Just had a genius thought whilst creating a new build for my Guild. Most of you have probably had the same problem I do -> when your trying to explain how to use you shiny new uber-build in different situations, but nobady quite gets it - like what to do when capping the flag, or when a certain member of the opposition needs to taken out NOW. So then you take your Guild into Tombs, and nobody's quite sure what to do, and you all die horrible, yet really really really fast deaths. PWNED. Well, what if there was a way to TRAIN, to learn how to use the build? I mean, with the new practise area, how far will it go? Will it simply let you cast offencive spells on your teammates, or will there be different teams, all fighting against eachother? But then, if this is true, how would small Guilds, with limited members, or members of a low level, use the practise area? Without a human team to play against (PvP-style), will there be an option to play a team of henchies (PvE-style)? But surely, with henchies, it would be just as good as to do Thisrty River or some other PvEing.
So, here's the plan: Situational Editing for the Practise Area! Something similar to the type of thing in NWN (Aurora or something was it?), where you could create your own levels, right down to positioning trees and the foes's patrols routes. It would be pretty handy if you could recreate real PvP or GvG situations in the Practise area, by preprogramming the opposing team (Henchies) to do something - maybe program every Hench to do something when a certain condition has been met, such as hp<50%, cast 'x'. Get the idea? ANet could just give a line of simple drop-down menus Like -
Do [Menu of Actions/ Skills] to [Menu of Targets/ Positions] when [Menu of Conditions]
Just an idea anyway .
Programming possible situations into the new Practise Area
Wozl
Englishkid
Hmmm you could do that but i do like the idea of practsing against bots