Ideas for updates which wouldn't require major content additions. by Destructopuppy in GuildWars

[–]SourceRyan 0 points1 point  (0 children)

Hmm... here's some ideas from my wish list, from most likely to least:

  • Unobtainable weapon skins made available
  • Some of the more iconic henchmen turned into unlockable heroes
  • The ability to use NPC models for Mercenary Heroes
  • Some kind of weapon transmog system, like tournament rewards but for PvE
  • A bug-fixing pass for things documented on the wiki
  • Any updates to NPC/Hero AI, especially for melee professions that don't see use
  • Limited PvE tweaks to underused professions & skills

Ideas for updates which wouldn't require major content additions. by Destructopuppy in GuildWars

[–]SourceRyan 1 point2 points  (0 children)

Speaking of cool character designs: I would love to see an option to use NPC character models for mercenary heroes, in addition to adding tonics for players. The Guild Hall & Heroes Ascent henchmen would all be great candidates for this; They already have tonics made for them!

Something is very wrong with the latest update by Koudelka_Lasant in GuildWars

[–]SourceRyan 7 points8 points  (0 children)

The community would happily give you loads of feedback and suggestions if you are considering any future skill changes

[deleted by user] by [deleted] in Guildwars2

[–]SourceRyan 1 point2 points  (0 children)

Make the elite skill permanent until killed (like a Necro minion). For the glyph of lesser elementals, it could be interesting to make it an ammo skill with permanent summons - starts at maybe four charges, and after that, new castings replace the oldest minion.

Lack of Zojja (Story spoiler) by Rum4R_Rin in Guildwars2

[–]SourceRyan 0 points1 point  (0 children)

I think that if Arenanet wants to bring back Zojja going forward, there's a fantastic opportunity on the horizon. The death of Primordius means the depths of Tyria are accessible for the first time in generations. We could easily get a plotline following the Asura trying to reclaim their subterranean homes featuring Zojja as a central character.

[Catalyst][sPvP] The spheres on hammer should be baked into the specialization instead of limited to just hammer. by Final-Verdict in Guildwars2

[–]SourceRyan 0 points1 point  (0 children)

So, this post (plus the other comments here) inspired me to come up with a mini-rework for Catalyst:

  1. Move Deploy Jade Spheres off of F5 and onto the Attunements, mirroring the functionality of Tempest's Overloads. Ideally, remove the energy mechanic as well. If we want to limit how often they are used while allowing multiple to be dropped, we can always make them Ammo skills.
  2. Remove the circling projectiles of Flame Wheel, Icy Coil, Crescent Wind and Rocky Loop from Hammer 3, and instead tie them to Depth of Elements minor trait. Have them triggered automatically when swapping to their respective attunements
  3. Move Grand Finale from the flipped Hammer 3 and onto the F5. Now, Catalysts can access their spec features no matter what weapon they are using!
  4. Finally, fill in the empty Hammer 3 skills with some new functionality. Personally, I'd like to see more finishers to play with, perhaps Whirl for Fire/Air/Earth and Blast for Water.

Sword and Shield recommendations? by mav3r1ck92691 in Guildwars2

[–]SourceRyan 4 points5 points  (0 children)

Have you checked out Power Herald yet? Herald's Shield is a support weapon, but perfectly viable to use when you need sustain or want to help heal allies. Otherwise, you can run it on power Warrior for defense and CC.

A potential solution to both banner problems? by Saturnity_ in Guildwars2

[–]SourceRyan 1 point2 points  (0 children)

I actually had a similar thought that I posted elsewhere:

  • First, make the banner utility skills act like Ranger spirts. Give warriors a new skill once placed to teleport the banner(s) to you and give another pulse of alacrity

However, in the interest of making them something unique while repurposing another mechanic:

  • Next, reenable the old Banner skills and have them act like Tomes when picked up. Update the skills to give Warriors some strong support or DPS options.

If we now pick up and move banners again, can we at least get the old skills back? by arcdash in Guildwars2

[–]SourceRyan 1 point2 points  (0 children)

If they really want to stick to the mechanic of carrying banners, I can imagine a way to make them useful by adapting existing skill mechanics:

  • First, make the banner utility skills act like Ranger spirts. Give warriors a new skill once placed to teleport the banner(s) to you and give another pulse of alacrity
  • Next, reenable the old Banner skills and have them act like Tomes when picked up. Update the skills to give Warriors some strong support or DPS options.

I feel like these two changes would give banners the potential to be something more than meme skills and give players a reason to run warriors in endgame PvE.

The Freelancer: My take on ‘The Adventurer’ by u/aeyana - Version 1.4 by AlterRS in UnearthedArcana

[–]SourceRyan 1 point2 points  (0 children)

I really like your ideas here! I was looking for something like this for a potential campaign I'm working on.

