Jun 18, 2006, 12:45 PM // 12:45
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#1
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Academy Page
Join Date: May 2005
Profession: Rt/
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Guild Capes what do they do besides look good...
With the addition of Guild Hall Features, wouldn't it be nice if the Guild Capes did something more than simply denote your guild logo and colors?
Why doesn't Anet introduce cape mods that the guild can buy?
Nothing over powering but they are there, they may as well do something...
As an example:
Introduce a Cape Imbuer vendor for the Guildhall Cost to add to GH: 50 Plat
What the vendor sells:
+1 Damage reduction 75 Plat
+1 energy regen 100 Plat
+5 energy 50 Plat
+30 HP 50 Plat
etc, you get the idea
No more than one mod can be applied to the cape at any one time.
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Jun 18, 2006, 01:49 PM // 13:49
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#2
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Forge Runner
Join Date: Apr 2006
Guild: [HiDE]
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/notsigned
Guild capes are an insignia, nothing more
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Jun 18, 2006, 01:58 PM // 13:58
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#3
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Krytan Explorer
Join Date: Aug 2005
Guild: Organised Spam
Profession: W/
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This is overpowering, especially the 1 energy regen. Rangers become casters, and warriors come close to it. The other stuff is overpowering too, but less so. It's unfair though that guildless people would be at a disadvantage.
Something funny would be that everyone in the guild would have to use the same mod. That would give it a big tactical element, as long as you keep unbalanced stuff out. Stuff like adding 5 vs blunt armor or an extra 2% chance of a critical hit with melee, reducing bleeding by 10%,that would not be very overpowering, or even really noticable, but kinda fun.
So the way it is now I don't sign it.
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Jun 18, 2006, 02:52 PM // 14:52
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#4
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Frost Gate Guardian
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/not-signed
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Jun 18, 2006, 02:58 PM // 14:58
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#5
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Krytan Explorer
Join Date: Feb 2006
Location: Oklahoma, USA
Guild: None
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I think more of an explination would be in order rather than just saying "not signed"..which he wasent asking anyone to "sign" anything anyway. How about some feedback? Maybe I should go through every post and put not signed so I can get some fancy title of some sort. Lexar has the good idea here.
Anyway good thinking. I, personally, don't find a good use for capes. People don't even want to be original. So many people use the outer flames, it's sad. I design my own capes to make something different and nice looking. IMO capes are there just for show.. other than PvP. But adding mods to capes seems sort of odd, so I'd say it's not a good idea.
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Jun 18, 2006, 03:04 PM // 15:04
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#6
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Ascalonian Squire
Join Date: Jun 2006
Location: Portugal
Guild: Os Cremento
Profession: N/Mo
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Nice idea, and since sooner or later Anet will have to implement new stuff due to the need for novel features and balance considerations, this might well be one avenue. A thought to bear in mind.
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Jun 18, 2006, 03:45 PM // 15:45
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#7
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Desert Nomad
Join Date: Oct 2005
Profession: W/Me
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Country flags? What do they do except look good?
Company logos? What do they do except look good?
See the pattern here? There's more to insignia/logos/emblems etc. than just simple appearance. The capes are fine as they are and no need to give them special abilities....
/not signed.
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Jun 18, 2006, 05:22 PM // 17:22
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#8
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Wilds Pathfinder
Join Date: Feb 2006
Location: Germany
Guild: Ugly Ducklings [ugly]
Profession: P/
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/not signed
only supports guilds with a lot of money(i'd have the money, but many new guilds or guilds that have many "newbies" couldnt afford it)
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Jun 19, 2006, 12:31 AM // 00:31
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#9
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Desert Nomad
Join Date: Mar 2006
Guild: The Benecia Renovatio [RenO]
Profession: Mo/
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/not signed
Bad idea.
By the way, guild capes let you buy a guild hall. So they actualy do more than just look good...
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Jun 19, 2006, 12:42 AM // 00:42
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#10
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The Greatest
Join Date: Feb 2006
Profession: W/
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/notsigned
I dont think I have to say why...
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Jun 19, 2006, 01:18 AM // 01:18
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#11
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Frost Gate Guardian
Join Date: Jun 2005
Profession: W/R
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I think if they did something, it shouldn't be anything like this. If it was something novel that didn't give you an advantage, then sure. But this is just a bad idea. They are there to denote your guild logo and colors.
/not signed
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Jun 19, 2006, 01:30 AM // 01:30
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#12
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Academy Page
Join Date: Apr 2006
Guild: Order of the Dingo
Profession: W/
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Thats the most unbalancing thing that could be done with capes.
The uber rich would have even more of an advantage.
Last edited by Cassie McKnight; Jun 19, 2006 at 01:36 AM // 01:36..
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Jun 19, 2006, 01:35 AM // 01:35
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#13
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Frost Gate Guardian
Join Date: Jun 2005
Profession: W/R
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^Now that, would be a good idea!
