"Strengthening the core game" - Thoughts?

"Strengthening the core game" - Thoughts?

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Posted by: critickitten.1498

critickitten.1498

Going to be sampling out of context here, but here’s a post from a dev discussing the upcoming Jan/Feb/March updates.

One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided.

Now I’ve said before that I had a laundry list of things in this game that I find flawed, and I’ve had people ask me for that list in the past. Given that the upcoming updates will focus around “strengthening the core game”, I’d thought I would give my own personal list of things I’d like to see improved in these next few months, and see which aspects people agree/disagree with.

Since this is a large list and people will naturally assume I’m making this post for the sake of attacking the devs, I’m going to preface my list with a disclaimer: I love this game. It’s my favorite game of 2012, and I’ve talked several of my friends into buying it to play with me. It’s a great game. But it’s not a perfect game, and there are a lot of areas I (and likely others) feel that there needs to be improvement in.

Also, I apologize for the entire thing being such a massive block of text, but the forum’s formatting doesn’t allow me to add enough spacing to make it more readable. Sorry!

So, here goes:

1. A complete ground-up restructuring of every pre-November dungeon.
Fractals is perhaps the best example of how to do dungeons properly, but it’s still not 100% there. Fractals provides an engaging experience with dungeons that rotate and feel unique, boss battles in the classic Zelda sense that require teamwork to complete, and a dungeon experience that continues to evolve as the level goes up, but it still needs tweaking here and there (as discussed below). It’s not quite as bad as the other existing dungeons, however, which botch things on virtually every level. Existing dungeons are filled with a lot of “cheap shot”, OHKO mechanics designed to kill you for even the slightest mistake or lack of reflexes. This sort of design needs to be done away with, in favor of rebuilding the dungeons to be more like Fractals. I don’t mind a challenge, as it can spur me to try harder and get better as a player. But OHKOs do not promote such a thing, especially if they’re not always avoidable, and they really don’t make you a better player so much as make you frustrated.

2. Redesign and retool the function of Agony in GW2, and fix the lack of lore behind it.
When GW1 originally released with the Prophecies campaign, players were expected to infuse each individual piece of armor to protect from Spectral Agony. This was very unpopular, so a few months later, infusion was retooled such that you only needed to infuse yourself one time for the entire set of armor. One would think that a lesson was learned, there, but yet here we are in GW2, having to obtain separate pieces of gear and grind the dungeon repeatedly for the materials necessary to infuse each individual item with Agony Resistance. You’ve taken Agony from GW1 and made it even worse than it was back then. Agony needs to be seriously looked at, and the grind for AR significantly reduced.

But perhaps most importantly, we need a reason for Agony to even exist. Back in GW1, Spectral Agony was a power specific to the Mursaat, a race of powerful creatures (who may or may not be dead, it’s not entirely clear and that’s likely on purpose) who helped organize the White Mantle. In GW2, Agony is a condition that shows up in the Fractals because….well, we don’t know, because there has been absolutely no stated reason for Agony’s existence as far as lore is concerned. The devs have only said it’s supposed to resemble the power from GW1, but we’ve not actually been told how it came to be in the Fractals or what its purpose is, beyond the OOC mechanics reason of “making the dungeon harder”. There’s a serious lack of lore here and it could use some filling out.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

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Posted by: critickitten.1498

critickitten.1498

3. Dungeon tokens need to be completely revamped to function more like the token systems of GW1.
One of the most memorable quotes of the designers back before the game’s release is that they didn’t want to build a grindy game, and they especially didn’t want us grinding the game’s dungeons at endgame. Yet it’s hard to pretend that this isn’t precisely what we’re expected to do right now. To obtain a full set of Lvl 80 exotic gear from a dungeon requires 1380 tokens. Assuming you maximize your efficiency by only running once a day (for 60 tokens each), that’s 23 runs (and thus 23 days) to obtain a full set. That’s a lot more grinding than I expected to have in this no-grind game, honestly.

When dungeons were originally pitched, the developers stated that we’d run a dungeon to obtain a token that we’d trade in for the gear we wanted. Many of us took that to mean that dungeon tokens would function just like GW1’s token system. In GW1, when you completed the campaign, you’d receive a token which you’d trade in for a unique weapon of some sort (sort of like how GW2’s campaign ends with the Pact weapon token). This system is what should be used for GW2’s dungeons: run the dungeon once, get a token to trade in for a single piece of armor. Instead of running the dungeon 23 times, you’ve now chopped that down to a much healthier six times, severely reducing the amount of grind you’re putting on your players.

4. Legendary items need to be revisited, and made worthy of their name.
My core problem with legendary weapons stems from the fact that right now, they have virtually no lore to them, and their creation boils down to a significant amount of grinding or TP buying/selling. Legendary items are obtained in one of two ways: you either grind out the materials, or you grind out the gold to buy those materials. Neither of these makes these items feel ‘legendary’. They’re, frankly, much too EASY to obtain….they’re just a large grind, and there’s no skill involved in obtaining them. They certainly don’t sound like these ultra-rare symbols of greatness that Isaiah Cartwright spoke of with such reverence.

