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Reason on Cooldown

Member Since 04 Jul 2012
Offline Last Active Oct 13 2014 03:13 AM

#2284317 Twisted Marionette - A step in the right direction?

Posted Featherman on 24 January 2014 - 01:56 AM

View PostMazingerZ, on 23 January 2014 - 10:28 PM, said:

Most fights in MMOs are gimmicks in one shape or another.  The point usually becomes how well-coordinated things need to be to make the gimmick work.  For instance, Thaddius in WoW required players to group up and be aware of what their debuff was (positive/negative) to beat the fight.  Magtheridon's Lair required precise timing to activate the cubes to disable his wipe ability.  Required additional situational awareness to keep people from killing those assigned to the cubes.  High Warlord Naj'entus impaled players and had to be freed by other players, obtaining the impaling spine.  The spine was then used to pierce a shield that would otherwise allow him to regain full-health (prolonging the fight and the enrage timer).

Mind you, none of these gimmicks necessitates a tank or a healer.  They require a certain level of co-dependency amongst the participating players beyond splitting or redirecting a zerg.  By and large, the entire point of a tank these days is boss-positioning, which can in theory be properly done with proper push/pull mechanics if it weren't for Defiant.
I suppose, but I wouldn't call that a strong point of MMO design. I guess what hurts these bosses is that they have obscure rules and require players to be precise in their adherence to those rules. It makes the most important facet of open world events, where players can jump in, counter-intuitive as it takes only a few players who don't understand the event to ruin it for everyone else.

#2283309 Update Notes - January 21st, 2014

Posted typographie on 21 January 2014 - 06:09 PM

View PostKatsumi Kei, on 21 January 2014 - 05:23 PM, said:

I was hoping for precursor crafting so much that now it hurts.

They announced a specific 'features-only' patch between the final part of the Scarlet chapter and the beginning of the next chapter. I don't think they'd have bothered to if they weren't planning big changes for it. That's when I'd expect to see changes to the precursor/legendary system, at the earliest.

#2275274 Lore: Guild Wars vs Warcraft

Posted Temeluchus85 on 29 December 2013 - 03:40 AM

The biggest difference between WoW and GW lore, for me, is the investment I have in the lore. What I mean by that is how much my character was imvolved with the storyarc, subplots, plots, and NPCs who were driving the overall lore.

In WoW, we had months and years of build up with the major storylines; we were there to see Arthas's thirst for revenge cause him to commit atrocities and ultimately fall and become the Lich King. We fought his armies, unraveled his plans and plotting, and then took the fight to him directly over a span of years. In the end, we were there to see him finally brought down, and we played a part in it. We knew the Deathwing was a blight upon the land and all its inhabitants from the lore, we heard horrific tales about him for years and then he rose again and laid waste to the world. After months, we finally we were able to bring him down. We saw the tense relationship between Garrosh and Thrall develop until it finally came to head.

These are just a few examples meant to illustrate the point that our characters had months and years tied up into the story arcs and NPCs who played a part in them, we were invested in them because we had directly played a part in them and watched the events unfold from begining to end.It made the ending of the storyarc and the payoff that much more gratifying and also a bit bittersweet that it had ended.

In GW, we get throw into the Elder Dragon's returning to the lands and we get to knock around with some of the champions of GW for a bit, we see the odd attempt at reconciliation(which I still have no idea why we were invited along to witness it, other than to make our characters feel like they were a power player in the world), but we never really bond with the few characters that ANet set out to establish as primary figures in their lore, we dont get emotionally invested in the lore figures, let alone our own characters much, and in the end we get to bring down the big baddie in a seriously anticlimatic fight that is also riddled with plot holes(those ships and the tech they had were somehow deemed information not to be shared with the second in command of The Pact? We didnt know they existed until that actual fight) and the great champions and famed guild show up for 5 mins of the dungeon where we take the fight to Zhaitan.

I think GW lore has potential, especailly in the Sylvari,Charr, Pale Tree, Nightmare Court etc,but it lacks direction. I'm only a student in Video Game Design and would therefore never knock the professional writing team at ANet; but I sometimes wonder what they were thinking with the direction of the lore and storylines. It seems to me that they decided to concetrate on building a game that stood on the shouldrs of games that came before them like WoW,EQ,UO etc, addressed issues that fans had with them and improved upon the core mechanics of an MMO, but lore and the storyline were secondary to them. Alot of the lore feels like it is filler and just meant to tie into the overall storyline in tenous ways.

