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Craywulf

Member Since 20 Aug 2009
Offline Last Active Jun 20 2014 12:15 AM

Posts I've Made

In Topic: Introducing the Story Journal

06 June 2014 - 12:28 PM

All future LS content is going be scaled down to 5-man encounters, because nobody is going ask 30 people to buy some old LS episode to play it. Scaling it down to 5-man encounters like Dungeons, allows them make better cash shop sales for LS episodes.

So in the end, GW2 will just end up being more lobby-fied.

In Topic: GW2 begins China launch

06 May 2014 - 08:44 AM

Now that I see they are using a Chinese celebrity to promote the game I can understand the photoshopped ad. They are really trying use the star power to draw some interest, especially with the soundtracks. I'm sure this is probably a very common marketing tactic in China. Hope it all pans out for them.

In Topic: Unlocking traits.

24 April 2014 - 12:43 PM

I like the trait-hunting, because it drastically increases the horizontal progression. I just don't care for the leveling aspect. I wish they would just do away with levels and encourage players to just trait-hunt. It certainly would make the game feel less of a grind. I know hunting for traits might seem like grinding, but it didn't feel like that in GW1 with skill-capturing.

Having the ability to respec, allows for the progression to go in any direction the player chooses. Nobody is "forcing" you to get trait 4, you can get trait 5 if you want to go there.

In Topic: Megaservers or not Megaservers?

24 April 2014 - 12:18 PM

There are legitimate reasons why they are rolling it out as oppose to just one shot deal. Obviously the most logical reason would be that implementation itself is time consuming task. It probably isn't easy to overhaul the server structure in one fell swoop. So doing in bits and pieces makes it a more feasible task. It also could be more cost-effect to roll it out too.

Chalking it up to bad planning or incompetence is seriously shortsighted. Could the implementation be better, of course. But tell me when ArenaNet has ever not had a problem making radical changes their software?

In Topic: Solution to remove Zerg in WvW

11 April 2014 - 09:44 PM

First thing I want to point out is the negative association withe term zerg, which usually implies it's a larger group of mindless gamers, or poorly skilled players. There are large groups that are not all that mindless, yes they do spam a lot and it's quite effective tactic when your in a group of 15+ players. Yes it's doesn't take a lot of personal skill to do, and that's entirely the point when you have a large army.  In every mass army there's more skilled persons, but they don't always get a chance to showcase that skill because they are expected to serve as a grunt. I think it does a huge disservice to use the term Zerg in WvW, because it's entirely about mass warfare.

Second thing I want to point out is killing players is not the sole point of WvW, there's other things going on that revolve around supply control, so while it doesn't take a lot of personal skill, it's not entirely mindless.

As for the limit of aoe damage and buffs, it was put in because of what is referred to as turtle play, which basically gives advantage to the defenders crowding an area by using arrow carts and catapults to maximize the effectiveness of area damage. the limit has served it's purpose but was never intended to get rid of zerging.

Solution to dispersing zeros is not by damage or buff restrictions but rather skills that can quite literally disperse or scatter a large attacking army. They can introduce large traps that can teleport or launch players far distances. Image a group of 30 players walking in the front of a gate where a hidden trap has been set, the trap would trigger when 6 players are in the aoe at the same time, this would trigger a sudden teleport that would scatter the players abroad. It would effect every person within the aoe despite only needing 6 to trigger it. There could be bomb traps that launch a Zerg great distances. There's a lot different dispersal traps that can be created to reduce mindless play.