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Taimi is all we need... (potential spoilers)

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Baolun.8316

Taimi has the knowledge. Taimi has the toys. Taimi has the resouces. Taimi has the contacts. Taimi has everything. And yet at the same time she’s also an oh-so-oppressed victim of her evil, evil elders who don’t have the merest fraction of her incomparable genius.

This is my main objection to Taimi. She’s a child super-genius who can solve everything with magitech, with no need for any adult Asura to get involved in the process! Wisdom and experience – what are those?

Seriously, on multiple occasions now she’s built a machine intended to have extremely significant world-wide dragon-hindering effects, all by herself. Shouldn’t some experienced adult Asura get involved before she flips the on switch?

[Spoiler] Lazarus' identity a poor plot twist

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Baolun.8316

I just came back to this game after a few months off and went through chapters 2-5 all at once, and I gotta say, I’m as baffled by the Balthazar reveal as the OP. So much about it just makes no sense at all.

But my primary complaint was actually a bit different – why was my character attacking Lazarus in the first place? I mean, the guy was nothing but helpful to us in his prior appearances. He clearly started out as enemy-of-my-enemy by starting a fight with Caudecus and peeling off a bunch of his followers, and then acted downright eager to help me with the whole defense of Aurene. And let me tell you, as a non-leet gamer, I needed the help. He even demonstrated good faith by letting one of my trusted people follow him around! And then we take the first available opportunity to ambush him, beat him up, and kill his minions just because known villain Caudecus thought he wasn’t a real Mursaat. Heck, given the bad reputation of Mursaat, not really being one should be a point in his favor.

So, you know, I can’t really blame Balthazar for turning against us. We were clearly not going to be reliable allies.

Gliders in Tyria .. will it ever happen ? [Merged]

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Posted by: Baolun.8316

Baolun.8316

This needs to happen. Gliding is awesome, and every time I go back to the old maps I miss it – haven’t accidentally killed myself yet, but have definitely taken unintentional falling damage several times.

Unsustainable map design

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Posted by: Baolun.8316

Baolun.8316

Why do you say Tangled Depths has horrid map design? Rata Novus is cool, and the diving near the waterfall vista is epic. You need to glide from a helicopter to a helicopter blade, jump to the nearby cliff, jump up a ramp, get the vista, etc. Then some of the quests are great but no one does the meta.

I’m not SamThe Guardian, but his complaints are probably similar to mine:

It’s a huge pain in the kitten to navigate, even before you consider the reasonably challenging monsters densely infesting the place. Many’s the time I’ve wandered in there, spied a hero point, poi, or vista I wanted to get to, and spent 15 minutes fruitlessly trying to find a way to get to it. Yes, I do have updrafts, bouncy mushrooms, and nuhoch wallows all trained – without those, the map is even worse.

Have you ever found yourself driving around in a city trying to get onto a highway, where you can clearly see the highway but can’t for the life of you find the actual on-ramp so you can drive your car onto it? That’s how I feel in Tangled Depths, every time I go there.

How are people beating Tangled Depths Meta?

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Posted by: Baolun.8316

Baolun.8316

I think the sheer size of the lanes is also a contributing factor – they sprawl all over the map and it’s unclear where in a lane people should be starting out, so there’s no clear point for players to gather, so for someone who’s just showed up it can often look like nobody’s really doing the event.

Compare that to the Vinewrath, or to the Season 1 Marionette fight – both of those fights had fairly short lanes and took place in reasonably compact areas, so a pug wandering by could easily see how many other people are already doing the event and where they are.

Eir's Story [Spoilers]

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Posted by: Baolun.8316

Baolun.8316

There’s an old saying: “I don’t have to outrun the tiger. I just have to outrun you.” I think that’s what she was supposed to be thinking when she did it.

It didn’t work.