I actually really like that. No buffs or anything. But just your guild logo on your chest peice. You could say it was made by your guild crafter, or something.
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Jun 19, 2006, 03:24 AM // 03:24
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#14
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Banned
Join Date: Oct 2005
Location: maryland
Guild: InYurFace Gaming [IYF]
Profession: R/
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Unbalancement?
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Jun 19, 2006, 03:45 AM // 03:45
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#15
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Furnace Stoker
Join Date: Nov 2005
Guild: [CRFH]
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No. People in half-decent guilds should already have the advantage over the guildless from the support they receive from their guild, let alone any other benefits they may get like access to discount merchants in towns or anything like that.
It could be an interesting addition to GvG, alliance battles, possibly even elite missions, and similar scenarios where the assumption is that anyone present is either a member or the guest of a guild (whether explicitly, via a formal invitation, or via ferrying). In scenarios where there is a reasonable expectation that there could be guildless competing with the guilded (either directly in PvP or in competition for spaces in a party for PvE - consider that giving advantages to the guilded could easily lead to discrimination against the guildless), however, I don't think this is a good idea.
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Jun 19, 2006, 03:56 AM // 03:56
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#16
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Desert Nomad
Join Date: May 2005
Location: Heightened state of mind.
Profession: P/W
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I agree with Jas D, that sign and not sign is a bunch of BS, personal approval doesn't prove jack, not even that you would like or dislike something if it was added, peoples minds change after the fact all the time.
But I do agree that this is a bogus idea, these modifications are too strong, with some additions that are far more powerful than even the best runes, the energy regen is way more effective than 5 energy or 30 health, and the balance of power would be influenced, only negatively.
If these mods where offered, everyone would pick added energy regeneration, and it would simply make it easier for guild members to cast more, this is a clear alteration of energy management and would certainly change the way people can cast spells, 1 energy regeneration isn't just a point or something, it is exactly 50% more on a warrior and 25% more on a caster, that is a vast amount, you may as well increase your energy pool by 50 percent, or your health by 50%, that is exactly the kind of impact it would have, and having an extra 200 health is ridiculous, just as ridiculous as an extra energy regen.
I wish capes were personally customizable, that way players could choose from even more capes, including much more diverse kinds and styles of capes. Your guild could choose your logo and cape colors, but the just any old cape doesn't look good on any old character, and the normal capes we have look horrible on Assassin and some other characters, personallizing capes is just as big a deal as getting 15k armor, and the only option we have with it is to take it off outside of PvP.
Perhaps if they allowed people to choose their own capes, and perhaps if there were runes for capes which were balanced, and everyone could use seperately, than something like this would be acceptable. But 1 damage reduction on a class who doesn't stress defense, and 1 energy regeneration on anyone, too broad to be useful, or way to powerful. They could try and make some sort of bonus for a Guild in PvP based on a patron God, with the same kind of universal boosts given from their messangers, but the use of this in PvP is a very volitile PvP issue, and the use of it elsewhere is unneccessary and overpowering.
You wanted an explaination, you got it, lets hope the OP can recognize the factors. I believe his intention was to offer a small addition to guild capes, but these arn't small, they are huge and arn't even balanced with eachother, let alone balanced with current gameplay.
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Jun 19, 2006, 06:46 PM // 18:46
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#17
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Academy Page
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How about, instead of an in-game effect, it gave the wearers a particle effect?
-Cape crackles with tiny arcs of lightning: 250K
-Edges of cape glow red hot and smolder with whisps of flame: 250K
-Aura of frost cascades slowly off of cape: 250K
-Golden light glows softly around symbol: 250K
-Tiny tendrils of black energy writhe from the edges of the cape: 250K
-Small drops of whatever eternal shields are made of condense and drip from the cape: 250K
Clouds of black dust drift slowly off the cloak to pool around the wearer's feet: 250K
Have these effects de-activateable on two ends: Other players can choose not to see them to cut down on their graphics load, and players can choose not to display them just like the capes themselves, for similar reasons.
That's the kind of gold sink I'd dump money into. The particle effect gets set by the leader of the guild and everybody in the guild gets the same one.
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Jun 19, 2006, 06:53 PM // 18:53
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#18
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Furnace Stoker
Join Date: Jun 2005
Location: United States
Guild: Dark Side Ofthe Moon [DSM]
Profession: E/
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/not signed
I would be for any NON-COMBAT realted effects or upgrades but not any that alter stats that affect combat.
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Jun 19, 2006, 11:27 PM // 23:27
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#19
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Hall Hero
Join Date: Jul 2005
Location: California Canada/BC
Guild: STG Administrator
Profession: Mo/
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/not signed
Guild capes make char. look good stop flamey capes though.
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Jun 19, 2006, 11:59 PM // 23:59
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#20
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Raged Out
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/not signed
youve got to be kidding me, energy regen +1 not overpowered?! Capes dont do anything and why should it matter, its representing what you fight for.
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