Showing Posts For Aquila.5142:
Problem is that some of us are on low-populated servers for a reason.
So, why not let the players choose instead of forcing the “multiplayer” thing on us?
If there are to be several map copies anyway, it seems reasonable to let players see which ones are highly populated and which are empty. Than choose what they prefer. Map selected by the megaserver system could display as a suggestion only.Umm, this is a multiplayer game. Perhaps you should switch to e.g. Skyrim if that is a problem for you.
The fact that it is an mmo should not be a reason to punish the players who prefer playing alone. Till now there always was a choice of choosing server or less popular map. I don’t see why should it be removed completely.
I honestly can’t see any reason why it’s better to be on your own versus having other players around you in GW2. They’ve made it so that everything is better with more players. Maybe you can enlighten me.
I’m sorry, but I can’t help but notice how many people are saying things like “I don’t see why that’s a problem”, “There is nothing wrong with this” or simply things that boil down to “I’m right, you’re wrong”. Basically, whether or not you agree with other people’s issues is not really relevant here. What’s relevant is that a whole lot of people have various problems with this and whether you understand them or not does not change the fact that they are there.
I think that while reading and posting in this thread, we could all do with taking a step back and properly try to empathise with other people’s concerns rather than to outright say that you just don’t get it, because I believe that does more harm than good. A minority’s opinion is far too easily overwhelmed and forgotten about if enough people say, “What are you talking about? There’s no problem here.”
I apologise if I come off as aggressive, I just don’t think it’s productive to question people’s concerns like this just because you don’t agree with them or understand them. With an example like the one above, one can easily come up with several reasons even if you don’t agree with them, like:
-They prefer to play alone because of the quiet.
-They don’t have time to commit to multiplayer activity.
-They want the challenge of facing the game alone.
-They’re just a lonewolf kind of person.
People have very different priorities and therefore very different problems, and there is no guarantee that you (as in everyone including myself) will understand them even if they explain. That’s it.
With the hopes that it will be noticed, I’ll just repeat a suggestion that’s been up once or twice in this thread since several other roleplayers have agreed with it on the RP forum:
A checkbox feature for roleplayers. The suggestion is that when sorted into maps, players should be able to enable and disable RP mode. This means that those who have it enabled are automatically sorted into maps with other people who have RP mode enabled, resulting in maps that are not only less disturbed by non-roleplayers but also brings roleplayers from any and all servers together more effectively.
To maintain the community spirit of Piken Square and Tarnished Coast, home server would obviously have to be accounted for even with RP mode enabled as well.
To put it simply and in terms we can all probably understand:
Roleplay is like a TV show drama. It’s like, say, Game of Thrones, where everyone plays a character and has their own stories, backgrounds, motivations, connections, personalities, goals, strengths, weaknesses, etc. Roleplay does not take place in PVE or PVP settings like dungeons, world bosses, WvW, etc. That’s not what it is about.
In contrast, non-roleplay is like sports. There are goals there too, yes, but they are more material and competition-related and they do not require you to create a character with a defined personality to play the game. They have more to do with team effort and progress.
Roleplaying is telling a story together, non-roleplaying is playing a game together.
I’ll add my voice to the concerns already stated.
Also, non-roleplayers here don’t seem to understand exactly what the issue is here. You’ve got to keep in mind that a huge amount of roleplayers who have enjoy roleplaying in this game for a long time are not the kind of players who join guilds, add lots of people to their friends lists and so on. Rather, they take RP as it comes, randomly, without guilds or friends lists being relevant, and that’s how they like it, which really makes sense seeing as they are trying to roleplay a character in a living city with many other characters and guilds all around. The unofficial roleplaying servers Piken Square and Tarnished Coast are our attempt to create two common grounds for all roleplayers in this game (in fact, they are so well-established that I knew about them well before I even bought the game, otherwise I would not have bothered), two worlds that depict Tyria as it would be if were the setting of a story bustling with characters and guilds and substories.
I feel that the megaserver system nullifies this completely, as roleplayers will no longer be bound together by server but solely by friends list and guilds, which will eventually cause roleplay to stagnate.
