ArenaNet:Guild Wars 2 suggestions/Z-Targeting

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Guild Wars 2 Suggestions

(Discussion)

This is assuming that the main form of interface for GW2 is with 12-button controllers.

This is to propose that, if an action battle system configured for a 12 button controllers is implemented into the game, there should be a targeting system similar to "Z-Targeting" from the Zelda game series. Now, if you don't know what Z-targeting is (which I find hard to believe), it mean that there is a button (usually a shoulder button) on the controller which, when pressed, targets the nearest enemy in range. While you are targeting the enemy, your camera focuses on that enemy and all of your attacks and movements are directed towards that enemy. For instance, pressing the analog stick from side to side allows you to strafe in a circle around the targeted foe. Pressing forward or backwards moves you closer to or farther from the enemy. Pressing "jump" while strafing allows you to dodge to either side and you can also leap towards or away from the enemy. To cycle through all nearby enemies, you press the targeting button repeatedly.

This system allows you to fire ranged weapons while moving and without aiming. It allows you to focus on your enemy without constantly having to manually adjust you camera. Also, because it simplifies combat, devs can make enemy attack patterns more varied and complex without having to worry about if the players can keep up. Power strikes, blocks, and counters could also be added in to make battle more strategic and engaging. It creates a much more immersive gaming experience than the old GW battle system, and as I hear that's exactly the sort of thing the devs are hoping to create in GW2, I think it would be a grave mistake not to include a "Z-Targeting"-like system in GW2.

Lastly, I think this will have a big impact on PvP. Not so much in large engagements between parties, but more on smaller duels or two on two fights. Dodging a single archer's arrows or sorcerer's spells is a fairly simple task at range and evading or blocking melee attacks would soon become an art. This could discourage players from wasting their time in duels during World PvP, or it may encourage players to create several builds specializing in one on one combat (like assassins), team attacks, and group killings (like nukers). Also, if (and that's a big "if") the musket were included, one of its advantages would be zero air time, making it nigh impossible to dodge.

Why this is a good idea
  • Allows for more intensive combat experience
  • Allows for strafing and dodging
  • Could make PvP engagements and duels much more interesting as players try to anticipate their opponent's moves and counter as quickly as possible
  • good idea it will be better for ranger and close combat
Why it may not work out
  • In PvP, one on one duels would take a much longer period of time as strafing and dodging are now possible (it would be far more difficult to dodge two arrows at the same time, though)
  • Might be difficult to configure and program as even a small mistake would maker it completely useless and could destroy the game
  • May complicate the use of AoE spells