Not to mention, double benefit. By having Eir left behind we would be preoccupied with saving Eir, thus letting Faolin escape. It was really a win / win from Faolin’s point of view in attacking Eir.

a) “I don’t have to outrun the tiger…” is reasonable when you’re running from a beast that wants 1 meal, not so much when you’re running from, essentially, a large organization that wants as many prisoners as possible.

b) Mordremoth has made it clear that it basically wants to eat all of Tyria and enslave everyone. Faolain claims she doesn’t want this to happen, and I think most of the “good guys” are pragmatic enough to set aside their quarrels and work with a villain if necessary to defeat the Big Bad – the Pact is clearly going to need all the help it can get after Mordremoth wrecked the fleet. If Faolain wasn’t terminally stupid, she’d surely realize that.

I did think of one way Faolain’s actions make sense, though – if her judgement is already being affected by Mordremoth. Dragon influence nudges her into making a stupid decision that makes her easier to recapture, and once that’s done she can be fully corrupted.

Eir's Story [Spoilers]

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Baolun.8316

We’ve always been trying to kill Faolain though

It’s not like we could get angrier at her

But Eir was willing to help her escape from Mordremoth, presumably both due to general decency and due to not wanting Mordy to get another powerful minion by corrupting her. And they were being chased by a Mordremoth minion when Faolain betrayed her! Taking time out to stab someone you don’t like while you’re actively being chased by a bigger threat is just plain dumb. Secure your own escape first, THEN betray the hero.

Eir's Story [Spoilers]

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Baolun.8316

I just had a problem with Faolain’s betrayal being so stupid. Like seriously, you’ve been captured by a major enemy you desperately want to escape from, some lesser enemies show up and give you reason to believe they’re willing to help you escape, and you openly betray one of them in full view of all the others while being chased by a greater threat?

Faolain flunks Villainy 101.

Buried Insight bug? Frozen NPCs

in Bugs: Game, Forum, Website

Posted by: Baolun.8316

Baolun.8316

I’m also getting stuck at the part where you “follow Taimi to the draw of ley energy.” after you fight the group of mobs she just gets stuck there and you can’t progress.

Same thing for me – some chak spawned, I killed them, Taimi ran back to where she was when they spawned, and then she refused to move any further. Braham and Canach followed me around while I killed the sentries and explored the lab and the orchard underneath, but obviously without Taimi nothing happened.

June 23 Specialization Changes

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Baolun.8316

Mortar has been converted into a kit and now has the following skills:
1) Mortar Shot: Launch an explosive round from your mokittenamaging foes in the target area.

what is a "mokittenamaging " ????

It’s their profanity filter being overaggressive. They’d clearly meant to type the words “mortar” and “damaging” there. I think the most common version is “that” and “its” being censored into “thakitten”, but it happens in all kinds of silly places – my personal favorite was the time someone referred to a recent Japanese nuclear reactor disaster, and the name was censored to “kittenushima”

Remove gender-locked character customization

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Baolun.8316

No comment on the hairstyles, but Charr horns can’t be gender-unlocked because they actually are supposed to look different for males and females.

Look at the range of options for females and males – male horns tend to be larger and curve forward, while female horns are mostly smaller and swept back. The only female exception I can think of is the Rox horns, which have always looked wrong to me. And look at the way they connect to the head – males have a serious brow ridge where the main pair of horns connects, while the females don’t have that at all, and in fact their main pair of horns emerges much farther back on the skull. Putting male horns on a female skull, or vice-versa, would not only remove one of the main gender distinctions, it simply wouldn’t work without a lot of remodeling.

(edited by Baolun.8316)

Font of Rhand mortar bug

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Posted by: Baolun.8316

Baolun.8316

Same thing happened to me, couldn’t use the mortar at all.

Luckily, I ragequit with my character standing on the ice, so I would have stumbled upon the workaround by accident even if I hadn’t read it here.

Trapped in Virtual Tyria as Your Character

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Baolun.8316

1) Which character/profession would you rather be?

Of the characters I’ve made, I have to go with my Charr warrior. My Asura engi and Sylvari ele were strong contenders, but Asura society seems like it’d be really annoying to actually deal with day to day, and Sylvari society is just plain odd on top of the whole dragon minion thing. Also, see #4.

2) Which game mechanic would you rather not have to contend with?

Underwater combat is a pain in my fluffy tail. If I never have to fight anything underwater again it’ll be too soon.

