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Old Sep 09, 2005, 06:58 PM // 18:58   #1
Ascalonian Squire
 
Join Date: Jul 2005
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Lightbulb A few suggestions, a handful of issues and pocketful of bugs

Hello,

I'm back with a few suggestions, some things that I consider issues with the gameplay, or outright bugs, that I want to bring to the devs and players attention. Specifically,

- Frozen soil needs to be shown to dead players that are in it's range. This would reduce the frustration of people that are dead and asking to be ressed, as well as those who are alive but simply cannot do it.

- Timed round needs to end if all foes have left. On competetive arenas the map on which you win by scoring more kills than the opposite team, the round does not end even if all the players of the opposing team have left the arena. This sometimes leaves the other team with several minutes of just waiting for the round to end.

- It would be best to limit competetive and team arenas to characters at levels 15-20, or even possibly only allow level 20 players to play. At the least one should display a warning to players under optimal level. More than once I and others have ended up with a level 10 player, or even lower in our team. While I do not otherwise have anything against it, these characters simply do not have enough hitpoints to survive when everyone else is level 20. This in turn becomes quite catastrophical on the timed rounds, where you win based on the kills of your team.

- There seems to be a problem with the edge detection/lag compensation of Guild Wars. Quite often while trying to cross a bridge or other alike narrow passage, especially when coming from the side of the edge, you end up rubberbanding right back to where you started from only a moment later. Attempting to cross a bridge three times, only to find yourself still being mauled by a warrior, becomes a bit frustrating. This problem has been witnessed on a good quality connection, so it is not only an issue of network lag.

- Spells being cast seem to often get aborted if one selects the spell while already moving and then letting the character run up to the target on auto. This results in a small twitch motion when the character stops to cast the spell, and the spell fizzling out. While not a major issue the majority of the time, it is just as likely to happen when you are trying to cast a 25 energy spell with exhaustion, which does indeed wreak havoc on your energy when you have to cast the spell again. Sometimes this also happens when the character has been ordered to attack a moving target with a conventional weapon, and attempting to cast a spell a moment later. This could possibly be fixed by forcing the character do a full stop if the skill in question is not a stance, shout or alike. Or possibly recovering the energy/exhaustion if the skill is aborted almost instantly.

- Reset skills to being available on respawn at the timed rounds. Since the idea at this map seems to be that players spawn back in full strength, the skills also should be reset. Otherwise a player may end up having to go back into the battle without the skill that is the very base of their build, simply because they used it right before they died, or maybe even got interrupted. This has happened to me personally several times with the illusionary weaponry enchantment, as well as a few others, getting thrown into the fight with the skill still in a 30 second cooldown. Though, this does possibly provide a problem with hexes or spells that still remain active after the player has died. This could possibly be solved by choosing whether to reset the skill or not, based on if the skill is still active after the players death. (I know that some skills at least track who has cast them and end if they die.)

- Do not put replacement players in the first slot. If for an example a member of a competetive arena group drops after they have been playing a long time together, it would be best if one of the original team members would be set as the leader. Having a random person drop in as the leader, losing and ending up at the team arenas where the random person who doesn't listen instantly hits "Enter mission" is very inconvenient. Considering the rest of the original team might want to change their build or leave. Substitute players should preferrably be put at the very end of the team rather.

- Overpowered fragility build. There is currently an overpowered build based on fragility on the loose, and you cannot really avoid coming across several of them if you play a few more rounds of competetive arena. The damage output of the build literally kills a caster with one short attack combo. First fragility is cast on the target and then the player follows up with a condition causing spell such as phantom pain, ending it prematurely with shatter delusion and causing deep wound. Then it is followed up by virulence which causes two more conditions, and possibly further spells with high degen, more conditions or some other variety. The effect is the conditions causing several hundred points worth armor ignoring damage in a very short time, and then the high degeneration finishes the player off within moments. While there are a few ways to counter this build, it implicitly forces a player to carry a skill or two if they wish to avoid getting instant killed the moment one of the fragility clones enters the arena.

-------- And a few other suggestions of some lesser importance --------

- Ability to view party members quests and markers. This would be a welcome addition when helping new players or a friend with their missions, while having already completed them oneself.