When I imagine the word ‘legendary’ in the context of a fantasy world, I envision an epic world-spanning quest of skill, wisdom, and cunning. And that’s really what legendary weapons should be: extremely rare symbols of greatness, something that is nigh impossible to attain (yes, I want them HARDER to obtain, not easier) and whose attainment requires a world-spanning journey of epic proportions. Sure, it’s possible to find the legendary Foehammer just sitting in a troll hoard (I’m glaring at Gandalf so hard right now as I say this), but that’s not really what I picture when I think ‘legendary’, and I think most players would agree that making legendary items worthy of their name would significantly help add depth to the beautiful world you’ve created.

Just as an example, Yakkington’s Ring (an Ascended item) is an item with tremendous nostalgic value to GW1 players and countless historical value. It seems a total waste that it can only be obtained by running Fractals nearly a dozen times. Imagine if it had been a legendary item instead, whose quest starts at Yakkington’s gravesite. You visit there, feeling a source of tremendous power, only to find yourself pulled into the Mists. There you encounter Nicholas the Traveler and Professor Yakkington, and you can talk with them. Nicholas, obviously not willing to hang over the ring for nothing, sends you on a quest to explore the world of Tyria and face off against the ghosts of its past in a huge quest that takes you around the world, just like how Nicholas himself would travel around the world asking for all sorts of junk. Simple concepts like that would take the idea of ‘legendary’ items and turn them into something with TONS of lore and sentimental value behind it, challenging players and giving them a reason to feel like this item is something fantastic and special.

5. Add a better system for finding parties.
I’m not sure more needs to be said. The fact that I need to use an off-game website like gw2lfg.com to find a group is honestly a bit appalling. I’m not sure why this feature didn’t make it into the game’s release, but it’s a serious flaw that needs to be properly addressed.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

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Posted by: critickitten.1498

critickitten.1498

6. Add a direct peer-to-peer trading system.
I know you’ve stated in the past that you expect players to use the Trading Post and the mail systems for this, but let’s be honest, they don’t perform the same task. P2P trading is in virtually every other MMO (and even in games like Diablo 2) that I can think of, and with good reason: sometimes you want to trade with one specific person, and you may not trust them. The TP doesn’t allow you to trade with individuals, and the mail system relies entirely on trust between both parties. Yes, it’s possible that people will be scammed with a P2P trading system, but that’s already happening to people who rely on your mail system to do this sort of thing. This feature needs to be added.

7. The achievement system needs work.
Daily achievements are just about spot on, allowing players to experience whatever content they want without feeling chained to anything. Monthly achievements, however, do not perform this task well, often asking players to do things that they hate. Considering we have a multitude of achievements for all of the different stuff in the game to “encourage players to try new things”, I don’t really see why we need monthly achievements to perform that same duty, especially when monthly achievements (like daily ones) have specific rewards attached to them. And speaking of rewards, please make these achievement points have some value! Perhaps the best approach would be to make them function like the HoM from GW1, where certain levels of achievement points unlock special armor and weapon skins that players can use. This adds further diversity in players’ armors and weapons, and gives players a reason to push for more achievement points beyond having a bigger number on their account.

8. The personal story suffers from the same fatal flaw as Nightfall’s storyline: you’re not the hero, you’re just the sidekick.
There’s a reason that there is such massive hate for Trehearne across the internet, and people joke about him and his sword “Saladbowl”. The personal story starts out with you as the focal point of everything, raising you up as the great hero who will take down the dragons….and then after Lvl 50 or so, some skinny plant guy shows up and starts bossing you around. Whether or not you like him as a character, one thing is clear: the personal story doesn’t feel like it’s about you nearly as much after he shows up.

I don’t know if this is a flaw that the team can actually fix at this point, unfortunately, but it’s a lesson that can be learned for the next storyline. Make sure that the expansion focuses on the player, putting us at center stage as it should be, and doesn’t focus the narrative around somebody else.

9. Guilds need more love.
And this can’t be stated enough. It’s understandable that functions like guild halls and the like aren’t in the game yet, after all it took GW1 a while to get some of this too….but other things are missing that surprised me. For example, the ability to appoint a new guild leader if your current guild leader is absent for an extended period (or banned) should really be automatic, yet I’ve not heard anything about such a feature being there. Also, it’s possible to accidentally remove leadership privileges from yourself in a guild….shouldn’t that sort of thing have a “are you sure you want to do this?” window attached to it to make sure you don’t accidentally demote yourself? And the amount of guild “swag” (armor, weapons, etc) is still pretty lacking as well.

10. Loot tables are still out of whack.
When I kill anything above a normal level mob, I should get rewards. Veteran, Champion, or otherwise. Yet I continue to get more rewards from standard mobs than Veterans or Champions. I don’t know how this continues to be a problem but it needs to be addressed.

