Showing Posts For Adul.1520:

ANET please nerf HoT

in Guild Wars 2: Heart of Thorns

Posted by: Adul.1520

Adul.1520

The update didn’t go nearly far enough, solo playing in HoT maps is still an unenjoyable experience.

1. Hero challenges still spawn group events even when there’s not enough people around to do them.
2. A lot of the area exploration is still locked behind group events.
3. Area design is still overly complex and hard to traverse.
4. There are still plenty of map points you need high level masteries to access.

WvW Should NOT Be A Part Of PvE World Completion

in Suggestions

Posted by: Adul.1520

Adul.1520

Do something you hate, for a good reward? Welcome to life.

Yeah, I’m not going to do that. I have to do plenty of things I hate in life as it stands, I have no desire to play a game I hate playing. So my map completion will remain at 92% (or whatever), and it will stay there, mocking me every time I log into the game or open the map. Good job, ArenaNet.

WvW Should NOT Be A Part Of PvE World Completion

in Suggestions

Posted by: Adul.1520

Adul.1520

Definitely remove WvW maps from world completion. Including them was a bad attempt at forcing PvE players to try your cool new PvP format, and it didn’t work. I’m a PvE player and I hate WvW, precisely because I feel I’ve been pressured into playing it. I did give it a fair chance, though, and I genuinely didn’t like it.

And now that sever transfers cost money, this has the stink of a blatant money grab attempt, to boot. You’re discriminating against players on your weaker servers, people who have never had the desire to play PvP in GW2. Shame on you, Anet.

Take PvE out of WvW

in Suggestions

Posted by: Adul.1520

Adul.1520

I agree. Take WvW out of world completion, including it was a ridiculous idea to begin with.

Not revealing clothes for female plox

in Suggestions

Posted by: Adul.1520

Adul.1520

While I do not think skimpy clothing should be removed – more choice is good – I do agree with many of the posters here that the unbalance between genders and races should be abolished. The solution: more skimpy sets for characters with the male body type (including female asura and charr).

F2 to revive downed ranger pets

in Suggestions

Posted by: Adul.1520

Adul.1520

I like this idea. It’s annoying when a champion foe can one-hit your pet and you’re left without one because the swap timer takes a while to recharge.

Race and gender equality for armors

in Suggestions

Posted by: Adul.1520

Adul.1520

This issue has many names. I personally call it “female armor cheesification”, and ArenaNet is clearly guilty of it. I don’t agree with the concept or any of the messages it may suggest, but regardless, it’s a common practice in the video games of our time. Sadly, rare are development teams who show enough integrity and sensitivity to go against this custom. Maybe we’ll see a change of habits in the future, but for now, I wouldn’t keep my hopes up for anything happening of the sort that Snoring Sleepwalker suggested.

BRING BACK point-click for movement [like in Guild Wars 1]...

in Suggestions

Posted by: Adul.1520

Adul.1520

1. Pathfinding. A. If pathfinding allowed use on jumping puzzles it would destroy the difficulty. All you would do is click and hit space bar.
B. The terrain design. Anet was shot down by their own programming when they attempted to do this. Ledges and pathfinding made some crazy reactions. Just look at the NPC’s level of intelligence when they have to follow you over slightly uneven terrain. B2. You could avoid falling off ledges using this.
C. Exploiting. Combat against projectile weapons would be click back and forth while enemy attack, stop for second after they attack and retaliate.

2. Combat philosphy. A. Click and points would break the current style of movement in combat
B. This game was designed to also be friendly for console use in the future while remaining a near exact replica of the PC version, which the current use of mouse and WASD is very similar to double analog sticks (Id prefer using a keybinded 360 controller over both WASD and point n click)

Let me try to refute these arguments, one-by-one:

1/A: Click movement obviously would not work for platforming. It should only work for continuous terrain and do nothing when you click on a remote platform.

1/B: My experience greatly differs from yours. I have observed NPC mobs to have no problem following me anywhere, unless I’m on a remote platform. The same, already well-refined pathfinding algorithm could work for players.

1/B2: Yes, yes you could. You can already do the same with skills like Jump Shot or Blink.

1/C: This tactic also works using keyboard keys to move. In fact, you can turn around in an instant if you bind that function to a key.

2/A: No it wouldn’t. Both keyboard movement and click movement can be used to move around in combat and avoid damage.