3) What currently unimplemented game mechanic would you wish was implemented?

To copy what some others have said, it’d be pretty cool to have my other characters hang around as my Heroes.

4) Which NPC would you be most likely to seek out and befriend or clobber or ________?

I’d seek out MY $%##!& WARBAND THAT I HAVEN'T SEEN IN 2 #!& YEARS – ahem. Excuse me. Seriously, though, I actually liked those guys – Reeva, that clothie dude, that chick who didn’t want to be a cook for Flame Legion – and now I can’t even find them in my Black Citadel home instance. It’s depressing.

5) Which zone would you choose to call home?

Mostly Black Citadel and its surroundings. Being a gardener in real life, I’d buy some land in Ascalon and start a chili pepper farm. Those things are through the roof!

Traits Part 2

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I sense that certain elements are still being weighed and considered. […] it may be premature to discuss “plans” as opposed to simply saying, as Colin did, that changes are coming.

So the team’s decided to change it but hasn’t decided how yet? Okay then, allow me to present some advice, derived from two other MMOs I think handled this sort of thing well: Rift and The Secret World. (I also fully agree with all suggestions to bring traits back down to lower levels and make unlocks less annoying – these suggestions are more for the problem of people not using or caring about traits even when they have them.)

1) Offer preset builds

Mention was made, earlier in this thread, of some staggeringly high percentage of players never even using traits. Obviously, the current trait acquisition system has only made that problem worse, as the massive hurdle of unlocking traits encourages people to write them off as not worth it, or even to dismiss them as “a crutch for bads”.

As much as we want to encourage people to care about their builds, we have to admit a lot of players want to turn off their brains when they game and will actively avoid anything requiring thought. Therefore: offer trait presets. Someone who wants to be, for example, a Necro with a lot of minions can slot the Minion Master preset and go about their business, while the people who want to think about their builds can still freely experiment. This feature was in The Secret World from launch – there’s a huge skill wheel, and you’re free to make your own build, but if you don’t care and just want to kill mans there’s a whole list of presets to choose from. Rift didn’t have presets at launch, but wound up adding them much later, IIRC after a test session in another country in which a lot of testers were stymied by the soul system but were ashamed to admit it so they just didn’t play.

2) Put traits and skills in the same place

In The Secret World and in Rift, you really can’t fail to unlock passive bonuses because they’re right in there with the active skills. If you put points into Rift’s Pyromancer soul, you will inevitably buy passive improvements to your fire spells that take effect automatically. If you put points into TSW’s shotgun skills, you will inevitably unlock a bunch of passive improvements to shotguns and/or synergies with other weapons, and with a highly visible passive skillbar right there next to your active skillbar it’s obvious you should slot some passives.

But in Guild Wars 2 traits are off in their own separate window, easy to ignore. So as nice as the current trait window looks, toss it and make 1 screen containing both traits and skills – thus, when someone looks at their skill options, they’ll see their trait options as well, and be reminded traits exist as an important part of their build.

3) Other suggestions

Obviously, suggestions 1 and 2 aren’t very useful to a person with few or no traits unlocked, and it’s shockingly easy under the current system to reach 80 with only a handful. Trait acquisition needs to be reworked so that the average player will have most if not all traits unlocked by the time they reach 80. It’s fine to put uber awesome traits behind challenging unlock tasks, but the basic adept and master traits should be easily available.

Also, as others have said, withholding traits until the middle levels teaches new players that traits aren’t important or necessary. Bring them back down so that people are slotting their first trait before they’ve leveled out of the starter zone – if you’re worried about overwhelming them, see #1 and offer presets.

Nexon vs NCSoft 2015

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Baolun.8316

Suggestions 4 and 5 look like they’re designed to make NCsoft funnel more money to stockholders, possibly at the expense of investing in their own business. Number 6 implies they think the current CEO is overpaying his buddies in senior management, and perhaps those people should take a pay cut so that money can spent rewarding stockholders. Not sure about 3, requesting the sale of some buildings and landholdings might be a legit attempt to get rid of nonperforming assets, or might be an attempt to turn a source of continual small profit into a big one-time boost.