NOTE: From here on, I’ll be getting more picky and poking at some of the smaller things that aren’t by any means “game-breaking”, but are still things I feel need to be worked on.

Dyes need to be made account-wide.
The given excuse for why they are not account-wide is, honestly, not good enough. There is no sense of “progression” in expecting players to buy up dyes to this degree, and many of the more bitter players feel as though it’s a move primarily designed to help increase Gem Shop sales. I don’t feel like I’m progressing my character at all when I’m trying to locate any one of the 382 available dyes in this game, I feel like it’s just one more thing I’m expected to grind for. This is a minor thing for me, but it’s also a simple thing that would greatly increase character diversity at low levels if I could roll a new character with rare dyes that newer players won’t have. And that sort of diversity is always a good thing.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

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Posted by: critickitten.1498

critickitten.1498

WvW needs adjustment so it doesn’t boil down to “Zerg vs Zerg”.
This is something I’m not actually sure how to tackle, but it really needs to be dealt with. WvW is quite a frustration at times, partially because the classes aren’t properly balanced, and partially because there’s really no way for a player (even a skilled one) to stand a strong chance against a zerg of even the most bone-headed players.

Additional skills/weapons/traits are needed.
Rather self-explanatory. The existing skills aren’t quite balanced, that’s true, but there also aren’t quite enough of them to begin with, and many classes are forced into having only one or two options for their elites. There needs to be more selection and more variety, as we’re seeing too much leaning towards one or two specific build types in each profession rather than having a large variety of good builds to use.

Leaderboards for sPvP and other features.
I don’t do much sPvP honestly, but I’d be more inclined to do so if there was greater depth to it. Right now, a lot of people don’t like PvP in this game because it’s nowhere near the experience that GW1’s PvP was. More variety and more features will help expand this into something better.

Patch notes being more thorough, and staff improving communication.
There’s really no reason not to give full details about what is being changed or fixed in this game. Keeping it secret only gives the detractors more fuel to add to their fires, and indicates less than full transparency with regards to communication.

Remove the nickel-and-dime mentality from the game.
We’re charged for virtually everything. There are gold sinks in the Trading Post, for using waypoints, for changing traits, for repairing armor that was broken due to the cheap shot mechanics of unbalanced dungeons (as I complained about above), and the list goes on. We don’t need this many gold sinks. Don’t nickel-and-dime your players for every little thing, it limits their overall freedom and doesn’t encourage players to go jumping around the world to chill with their friends when it costs them a lot of money to do so.

/fin

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

(edited by critickitten.1498)

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Posted by: Golgathoth.3967

Golgathoth.3967

I back pretty much every suggestion in this thread. Spot on, sir.

Sylvari: 7 Humans: 3 Charr: 2 Norn: 1 Asura: 0
“Tarnished Coast” since head start!

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Posted by: domxnik.1453

domxnik.1453

Out of all these things, I say I have to agree with 4: ‘Legendary items need to be revisited, and made worthy of their name.’ It is pretty bad legendary items have nothing standing behind them. In World of Warcraft (I know "Oh great, here we go) you had to do raids and get things for the legendary in order to make it. Obviously that was pretty much a grind, but at least they had quests and lore behind them, and we’re so easy to make.

Would have been nice to see better looking legendary weapons, less grind, and more on how they actually got their name.

Anvixy- 80 Ranger

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Posted by: Martin The Brave.8731

Martin The Brave.8731

Good post, Although I would not want to make legendary’s harder to obtains; I’d simply like to seem better ways to obtain them. For example everyone is fussing over the lack of end-game, and would like to see some sort of initiative to continue playing without a “Gear Treadmill”. I think a somewhat viable solution to the problem is to add “Raiding” and instead of the traditional “Gear Treadmill” dungeon drops would consist of a large variety highly seeked out items such as: Rare Mats, Rune’s (New), Precursors (Extremely Rare), Armor and Weapons skins sets (Exclusive to that raid instance), Guild Boost’s, Good Food, The return of Creature Codex (Presents lore of the raid instance) . I mean their are a ton of things that can be implemented which would make the game so much better.

(edited by Martin The Brave.8731)

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Posted by: Avathor.1849

Avathor.1849

The game is awsome!! No doubt! And of course it has some areas that can/should be improved. After all, the game is huuuge and has tons of contents, and its brand new:)
I agree with critickitten in some of his points. Especially how the lore for items can be made/improved, and also the personal story.
I am level 80 now and still havent done the dungeons for my story.. It is sad. I cant do the dungeons by myself just with the help of the guys/NPC`s from the story? I need to bring in some strangers from outside the dungeoun, in MY story..? And we fail cause it sucks. Wow.. So not fun.. Besides, i needed to interrupt my story to do other stuff so i got the levels right for each “episode”. When i go for “next episode” i even forgot what i do there and really.. who are those people talking to me?^^ That to me just isnt cool at all. I really wanted a story i would level up appropriately in as i go along and the heroes i talk with would be my adequate squad in the dungeons (storymode), not needing some random guys. :/

I love that the legendary weapons has special features in them! But why not make it more lore and less like a puzzle to get them. More exciting and less technical, i would say..
Get the shaft from doing special mission for the X-people. Then defeat some veteran X-monster to get the essence to make the particular shine to the blade.. etc. That is more cool! I think that you could even make dungeons that spawns one legendary from time to time (rarely), like winning the main prize in the multimillion lottery! And it is SUPER UNIQUE in the game.. Only yours.. WOW..!!!