Just like a real world social group needs outside stimuli to survive, so do roleplaying groups and guilds. Roleplay will not last if guilds and groups of friends are isolated from one another. Roleplay guilds need other roleplay guilds. Groups of RP friends need other groups. Random roleplayers need other random roleplayers. To continue on the social group analogy: Megaservers would be like taking half the groups of friends and various clubs in London, then scattering them about at random in other cities across Europe where they don’t know the people and don’t speak the language. Sure, they still have their group of friends, but how long will that group really last when they only have themselves to interact with?
I’m not sure I can explain it any better for non-roleplayers to understand, but the gist of it all is: Roleplayers desperately need the roleplaying opportunities on Piken Square and Tarnished Coast to remain as they are. We -need- Divinity’s Reach to stay server-bound, same with Hoelbrak, the Grove, Rata Sum and the Black Citadel.
Seems like dozens if not hundreds of people are experiencing the same thing. I am among them. Any efforts I’ve made to solve the issue have been for naught.
Same problem here.
Attachments:
Having the same problem for two days now. Stuck on loading screens, massive latency lag, random disconnections, etc. My internet is fine, first time I’m having these issues in GW2 and they won’t go away no matter what I do. I’ve even disabled firewall and antivirus completely but it makes no difference.
I don’t mean to sound entitled, but I bought the game only a month ago. I did not pay €40 for -one month- of playing, but judging from the look of this thread, that is exactly what I paid for. Ridiculous.
(edited by Aquila.5142)
For the last two days I’ve been completely unable to play GW2 due to everything I do having a 5-10 second delay (1-2 minutes delay at its worst) and getting randomly disconnected all the time. Not even the chat works. This is effectively making me unable to play the game, and it seems like many others are experiencing the same problem right now. My internet is fine, I have no downloads in the background, I’ve tinkered with the router etc. to no avail.
Please solve this as soon as possible.
Having the same problem for two days now. Stuck on loading screens, massive latency lag, random disconnects, etc. My internet is fine, first time I’m having these issues in GW2 and they won’t go away no matter what I do.
Having the same problem for two days now. Stuck on loading screens, massive latency lag, random disconnections, etc. My internet is fine, first time I’m having these issues in GW2 and they won’t go away no matter what I do.
Axes for thieves. I want to go full Assassin’s Creed 3 with a hatchet in the right hand and a dagger in the left. That’d be amazing.
out of curiousty, as an RPer, shouldnt you have emotes notifcations off, and be actually looking? I mean, you only see emotes anyhow no? What if someone is emoting behind an RPers back, they really shouldnt be able to see it strictly speaking, no?
Roleplayers rarely use the standard emotes like /cheer, /cry, /laugh etc. Far more than anything we tend to use /e and write what our characters are doing manually. For example, “/e bows courteously but stubbornly keeps his eyes on the lord before him, one hand on his sword pommel and the other on his back.” – or something like that. The text would come out as (if my character’s name is my account name), “Aquila bows courteously but stubbornly keeps his eyes on the lord before him, one hand on his sword pommel and the other on his back.”
This is what often adds so much flavour to roleplay. It’s not just people talking about random stuff and having an ale in the tavern. It’s more like writing a huge continuous story together, complete with extensive dialogue and indeed emotes to describe everything that’s going on.
The best solution as I see it is this:
Keep the emote range as it is in WvW.
Outside of WvW, either reduce the emote range to be the same as /say, or implement an option so that people can choose whether they want it to remain as it is now (which is approximately double the distance of /say, I reckon), or reduce it to the /say range.
How is that for a compromise?
As both a roleplayer and a PvEer, I definitely support this. The former particularly. There is not much I can add that OP hasn’t already said, other than; there is the chance here to make thousands upon thousands of players happy with one quick move to make the armour types more flexible. Why not take it?
Hell, I’d be happy if you could only transmute to the extent of your class’s armour, i.e. a warrior can transmute all armour types, a thief can transmute light and medium, etc. Then again, that’d leave out the casters. More trousers for the casters!
It’s as vital as your opinion. You want something, someone else doesn’t. At the end of the day, only one of you is going to get what you want.
Is it, though? I mean, emoting is something that roleplayers do all the time. The two main pillars of MMO roleplay are essentially /say and /emote. I just don’t think that’s comparable to some people wanting enormous emote range for the sole purpose of doing a /wave now and then.
What is the reason for such a long emote range? People who don’t roleplay certainly don’t care,
False.
emotes are used in WvW to communicate with the enemy. being able to wave and bow without being in combat range is pretty important.
