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awaken.2134

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  1. ya i already contacted support and they said go on the forums. =P
  2. Being a left handed player, I use CTRL 1-5 instead F 1-5 because its easier to reach. Unfortunately i can't unbind the CTRL key from targeting a unit. I tried remapping my call target button to avail. This can clutter the chat with target calls for the party. Can you make it so there's an option to remap the CTRL target key?
  3. If you have time, I advise reading part 1 https://en-forum.guildwars2.com/discussion/90860/reaching-the-potential-of-guild-wars-2-world-vs-world-a-message-to-the-developers Over the years I feel that multiplayer games have beaten out single player games in terms of popularity. Examples include Fortnite, CS:GO, Dota 2 and so many more. The reason I bring this up is that I believe World vs World would make an amazing standalone game. Does this mean reinvent the wheel? No, but I do have a few ideas that may interest the community as well as the devs. Some may be short term and some long term, either way, I believe this game has huge potential to compete with the big games out there. The first idea is a big one and maybe a long term idea.Create a separate client and dedicated server for World vs World.Engine would stay the same. This would make it much easier to market and reach many players that are looking for a multiplayer experience off the bat (no PVE content needed).Sub point remove barrier to entry so anyone can instantly enter the battle with gear that will “do the job”. Next, market and advertise this new multiplayer experience through proper online advertising. I imagine a video on IGN (video game news site) similar to the EVE video - (watch the first 2 minutes) Replace the EVE video with GW2 World vs World video like this (my guild =)) In addition to a new client and sufficient online advertisement, World vs World should have: A constant stream of balance patches (we are starting to see more of this)A proper reward system focused on WvW equipment surrounded around WvW stats.A proper 15 vs 15 Guild vs Guild systemStat systemGuild recruitment systemEtc. (more about this in part 1)Big thanks to Demonpuppet and friends for bouncing ideas off of. Contact me for questions and thoughts. Email is alistairsw@gmail.com “Have vision and never give up on your dreams.” -awaken
  4. Just like many people here, I have been playing video games for quite a while and I have discovered which games fit me and which don't. With this said, one game, or in this case game mode, has risen above them all for me. This game mode is Guild Wars 2 World verse World. I feel this game has the potential to become a major force within the gaming industry. There are very few games that offer mmo pvp combat with groups of these sizes and gameplay that is this much fun (in my opinion). I thought I'd share some ideas that could make this mode more popular and more fresh to the daily player. I'm sure it may not be possible to support many of my ideas so go easy on me. The first objective is to remove barriers to entry for new players. I believe that the first step should be to remove the equipment and level barrier for new players. Many new players have very low stats or all out glassy gear making them die very easily. Allowing them access to an easy to obtain stat changeable exotic set could answer this problem. The equipment would be WvW stat specific unlike pvp. If they like the game mode, they can work towards ascending through a reward track of some kind. Add builds, guides, and videos (similar to metabattle) to the game interface. Players rate which builds/guides/videos are best (similar to Dota 2). Have a guild recruitment list so new and experienced players can find guilds that suit their playstyle (similar to eve). New players get needed gameplay help. Experienced players find needed experienced fight guilds. Being in guilds/being in comms are also important in having a good experience in WvW. Built in VOIP (discord) similar to CS:GO or Dota 2. As said above, making it easier for people to be in comms makes for a more exciting experience in WvW. Their will of course be options to mute, kick and even ban people depending on if you're the commander, lieutenant, guild leader, etc. Allow new users to gain access to auto loot, mounts and gliders. This auto loot will allow new users to make the much needed gold when starting out. The mount and glider will help newbies follow commanders when moving from fight to fight. It would be bad for the commander to have to go into a fight without his full force with him. Increase size and visibility of wvw entry button. Make it easier to choose which link to follow when on wvw map selection screen. Possibly get rid of eotm and consolidate wvw maps. Have a "jump into the battle" button. Have Newbie and experienced interfaces for joining maps. Similar to Team Fortress 2 one can click to auto find a server or find a server manually. Also remove small leave mist button and replace with bigger, more visible leave button. Every few months we could have a different season which introduces a new map to the game. The players vote on which map they want. This will keep the gameplay fresh and fun. Put in 15 man Guild vs Guild matchmaking system (with spectator mode). Guilds can schedule times to meet up within about the week. (similar to CEVO tournament system in CS:GO). An ELO ranking system is in place. A guild as well as a player can have stats (in game arc dps, will talk about later). The gvg system will go season to season. The system has the capability of being an esports. Although GvG's aren't the best for out of game spectators, usually experienced players will have fun watching the matches. Guild and personal stats: A system that shows damage, healing, cleanses and strips as well as other data, similar to arc dps, would help in matchmaking for GvG system. As the years have passed I feel that most players play for the fights, not necessarily the sieging that takes place. I offer the idea of making maps with less objectives to defend and attack and make for a terrain that allows for fights happening more often as well as making fights more exciting. Red vs Blue server balance system (Alliance vs Horde example): The goal of this system is to keep maps populated and fights relatively fair. Servers (maguuma exp) will be split into either red team or blue team. Similar to our current repairing system, sides would be balanced every few weeks with a certain set of servers on each side. By having two sides instead of an array of servers within tiers, we can fill up maps more easily, especially in off hours (OCX, SEA, EU). This is done by having maps ordered from top the bottom, the top being the most populated map and the bottom being the least populated map. Instead of only having 2 servers to play against (within tier), you would have 6 servers to play against (plus smaller servers) for each side (red vs blue). This system would also has a reservation system to allow guilds access to populated maps during prime time. What this system would do would be similar to a restaurant, guilds can reserve a time on a populated map like a restaurant reservation. To stop guilds from making more reservations than they need, a penalty system should be in place to make sure guilds make it to their reserved time slot and actually use them. I have some more ideas for the game in general but these are just a few ideas I have for WvW. I think it's extremely important to keep the game mode fresh and entertaining and I hope my ideas can help. Contact me for questions and thoughts. Email is alistairsw@gmail.com -awaken
  5. Being a left handed player, I use CTRL 1-5 instead F 1-5 because its easier to reach. Unfortunately i can't unbind the CTRL key from targeting a unit. I tried remapping my call target button to no avail. This can clutter the chat with target calls for the party. Can you make it so there's an option to remap the CTRL target key?
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