Feedback talk:User/Kormon Balser/Wind
It's actually not a neutral overall effect. Throwing in wind that can affect range attacks will force players to accommodate it rather than use it to their advantage. As far as wind is concerned, only in one general direction does wind benefit a missile attacker; going against or "across" it is to weaken or even render ineffective your shots. Even if ANet applies it only in small amounts, any lessening of range, damage or accuracy will still disadvantage ranged attackers greatly and cumulatively where they have to take multiple shots to take down a target. On the other hand, if the effect is too small to be disadvantageous, then whatever bonus it provides may also be too small as well; it thus may not be worth the trouble to even implement.
Consider this scenario: a Ranger or group of players are about to attack some hostile mobs. However, the wind is against them. They cannot attack the hostiles from a different direction that would be advantageous to them because of the terrain (they cannot maneuver without causing aggro, or the way is blocked, etc.)- they must attack in a direction where the wind will disrupt their shots. This may be too costly to the Ranger or the group, too frustrating for their players, whereas melee types have absolutely no problems in that situation.
I suppose this can be compared to terrain and height bonuses to ranged attacks. However, terrain can be negotiated or avoided; where your wind is practically [i]omnipresent[/i] and has [i]randomly generated speed and direction[/i], players have very little ways to control or counter it.
I really applaud your eye for detail and your desire to push GW's physics engine further for GW2, but I think your suggestion is not only difficult to implement but would also make ranged combat burdensome all in all. :-( --Messenger 19:54, 15 October 2011 (UTC)
- I personally like the idea and welcome any game mechanic that pushes the envelope of realism. However, I likely represent a very small minority of the gaming public (at least with regards to the implementation of realistic wind in a game). I have to agree with Messenger's feedback above that - if implemented - this suggestion would cause too much frustration and/or be selectively punitive to any profession using ranged attacks.
- However, where I think your wind suggestion would work is in conjunction with your earlier suggestion titled Odor. Though I realize based on your own feedback to that suggestion that you meant it as a joke, I think it offers some interesting tactical possibilities. If wind exits in the game (but without affecting ranged projectiles), then scent would be carried on the wind. If your party comes at a monster from upwind, that monster will be aware of your approach/aggro the party because of the party's scent being carried on the wind. Conversely, sneaking up on a monster from downwind won't tip the monster off to your presence too early. Guild Wars 3 perhaps 19:59, 17 October 2011 (UTC)
- I am aware of the challenge this might pose to primarily ranged parties. If the wind is against them (30/360), then they will be at a disadvantage. Though they will usually be able to use it to help them. In order to mitigate this issue, the effect of the wind would be small. Maybe only causing a 5-15% chance to miss or damage loss (though it would usually provide a boon), which a party composed entirely of rangers could deal with. If it was not just a regular little group of monster fodder, and was essential to the story, so that you need to kill this group, then you could wait and come back later when the winds have completely changed direction and speed. Another option would be to have the wind be different on different servers, so that your party could quick switch servers and not have that disadvantage. Some servers could be designated as windless so people who don't want to bother using their brains can go their and not worry about wind. If there are different factors affecting speed (like if you have your weapons equipped or not) then maybe the wind could too? (this of course would have the same affect on monsters chasing you, so the wind won't disadvantage you) The wind could be designed to provide more benefit than negative effect, so that "all in all" ranged combat would not be "burdensome", but enhanced. Kormon Balser 00:10, 18 October 2011 (UTC)
- As someone who plans to play a Ranger, I can't say I like this idea. GW3P is justified in his desire for a more realistic game, but as he and Messenger said, this is far more likely to be a burden to players. The bonus for this is far too small compared to how often (and its more then you seem willing to admit) it will hinder players. And as Messenger said, this "small amount" would accumulate, especially against harder foes. Sorry, but /disapprove. --Will Greyhawk 22:28, 28 October 2011 (UTC)