- Copy into clipboard from game chat text. Sometimes friends share long links and other information that would be nice to just copy, instead of having to type the whole thing again.


At the same I would like to take the chance to thank you for your work. The recent big update with balance changes, permanent faction gain and the new content you have released to the Guild Wars community for free have been gladly received.


Feel free to discuss, anything said here is of course just my opinion based on my current viewpoint.

- KanRyu
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Old Sep 09, 2005, 07:20 PM // 19:20   #2
Lion's Arch Merchant
 
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Default

Quote:
Originally Posted by KanRyu
Hello,

1- There seems to be a problem with the edge detection/lag compensation of Guild Wars. Quite often while trying to cross a bridge or other alike narrow passage, especially when coming from the side of the edge, you end up rubberbanding right back to where you started from only a moment later. Attempting to cross a bridge three times, only to find yourself still being mauled by a warrior, becomes a bit frustrating. This problem has been witnessed on a good quality connection, so it is not only an issue of network lag.

2- Spells being cast seem to often get aborted if one selects the spell while already moving and then letting the character run up to the target on auto. This results in a small twitch motion when the character stops to cast the spell, and the spell fizzling out. While not a major issue the majority of the time, it is just as likely to happen when you are trying to cast a 25 energy spell with exhaustion, which does indeed wreak havoc on your energy when you have to cast the spell again. Sometimes this also happens when the character has been ordered to attack a moving target with a conventional weapon, and attempting to cast a spell a moment later. This could possibly be fixed by forcing the character do a full stop if the skill in question is not a stance, shout or alike. Or possibly recovering the energy/exhaustion if the skill is aborted almost instantly.

- KanRyu
1) Yeah, this happened to me time to time...not too frequently though. But when it does happen...it is very very annoying. Sometime I experience very strange teleport that puts my character in meant-to unreachable place...and I end up stuck there forever(and had to wait my team to reach cinematics...so that I can get out).

2) I agree...it is very painful when you cancel your own character's expansive spells. How about this? If my spell is interrupted by enemy, then regular mana cost and condition(like exhaustion) will be apply.
But...If player cancels it (with Esc button), I'll get half of energy back since I ordered my character to abort spell.
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Old Sep 09, 2005, 07:23 PM // 19:23   #3
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i actually agree with everything you said except the fragility thing reseting skills when resd.

skills get reset when you get a morale boost, not when resd. combining both would be a little weird (since every skill BUT res sig would be recharged, but then thats messed up...)

and fragility mesmers have a ridiculous amount of weakneses, so i wouldnt nerf anything or really change much beyond (maybe) decreasing the damage on fragility from like 30 down to 20. but idk if thats a good idea and it doesnt affect me too much....

other than that i /agree with everything ESPECIALLY that dum rubberbanding around corners, you can actually do it on purpose and end up jumping all over the place (near a corner). its quite retarded.

and i thought they said they fixewd that thing when you hit the button twice so that it still shows the animation, something it clearly did NOT fix.

i hope anet reads this post
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Old Sep 09, 2005, 09:02 PM // 21:02   #4
Ascalonian Squire
 
Join Date: Jul 2005
Default Some clarification

Thank you both for replying, giving your opinions and helping to keep this thread visible.

Quote:
Originally Posted by smurfhunter
i actually agree with everything you said except the fragility thing reseting skills when resd.

skills get reset when you get a morale boost, not when resd. combining both would be a little weird (since every skill BUT res sig would be recharged, but then thats messed up...)
Ah, sorry, I probably wasn't clear enough. I was referring to the resurrection that happens every 30 seconds at the lava map that has a timelimit. The one where people respawn with full hp, full energy and no death penalty. Since it is done in that way, it seems that the intention is to return the players into the game at peak condition. So it seems more like an accident that you can have your skills still recharging at that point because you used them a moment before you died. This possibly also applies to priest resses on the maps that have one, I'm not quite sure. Res sigs as such of course would not be recharged, since they are one use per mission. Only the so called cooldown time on ordinary skills should be reset.