Tolkien started with a language and his books developed from that, Steven Erikson and ICE started with a D and D campaign of their own creation and it involved into The Malazan Books of The Fallen, Joe Abercrombie started with a map and it turned into The First Law trilogy, which is dark,gritty and turns the Tolkien fantasy tropes on their ear. Point being, starting with the lore or an aspect of the lore and then building your core story and the figures who will play their parts in it from that, seems to be the far more successful way of doing it.
Dont get me wrong, WoW lore is indeed clunky, retconned heavily and sometimes nonsensical but it benefits from having the players become emotionally invested in the events and people surrounding their characters. WoW also benefits from being able to put out large content patches and expansions that further build upon the lore, while GW is limited to the Living Story content, and then the eventual expansion or addon.

TLDR: WoW lore is better because we are more immersed in it than we are with GW lore. ANet has potential but needs to have the writing team focus on deepening the lore, not just making it fit the linear overall story.

#2260130 The best part about The Nightmare Within...

Posted Castaa on 17 November 2013 - 07:06 PM

View PostReason on Cooldown, on 17 November 2013 - 05:51 PM, said:

There are actually 3 instances per level.  They're just not always open.  But you'd know if you were at the final instance, because the entrance is on a small rickety platform high above the pool at the base of the tower.

The best way to prgress if you cannot find your own way is to move with the zerg....or wait for one if it hasn't formed yet.

There are 3 chambers in level 1, 2 in level 2 and 4 in level 3 plus the final instance boss fight near the key chest at the very top.

3 chambers are active at any one time and open and close randomly.

Each section/level can be locked by a boss fight or event.  So if you run across an event, good chance you are going to be required to clear it to continue forward.

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#2234336 Update Notes for September 17th

Posted Moharis Frostreign on 18 September 2013 - 05:28 PM

I feel like for the bosses other than Teq that the increase in health was just a first step. For many of the bosses (Wurm, Maw, etc) their health was so low that it was impossible to gauge the effectiveness of their other mechanics. Who cares if the Wurm swallows husks if it isn't alive long enough to do it? So what if the twisters surrounding the Maw are lethal if he's dead in seconds? The increase in health will help, I think, and pave the way for the introduction of new boss mechanics down the line.

#2234119 Update Notes for September 17th

Posted typographie on 17 September 2013 - 10:41 PM

View PostGilles VI, on 17 September 2013 - 10:08 PM, said:

The increased health on alot of the lower-level bosses was really needed, just look at elemental/maw/behemoth dying within a minute, but atm tequatl is just impossible to kill, and without nerfs it'll only become worse.

If time proves Tequatl to truly be impossible to kill, fine. Let them fix it. But I hope we as a community can agree to avoid crying for nerfs for a few days at the very least.

GW2 bosses have never really forced players to learn fight mechanics before to complete it, and any old shitty build has always worked at a bare minimum. If we could go from that to zerging this thing consistently on every attempt in under 24 hours, it would be a pretty disappointing patch. I'm sick of loot piñata bosses, and I'm glad that this one so far appears to be challenging.

#2232784 Gathering Issues

Posted Archaes on 12 September 2013 - 05:41 PM

I've gotta say, more so now than ever do I not regret buying the unlimited pick-axe, axe, and sickle. Gathering would be a nightmare. xD

#2223899 Election Standings - August 2nd

Posted Shiren on 03 August 2013 - 06:55 AM

View PostAngully, on 03 August 2013 - 01:46 AM, said:

Its strange since the research into people's votes on gw2 reddit and gw2guru i have done shows that most are voting for evon and somehow kiel is still in the lead :/ seems a bit off to me.

When it comes to MMOs, the vast majority of players never visit forums or websites outside of the game. You frequently hear community managers and developers talk about forums and that very few of the players actually participate in them. The same goes for information pages on the website (such as the one which informs players of the election promises). Forum posters don't accurately represent the majority of players.

The current results can be very easily explained. The majority of players (who never look for information outside of the game) never read the election promises. They might be given a run down in game by someone else, but they don't visit the election page. More importantly, these same players barely know who Evon is. Kiel was the featured hero for most of this year's content. She's a familiar race, a familiar face and she plays the generic and unoffensive "good hero" archetype. She's also an attractive female. Then we have Evon, who is only just introduced and every chance they got, the writers wrote him as a villain. He was a very offensive character to many people (this same offensive element makes him appealing to a smaller group of people) and was new to the story. Kiel barely developed at all in her time in the spotlight, but Evon wasn't given the chance to develop before he was put in a popularity contest. Of course he is going to lose.

The deck was stacked and it was an uphill fight for Evon to even come close. The Abaddon fractal helped, but the popularity contest was gift wrapped for Kiel, and that's where the bulk of the votes are coming from.

First Chauncey and now Evon. Appearently the internet doesn't like cats.

#2224138 Lore, Kiel, and Waypoints.