And one thing, if i should add just one more thing right now it is that it seems to me that the mosters are scattered around the world with exactly 20 feet apart in all directions. Rarely is there areas you can just run. I feel that this land is so nice and i love to run and watch it..! But if someone is crippling me every 5 seconds it is a bit hassle.. perhaps remove some critters in areas that can be more open and nice. After all, you made a STUNNING NICE GAME! I want to just enjoy it sometimes

Much love and appreciation from me!

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Posted by: Avathor.1849

Avathor.1849

One more idea.. To make more set skills for the weapons. Say.. you can choose between 2-3 templates (templet like in ready made skillset like of today) of skills for each weapon/set to choose between. And even in the future possibly we could get the option to change the second skill from “template 1” with the second skill from “template 2” and third skill from T1 with the third skill from T2.. That way you can balance the skills more easy, knowing the power in each template, but also provide a bit more creative choice for the players. Just saying..

(edited by Avathor.1849)

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Posted by: maddoctor.2738

maddoctor.2738

Now if you would please make a separate thread for each of those so we can discuss them separately? Some might consider it spamming but each of these “ideas” deserve better

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Posted by: xCrusadentx.2784

xCrusadentx.2784

Agree with everything here

Royal Blood Oath:
We are sworn together by our blood…

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Posted by: TheDaiBish.9735

TheDaiBish.9735

1. A complete ground-up restructuring of every pre-November dungeon.

They did say in their Lost Shores and Beyond blog post that they were re-working dungeon encounters. My guessing is that this is going to be one of the things implemented in the coming updates.

2. Redesign and retool the function of Agony in GW2, and fix the lack of lore behind it.

Agree totally on this point. As an idea along these lines:

  • Make Infusion a part of the Fractal progression, whereby every first completion of an even level Fractal, you have to find the NPC, and bring him an item from the Fractal boss (at the moment, this is Jade Maw) to get one piece of gear infused (the thinking of this was based on how anti-venom is made by analysing venom). Make these areas large and explorable, and have the NPC spawn at random points. However, only Ascended gear can be Infused.

3. Dungeon tokens need to be completely revamped to function more like the token systems of GW1.

You can maximise your efficiency by running each path once (since the 60 tokens is for the first run of each path, not just the first run of a dungeon), meaning that the 23 days is reduced to 8. Running each path once a day (essentially doing 3 dungeons) isn’t something I’d consider a grind, especially if they put a LFG tool in (not an Auto-Queue tool).

The problem with making it so you get a token per run is that you’re fully geared in 6 runs. Something else would need to be implemented to give incentive to keep running dungeons. Maybe one of each token for x amount of lodestones of your choosing?

4. Legendary items need to be revisited, and made worthy of their name.

Totally agree.

Not only are the current iteration of Legendary weapons just a massive grind, the lack of context and place in the world makes them, in essence, just pretty Exotics. One of the earliest Karma items, Pyre Fierceshot Arrowhead, has more context and place in the world than Legendary weapons (possibly with the exception of The Flameseeker Prophecies).

Personally, I’d say that:

  • Make the process story and lore driven. Twilight is actually the greatsword of Grenth as he did battle with Dwayna? Then have one part of the process where you need to visit the Temple of Grenth to, say, prepare the precursor, as well as actually forge the weapon.
  • Achievements should play a bigger part, in substitution for a reduced Gold and Mat grind. I’d say rework Gift of Exploration to also include Jumping Puzzles, since they’re part of exploring the world as well.
  • Make PoI matter. At the moment, we don’t know why the majority of them are locations of interest. Make them a part of the Legendary process will add to why their interesting.

5. Add a better system for finding parties.

Agree. Not an auto-queue tool though.

7. The achievement system needs work.

Agree.

I personally think that:

  • re-working the Monthly Achievement to include a standard list of activities that people do, and then reward at the end of the month depending on the amount completed would be better i.e. activities such as ‘complete all events in an area’, ‘re-take back X amount of Waypoints’, instead of having a set criteria would allow players to earn the Monthly as they play, while rewarding extra to players who push out a bit extra.
  • Add a WvW monthly.
  • Add armour and weapon skins to achievements. I.E, maxing Drake Slayer earns Drakescale Armour.

Additional skills/weapons/traits are needed.