Quote:
Originally Posted by smurfhunter
and fragility mesmers have a ridiculous amount of weakneses, so i wouldnt nerf anything or really change much beyond (maybe) decreasing the damage on fragility from like 30 down to 20. but idk if thats a good idea and it doesnt affect me too much....
It's quite true that there are ways you can protect yourself from fragility mesmers. But I believe that it was stated somewhere by the devs that they do not want any particular build forcing people to take on just those particular sets of skills to deflect just one build. It's quite fine otherwise, but it does bother me that for most builds it's pretty muchly a death sentence to see fragility going up, and a rather short moment later you are some +450 hp poorer.

Does anyone know by the way that does Phantom pain still cause deep wound even if the hex is smited or shattered ? I think it still does, considering the use of shatter delusion in combination with it. Fixing this might be at least something to reduce the problem with fragility builds a bit. There may though be other replacement spells to cause the same effect.

Quote:
Originally Posted by smurfhunter
i hope anet reads this post
I do hope so too :)

- KanRyu
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Old Sep 12, 2005, 11:02 AM // 11:02   #5
Ascalonian Squire
 
Join Date: Jul 2005
Default A few more things

Hi there,

a few more things came up in the last few days playing.

- Illusion of Weakness does not trigger on degen damage. You need to be actually hit by a damage spell or a physical hit while your health is lower than the limit, for it to trigger. Illusion of Weakness should by the description though also trigger once you reach that point, by cause of degeneration.

- It would be nice if you could ctrl+click your skills while in town, to add their names to your current chat message. This would make reporting your build considerably more easy, which is from time to time required when participating in team arenas or the tournament.

- I'm not completely sure, but it's possible that your weapon attack target is cancelled if you are knocked down/interrupted under some circumstances. This should not be so. In particular this can leave a melee player engaged in combat, just standing around there for a while until the player tied up with using skills, notices that their character has suddenly stopped fighting. This hasn't been fully confirmed, but earlier on I noticed this happening to myself, which in the end cost us a round at the end of it. Can anyone confirm or comment otherwise on this ?

- KanRyu
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Old Sep 12, 2005, 11:14 AM // 11:14   #6
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Quote:
Originally Posted by KanRyu
- I'm not completely sure, but it's possible that your weapon attack target is cancelled if you are knocked down/interrupted under some circumstances. This should not be so. In particular this can leave a melee player engaged in combat, just standing around there for a while until the player tied up with using skills, notices that their character has suddenly stopped fighting. This hasn't been fully confirmed, but earlier on I noticed this happening to myself, which in the end cost us a round at the end of it. Can anyone confirm or comment otherwise on this ?

- KanRyu
i am sure that this is not the case. you will continue to attack if you are knocked down. however if you are on auto run you need to press r again if knocked over.
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Old Sep 12, 2005, 11:38 AM // 11:38   #7
Ascalonian Squire
 
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Default Hmm

Quote:
Originally Posted by Charcoal Ann
i am sure that this is not the case. you will continue to attack if you are knocked down. however if you are on auto run you need to press r again if knocked over.
Yeah, that's true that a normal knockdown does not stop you from attacking. Thanks for the confirmation. I'm thinking it may have something to do with a skill getting interrupted in the same, or it's possible that this was just a random thing that happened.

Ah yes, the autorun probably should preferrably stay on indeed in such a case. It's best to keep things as consistant as possible, unless the players themselves give another order.

- KanRyu
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Old Sep 13, 2005, 09:23 AM // 09:23   #8
Ascalonian Squire
 
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Default A few more things and an idea from a friend

Thought I might as well keep on adding to this thread while new things come up.

- Move camera to display allies as well, when you are dead and click on their name. Occationally the allies are the only characters alive on your team, or players simply are not where you would want to see, so it would be nice to be able to watch your guild lord or priest for an example while dead.

- Skills do not appear in list when unlocked with faction. It would be more convenient for the skills to be available straight to be used if you are of the particular class, instead of having to log out and back in to have access to them.

- Color code wells and wards by team. This was suggested by a friend who wanted me to add the idea to my thread. I find it a good feature myself, as it would serve to distinct enemy wards and wells from your own ones without having to actually run into them.

I see that this thread has garnered some hundred views now, and I'm glad that there has been interest in it :) How do people in general view these ideas ? It'd be nice to hear opinions, or at least get a /signed if you feel that these changes should be implemented, to keep the thread visible and tell the devs that theres interest in these issues.

- KanRyu
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