So, in short, Nexon wants more money, and hopefully NCsoft won’t listen to them.

The Second Sylvari Tree ?

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Baolun.8316

I’d be kind of disappointed to see Malyck’s tree be just a source of corrupted dragon minions – Malyck himself seemed to be a pretty decent guy with a solid, intuitive grasp of right and wrong.

On the other hand, if the children of the other Tree are all more or less sane and reasonable people who happen to worship Mordremoth as their deity, that could be very interesting.

Game Updates: Traits

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Baolun.8316

For the most part, this seems to be another textbook case (in my opinion of looking at this long and hard) of a system which was not given sufficient time to be shaken out of issues before hitting the live servers.

. . . and no, PTR wasn’t the answer this time. Giving the whole thing a good look over after the pieces were assembled is probably the more likely answer to solving what went wrong.

Honestly, I think the primary problems stem from the new trait unlock system not being thought through enough to begin with. Start with the basic idea – we’re going to take a key part of the character-building process and put it behind a bunch of individual unlocks – so now we have to decide, what’s a reasonable amount of work per unlock? How much work should an average player have to do to unlock enough traits to make a build? How much work to unlock them all? We’re pushing back the levels at which players can use these things – do we want the average person to naturally have unlocked at least a couple of traits by the time they can slot their first one? If a player decides to unlock every single adept trait, what’s an appropriate level for them to be able to complete that? How do we feel about the scenario of a player leveling up, receiving an open trait slot, and having nothing to put in it?

I really feel like the above questions weren’t given very much weight in the initial design process, and instead they focused on their current obsession with pushing players to experience areas of the game outside their comfort zone, which is how we got some of the now-fixed absurdities like Mount Maelstrom map completion for an adept trait and the still-unfixed absurdities like the Grub. In fact, I would not be at all surprised if that design process included a list of Things Players Aren’t Doing Much with instructions to make at least some of them trait unlock tasks so players would stop ignoring them.

Game Updates: Traits

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Baolun.8316

Hey people mind quoting this post and explaining why you like the change to the trait system for low levels?

Don’t feel like going through thousands of post against the change. I just want to know he other side of the situation.

I don’t like it, but here’s the summary based on the defenders I’ve seen in this thread:

1. Having trait unlocks all over the game world makes you get out there and explore, so you experience more of the actual content and maybe even learn to like activities you wouldn’t have touched if you hadn’t been pushed into them.
2. Having a list of stuff to do to unlock your traits gives you long-term goals to work for, so you don’t get bored and quit too soon.
3. Stop expecting the game to hand you everything on a silver platter, you need to get to work and earn your fun!

Game Updates: Traits

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Baolun.8316

What’s disappointing to me is they haven’t said that they will change it. They haven’t said “we’re considering this or that idea, what do you think?”
They haven’t even agreed that the current trait system is a problem.

So I’m not hopeful that they’ll fix it.

Part of their problem is they’re not actually allowed to do what you’re asking, discuss plans with players before final implementation. Supposedly, if they come in this thread and say “we’re considering options X, Y, and Z, what do you think?” then everybody on the forums will get unrealistic expectations and throw mass tantrums when every last detail of X, Y, and Z is not included in the eventual solution, so clearly the only solution is to forbid all substantial communication.

It’s depressing, because I look at the forums for other MMOs I play and see devs having reasonable conversations with players – discussing proposed changes, what the goals are, and how best to reach them – and those games really don’t have better forum communities than this one. They just have companies that understand the concept of managing player expectations.

Narrative Lessons From 8 Releases of Season 2

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1) Be careful about biting off more than you can chew. Unpolished and lackluster content can turn a good idea into a bad implementation.

You know, I think this is what really makes the plot of season 2 worse than season 1 to me.

Season 1, for all its implausibilities and absurd minion pairings, has an overall theme – Scarlet and her minions prepare for, then carry out, an invasion of a major city for the purpose of awakening an elder dragon.