If they do, I’d much rather skills and traits be like GW1 where you got to hunt them down yourself, or maybe add a mini-game you need to complete to learn it, rather than just make them purchasable with skill points / given.

I’m pretty sure they said they’ll be implementing new weapons at some point as well. Don’t quote me on that though.

Life is a journey.
Time is a river.
The door is ajar.

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Posted by: Ronah.2869

Ronah.2869

some comments:

I think they can redo the whole storyline because those how did it already can’t redo the missions, those who are in the middle of it don’t know what to expect and those who start it now will just have it.
For the ones playing an alt it will be a great surprise to see it modified.
So, it CAN BE CHANGED entirely

I don’t mind the dye system as it is now. It is like in GW1: you cna put the dye in your storage and use it with another character. The improvement from GW1 is that you don’t loose the color if you use another one making you to buy/find it again.

I got so much used to this TP and mail that I don’t feel the need of trading between players. This system encourages “free gifts” form player to player.
I see many people in chat saying: “Who wants this sword [o—((====>] ?”

Achievement should have a check box for displaying them like the titles under the character health bar, only in a different color: achievements in white, titles in yellow

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Posted by: Zephelle.9503

Zephelle.9503

Just wanted to say that I agree with just about everything here, especially the thing about legendary weapons. As it stands, legendary weapons are simply a massive grind for materials, and don’t really feel legendary at all from a lore standpoint.

However, my biggest gripe about Legendaries is that they can be bought/sold on the TP. Why on earth aren’t legendaries Account Bound? The fact that some filthy rich auction house player or some kid whose parents bought him a ton of gems can go and simply BUY a legendary off of the TP completely takes away from the “legendary” aspect of the weapon. Crafting a legendary should be an epic personal journey, rich with lore, that each player has to undertake themselves if they want to weild it. It shouldn’t be an endless gold grind so I can just buy the sword that someone else worked to forge. Its a Legendary weapon for goodness sake.

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Posted by: Mattsta.8694

Mattsta.8694

I’m going to start off with a disclaimer as the OP did. I don’t usually post in these unless the OP makes some really good points to begin with. If I don’t agree in part then I almost always just hit the back button and move on. So:

1. Agree
2. Agree
3. I agree that they need to be revamped but I don’t think your way is the best. Reducing it to only 6 is still a grind (though not as big of one at 1/4th the length) but it also makes the dungeon obsolete very quickly. If you are there for the gear what makes you want to go back after the first 6 runs, which is why I think it is set up with the 23 runs in order to extend the play experience.

What I would like to see instead is a Reputation system set up where you turn the tokens in for faction. I don’t know how many tokens you would need to gain the faction (and won’t throw out a random number for persecution), but the idea would be similar to other games. There would be tiers (like how wow has Friendly, Honored, Revered, Exalted) and at each tier you unlock more stuff. At friendly you might just unlock that lowest level generic armor that is on the first tab that no one buys. The top tier you unlock the dungeon armor/weapon sets that people run the dungeons for. After unlocking a tier you can buy the stuff for Copper/Silver/Gold. Now after capping the faction (or maybe after unlocking the next highest tier for use with the lower tier) you would unlock token exchange. This works similar to how tokens work now, except you would be given the option to pay for something straight up with money, with some money and some tokens, or with purely tokens. Why I think this would work is that it extends the play time as was I believe intended with the multiple runs of tokens per armor piece setup, it gives a progression meter that is missing in almost any area of GW2, it gives a way for people to get what they want after gaining the rep without being required to run the dungeon more, and it gives people a discount so to say should they enjoy continuing running dungeons (which gives additional reasons to continue running them after capping). This would also make consumable items from the vendors not a waste of tokens and progress towards getting the dungeon sets.

4. I agree. Also not have these ridiculous weapons be the most heralded items in the game. I don’t mind there being a unicorn shortbow in the game, but having the holy grail of shortbows be so ridiculous seems insulting to me. There should be the Legendary items and those items you get just because they are plain fun.

5. I agree. Especially after the iOS app for the gw2lfg.com is being sold for $0.99 on the iOS app market. I don’t mind the site making its due, but I don’t like this core needed feature being sold by an outside source.

6. I thought this system was a good idea, as with GW1 you weren’t considered broken into the market until you had been scammed, but it does prohibit honest trading the lack of multiple used icons I’ve seen in GW2 would limit scamming almost completely. Now you just get scammed for being too trustworthy which just sucks.

7. I agree they need to be reworked (especially some of those ridiculous/unbalanced ones like needing to drink 100,000 drinks or the off-hand weapon slayers needing as many kills as the main-hand ones). I also think that daily, monthly, and the HoM need to not be counted towards the achievement points. I like your idea of achievement points giving rewards, but with daily and monthly giving a never ending supply it will either become you needed to have been around since launch to get the awesome new stuff or getting the rewards is just another grind. Make the one time achievements (and maybe keep the repeating ones like the dungeon and salvage ones) so that getting those rewards become an achievement unto themselves.

