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Carighan.6758

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  1. Without meaning ill... that doesn't look good as a set IMO. It looks as if someone made a disco-version of the Power Rangers 2017 movie outfits. :joy:
  2. That being said, now that autologin is no longer a thing, can we have the old login screen back? :heart: Pwetty pwease? :heart: For those who don't know it, this was the old screen: Importantly, it had a chroma hash for your password, a really neat thing to double-check whether you typed it correctly before hitting enter.
  3. I'll be honest: This was pretty disappointing. It never really connected with me, the episode had so many great moments but never did anything with them: For one, this was the chance to make us feel like the "Commander", not some lowest-paygrade worker going around doing menial busywork. What did we do though? Lots of busywork.Second, the final fight was super confusing, had a lot of technical problems and clipped me into terrain so often I think being not clipping into somewhere should be considered the bugged "non-normal" state at this point :pensive: There was a lot of problems with wanting to make me care about certain elements (e.g. Caithe), but due to the briefness of each episode and how they have to be self-contained, everything only ever lasts 5-15 minutes. You can't make care in 5-15 minutes!The new zone has pretty parts, but feels really hacked together, the sub-zones don't seem to belong with one another really.The hearts are - as always - uninspired and really should not be repeatable because they ask you to do some of the most boring tasks in the game, daily. Granted this is not a problem unique to this episode but again an episode goes by without either abolishing repeatable hearts or at least improving them substantially.The events are slightly better than in past season-4 zones, but still pretty meh. No comparison to the huge map-swinging chains older zones had. No comparison to temple event chains before multiserver mergers.Nevermind the two metas, they seem really lazy, and having two dailies rely on the same thing is just... :frown: It's super-sad that after the old way of doing living story was dropped, everything is now always frozen in time. Zoning out of the final story into the open zone which doesn't acknowledge what just happened completely kills any and all emotional impact of it. :scream: However, there are some positive elements to it, too. For one, the new mount skill is super-fun and allows some really cool combinations. Also, that Dredge in the SW corner!
  4. Yeah but did you expect anything else? Guild Wars 2 is, by and large, old by now. Yeah there are juggernauts of near-endless life such as WoW, but in the grand scheme of MMOs it's nearing the EOL where the playerbase shrinks considerably and the game is put on minimal-team life support to keep the remaining players happy with small tidbits. Meaning, the fact ANet has someone working on this at all probably means this is as much explorative work for whatever comes next - say, a Guild Wars 3 - as it is an actual update to GW2.
  5. The things I want are mostly large underlying changes: Remove item stats flat out. No replacements. Skills simply do what is said in the tooltip, and that gets balanced. We'd still have oodles of character customization via traits / skills / weapons / runes / sigils.Speaking of runes, with the stats removed collapse the number of runes significantly, going for actually interesting bonuses. Make some class-exclusive to facilitate stronger interactions.Change underwater breathers to use a special type of rune which - as usual - breaks your 6-set bonus for a new, underwater centric, effect.Reduce elite spec power to the overall power of the main specs. Make them actual sidegrades.Collapse many traits, no more unneeded choices just to power up the same thing with 6 traits.
  6. Implement a user-customizable spell fx show/hide filter This would allow us to clean up the often very confusing combat. Not upscaling effects on large enemies has helped a lot already, but the biggest hurdle - the mess of colors and circles and areas whenever 2+ players are firing off their skills - remains. Such a set of options should ideally offer the following options: Show: effects are shown in fullHide: effects are not shown at all! Area-circles still show up.Simplify: effects are reduced to vital components, compare the simplified Chronomancer clocks versus their full designsBlend: effects are made 80% see-through. They show their full effects but in virtually invisible so that even if a lot are stacked it's not overbearing.Further, these options are offered for the following sources of spell effects, leading to a set of dropdowns: MyselfPartySquadPlayer AlliesPlayer EnemiesPowerful Enemies (bosses, legendaries, champions)Everything elseA modding API There are a plenthora of requests related to UI and simple interface changes which get thrown around a lot. On top of more complicated ones like build templates. On the other hand we have mods such as arcdps already providing optional build templates but they feel very "hacky". I would say the best way to go about this would be to once make the big effort of creating a robust in-game API for mods to latch onto, and control what they can or cannot do. Keep it to cosmetic and non-combat changes. Hide parts of the UI, re-do parts of the UI whole, add signifiers which make certain situations easier to notice (this also helps vision-impaired players to navigate the mess of colors combat can often be!), such stuff. The old launcher with the pretty dragon and the chroma hash! Pweaaaaasseeeeeee?
  7. No it's because they're wells. See, what the Necros use isn't reaaaally a well. Obviously *theirs work underwater, because duh!
  8. I sincerely want an underwater expansion full of water-only zones. I :heart: the way GW2 does underwater, by far the best implementation of any MMORPG I've played. So I'd be stoked for exploring that as a big deal. Plus the massively reduced design space of underwater weapons and skills could seriously help the balancing effort.
  9. For diving in the cold waters of the Shiverpeaks!
  10. That is, I think, a much much bigger issue in recent fights, especially story bossfights. The "what the?"-element of not understanding what is even happening. For a game which - uniquely! - displays text under enemies describing key elements of them, and for a game priding itself on CC-relevance for bosses in PvE and on its elements of counterplay, story bosses in particular are left unexplained to a trial&error approach. And I mean, sure, it's unlikely I'll be here more than 2-3 times tops, if even that. I get it, not worth the developer time. But then I'd prefer if they just transplant and mix existing game elements and also transplant and combine the descriptors from the outside mobs. Or, even better, have earlier situations where abilities get "demonstrated", the Vale Guardian is a perfect example of this other than the color-confusion.
  11. It's a book from 1868, I think we're okay discussing it in public by now. :tongue: Not as bad as Joko, who is also a joke (hur hur) of a character, or - and this is a far bigger problem IMO - my own character. Now, you may wonder, "Why would someone mind their character being a central plot device?!", but I don't mean that I am a part of the story, I mean that I am the part of the story. Which is alright, up to the point where I have to - whether I want to or not - accept that there's a million+ like me. I group with some of those and do the instances together! :scream:
  12. Important to note though is that Diablo is a 1-few single- or multiplayer game. Not a 50++ MMORPG. In something like GW2, I expect the developers to have put significant thought into how screen effects work in large groups of players. Becaue well, massively multiplayer.
  13. The worst part is, someone suggested I try FF14 for an example on how this could be done better. I started it, and didn't understand what the point was, even my simplest spell effects were garish as hell. But (take not ANet!), it has options! I can seperately set spell effects to full, reduced or none for me, my party, friendlies and enemies. I can see things during combat!!! Modern technology is fascinating!
  14. No no, you see, this is a huuuuge technical challenge. Totally can't be done! :joy:
  15. Honestly for me, hyped as I was, the class just feels... disjointed? There's many elements which I feel would individually be enough for a classes' "thing", if fully developed. Instead a ton of half-developed ideas like kits to swap weapon skills, toolbelt skills as secondary effects for non-weapon skills, autonomous pets, throwing out potions as a way of supporting, laser weaponry... they're all thrown in there. But nothing feels thoroughly designed. And the class just becomes annoying to play in the end :(
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