Then how about emote ranges remaining as they are now, but only in WvW?
But what if I wanna /wave from a distance?!
Do you consider that a vital part of your GW2 experience?
(In reference to this thread, which cannot be posted in since the Suggestion forum is archived. I don’t know how or where to post suggestions now, so Discussion forum it is.)
https://forum-en.gw2archive.eu/forum/archive/suggestions/Reducing-Emote-range/first#post3405660
Reducing the emote-range is severely needed, and simply turning off emotes is not an option for any roleplayer. Emotes are a vital part of the reasons why any roleplayer plays this game.
I mean, think of it this way: What is the reason for such a long emote range? People who don’t roleplay certainly don’t care, so it ultimately only concerns roleplayers – and no roleplayer I’ve ever met in my 6 years of roleplaying would be interested in knowing what 2-3 strangers several hundred metres away are emoting. We’re talking the literal distance of half a district here. It doesn’t make any sense.
I’ve roleplayed in other games before, but now I’m here and after only a week into the roleplay, the extremely long emote range is frustrating me so much that I’m almost considering leaving for something else. Now imagine those who do leave.
Please fix it. Please.
(edited by Aquila.5142)
As others have said before, I really think it has a lot to do with sizes and the fact that the alternative races are just too far from what a human looks like. Norns are enormous, Charr look like utter monsters, Asura are tiny Dobby-looking creatures and the Sylvari, in my opinion, just look like something out of a children’s cartoon.
Couple of things they could have done that I genuinely think would eradicate the vastly disproportionate differences in player distribution:
- Norn made shorter. Making them on average just a foot above a human would be enough to make them appear distinct and imposing but not look like giants.
- Charr made more straight-backed and given ‘softer’ features, not any less ugly, just features that don’t make them quite so alien. In other words, just a tiny step closer to resembling humanoids.
- Asura raised a few inches, body width decreased in favour of being slightly taller but still not tall as tall as a human.
- Sylvari given more natural colours and less cartoonish faces/hairstyles.
Now, this is just my opinion, but the common denominator here is to make all the alternative races move one step closer to humans – because let’s face it, we are humans ourselves and not all of us can relate to being twice or thrice the height of other humans or having horns larger than a human’s limbs. If ArenaNet had done that from the beginning, I don’t think they would be facing this problem anywhere near the scale on which they are observing it now.
I really don’t understand the lack of choice in this game sometimes.
Guardians are stuck with a blue flame interfering with the chatbox.
Rangers are almost completely unable to choose when their pet should be out and when it shouldn’t – and are unable to use both rifles and pistols for whatever reason, despite being one of two distinctly ranged-weapon classes in the game.
Mesmers automatically use mirror illusions in combat regardless of whether the player wants to or not.
Necromancers are stuck with pets automatically being summoned in combat too, I think?
And so on. Not to mention the fact that multiple classes can wear everything from leather to scales or chainmail to thick plate but somehow they can’t quite figure out how to wear light cloth. Sorry for the rant, but I just don’t get what happened to the ‘RP’ in MMORPG.
That blue flame is way too awesome. You wanting to turn it off is blasphemy. You are now officially banished from the Guardian community.
That’s alright, but is there a way to disable it?
Hello everyone,
Is there any possible way to remove the blue flame on the guardian action-bar, or simply turn off Virtue of Justice? I would be happy to play without the benefit of Virtue of Justice if it just got rid of the distracting blue flame, but so far I have found no means to do this.
Hello all,
I’ll start by saying that I’m not in the habit of whining about item design, especially not when it comes to MMO’s, but this is just too vexing to ignore. Granted I started playing GW2 only recently. However, what repeatedly makes me stare at the screen in confusion is the absurd weapon models in this game. Not the spikes, not the glowing magical weapons, not the burning ones either; I’m talking about the weapons that are so huge that the tip is constantly clipping through the ground, blades the width of small tables, hammers with heads as large as the character’s torso, etc.
Would it be such a stretch to say that for example a sword that scrapes the ground is too long, or that it is too wide if it covers the character’s entire back? And would it be too much to ask for at least some weapon models (that aren’t solely for level 1-15) that are designed and scaled to a semblance of credibility?
I understand that people have different preferences, but please tell me I’m not alone in thinking like this?