8. I think the problem with Trehearne is not that he shows up and takes charge, but that he takes charge in the story but you are still in charge of leading him around and deciding what to actually do. I think they looked at Nightfall and tried to do what you are saying and not just making you the sidekick, but what happens is that you are in charge and he just has a large ego. I agree keep a bunch of the story about you, and if you do bring in someone else to take charge actually have them take charge. Have them tell you what is happening and have them running through the mission (smartly and not like an idiot) where you are there as a sidekick helping him/her clean up. One thing that bugged me about the order missions is that you get paired up with a superior and he immediately turns around and goes “Whelp, what should we do?” I don’t know what we should do! I just joined and you are my superior in charge of teaching me the ropes!

9. Agree

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Posted by: Mattsta.8694

Mattsta.8694

(dang… stupid post limit. And a time between posts to boot!)

10. I don’t know how you fix this, as what I think is happening isn’t an out of whack loot table it just appears that way from our perspective. I would set it up with something like normal mobs drop something 1/10 times, veteran 3/10, and Champion 6/10 times. The problem then is that players are killing 10 normal mobs and getting that 1 time to proc while only killing 1 or 2 veterans and only 1 champion and getting slammed by the rng. If you then change it to 8/10 vet and 10/10 champion, why would you want to farm 10’s of the normal mobs when you can just kill 1 of the harder mob (even if they are harder to kill)? Just going to stick this in here since it fits: Magic Find needs to die. Give importance back to the real stats and other foods.

Dyes – I’m pretty sure what happened is that account-wide dyes weren’t working. Up until BWE2 we were told it was going to be account-wide and we had those seeds and the dude that took 24-hours to turn them into dyes, a system made to account for only need to get each dye once (24hr wait to account for only needing it once instead of 5+ times). After it was confirmed it was character based all of the waiting stuff went away and left us with the overstocked dye section in the TP. And in regards to your “as though it’s a move primarily designed to help increase Gem Shop sales”, it is almost the opposite as the speed up item to instant give you the dye from the seed would have sold wonderfully for them and only needing to get the dye once would have made it more worth it to buy the dyes from the shop since it isn’t something the loose if they want to play another character.

Additional skills/weapons/traits – I agree, but I don’t want them throwing them in there like crazy. If they added skills every 3 months then eventually we would be buried by all of the skill we have, so I don’t mind them taking it slow and making them good. I would like to see a 6-10 weapon skills, not on the bar but as alternative to the current weapon’s skills. So after you unlock 5 you would start unlocking the 6th skill. This would then be an alternative for the 1st weapon skill (so you can click the arrow like with Utility skills and either select skill 1 or skill 6 for the first slot, skill 2 or 7 for 2nd slot, etc.) to give more diversity to the actual weapons. Traits they need to be careful with since there passive/changes other skills nature could be easy to make things unbalanced.

Waypoints need to be cheaper, think traits should still have their cost but make it payable in the UI not needing to go to the NPC, and not have it charge a fee for listing (which sucks if you need to bring it down and relist it).

—Calls OP’s wall of text.- Your bet.

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Posted by: ATMAvatar.5749

ATMAvatar.5749

I think there is an out-of-whack loot table, and it varies from map to map as well.

Just spend some time in southsun cove, and watch as the veteran karka only drop things maybe 1/2 the time (when soloing to eliminate cases where the damage threshold isn’t met), and when they do, it’s usually worthless grey items. The only real incentive to spend time there is for the daily run to the rich ori node.

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Posted by: CeNedro.7560

CeNedro.7560

Personal Story: Yes, there is scope for improvement. Compared with other rpg the story just sucks. I don’t feel feel connected to the characters in any way(xy died, what does it matter? I just killed plenty of svanirs i knew better), my character acts like a jerk that i can’t identify with him anymore(it’s like he wants to say smth epic but out of his mouth comes just rubbish). Be honest: Trahearne is one of the mor insifignant problems of the PS.
BUT: The story is still better worked out than in many other MMO.

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Posted by: Crimzen.6531

Crimzen.6531

A lot of your points are spot on. There are a few I disagree with, but I won’t point all of them out, because at the end of the day it’s up to the devs to decide what they are going to change. Again though, a nicely done and well thought out post. Just as a side note though. You can actually cut some of the dungeon grinding time in half by doing multiple paths of the dungeons. Assuming you have a decent group, you’ll get 60 tokens per day for each unique path of that dungeon you do.

Guild leader of Kaiketsu<kai>
Home: Sanctum Of Rall
Profession: Thief

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Posted by: XENus.6931

XENus.6931

Bro, i completely agree with you 100% I really hope that Guild halls would be in GW2 it would be great to have like a way to interect with our fellow guild members instead on through the chat. and sometimes when we have a meeting we can assemble at the guild hall. It would be so cool to have that feature.
And i totally agree with the whole zerg vs zerg. It is so fustrating to see that a zerg with mostly low levels guys wipe a bunch of high level chars. There is really no skill there…
Party system- I hope for a queue system.