Season 2 doesn’t really have a theme beyond loosely fighting Mordremoth. A Zephyrite bigwig has a macguffin Mordy wants for reasons not yet explained, random places get overrun by killer kudzu, we investigate Scarlet’s past, a technical problem arises so Taimi can solve it, we do random sidequests so faction leaders will come to our summit which is coincidentally attacked by a Mordrem right after the leaders are finished saying they don’t think Mordremoth is a priority, we investigate Caithe’s past, and oh BTW Sylvari are dragon minions.

In terms of “what will I remember a year from now” – I’ll probably still remember that Scarlet assembled a bunch of different minions and invaded Lion’s Arch, and I’ll definitely remember the revelation that Sylvari are dragon minions, but everything in between? I’ve forgotten half that disjointed mess already.

Calling it now; Point of No Return

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Maybe she found the cave where the original seed for the Pale Tree came from and destroyed all the remaining seeds because they could eventually become dragon minions or champions.

I like this idea – and upon reviewing the wiki entries for the Sylvari personal story where you meet Malyck, I see that Caithe’s lines when she realizes he’s from another tree still work with the backstory of her having thought she’d destroyed all the other seeds.

Even better if Wynne objects to the seed destruction and either dies by accident/monster or is murdered by Caithe.

I can't care about Point of No Return

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Baolun.8316

Rytlock was in fact fighting ghosts. He thought he’d found a ritual to put a stop to their endless respawning, and then it turned out to not do what he was expecting. Sure, he was willing to send troops to fight Mordremoth if the ritual worked and he didn’t have to devote so many soldiers to ghost-suppression duty, but he would have been interested in the ritual even if Mordy was still sound asleep.

Seeds of truth.

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Since nobody’s mentioned it in this thread yet – the Pale Tree grew from one of several seeds found in a mysterious cave, so we’re probably going to find out more about that, and the sealed cave is most likely the cave in question. I’m also hoping to find out more about Malyck’s tree, as the existence of another tree implies at least one other being found the cave of seeds, though that might not be in this chapter.

Wild theory that probably isn’t true: the Inquest found the cave and planted all the seeds so they could use the resulting Sylvari as a reliable source of slaves and test subjects.

anet's lack of transparency

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As has already been mentioned in this thread, it would help a lot if this game had something along the lines of a publicly available test server where people could try out and give feedback on new additions.

For example, I also play Neverwinter, and just the other day the launcher had an announcement that they were going to make some class changes. The full announcement on their website went into a bit more detail, invited all and sundry to try out the changes on the test server, included a link to the forum threads specifically set up by devs to contain class change feedback, and claimed that the devs would actually take player feedback into consideration when tweaking the changes. And guess what? Those threads may have a few people going “ZOMG you ruined this class” and “that skill is still OP, y u no nerf it” but for the most part posters are civilized and post reasonable feedback on how they think a class or skill is working.

Or consider Rift – we’ve known for months now that they were planning an expansion that would take us to the plane of water. Early on they just provided vague teasers, then gradually more and more detail. They wound up having to push back its launch date 2 weeks, and plenty of people complained about that, but the whole thing is available on the test server right now for anyone to try out. And like Neverwinter, Rift has a whole section of its forums dedicated to test server feedback where it’s not unusual to see devs respond to players, explain their reasoning for doing things, and even make changes based on their suggestions.

Game Updates: Traits

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Baolun.8316

snip
So as Jon asked, please keep your feedback coming with our thanks for your efforts to also make the game better! Please note that as Jon points out, changing systems or making adjustments takes time and careful review, but you are being heard and your input is valuable to us.

My thoughts:

1. Adept traits should be really easy for a solo level 36 to get. Like, every last one should be as easy and accessible as doing a skill point challenge. It’s not ok for a new player to get to level 36, look at their shiny new major trait slot, and realize the trait they want to put in it is locked behind something ridiculous like a level 52 group event. Maybe even move a bunch of the adept unlocks down into level 15-30 areas so people can have a better chance of having some traits already unlocked by the time they’re able start using them.

2. Traits in general should not require event completion, especially events that aren’t up very often and/or require a group. When a new player decides they want a trait, sees its unlock is in a certain area, and goes there, they shouldn’t have to wait around for 15-30 minutes hoping the relevant event spawns.

