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#121 | |
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Senior Member
Join Date: Aug 2009
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Quote:
Besides, either way, even if they don't take up spots, leechers are annoying x'D. Wasn't sarcasm though. Last edited by Naoroji; Oct 08, 2009 at 04:24 AM. Reason: Knighthonor's stupid reply ;D. |
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#122 | |||
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Senior Member
Join Date: Sep 2009
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Quote:
How to make professions soloable but keep teamplay and a unique playstyle? Quote:
Leechers will have a hard time finding a group and therefor never get rewards. edit: Quote:
Once you traveled to World PvP you start in some kind of outpost, from there you are free to either play alone or join a party (party size is limited). Everytime someone in the party achieved something the whole party gets the reward. This encourage teamplay and makes leeching impossible unless the other party members have nothing against the leecher, i.e. leveling a friend that has gone afk. Last edited by Desert Rose; Oct 08, 2009 at 07:51 AM. |
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#123 |
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Senior Member
Join Date: Aug 2009
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Except that World PvP was supposed to be 'Hop in and out whenever you want!' so I'm guessing you won't join in a party, nor play in one.
But then again, leeching would be completely useless, because if ArenaNet takes your idea of giving experience according to achievements,... It won't work! ;D I surrender, rofl. |
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#124 | |
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Banned
Join Date: Sep 2009
Location: Washington DC
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Quote:
You will be Rewarded by being around the Goal win Caped. If your just standing around and leeching, then your a Sitting Duck, easy Target, Free Kill to the enemy. (Remember, player would only get points from being nearby, so afking in protected areas wont do swat) |
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#125 |
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i am a pie
Join Date: Aug 2009
Location: behind you
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I don't think leveling a friend while they are afk is tolerable in GW2 since the sidekick system implemented clearly indicate that you can bring your friends of lower level as a sidekick and they still won't be at a disadvantage.
so there's no reason what so ever to go afk. |
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#126 | |
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Senior Member
Join Date: Aug 2009
Location: Innerspace
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Quote:
That is the questiong |
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#127 | |
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i am a pie
Join Date: Aug 2009
Location: behind you
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Quote:
That is also a question. |
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#128 | |
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Senior Member
Join Date: Aug 2009
Location: Innerspace
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Quote:
I personally dont understand it, but PL almost always exists. |
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#129 |
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Senior Member
Join Date: Aug 2009
Location: European Union
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Thing i have with afk / leeching. .. if the team leader has 2 accounts then starts a team, and leaves his 2e account near a door, he effectively works on 2 accounts at the same time ... so the proximity rewards would be favored over any other. ..
As for the Hop in and play ... you enter the Myst, then enter the map (alone) .. then use the local chat and shout... Necro LFT anyone have a spot ... then you get invited to said team, and would have to move to where this team is fighting (hopefully not being ganked by an infiltration team while you negate towards your team... |
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#130 | |
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Senior Member
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Quote:
i was expecting something like alliance battles
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#131 | ||
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Senior Member
Join Date: Aug 2009
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[QUOTE]
Quote:
Barricades that require teams. Example: A small corner of the map has a gate with two levers on each side. The levers must be held for the gate to stay up. So you'd need at least 4 players to get into that nook. 2 players hold the levers. The other 2 run through the gate, then hold the other side's 2 levers, while the first two run through the gate. (Pre-Searing had something very similar to this.) NPC appearances that require being solo Example: In that same map, NPCs who only come out of hiding if you are soloing the area. (Kind of like Vael from EotN) Event activations that require teams Example: In another map, a section of floor looks very suspicious. And if a large party all stand on it at once, it breaks away revealing a lower room where an event pitting the team against swarms of enemies initiates. Sneaking areas available while being solo Example: The same map as above, has certain areas with creaking floorboads and NPCs. As you move across the floor, a meter raises with the creaking. Once the meter is full, the NPCs run to the other side and lock doors behind them. A solo player could manage to sneak past that room and explore the rooms on the other side. Just brainstorming ways to allow the same area an offering of unique experiences depending on whether you were in a group or solo. An incentive to play an area both ways, rather than one being better than the other. For when you log in feeling like playing solo that day, or feeling like joining groups. Last edited by Redfeather; Oct 08, 2009 at 08:16 PM. |
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#132 |
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Junior Member
Join Date: Aug 2009
Location: Brabant, The Netherlands
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Really cool you can travel with NPC's other than your Companion.
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#134 |
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Senior Member
Join Date: Aug 2009
Location: Georgia, USA
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and they used Intui's wallpaper
And WOW, 18 guests are viewing this thread now We've been discovered*Insert foreboding music* |
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#135 | |
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Junior Member
Join Date: Aug 2009
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Quote:
For henchmen, it will most likely only be for instanced missions. Not for the persistent world. Where this mentality of soloing a MMO come from? |
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#136 |
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Banned
Join Date: Sep 2009
Location: Washington DC
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#137 | |
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Member
Join Date: Sep 2009
Location: Loamhurst
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Quote:
"Where is everyone?": all enemies within earshot target you. This effect only activates when the player is inactive during a mission for ... seconds and the majority of the party is ... feet away. Also: henchmen rule. |
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