I also agree with the Personal Story. It is not even personal anymore when the leaf guy shows up. I want to be the boss not a worthless sidekick. I want to command people to either attack zhaitan or just leave it. I want to choose whether to defend claw island or just light up the towers and fall back to Lion’s arch. There is so much potential in making the lore the best, all it needs is just more time in thinking about ideas. I think that the developers rushed the story hence having less choices and personal story feeling. The ending is just ridiculous… We are a giant ship floating in the air and Zhaitan just fly around like a noob and dont even attack our ship… He just grab on the tower and let us shoot him. It is like ’ Take my Life!‘. I want to feel like im in a battlefield i want to catapult myself onto zhaitan’s back and freakin slice him to death. Again all it needs is just creative thinking.

Now one thing i would like to improve is the classes. I don’t feel important with whichever class i play. EVeryone is just going for Glass cannon. IAt least make a healer class… Ascalonian Catacombs dungeon is so ridiculous. Ranger traps does like 1-2k DAMAGE! wth! If my endurance is used im dead. Elementalist damage are ridiculous too. Not to mention Necromancer’s life steal. kitten bro the amount of damage this 3 guys can deal is so insane. There is no way i can don’t repair my armour in the middle of a dungeon.

Thanks for reading

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Posted by: Ronah.2869

Ronah.2869

Everything went fine in the storyline, up until you joined the factions and the Sylvari commander showed up. They should have put completely different storyline to each race which will never meet until the last battle. That would have been awesome.
The Factions requests should just be auxiliary quests not in the main story. They could be something like the stiry mode in dungeons are – an expansion to the actual story.

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Posted by: ElixireL.5190

ElixireL.5190

I just play PvE so a lot of these suggestions are irrelavant to me. The personal storyline could be dumped completely as far as I’m concerned, as it is low quality material.

I’d like to second the following though:

" Remove the nickel-and-dime mentality from the game

We’re charged for virtually everything. There are gold sinks in the Trading Post, for using waypoints, for changing traits, for repairing armor that was broken due to the cheap shot mechanics of unbalanced dungeons (as I complained about above), and the list goes on. We don’t need this many gold sinks. Don’t nickel-and-dime your players for every little thing, it limits their overall freedom and doesn’t encourage players to go jumping around the world to chill with their friends when it costs them a lot of money to do so."

Seems we are expected to make gold by endless microtransactions or selling materials in bulk, for which he have no storage space unless we pay for it.

I don’t like the Trading Post and the whole para-economy, it just encourages people who are there to make money or for other reasons that don’t contribute to a fun game.

I don’t like soulbound items that I can’t give to my alt character, and junk items.

(edited by ElixireL.5190)

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Posted by: Swagg.9236

Swagg.9236

Bump because good post.
Fixing most dungeons would simply require an across-the-board hit-point reduction on all enemies (AC is pretty alright as it is, though, except for some of the bosses). Then bosses would just need more anti-personnel attacks and gap-closers to make them really threatening. I would be fine with the token system as it is (it’s honestly not that bad) just as long as playing a dungeon (HotW, SE, Arah) wasn’t like trying to chop a tree down with a metal bat.

WvWvW just needs more options for defense and attack. Destructible palisades could be a new item added to the game. Players could purchase walls to build anywhere they wanted in order to impede enemy troop movements and that could be destroyed by regular attacks. Ladders would be pretty cool. You could buy a bunch of ladders and throw them up onto walls around gates. They could be destroyed by regular attacks and only 1 person to go up at a time. Also, Orbs of Power should grant more active effects. Something like summoning spirits of the orb (drop the orb at target area to summon the spirit) to create mobile waypoints that can’t be contested, or serving as an indestructible siege engine for a short period of time upon activation (maybe its given like 5-10 trebuchet shots before powering down for a long cool-down or it could even just return to its original pedestal). I would fight for those.
Most importantly, siege engines should be movable objects (the engine would transform into an open-top wagon with its unique pieces sitting inside). They would require some supply and a minimum number of people to pack up and move. While they are in motion (quite a slow transit; maybe like 50% player speed), they can’t be used and it takes a set-up time once everyone decides to place the machine back down and use it again (which would also cost some supply). The minimum requirement of people to move and the set-up times would be different depending on the siege engine in question.

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Posted by: Ronah.2869

Ronah.2869

I just play PvE so a lot of these suggestions are irrelavant to me. The personal storyline could be dumped completely as far as I’m concerned, as it is low quality material.

I’d like to second the following though:

" Remove the nickel-and-dime mentality from the game

We’re charged for virtually everything. There are gold sinks in the Trading Post, for using waypoints, for changing traits, for repairing armor that was broken due to the cheap shot mechanics of unbalanced dungeons (as I complained about above), and the list goes on. We don’t need this many gold sinks. Don’t nickel-and-dime your players for every little thing, it limits their overall freedom and doesn’t encourage players to go jumping around the world to chill with their friends when it costs them a lot of money to do so."

