Feedback:User/Kuby8388/Physical Combat Mechanics

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First of all, this is my first time submitting anything on a wiki page, so I hope I did this correctly >_<.

I would like to start my suggestion by showing you a video (skim through it if you wish, but seeing the combat in this video is really important, in order for you to understand my suggestion)

http://www.youtube.com/watch?v=u7WI88DnE4g

This is a Korean MMO called DragoNest (brought to North American by Nexon in 2011? last year I think). I played this game last summer with 6 of my friends, and I really had a great time with it (until the content ran out & the combos in this game got ridiculous).

Nevertheless, I thought there were some neat things in this game that I would love if GW2 could somehow implement in their gameplay as well, specifically some of the combat mechanics. It was just a different combat experience, and my friends and I absolutely had a blast (again, until the content ran out & the combos in this game got ridiculous).


! Mechanics Suggestions:

  • Implement the same fix third person camera (you don't see it in this video, but it's basically mouse& camera in unison automatically). What I enjoyed very much here was that there was no need to put pressure on the mouse (holding down right click), which made moving around the camera easier and smoother (probably you've already seen this suggestion been made, but this was 'part of'... what I enjoyed about DragonNest when the game still had 'contents'... =\).


  • Player interaction with Skill effects. The way you got hit, it's very real and responsive. Even when you get kicked in the stomach or into the air, the mechanical timing in the animation was very good and looks quite neat.


  • Skill clarity. The skills in this game are bold and bright, but in a mess of animations, I could somehow still pick out my skill by its 'distinct color brightness '. Even archer's arrows are brightened (glowing yellow) so you can see it distinctively when it moves through the terrains (to be fair, GW2 terrains look much more detailed, but sometimes the lack of detail actually helped its clarity; what i mean is not make GW2 'uglier' NOOO noo noo_ I mean, some very small and detailed skills like the guardian chain stun on the ground could use some more laminate effect - to help see it more clearly).


  • When two melee players attack same time, there is a skill offset (little pull back like your momentum got stopped by other player). I think that having this type of 'collision effect' is pretty cool; the whole knock up, knock down, knock back, and etc. effects.


Mainly I was just impressed with some of the overall "physics". I know you guys could do just as good (probably even better if you guys decide to fully take this on); given your talent, patience!!, and ambitions.



[Optional to Read]

! Mechanics not to take away!! (oh look, bet you've never seen this in a suggestion before =D Jk.):

  • Combos. Stat combos would be nice maybe, but physical combos, forget about that. Once a person is caught with skill, either be pro and find a way to get out, or get combo'd to death. Not a good idea for GW2 of course (ie. not a good idea for inclusiveness for players from every skill level).
  • Graphics. This is more of the asian-korean style of animations. I've always like that, but again that is not what GW2 is about. Won't fit in at all.


  • Speed. For GW2's design, this type of combat is way too fast. Again, not what GW2 is about; I mean like - this insane "Street Fighter" game speed..... Probably not, a good idea.


Again- (I have a habit for using this word, sorry xO), I just thought that this game's combat was very unusual and unqiue (too bad the contents are no where near as much as there are in GW2) but yah, - especially enjoyed the player collision effects and reactive mechanics ( there was some smooth~ timings, I got to admit). Not perfect by any stretch of the imagination!!... but I think it would be cool if GW2- (you gentlemens.. and ladies... and bold headed babies.. [like the rhyme xD]) would (back to seriousness) consider taking this on before the game releases. You can contact me at kubyshen@hotmail.com if you need a tip-line ^^.... or if there's an update on this post, that's how you contact me.


And finally, I hope you had fun reading my suggestion(s), and I hope y'all enjoy the beautiful weather down there in Seattle (I live north of you guys -Vancouver, BC). It's pretty hot up here, but probably not hot enough for a cactus like the one you guys have in your building =OOooo.


Sincerely, Kuby. 18 June 2012