Feedback:User/I approve this pwn/Physics and projectile motion
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Physics and projectile motion | |
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User | I approve this pwn |
Categories | Mechanics |
- Have projectile objects like rocks and fireballs bounce with reduced damage.
- Have water and other projectiles splatter for spread and reduced damage.
- Have projectiles that can deflect and ricochet to hit other things at different angles with reduced damage.
- Have projectiles that can pass through objects with reduced damage. Things like light cover. This brings in things like destructable environmental objects.
- Have rolling objects like catapults and wagons that can be used for cover.
- Rolling objects can be rocks, wheelbarrows, carriages, balls, wheeled canons etc.
- Oh yeah don't work on skill balancing as much making skills more usable, that seemed to boggle down some of the last development of gw it seems. Balance might be more critical in pvp than pve though. Work more on improving game mechanics and adding new ones. New modes, gameplay types etc are all great. Fix, change or remove entire systems or mechanics if necessary. Players will appreciate that. Even simple things like name length or something are welcomed. Simple modifications can be improved upon later on if desired. Things like that create a better gaming experience for all the millions of players. And if you like something that was fixed, added or improved upon in the game then most likely many others will.
- There should be a damage range for critical damage also, not just the regular damage. Ex. damage 10-15 critical damage 15-20. A gauge bar could be put in that can show chances of hitting each damage mark.
- Each armor set should have a power version that is visually distinct from the normal version of the armor that signifies it as a power armor version. This power armor would possess unique traits (extra things ex. armor level, slots, extra skills, added passive attributes, etc..) There should be Regular armor, Enhanceable armor, Rare armor and Unique Armor; something like weapons rarity.
- Armor should classes, for example peasant class, noble class, war class, festive class, elite class, hero class, royal class, godly class etc.
- Armor could have conditions and quality. Standard, sub-standard, low quality, high quality, extra-high quality.
- Walking, running, dashing, rolling and moving in general should be different for each race and profession to give a unique feel for each type. A subtle difference could be all that's needed.
- Quest types - Type 1 Personal story quests. Type 2 NPC quests. Type 3 Group quests. Type 4 World story quests. Type 5 World area quest. Variants of each type - Personal quest combined with another personal quest, personal quest with NPC, personal quest with help of 1, 2, 3..help of other persons. Combined NPC quests. And so on. The more complex and interesting the better.
- Add puzzles, logic tests, etc to world environments, mini-games and quests to increase challenge and interest.
- Have workshops to custom build everything in detail from armor, weapons, skills, small arms to custom items, games, building, large arms and pets.
- Add Slipping mechanics to movement.
- Add ability to throw environment items as a basic mechanic (with added physics if games engine has it).
- Have multi-mini maps that can be switched over to assist in traversing the terrain like hiking GPS devices. Have a elevation mini-map, trail minimap, areas of interest map etc.
- There should be something to do in every square inch of the game whether it's alone or with other players around or with a group or groups. Anything to break the monotony of doing a tedious or repetitive task or that adds to the fun and enjoyment of the game, like for instances, mining, harvesting, collecting, clearing, building, protecting, problem solving etc should be added.
- Add the ability to sit down on chairs and possibly order drinks at a bar if you're at one. And the ability to lie down on a bed where a zZzZ bubble pops up which heals you and gives you a temporary increase in your life bar.