Seems we are expected to make gold by endless microtransactions or selling materials in bulk, for which he have no storage space unless we pay for it.

I don’t like the Trading Post and the whole para-economy, it just encourages people who are there to make money or for other reasons that don’t contribute to a fun game.

I don’t like soulbound items that I can’t give to my alt character, and junk items.

I have the feeling that GW2 is your first and only MMO. if not, you really have no clue how a company works. Anyway, you should give a try to TERA or AION and then think if the economy in GW2 is so bad.

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Posted by: SSalp.6423

SSalp.6423

I, and I think most of the players agree with everything the OP wrote.

Immotal Kingdom[KING] – Desolation

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Posted by: Horrorscope.7632

Horrorscope.7632

Op has good points, but the general overall strengthening of the Open World could use more focus.

Things like, making all areas worth going back to even at level 80, underflow, where champions drop something every time, so it will be a point of player attraction, instead of ignore, it’s “lets go get’m”. Huge meta’s one runs once each day on a different map (aka a reason to go back to each map). Something to get us to go to different cities routinely. Perhaps cities have sales of some sort and rotate.
Where all area’s have a reason to go back to. Stronger downscaling, too strong even after downscaling. And many other things.

(edited by Horrorscope.7632)

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Posted by: Catisa.6507

Catisa.6507

#6. NO NO NO NO not until you detail some way to 100% eliminate the resulting WTB/WTS spam that this feature will generate. Chat spam ruined gw1 for many people.

AR

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Posted by: kwalle.3674

kwalle.3674

I nearly completely agree on OP’s wall of text, only for #6 I am unsure.
Other than that, great points.

Sword of Justice [SoJ]
Gunners Hold

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Posted by: wooky.3956

wooky.3956

Agree with the above. Very good points made and an interesting read! Listening up GMs

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Posted by: Skugga.5298

Skugga.5298

I back pretty much every suggestion in this thread. Spot on, sir.

I agree !

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Posted by: Isende.2607

Isende.2607

WHOLLY concur with the following:
1) Dungeons
3) Dungeon Tokens
6) Peer-to-peer trade ability
7) Achievement Rewards
8) KILL TRAHEARNE! No, seriously; whatever you have to do, don’t hijack OUR story
9) Guilds: Specifically? A guild-greet type deal, SEPARATE from system messages, so that guildies can select the option to see/not see who logs in/out, TO APPEAR IN GCHAT
10) Loot Tables: It is utterly crazy to know I can get a rare drop off a common trash mob, but can down any Champion and get either no chest, or a chest with a white or blue item in it. This is the reason so very few people bother with the Krait witch events!
Miscellaneous Items: Patch notes — more comprehensive and accurate!

I don’t agree with more skill slots — I like having to pick and choose which weapon I will used BASED on the given abilities for that weapon. I think it makes me work harder at my character development. I’d hate to see it changed.

Otherwise? Thanks for this list!

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Posted by: Isende.2607

Isende.2607

#6. NO NO NO NO not until you detail some way to 100% eliminate the resulting WTB/WTS spam that this feature will generate. Chat spam ruined gw1 for many people.

i get your point with this. IF this is the problem indicated? then at least give us an option of sending mail COD.

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Posted by: Resdan.2359

Resdan.2359

#6. NO NO NO NO not until you detail some way to 100% eliminate the resulting WTB/WTS spam that this feature will generate. Chat spam ruined gw1 for many people.

i get your point with this. IF this is the problem indicated? then at least give us an option of sending mail COD.

Easy fix. Add a new chat channel entitled “trade.”

Thief Engineer Guardian Warrior Elementalist
Kaineng
Self Proclaimed Greatest Man Alive

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Posted by: pmnt.4067

pmnt.4067

Easy fix. Add a new chat channel entitled “trade.”

Then everyone would turn off the annoying trade channel. THEN everyone would post their wtb/wts into /map.

@OP: I agree with everything you said (especially with the dungeon token part), but the peer-to-peer trading part.

I can’t wait until ANet releases the game promoted in the manifesto.
Until that, I’ll play GW2.

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Posted by: Dante.1508

Dante.1508

I back pretty much every suggestion in this thread. Spot on, sir.

Here too, pretty much covered my lists too, well said sir.

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Posted by: Platypus.7831

Platypus.7831

I just got around to reading this two months after its posting. These are all still valid points now. I agree and enjoyed the read.

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Posted by: Jareth.4813

Jareth.4813

I think the only point I disagree with is the severity of Nickel and Diming.

I have never had cash flow problems in this game, even with all the costs associated with travel and repairs. I’m not even a power trader. I just play the game and make far more money then I spend.

As to the rest. These are all nice area’s that could do with some love even now 2 months later. It’s good to see some of these things are actually being worked on/implemented so hopefully it’ll get there in the end.