3. Traits also should not require personal story step completion, or if you insist on it at least pick some lower level steps. I did Clawr Island once, I’m not doing it again.

Leveling is a complete drag now

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On a slightly related note, I’m still waiting for someone – anyone – to make a cogent argument as to why removing the the water bucket and feed sack bundles from Diah’s farm or the recipe for Eda’s Apple Pie from the game improved the leveling experience.

I’m thinking Anet at some point got feedback showing actual numbers of people who tried the game and definitely quit because they found things like that too confusing. They’re clearly trying to get more people playing, so I suspect someone at the top decided “excessive complexity in starter areas” was an easy concrete thing they could change to keep the people who were getting scared away by things like golem chess. Obviously there’s a counterargument that excess simplicity will also drive some players away, but until the change is made that’s a purely theoretical loss and difficult to measure.

"Leveling as a Reward" Experience Crippling!

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Because it’s a main hand weapon with slightly higher stats than the weapon you have.

I’m sure that helps Guardians a lot since, correct me if I’m wrong, they get the choice between a SHIELD or a FOCUS for completing the intro.

See, this is my problem. People comment about the new patch without actually having tried the new patch. Here’s the reward for finishing the tutorial in the new patch, with the new guardian I just made to test it out.

It’s a mace, slightly better than the one you have when you start, to teach you to change weapons, just like I said.

This is a great example of why people are complaining that the new patch dumbs down the new player experience.

Before patch: You make a new character, you have a main-hand weapon, you notice as you play through the intro that you have an auto-attack and you can unlock 2 special attacks, then you’re given an off-hand weapon and notice that it gives you 2 more special attacks to unlock for a total of 4 plus your auto. This teaches you the concept of off-hand weapons, and if you’re really clever you’ll realize you can mix and match main- and off-hands for different sets of combat skills.

After patch: You make a new character, you have a main-hand weapon, you notice as you play through the intro that you have an auto-attack and that’s all, then you’re given a slightly better version of the exact same weapon you started with and 1 special attack unlocks itself. This teaches you to change weapons when you find a new one with better stats.

In other words, the intro to a concept that’s kind of unique and interesting about this game – dual-wielding for different skillsets – is declared overwhelming and scary and pushed back so that an average newbie won’t encounter it until they’ve already been playing for 20-30 minutes. In its stead is an intro to the concept of trading up when you find something with better stats – something so incredibly common in both MMO and single-player RPGs that only someone brand-new to gaming would need to be taught about it. The new version is just less interesting, especially when you add in the decreased access to attack skills 2-5 at low levels.

The Biconics cannot carry the GW Franchise

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So, if Braham, Rox, et al had been Pact investigators, this wouldn’t be as bad?

If Pact investigators had been present instead of, or in addition to, the Biconic gang, this wouldn’t be as bad. I actually do like Braham and Rox (though I could do with a bit less Kas/Jory relationship chatter and I’m increasingly wishing for Taimi to accidentally blow herself up) it’s just that this situation is far above their pay grade.

I feel like the actual authorities should be something like SHIELD in the current crop of Marvel movies – when weird and dangerous things happen, they generally show up to try to take charge of the situation and prevent unnecessary death and destruction. They don’t necessarily solve the actual problem, and may be actively obstructing the heroes of the movie, but they’re trying to be responsible. There is basically no scenario in which Agent Coulson walks into a dead supervillain’s lab, finds an unsupervised child messing around with the equipment and trying to make a fundamental change to some nationwide network, and decides to let the child finish the job. He WILL be stopping her and calling in a team of experienced scientists to deal with the situation, because anything else would be totally irresponsible.

So I guess the whole Taimi thing is really the core of my personal objection to the current story’s focus on the Biconics. She’s a preteen with no common sense and right now she’s being given full, unsupervised access to not only the notes and machinery of a crazy mass-murdering villain, but also the machine that made that villain a crazy mass-murderer in the first place. And the story presents this as a good thing!

The Biconics cannot carry the GW Franchise

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I agree 100% with points 4 and 5. Scarlet was an incredibly destructive villain, carrying out highly effective terror attacks against multiple regions and eventually reducing a major city to rubble. Her activities and the results thereof should be the subject of intense interest by all three orders, not to mention the Seraph and the Lionguard. Yet somehow, nobody knows she spent time in this desert mining town until our ragtag band of misfits stumbles upon it, and we don’t report this to any actual experts?