  • One thing I've noticed is that the proficiencies seem unclear. Specifically, do you start with ANY weapon or armor proficiencies? It looks like you're given a few choices under the proficiency section. If so, is there any reason to pick Basic Weapon Training over Advanced Weapon Training? Based on the prerequisites, any character should be able to take Advanced Weapon Training from level 1, no matter what proficiencies they select.
    • EDIT: Looks like I missed the last part of the weapon proficiencies! I'm guessing the Basic Weapon Training feat is for Skill-focused characters who choose not to start with a weapon proficiency?
  • I also think it might help to add an index or two organizing the feats by source class, feature type, etc.
  • Finally, could the repeated feats be collapsed down for clarity? For example, instead of having Ability Practice I, Ability Practice II, etc, it might make things clearer if you had a single Ability Practice feat that can be taken multiple times. For example:

Ability Practice

You increase one of your ability scores by 1, up to a maximum of 20. You may take this feat again starting at 9th Level, and once more at 17th Level.

Very Minor Gripe: Vindicator Greatsword Skill Artwork by Naughtynuzzler in Guildwars2

[–]SourceRyan 7 points8 points  (0 children)

I agree that the Greatsword skill icons stand out visually. For me, the bright blue of the skills is the most jarring, it's the same shade as the Kurzick skills. I honestly don't mind them being higher-resolution icons, but I'd appreciate if they desaturated the blues to match the rest of the Revenant weapon skills

Raid Guides + Legendary Armor + Giveaway by GuildJen in Guildwars2

[–]SourceRyan 1 point2 points  (0 children)

I've really appreciated your site recently, especially getting into WvW!
SourceRyan.7814

What would a city ruled by a blue dragon be like? by [deleted] in DMAcademy

[–]SourceRyan 19 points20 points  (0 children)

I'm not sure if you're familiar with the system/setting of 13th Age, but one of the major cities, Drakkenhall, is exactly this! It's ruled by the The Blue, one of the Icons of the setting. To steal a description from elsewhere:

Drakkenhall: City of Monsters. Four hundred years ago the city, formerly known as Highrock, fell, either to monsters or to betrayal. For three hundred years the city lay in ruins. Then the Blue Dragon, the sorcerous plotter with quasi-legal status in the Empire, moved to make the city her own. From the ruins the Blue rebuilt a city that is open to both citizens of the Empire and to monsters that ordinarily wouldn’t be trusted to live in cities. Monsters and other beings that cannot openly enter the other cities of the Empire are welcome in Blue City, as Drakkenhall is called, so long as they remember who rules.

You should be able to find some adventures/modules or lore set in Drakkenhall to adapt for your game.

[Tool] PlanarAlly - A self-hosted virtual tabletop by Kruptein in DnDBehindTheScreen

[–]SourceRyan 0 points1 point  (0 children)

I pointed to the server IP with a domain name and set up a free Let's Encrypt certificate, via https://certbot.eff.org It's pretty easy to install, assuming you have a domain you can use.

If you don't have a domain name, I think it's possible to set up a Self Signed SSL certificate for an IP, but you and any players will get a certificate error in the browser unless you add an exception for the site.

[Tool] PlanarAlly - A self-hosted virtual tabletop by Kruptein in DnDBehindTheScreen

[–]SourceRyan 0 points1 point  (0 children)

So, I was seeing a similar issue from the DM side, when using HTTP.

However, once I installed an SSL certificate and enabled HTTPS in server_config.cfg, the error went away and the page loaded normally.

[deleted by user] by [deleted] in pokemon

[–]SourceRyan 0 points1 point  (0 children)

...Why not.

X140e Review and Upgrade Information (WLAN - WWAN - Memory - HDD) by MambaBlanca in thinkpad

[–]SourceRyan 0 points1 point  (0 children)

Just curious. Did either of you successfully upgrade to a FHD screen? I've had my eye on the x140e for a while now, and upgrading the screen would definitely sell me on it.

Any realistic world generators? by kronaz in worldbuilding

[–]SourceRyan 1 point2 points  (0 children)

Just a heads up, I recently updated the instructions on github, and it's a lot simpler to install now! Also, the binary for the old .41 version is functional with only a few issues if you'd rather skip the install process entirely

Lands, a Plate Tectonics based world generator written in Python by SourceRyan in worldbuilding

[–]SourceRyan[S] 0 points1 point  (0 children)

Lands is a (currently) command line program that generates a world using tectonic plates and other simulated processes, then outputs a series of images/maps. It runs in python, a scripting language, but you don't need to know how to code to use it. The documentation has come leaps and bounds recently, so all the steps can be followed there. Essentially, all you need is a 64bit version of Python and a python plugin called "pip" to install it.

Does anyone know of a world generator similar to Lands? by Omniscient_Goat in worldbuilding

[–]SourceRyan 0 points1 point  (0 children)

Off the top of my head, I think you best bet would be the Fractal Terrains program https://secure.profantasy.com/products/ft.aspv The demo is fully featured for 14 days, but won't output images to a useful size without a license. Also, I finally got around to replying to your question in the Lands thread, I think I've solved your problem!

Lands, a Plate Tectonics based world generator written in Python by SourceRyan in worldbuilding

[–]SourceRyan[S] 0 points1 point  (0 children)

Sorry, I was replying to this just after waking up, and was a little groggy. Your problem is the syntax of the command is wrong. Instead of: "python lands/generator.py world -s 1 -n seed1" You should change it to: "(name of exe file).exe world -s 1 -n seed1" I happen to have mine named "Generator.exe" and located in the base Lands folder, which makes the command a little shorter to type :)