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The theme of GW2 is camaraderie, so why not add a fun mechanic to the current death system? When a player reaches reaches 0 HP AND is defeated in the "down status", you have 2 options
1. Try to rez them like normal (and die an epic death from the enemy's AOE attacks)
or you can
2. Scoop them up in your arms (or help them up shoulder to shoulder Bromance style) complete with fancy heart warming animations and all.
Obvious benefit of this, besides pleasing aesthetic reasons, is that you are pulling them to a safe place where you and/or other people can rez them. You can still fight while carrying them (but they cannot) but your stats would be halved.
Also, what about a Grab mechanic? At exactly 0:23 in the following video, best describes what I mean:
http://www.youtube.com/watch?v=OXvkhdEeQsQ
No? There's no super genius who has figured out how to code 50 bazillion people trying to cling onto a giant monster in an MMO setting yet?...
Last edited by LancetoTheN; 22-05-2012 at 00:45.
Moving downed allies would be a bit op imo, it would make skills that are ranged rezzes (which rez allies where you are currently standing) less useful and I think it would make it a bit too easy to get people back up. Part of the skill with this system is in knowing when to wait to rez someone. It doesn't take nearly as much skill to look at the map, see an indication of a dead person, run there pick them up and get out of the fight.
A grab skill would be interesting though, at least if it helped you avoid some of the monsters attacks and there was some way (a replacement for dodge maybe) to avoid most of the other skills. Your own damage would go down, kinda like how it takes longer to break stuff in minecraft when you're under water or holding onto a ladder. I don't know how feasible it'd be to have hundreds of players hanging onto the side of a huge dragon like the shatterer though. Where would the handholds be, the places to climb? How easy would it be to fall off? Idk, but it is an interesting idea, maybe it could be in a dungeon, then you'd just have to worry about five players?
I love the carry idea. Not because it's feasible, or even a balanced option, but because it would enable me to carry dead people off to some cave somewhere and arrange them in amusing positions (provided i can string them along with enough promises to keep them from warping away).
If that's wrong, I don't want to be right.
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Guild Wars - Erring Ryft | Guild Wars 2 - The Artless Dodger.2314
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Keep your grubby paws off me!![]()
Veritas Invictus ~ The TRUE Guild
Giant monster climbing? Good sir, Shadows of the Colossus remains the best example of such an idea. It also highlights why it would probably be an issue to have multiple players all jumping around on a big boss. For one that requires a much more fine-tuned model with more precise collision detection, interactive points on the body, as well as having to take the fact the boss will be moving during all this. Its a hell of a lot easier just to make a big baddy with basic detection around the feet or so and leave it at that.
And of course there is the player conundrum. If there is collision detection between players, how are you going to handle possible griefers if its in an open environment? What about latency and lag? A spike in lag can be rather fatal, hell Vindictus had issues with this. If you hit a spike of lag while climbing up a ladder, you'd instantly fall off said ladder and hit the ground, suffering from fall damage and possibly dieing as a result, and guaranteed if the spikes pop up twice in a row. Combined with detection, a player may experience a spike of lag and freeze in a place where its impossible to get around him, which bottlenecks an area and can easily ruin the fun.
If there is no detection, most of those issues are solved of course, though it does go back to the question of "how many is practical"? Having 20+ characters in one small little area isn't just going to look silly, it'll affect any cues you may have popping up to warn those players something might be happening.
You'd also have to find a way to make one giant climbable boss fight just as interesting as the others. SotC did that by turning each of its bosses a unique puzzle. 21 puzzles to compete against, no other enemy to fight but them. One boss required some fancy horse-riding and aiming, while another required quick reflexes with your bow and climbing, all the while managing a limited stamina bar.
And with an MMO, you just aren't going to be able to do that, at least on a time limit that works, or in the confines of an environment limited by latency and server connections. Not to such a meaningful extent at least.
Now, grabbing onto a boss as a way of avoiding an attack would work. Its just an issue of whether or not it'll remain interesting, or if it turns into a motion of "move to grab X to avoid Y".
As cool as this sounds, I think it'd be incredibly prone to griefing. You get defeated, some guy walks up to you to "pull you to safety", and then he promptly jumps off a cliff with you in his arms.
Hmm, yeah griefing potential is another good point, especially since rezzing people gets you xp. I can see people dragging others into a bad position before rezzing, hoping the person will die again so they can double/triple rez the person. I don't think it's possible to refuse a rez either, though I didn't die enough to really notice.
I read the bit about bromance with a corpse and stopped reading. Also a tiny Asura carrying a huge Norn?