Feedback:User/I approve this pwn/foe variation
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foe variation | |
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User | I approve this pwn |
Categories | Player vs. Environment |
- Foe variation. Change the pattern with every battle to keep things fresh.
- Foes should not only vary in types of foes but have slight differences in appearance like during character creation. Color, hair, height, weight, size, body characteristics like disfigurements, clothing, auras, eye color, demeanor, weapons carried, battle cries, behavior, speed, strength, intelligence, difficulty, health, accessories, roles, attack styles, posture and so on.
- Variation is always a good thing. The more the better. The more varying the better.
- Variations on grouping.
- Variations on encounters.
- Variations on starting point of engagement. Attacks out of the ground, from the sky, from a hive, from a nest, from a lair, from a portal...
- Variations on tactics. Vary the foe attack strategies. How they move to the player. Their positioning. Their attacking sequences. Kiting.
- Perhaps a randomness generator.
- Foe size and speed. Larger foes are slower to move. Smaller foes move faster mmoving. Have Varying foe sizes in groups, for example, lots of small fast foes with few weak skills; a medium amount of medium sized and speed foes with a few strong skills; and a few large high health slow foes with lots of slow high damage skills.
- Formations. Large groups could form formations to increase damage and tactical efficiency.
- Rank. Could be an option
- Have the side kick system bring the non-regular level player close to the new level but not the same so they only get sidekick benefits, so instead of 40 they're at 38. Armor gets a boost/reduction, possibly depending what level they are actually at. The side kicker can always be weaker than the non one maybe, try it out.
- Boss drops should have lots of chests and gold drop around corresponding to its size. Makes the rewards appear more glorious and rewarding.
- Make death sequences very visually appealing to all bosses. Adds to the spectacle and grandness of a boss and also adds to the finale after the battle. It's the money shot so make it good.
- Fire, explosions, combustion, high pressured effects are a good thing. Flashy and spectacular are good also. Shiny and sparkly is good too, bling bling. Have dark, gloomy, dull and gooey stuff to offset and contrast that stuff too.
- If it's not very exciting to do at least its appealing to look at.
- Making things fun, interesting, exciting, thrilling, scary, suspenseful, puzzling, aweing is a good thing.
- A game can just have a story as the main part of it and have the gameplay as an extra.
- Also try visualize how an hour or day in a life of a Charr, Human, Norn, Sylvari or Asura is like. What does he/she do during that length of time.