And as cute as it is to watch Taimi fangirl around, figuring out the life’s work of an evil genius is way too important and dangerous to leave in the hands of a child. It’s a job for a whole team of experienced adults with a variety of skills – a delegation from the Pact, an organization the player has substantial influence with, would be ideal. And yet, the only time we see an actual adult with relevant skills come near to stepping in, he’s a jerk who’s only there to yell at Taimi and obstruct her work, because clearly a small child with a demonstrated lack of common sense can do a better job of protecting the entire continent-wide travel system than any adults who might have actual experience working on said travel system.

This whole storyline would have both made more sense and been more interesting, IMO, if it had focused around a team of Pact investigators digging into Scarlet’s background, rather than shoehorning in characters who don’t belong here.

Game Updates: Traits

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It just occurred to me – remember that line from the Manifesto about how GW2 wasn’t going to make you spend hours and hours preparing to have fun before you could actually start having fun? The change to trait levels and unlocks is absolutely making new players spend lots of time preparing to have fun rather than actually having fun.

Game Updates: Traits

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Posted by: Baolun.8316

Baolun.8316

I’ll join the crowd saying this is overall a bad change – being able to freely change trait allocation is wonderful, and I have no problem with going from 70 points to 14, but having trait access pushed back 20 levels across the board is really discouraging me from playing my two low-30’s alts, and there’s no way in hell I’m making any new ones after reading the list of trait unlocks under the new system.

Consider what you have to do to unlock just the 30 adept traits:
– 13 map completions; only three maps are between level 25 and 40, while another three are level 60-70, and one is 70-80.
– 5 open world group events/activities; two are sub-40, two are low 40’s, and one is level 58.
– 3 soloable things in the open world; two sub-40, one low 40’s
– 3 personal story steps; all level 50+
– 3 tower captures in EotM (if you’ve never done WvW, towers require groups)
– 2 story mode dungeons; one level 40, one level 50
– 1 WvW jumping puzzle

So out of the 30 adept traits, 10 require groups to complete, though I’ll admit the 3 EotM towers should be easy enough if you log in when your color has a good zerg going. But the bigger problem is that only 7 (11 if you count WvW) of the 30 are reasonably attainable by a player that hasn’t hit 40 yet, and only 5 (6 counting WvW) of those are soloable. Under the old system, a level 36 player could have 3 minors and 2 majors, with the full lineup of major adept traits to choose from – now, a new level 36 can have 1 minor and 1 major, with potentially 0 majors unlocked, and more than a third of their major adept traits locked behind content that you have to be 50+ in order to do. Didn’t anyone at ArenaNet notice how discouraging that looks to a newbie?

tl;dr – As long as the new list of unlock tasks remains in place, I cannot in good conscience recommend GW2 to any new player.

Charr: Is there such thing as a nice helmet?

in Charr

Posted by: Baolun.8316

Baolun.8316

AC helm. For being a human-ghost-themed armor set, the helm is surprisingly well-adapted to Charr anatomy.

Braham the Norn

in Flame and Frost

Posted by: Baolun.8316

Baolun.8316

I’ll just say this: it’s gotta sting when you go to your mom’s friend for help and get called a liar because your mom let all her friends think she was childless. (And may have even told them so outright – Rytlock seems awfully certain that Eir has no son.)

Also, I agree that his in-game model’s face looks way too old. Teenagers generally don’t have deep lines around the mouth and huge bags under the eyes.

Why won't you help me give you more money? (Storage)

in Guild Wars 2 Discussion

Posted by: Baolun.8316

Baolun.8316

The Secret World (which was designed from the start to have a cash shop selling loads of different outfits) also has a good solution to this – your wardrobe is its own window, where you select, say, pants, and then pick from a list of all the different pants you own. Clothing never takes up any room in your bags, just goes straight to the wardrobe when you buy it.

I strongly recommend this type of system to any game that plans to make money selling costumes.