2/B: First, that’s hardly relevant. Second, an already optional and switchable mouse-click movement mechanic would be simple to remove for any console release of the game. The game options would obviously need to be changed for a console release, anyway.

I’m not saying mouse click movement needs to be added to the game, I’m just pointing out that the points you brought up against this gameplay suggestion hardly prove that it would break the game in any way, contrary to what you suggested.

BRING BACK point-click for movement [like in Guild Wars 1]...

in Suggestions

Posted by: Adul.1520

Adul.1520

If point-click movement was to be implemented for continuous terrain (optionally and in a switchable manner), I would be all for that. In GW1 I very much liked having access to both keyboard and mouse click controls at the same time and wouldn’t mind if it was also an option in GW2.

Gathering Tools and Resource Nodes

in Suggestions

Posted by: Adul.1520

Adul.1520

That’s helpful, Zaxares, thanks. That’s pretty much how I play the game. The whole reason I’m bothering with lower quality tools is because I always have leftovers from previous areas and I don’t like throwing those away. Maybe I ought to stop worrying about it, anyway. Hmm. Well, I still hope they’ll make resource node quality easier to determine sometime in the future.

Gathering Tools and Resource Nodes

in Suggestions

Posted by: Adul.1520

Adul.1520

I don’t know how others play the game. If enough players are annoyed by this and indicate that towards ArenaNet, they will probably change it. If I’m the only one, I guess not. I can only relay my own thoughts.

Gathering Tools and Resource Nodes

in Suggestions

Posted by: Adul.1520

Adul.1520

Or do the normal thing and check with a vendor when you enter a new area, if they have a different set of tools buy them. Not really that hard.

Each area has different quality resource nodes. For example, Lornar’s Pass has copper, iron, and steel nodes. I prefer not to waste money by using steel tools for copper nodes, or, more importantly, mithril tools for anything below mithril quality nodes, since mithril tools are extraordinarily expensive compared to other tools.

Besides, implementing a simple solution to this takes hardly any time. See solution 3 above, which involves no more than adding a tag at the end of the name of each resource node. What’s that, maybe one man-hour’s worth of work? And then I’m being generous.

Getting people into starter towns

in Suggestions

Posted by: Adul.1520

Adul.1520

Or better yet, make waypoint-travel free when traveling from one town to another. This would eliminate the need for using asura gates as a means of transportation and spare players the frustration of pointlessly sitting through long loading screens (especially Lion’s Arch – that town takes a long time to load).

Gathering Tools and Resource Nodes

in Suggestions

Posted by: Adul.1520

Adul.1520

As I explore areas in GW2 I tend to get slightly annoyed at resource nodes (ore nodes, trees, and plants), because there is no convenient way to tell which of them I can exploit with my currently equipped gathering tools and for which I need to swap them out for better quality ones. The sheer number of different types of resource nodes in the game makes is hard for me to learn what quality each of them are, and opening the inventory and checking the descriptions of my gathering tools each time I encounter a new type of node is too much work to be worth it.

There are a couple of solutions I can think of. Some of them may be easier to implement than others:

1) Apply color codes to resource node name tags based on equipped gathering tools. E.g. yellow name tag means currently equipped gathering tools can exploit the node, red name tag means they cannot.

2) Apply quality-based color codes to resource nodes and gathering tools. E.g. white = copper tools and nodes, blue = iron tools and notes, and so on.

3) The quick and easy solution: indicate in each resource node’s name the minimal gathering tool quality that is required to exploit it. E.g. “Root Vegetables [Iron]”.

100% Map Completion

in Suggestions

Posted by: Adul.1520

Adul.1520

Yeah, definitely needs to be changed. And by that, I mean the WvW maps removed from the (primarily PvE) world completion achievement. Put them into a separate achievement or something.

WvW World Completion

in Suggestions

Posted by: Adul.1520

Adul.1520

I agree with Ibryant, WvW inclusion in the world completion does not serve its intended purpose, whatever it was supposed to be. I did not come to like WvW at all, just running around being chased by players from much larger servers and getting frustrated that I cannot get inside keeps. It’s obvious that people on large servers have an advantage, and people on small servers have a much harder time doing world completion, which is so unfair it’s ridiculous. And after world transfers will cost money on the 28th, having WvW included in world comp. will seem like a way to scam money out of players for world transfers.

This whole thing leaves a bad taste in my mouth. Just remove WvW maps from world completion (and put them into a separate achievement if you want to). The system, as is, is broken and very unfair.