Posted Kurosov on 04 August 2013 - 11:44 AM

View PostReason on Cooldown, on 04 August 2013 - 02:26 AM, said:

Well that surely explains something.  I always wondered how I was able to recall myself to any waypoint from anywhere in the world.  How did it know?  But, gee, it has GOT to be expensive, issuing all those portable devices?  I got mine gratis, of course.  I AM the Hero of Shaemoor after all.

Clearly the noble choice could just afford it, the commoner won it at the circus and the street rat stole it :lol:

#2212166 Updates Coming to Orr

Posted KaanTheImmortal on 18 June 2013 - 06:10 PM

View PostRitualist, on 18 June 2013 - 05:30 PM, said:

While I certainly welcome any efforts to improve the game, it would be fantastic if A.Net understood that the game is more than just the 10 locations where you farm you fingers off. What the game needs is a second (or a 10th or 100th) look at how boring the combat is and how utterly unrewarding the WHOLE game is.

As boring as the dragons can be, they are in MUCH better shape than pretty much everything else in the game and it's insane that they keep trying to make things that are already passable better, while completely neglecting the things that are barely playable.
I don't agree with you. I have played over 800 hours and the gameplay is the only thing that keeps me playing at the moment.. However, I do agree that a lot of things feel unrewarding but i don't care for that as long it is fun.

#2211312 ANet: King of irrelevant balance updates?

Posted Trei on 14 June 2013 - 02:51 AM

All I am reading in here are just more reasons why Anet is the game developer with a game being played all over the world, and we... aren't.

Each and everyone of us thinks we are the experts, that we are seeing the truth and obvious solutions to obvious problems that should be prioritized over others.

From the perspective of.... ?

We are not game developers, we can never see the game the way they do, the way they have to.

We are invested in merely the characters we play, in the inventories we own, the rankings we achieved.
They are invested in everything that makes up the game, past present and future, within and without.

Who are we to make priorities for them?
What the hell do we know?

#2209286 healing hypothetically redesigned

Posted dannywolt on 05 June 2013 - 01:31 AM

OP's idea would make dedicated healers required in most groups. I'm all for fixing support healing but not at the cost of personal survivability. Endurance regen is slow enough that you can't dodge everything (particularly in melee) and you have to eat some attacks. I prefer having a spike heal rather than needing to retreat to safety when my hp gets low.

View PostMaarius, on 03 June 2013 - 03:07 PM, said:

You’ll have to struggle to survive and get your health back up again while trying to survive instead of 1-heal and everything is perfect again.

I don't think struggling to survive is any fun. I already need to do that if something goes wrong and the heal is on CD; I'd rather not do it all the time.

#2174655 Chests+ Events swarmed by players causing lag

Posted mdapol on 04 March 2013 - 08:50 PM

View PostEl Duderino, on 04 March 2013 - 08:01 PM, said:

I'm not sure if it would help, but if the events were more dynamic in regards to their timing and not so plan-able, then it may decrease the amount of players and thereby decrease the lag. Of course, guilds would broadcast the event to their guildies, but it may be that by the time it takes to get there, the boss would be defeated. Basically, find a way to make it so we don't have hundred of players waiting in an area for 5-10 minutes because the boss is coming up next.

I do think that the next step from ANet is to make the boss' difficulty scale with the amount of players. So it may be that we have near invincible bosses in the near future if the same amount of people keep farming them daily.

I really wish I could "Like This" more than once.  If these events are going to be so popular they have to be re-made more epic feeling.  Long fights with multiple stages where it's not possible to just straight out dps the boss. Make the environmental weapons and defenses more of a required part of the fight, so if some people do not defend them the event fails.  Like in the initial example video of the Tequatl fight where that is the design intent.

In fact I think that's the source of the problem I have with these events, they have no designed failure-state.  It is completely possible for one player to pew pew on these bosses and slowly "win" even if it takes them hours.  That's not epic in my book.

#2174630 Chests+ Events swarmed by players causing lag

Posted El Duderino on 04 March 2013 - 08:01 PM

I'm not sure if it would help, but if the events were more dynamic in regards to their timing and not so plan-able, then it may decrease the amount of players and thereby decrease the lag. Of course, guilds would broadcast the event to their guildies, but it may be that by the time it takes to get there, the boss would be defeated. Basically, find a way to make it so we don't have hundred of players waiting in an area for 5-10 minutes because the boss is coming up next.

I do think that the next step from ANet is to make the boss' difficulty scale with the amount of players. So it may be that we have near invincible bosses in the near future if the same amount of people keep farming them daily.

#2171366 World Boss Event Chests - Bad idea?

Posted Inraged Twitch on 26 February 2013 - 09:59 PM

I would venture to say most people only fight them 1 time a day anyways and I would take the chance of getting better drops from a 1 time fight rather than fighting teq or jormag 2 or 3 times a day and only get 1-2 rares.... and bunch of junk blue items.