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Dib.4612

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  1. You haven't even seen its design, they could make it really fun. Plus, you could say the same of rifle, just another two handed long range weapon.
  2. Rifle may seem logical. But really rifle is just a modern longbow. This is why no class has both of them. I've wished for a shapeshifter class and I'll do it again. Shield would go well with this, as animals fight in melee. Somewhere on this forum should be a post I made that elaborates.
  3. I was rather thinking in the other direction, that they could draw some assets from Ascalon or whatnot and make a Charr vs Human in Ascalon map for WvW. Plus, they already have made WvW inspired maps like Drizzlewood Coast and the Silver Wastes.
  4. Right now when switching between Untamed and other ranger specs "Attack My Target" and "Return To Me" will find themselves on different keybindings. As, on Untamed it's 'F6 and F7' and on all the others it's 'F1 and F3'. Instead, as advised in the title, "Attack My Target" and "Return To Me" should get its own keybindings, just like "Ranger Pet Combat Toggle". This way there will be consistency throughout.
  5. New armors usually have perfect dye channels. All the materials, metal, cloth and leather, get their own dye channels. Whereas older armors such as Commanders armor have the chainmail of the legs and the cloth of the legs in one dye channel. Meaning you either end up with cloth in the color of steel, or chainmail in vibrant colors. It would be great for style if such older armors were brought up to standard.
  6. I don't have any disdain for casual players at all. I think better interaction with NPCs will be more fun for everyone. A lot of you assume that interactive NPCs means challenging NPCs, that doesn't have to be the case whatsoever. They can be interactive but bad at the game. As I have written before.
  7. That's very prejudiced of you, and it's totally wrong. I just want the game to be fun, that is all.
  8. I actually really liked the PvE in For Honor BECAUSE it was the same as the PvP. Can one not program a delay or some such? Is that not what they have done in the end?
  9. It would obviously require not just the change I mentioned, but rework of other dynamics too. This, also obviously, is something that can be done, not problem. Will require time and work, as all changes do.
  10. I think the gap between PvE and PvP/WvW is too large now. You go from mowing grass and hitting sandbags to fighting fully capable and experienced players, I think this is what keeps a lot of people from transitioning to PvP. The least the devs could do, as I've stated before, is to grant the NPCs some form of intelligence, albeit minimal. And something I did not mention before, but could pair well with that, is to bring player skills to NPCs more consistenly as long as they are bi-pedal, to get players used to fighting others players.
  11. Making the enemies, as I wrote in the other reply, responsive, doesn't necesarily mean you have to make them smarter than a player. Now they feel inhumane, but it would be more immersive already to turn them into dumb AI.
  12. The obvious solution to this would be to have fewer enemies compared to the amount of players than we currently have. I think it is more fun to fight one enemy that is interactive and has a mind than to mow down a bunch of them as if I'm mowing the lawn. This also allows players to see what is going on and react more easily. Furthermore, if you deem this solution poor because you find PvP to be frustrating. Then perhaps the combat in general needs to be looked into with a critical eye. As PvP is when the system is strained the most, or put to the test most dilligently. Also, intelligence of AI can be scaled, so you can make them interactive (and thus fun and immersive), but not as smart as the average player, so that the player will be able to defeat the enemy and feel good about it too.
  13. Make enemies smart enough to dodge heavy attacks and dodge or walk out of area damage. Make enemies smart enough to set up combos on you and punish your for mistakes. Make enemies smart enough to work together. This will make the game more interactive, immersive and thus fun. And will possibly make it easier to design for all gamemodes at the same time. And maybe get people more engaged with things PvP and WvW, as they will be familiar with its mechanics. This, in my opinion, should be paired with a simplified scaling system that should go either of two ways. 1. ONLY increase NPC rank based on the amount of players, make them larger too with each rank to make them more visible. This will have the benefit of having less clutter and thus being more readable and reactable for players. or 2. ONLY spawn standard mobs, but in the same amount as there are players. And make them smart enough to work like a WvW blob. This will have the benefit of making people familiar with WvW in a PvE setting, although of course the game will be less readable. If the latter (2) is not deemed desirable, then perhaps WvW itself ought to be reconsidered on a deep level.
  14. I just explored Kaineng City for the second time, the reason being the collection Quietus. It feels like a massive amount of work went into crafting this city and it shows, yet... What do we do there? The meta event I have to say is fairly basic and many of the interesting buildings and places like the library really don't serve a purpose. The only reason I personally come there is to get Hero Points. What am I missing here? Or is this a complete oversight in Guild Wars 2's design? Making a beautiful map just to collect POIs and then never look back? Dynamic events on their own aren't a reason to come to a map either, they have to be fun and rewarding. Draw us into this city, into this world!
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