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Member Since 30 Apr 2012
Offline Last Active Today, 12:16 AM

Posts I've Made

In Topic: Introducing the Megaserver System

02 April 2014 - 10:51 PM

quite pleased with these developments. not exactly like gw1 where you can manually pick
the district to ensure that you are always grouped with your party/friends/guildmates;
but if the new system can do so consistently, automatically, then i'm cautiously optimistic and hopeful.

In Topic: New weapons! Hand cannons, greatshields, gauntlets!

16 March 2014 - 02:04 AM

well, since its a wish list...

thief - boomerang, katars, longbow/rifle. being the only class without a 1200 range weapon is not that nice.
guardian/warrior  - land spear / polearm / 2h axe might fit
ranger - short sword where you can break the autoattack cycle

specialized legendary weapons that are
a locked combination of weaponsets:
- for example, like the bow that detaches in the middle to become two daggers in kid icarus.
- a big, chunky 2-hand sword that separates itself into a 1h sword + dagger
- hammer that becomes a shield + scepter

those kind of things.

In Topic: How do you feel about the Destruction of Lion's Arch?

26 February 2014 - 07:20 AM

demn kids, always rescuing them after a few minutes!
sneaking back in LA after getting them out.

pfft, children these days.

In Topic: Friendly fire

19 February 2014 - 11:43 AM

no, they're not the same. and if you can't see that,
there's no point in discussing it with you.

rewarding someone to nudge them to do what you want
with the promise of also being beneficial to them,
is different from punishing someone to avoid what you don't want them to do.

human nature, psychology and history proves as much.

never said that the goal was the same, only that one is much superior over the other;
which is another reason why the idea will not fly.

surely you realize that this game was designed for much more cooperative play rather than other mmo's?
no kill steals, everyone can tag up a target and get personalized loots, exp rewards when rezzing other people.
what you are forcibly trying to introduce is a direct contradiction to those design goals,
and frankly not the same game a lot signed up for.

an incompatible gameplay element with the rest of the game +
forced inferior method to make people follow it is just bad design.


but sure, with regard to your examples;

it has already been said that this game will be unable to tackle such a forced implementation
of such an unpopular mechanic in mmo's unless its changed drastically that it will already be another game.

say you're a ranged character, you wish to target a monster already being attacked by melees
and wish to 'avoid' hitting the other players.

how do you possibly do that with tab targeting?
its not as if you can specifically select a limb or whatever from the monster.
good luck in finding a free spot when 3 players are already swinging on a single monster.
and even if you do go behind a monster, with let's just say you and the melee-player,
you should be very well aware of the tons of 'behind-the enemy'
bugs still prevalent in this game (ex. ranger/thief go to the back and stab attack skills)
and if your answer is 'just go find another target', that reasoning will not hold water on
high pop servers with people drawn to scaled events ... and another direct contradiction of the
no kill steals design of the game.

and people have already been saying this, but FPS ff works because of the pin-sized precise spots
bullets fly to. you can control where they land. not the case here in gw2.
even melee swings here will undoubtedly cause grief to the ones beside you unless they're just all
limited to non cleaving thrusts.

and most fantasy games with ff are either not real-time (can be paused) or limited to
very few on-screen characters. both of which are very impractical in a open world setting with
large scale events in space-limited areas that needs a LOT of people to complete.
(which is by the way how the majority of the events are scripted here in gw2)


In Topic: Friendly fire

18 February 2014 - 11:11 PM

i agree with that sentiment, though completely disagree with FF completely in this game.

and what does a statement about the superiority of positive reinforcement/rewards
compared to negative penalization in herding players (or people in general) towards
your goals or designed patterns has to do with that either?



thanks, saw your links,
was not the kind of papers i was looking for though. :(

they're summaries/ non-detailed reports.
annual reports i get from my blue-chip/utilities investments are
hundreds of pages worth.

thanks for taking your time to find them though.