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stiler

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  1. Actually the mod that was fired was over almost all AMA's, she was the community manager and organized most of the AMA's (especially the big celebs) and ran a lot of things. She was let go with no real reason that anyone knows and on top of that it left a lot of the upcoming AMA's blowing int he wind. A lot of the subreddits went dark in protest against her being fired.
  2. I hope the developers understand the (importance) when it comes to the UI and What they allow people to change/use and what they don't. There are a lot of mmo's out there that allow UI mods that can hook into the game and grab information that normally isn't available for un-modded UI users, things like cast timers, your enemies mana/stamina levels, etc. With a game that's PVP focused I REALLY hope they do not allow this sort of "mod" for the UI , I Do not want people to see my own cast timers and other things that they (logically) should not be able to see. Part of the fun of fig
  3. The thing is, you make them optional and it forces people to use them, at least the competitive/pvp crowd, but without them they will be at a disadvantage vs those that do. In this day and age there's no need for "Telegraphs." We can have animation cues and other "hints" that can play into what ability/move the person is about to do and over time as you play the game and leanr things this becomes knowledge. To me that is FAR more enjoyable as a gameplay experience then "watch the ground, not the game or characters." Telegraphs are a distraction from the game and force people to
  4. What I learned from playing Mount and Blade with free-aim archery. Zig-zag, don't run in a straight line. Also if we can actually block with our shields that'd be nice, hold up your shield and hear the thuds of arrows dinging off it.
  5. I wholeheartedly agree with you here, terrain should play a much more vital role. Roads should provide the fastest way to go form point A to point B (especially when it comes to mounts, wagons, trade, etc). Also things like Snow, water, etc should affect your movement speed. Then finally Elevation. Not only should it affect movement speed but it should also affect line of sight and the total range for range-based abilities, archers, mages, siege weapons, etc should have an advantage if they are on higher elevation vs the enemy at lower elevation. There''s a reason the high gro
  6. So that sounds like you can mix/match armor and where the attack actually lands (IE if it hits your head) then the stats of your helment is the one the damage is checked against rather then some "whole armor/resistance" value? If so that's good, will certainly lead to more strategy in terms of how people outfit and people finding weak points of an enemy depending on what they are wearing and where to hit them.
  7. I personally think that Feints (IE ability to start an attack with the intention of faking it) should be in the game, but it has to have a cost Feinting an attack should cost stamina and it should NOT be something you can "spam." Feints have a purpose just like in real life, making your enemy think you're about to attack or do something (while you know you aren't) and opening them up to defend vs that attack when you plan to use a different one.
  8. Some great answers and some not so great (imo). I am really bummed that they are doing teh same old "projectiles" disappearing after "X" distance. Nothing is more infurating in GW2 as an archer then standing on a wall with a huuuuge groupe of people laying siege to your castle while you're on top of the walls (which naturally would give archers a longer range then the people on the ground) and not being able to hit most people because the arrows have some tiny distance and they then magically "Disappear." Why not allow arrows to well, do what arrows do? Drop, arrows go "x" distance
  9. A few observations, I know this is a game and some things will most likely be different from real life for sake of "balance" but I think using real life brings even more possibilities as far as breaking the "mold" and not have things be as strict or simple for players. The main thing I think would REALLY work with the system you guys are going for is to take into account not only a "base" armor vs "weapon type" but rather take into account 1. The armor used, it's strengths and weaknesses, and then add two more layers to this, the specific weapon used and the type of attack used. Not al
  10. I think you might be confused. Bucklers, unlike other shields were not strapped to your arm at all. They were simply held in your fist and this was an advantage in melee combat because if need be you could "let go" of it if it got caught or stuck somehow, unlike shields which were usually strapped to your arm and you could be pulled or knocked off balance by. The "dome" part you are talking about is the "boss" part of the buckler that I was referring to. This is the part that could have a spike on it. These are shown in many historical combat manuals, museums, etc. Having spikes wa
  11. Exactly, just overall more depth is what I'd like to see when it comes to shields and blocking. Also bucklers could have advantages (IE speed that you can move them) and offensive capabilities larger shields don't get, being able to jab someone with it, have a spike on the boss of hte buckler, or serrated edges to the boss to "cut" with (there are historical examples of both of these on bucklers), or even a "latch" that could be used to grab someone's weapon for disarming. Bucklers always get the short end of the stick in video games, and there's a reason they were used longer then la
  12. I don't get why games don't use more active blocking mechanics with the mouse. IE - Hold right mouse button, your character brings up their shield and then you move your mouse around in the direction you want to move your shield. Like a simple direcitonal block, where you have middle block which is the "base" block you get when you press the right mouse button, then you have High/low block, left/right. So all in all you'd have basically 9 different areas to block, high left/middle/right, midrange left/middle/right and then low left/middle/right. This would allow them to develop blo
  13. Is there a description for the badges that denotes what exactly it's for? In my badges section I have both a Top hat with a "k" on it that says "supporter" and I also have a silver circle badge that is labeled contributor, what is that for?
  14. Regarding a bounty system. Why not have a "bounty board" (IE a physical board in-game, located near a tavern or other foot-traffic heavy area for a a town) where players can go to pick up bounty "quests?" As far as people "Gaming" a bounty system (IE someone invited a guildie to collect the bounty on their head and then split it with them) there are ways around this. The most effective way around this is to assign bounty quests without direct-names (until you accept the bounty), to limit the bounty quest a player can collect (IE, limit of "x" number of bounties for "y" time frame,
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