Showing Posts For Belian.7846:
Great… attempted this mission just before the update to (hopefully) fix it. Same problem as everyone else, so I won’t go into details.
One thing I have not seen mentioned as a possibility is that I died at the 1st location after the conversation occurred then ignored the mobs that had spawned there when I re-entered and went the other direction.
I wonder if we could match this up with “number of people logged in” at similar times. It could be that some servers just need to advertise that “Our server is under attack and needs help” during the night.
Of course, they could already be doing that but I wouldn’t know. Randomly joined Henge when the servers first opened without knowing that it would be a 3W server. Been playing PvE and have not touched the PvP or 3W yet. (also have not reached lvl 80 yet. Been jumping between a number of games)
Haven’t even read the entire 1st page, so I have no idea if this has been brought up before.
I’ve heard some people complain about the farming of certain events/event chains and have thought of a possible solution. This solution is based on the idea that the “farming” is primarily because “MMO gamers want gear NOW” and that sort of farming is the best way to get it. By itself, this isn’t a big problem.
Unfortunately, this is where the dynamic event system seems to have a huge flaw: some people continually completing an event/event chain decreases the casual player’s ability to experience that content. With questing/personal story, you can guarantee that everyone gets certain content in the long run, but the DE farming makes it hard to just “experience” some of the content.
Something I’ve personally wanted is the DE hint/checklist just to know where DE’s I haven’t seen yet might be or figure out how ones I did see got started (how the list is “unlocked” is another topic). To my mind, adding that and making them achievements that have a 1 hr reset (like the dungeons) would be the best way to encourage variety. Also make a daily achievement for completing X number of events in different areas with a HUGE reward (including Karma and based on level) in order limit the kitten-storm that would occur.
Making the reward based on level would probably have a lot of players going to the early areas for “easy” events. On the one hand this would guarantee people in the early areas. On the other, they are going to be lvl 80 and steamrolling it. Assigning different values to different level events that go towards this “world contribution” achievement would have some people “farming” the early areas for a long time, while others would complete a few events in higher level areas in less time.
Ideally, this would give the people who are farming for a few hours each day a similar amount of gold/karma for completing a variety of events and spreading out instead of the same one over and over. Though this will anger the people who are farming dynamic events almost every waking moment, a casual player should be able to see more of the content as it was originally meant to be seen.
There is no way to completely stop farming activities, but this should help disperse the farmers.
Please note this is an “off the cuff” idea that I came up with in another forum and possibly has huge flaws. I also wouldn’t expect it to be implemented right away because of all the balancing issues involved.
(Possibly the vanity gear will have to come down in price as well, but it is already higher than most people think it should be even when taking the longevity increases they provide into account)
I haven’t read this entire thread, but I have to ask a question:
How is the "grind" for equipment and the reduced rewards any worse than most MMO’s random-number generators or WoW’s dungeon timers? GW2 is trading the "chance to get your armor in multiple runs" for "guaranteed to get the armor you want in multiple runs" and it is not like you can’t do a variety of paths.
Also keep in mind that the only reason to farm dungeons that quickly is to get the rewards faster. As this game has no subscription, what is the point of doing that? Feel free to take your time and just play the game a few hours/get a couple runs in each day. You have still gotten a good deal for your money.
(though I will agree that the overall number of time you have to run dungeons for a single set seems to be a bit much even if the purpose IS to give you bragging rights and keep you playing longer)
Also you’d find the later quests do reference earlier quests.
I haven’t finished my story, but this is the first time I’ve heard this. Is it possible that these sorts of things need to be pointed out a bit better? Or are the events the same no matter which character you are and you get references to all the personal story quests and not just your own?
It doesn’t do much damage… unless you hit the enemies directly. It does a slight stun/knock-back to all the foes in the target area, but a TON of damage to enemies it hits directly. Those transports only took 2 direct hits a piece to kill when I did it yesterday.
The trick is to aim at (or even behind) the enemy you are trying to kill and fire as fast as you can. As it hits using LOS and not the target, you need to aim at the mobs bodies and not the ground.
Oh, I know I couldn’t do better. And probably most of the people who are complaining would agree that they couldn’t do better on their own. There is a LOT of writing/story in this game and the fact that they have managed to pull it all off this well is quite the feat.
The problem is that “choice” is one thing the game gets right in just about every way EXCEPT in the case of the high lvl personal-story. I’ll admit I haven’t finished my own personal story (not quite lvl 60), but it sounds like once you get past a certain point you no longer have any significant “choice” of how the personal story progresses. This is contrary to everything that came previously. You chose your race, faction, past event, and Order. And even though you only have 3 choices for an Order, you are then given a number of ways to help the order you do chose. What significant choice is there after the lvl 50 story quest? By the sound of it, not even the previous significant choices have any influence.
THAT is why people are complaining: not because people think they can do better, but because GW2 builds up a promise of “choice” and then does not live up to it.
(edited by Belian.7846)
I haven’t finished the story, but I thought my decisions would play a small part throughout the game.
As a Norn, I chose the Priory, decided to go study the …frog species (can’t remember the race’s name), and then took the tests to convince them to listen to my warning. One of the tests was a “war of words” where my options were tailored to my previous decisions: from the Hunt up to the defense of the Priory. I knew that the scenario would be the same no matter how I got to that point, but I loved how my choices did come up again.
Now I learn that there is not even that much variation past the Claw Island defense (with the exception of which order you have to defend)? That just does not seem right. I fully expected that the allies you accumulate in the different “chapters” of your story would at least show up with you for the final battle, even if they didn’t appear in the cut scenes.
Though I don’t know if it would work for every story, I know that your Char warband or the Norn allies (I teamed up with the Minotaur and the group that “cleansed” the horn) would work out well as NPC back-up for a final fight. It is quite possible that different stories end up with different numbers of allies and make something “simple” like that a lot more complicated and thus harder to program/test.
(As a side note, I expected something to happen in the story quest because I destroyed the horn and Eir said that doing so and not honoring my ancestors could have consequences. On the flip-side, I would expect that a sealed horn would eventually cause misfortune. Apparently nether currently happens)