http://img124.imageshack.us/img124/7768/gw328vk0.jpg
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Sep 04, 2008, 10:15 PM // 22:15
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#8
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Jungle Guide
Join Date: Sep 2007
Location: standing on your last control point, while the rest of your team is to busy killing mine
Guild: The Luminaries [Lumi]
Profession: A/
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Quote:
Originally Posted by t3dw4rd0
Care to elaborate at all? A large chunk of guildwars seems to be eye-candy (1337 weapons/armor), so this could fit in. I understand it would take a lot of time for devs, but hey, they've pulled gigantic projects out in the past.
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Doesn't add any new content, and while alot of GW is just eye-candy, there are only 2 devs working on it atm. I would much prefer something that actually gave me something new to do, since were probably not getting much else in terms of content.
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Sep 04, 2008, 10:16 PM // 22:16
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#9
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Desert Nomad
Join Date: Nov 2005
Location: United Kingdom
Profession: Me/
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Far too much effort to create animations etc for a tonic every month. Not needed anyway.
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Sep 04, 2008, 10:25 PM // 22:25
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#10
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Ooo, pretty flower
Join Date: Jan 2008
Location: Citadel of the Decayed
Guild: The Archivists' Sanctum [Lore]
Profession: N/
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Would be nice, but as said, not needed, I'd rather get that HoM update, and M.O.X. here NOW!
/don't care either way
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Sep 04, 2008, 10:43 PM // 22:43
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#11
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Krytan Explorer
Join Date: Apr 2008
Guild: [Sin]
Profession: Me/
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It's not needed. It might be entertaining, but after a day or two (optimistically) of rampaging across Tyria as golems it will be the same Guild Wars giving you the same stale content. I'd call that a wasted effort.
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Sep 04, 2008, 10:58 PM // 22:58
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#12
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Frost Gate Guardian
Join Date: Apr 2008
Location: England.
Guild: Colloidal Gold [Purp] - Leader
Profession: E/
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I like the idea, and I won't say it's not needed... However, I would prefer the dev team spending time on new content/ skill updates.
It has just as much reason as any to be put in the game, but as said, I would by far, much prefer new content. ^^
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Sep 04, 2008, 11:24 PM // 23:24
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#13
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Departed from Tyria
Join Date: May 2007
Guild: Clan Dethryche [dth]
Profession: R/
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Seeing how many of the tonics are mostly like existing models, I'm not seeing how or why they're not allowed to be used in PvE areas.
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Sep 05, 2008, 01:40 AM // 01:40
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#14
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Desert Nomad
Join Date: Apr 2007
Location: IGN : Greyhawks Destroyer
Guild: guildless
Profession: W/
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i started a post about this when phantom first came into GW called Tonics and the great out doors (i think it was called that)
and i 100% agree they should be able to be used in the game content not just outposts.
it would be very cool to have a cave spider ranger or phantom MM or spirit summoner.
currently there are 2 tonics that work everywhere, elf and candy corn.
i do wish to see more a long the lines of out door tonics or to have current and future tonics made for game play.
PVE mind you in PVP they would cause more harm then good, this alone might be the reason they are not allowed in game play.
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Sep 05, 2008, 02:18 PM // 14:18
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#15
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Hall Hero
Join Date: Aug 2005
Profession: E/
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Many tonics can be used in explorable areas, such as the candy corn and elf tonic (since they are just reskins of character models).
Using other tonics and the like outside would be more difficult since they'd have to program attack and skill animations that would make sense.
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Sep 05, 2008, 02:54 PM // 14:54
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#16
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Nothing, tra la la?
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It would be fun, yes. Walking around as a giant spider or whatever and killing stuff. :P
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Sep 05, 2008, 10:00 PM // 22:00
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#17
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Jungle Guide
Join Date: Jan 2008
Location: ign Punk Isnt Dead
Profession: R/
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/signed
if we can use older tonics like Trans, why not other too?(Dont tell me "they should spend time on skill balancing") I would like to see spider carrying hammer
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Sep 06, 2008, 12:12 PM // 12:12
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#19
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Underworld Spelunker
Join Date: Nov 2006
Location: wikipedia.org/wiki/Vigo
Guild: Heraldos de la Llama Oscura [HLO]
Profession: E/
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The only thing wrong I see about tonics it's that there are some that work in explorables and some that do not.
Either they change all of them to wrok in explorables or change the ones that do so to stop working in explorables.
They are all the same type of item, and they should all work the same way.
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Sep 06, 2008, 07:28 PM // 19:28
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#20
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Furnace Stoker
Join Date: Apr 2005
Profession: W/
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EVERY SKIN that is made into a tonic has an attack animation, a skill activating animation, etc. Norn, Golem, Spider, Phantom.....they're all existing enemies with spells/skills and attacks. They don't need to make them hold weapons, they avoided that with MOX so what's the deal?
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