Showing Posts For BlueLion.1309:
Hi,
I’m supporting Agent.
Give environment for megabosses to usable state.
Blue
(edited by BlueLion.1309)
Hi :o)
I see as key question this: What is meaning behind AP?
For me AP is “map of content”, at start of dailies I saw meaning of AP for Anet in “attracting players” and also I see element of “rewarding for gametime”.
This topic is focused on “achievement hunting” gameplay style and “burden for daily completion”.
Tonight I spent 4 hours for sPvP solo arena wins. I’m not going to invest so much time to it again :o) 1 hour for me and this content is enough, no more and not daily at all.
It’s really obsession and not fun. In longterm “all dailiest must” is in my POV unhealthy. Current update just made it more visible. I think that purpose was to attract players for Solo and Team Arena.
At all, I don’t support Evon. Possibilities are open and player is the one who choose and decide. I like to have option of “little more challenge with another AP”.
I can support idea that points for .. Solo/Team arena wins arent funny. You can have 30 Topstats in arena and no win.
What I support mainly in this discussion is change to leaderboards. Leaderboards arent today competitive.
I also like some cosmetic changes of AP UI – watch list works badly with dailies, 3 near completion are useless options – for timeconsumpting isnt right number 90% of total value, but 90% of values between last and next achiev rank, no memory of UI for last seen topic, …
Visions and horizons: (this part is big dreaming, dont read if stressed ;o) ..)
Make WvW more living.
Current NPC guards are not worth living. Maybe count score for them? Maybe some supply gathered by traveling NPCs can cause their respawn?
Towers/keeps/castle are autorepaired after capture. No difference for cap by massive zerg or 2 players. Most time all players just move to next point. Little creativity in upgrades.
WvW is now unending war machine of conquering and capturing. It’s good basic idea. But risk for undermanned players is after time annoying, while these players are entertaining high population server players by time critical recaps and undermanned fights.
If we will count some farming on server side (no player farming required), low populated map will be just poorer then high pop and it must have some effect on booty and loot.
Make more orchards, mills and quarry. Make farms and add citizen to more places then crossroads. Let server count some farming and population. Let NPC have more actions on map. For start, give them more living traveling on map.
Give players chance to more creative upgrades tied to location. Give players chance to move supplies (drop supplies) to location.
Low pop players will found rich map full of booty (more NPCs, events, active locations). High pop players will found balanced opponent worth more than poor plundered country (razed areas). Zerg will be called only for big campaigns and maps will be living by circulating parties.
After time 100.000 score will be reached and even Citadel Waypoint can be plundered with new gun for epic finale of WvW style battle.
With overflow maps in PvP servers style (for example RedBorderland106, EternalBorderland107, ..) there will be no queue for overall WvW play anymore. With WvW map in style of Custom Arena, maybe some guilds will present their “unconquerable map” and feel it like their home and Citadel Waypoint like Guild Hall.
Summary: (Current zerg gameplay style will be still possible)
WvW maps will be more living attracting players against stronger/richer opponent. Epic finale for high pop, short imbalanced experience for low pop. More creative possibilities and more gameplay style possible (banditry camp flipping, event farming/building/escorts).
My definition of WvW problems:
High pop server and imbalance: Queue is annoying
Low pop server and imbalance: 1v5 is annoying after time
Zerg: Bigger zerg is the way to win. Numbers are main element, no creativity
Score: Longterm benefit of current WvW score is nothing, score is not worth earning
Quick small ideas for solutions (work-arounds):
High and Low pop server imbalance: Maps of current WvW mode enterable like sPvP servers. Current WvW style maps with balanced sides on map. Queue only when side on map reached next balance cap.
Zerg: Score points more dispread on map. More sources of score.
Score: Two ideas, dividing score to map score and account bound score. Personal Account bound score for last 30ty days. Current WvW +1% benefits more creatively tied to account bound score.
Longterm ideas:
High and Low pop server imbalance: Using WvW platform untied to server, tied to guilds. Rebuilding WvW tied to servers as special events like sPvP tournaments.
Zerg: WvW platform much more creative. More NPCs, dynamic events. More upgrades to locations.
Score: Map score going to epic finale. Map score to earn WIN (100 000 points is enough, 50 000 points diff also).
I’m open for questions ;o) Many ideas has specific problems, but with all it’ll be long wall of text.
Hi,
I’m also looking to join guild focused on this action.
If there is any recruiting, just write me ingame mail.
If there will be 30+ posts and none created, I can do it.
EU server. Ele, both PVT and Zerk sets, CMD tag.
My last own action end near 53%.
Blue
Hi. For me it looks like a bug. Overflow LA, WvW… Right click on name and see only “Report” option. And it’s everywhere same: Friend list, chatbox name, guild tab both (guild and roster).
Only after whisper with reply I can choose other options.
In Friends its verry frustrating for me, because I cant remove one accidentally clicked..
.. second non bug, but unplesant feature is that when I can open right click tab and want “Invite to party” someone with party its easy miss with “Invite to guild”, because option is not here and I quick look for ^Invite..
Same issue 4/5. Only jumping puzzle missing.
Hi, I also see this as a problem. This makes me unsatisfied customer.
(Really angry, but trying to be constructive and polite).
Yes. I’m more then 20 times angered with respawn rate. My girl stop playing GW2 for it. Often on guild team speak somebody is angered by respawn.
My laziness is overcomed and I’m writing on forum..
On world map valued places are very often non solo because of respawn. Unfortunately it is on solo often find out by death through respawn. It for player means “go somewhere else” and later “go play something else”.
It very often make unwanted grind of mobs in some place (even in group).
Bots are the one who prosper from this most.
On some maps is also quick respawn of events making waypoints contested. Make event for first time is fun. After some time it is absolutely boring.
As there are ways of making thing difficult, respawn only make it annoying.
For game which wants strong story line is respawn most times against this objective.
(Hey I know there are “war zones”, but all the other places?)
With this is one more thing. After respawn mobs enter very quickly agro state. In some cases You find out about respawn by some strong skill > down > defeat.
Suggestion:
For work-around make longer global cooldown.
As final stage solution make option to block respawn, enabling solo mode for non-war zones (limited range from player), automaticly overcharged by another player whom dont block respawn.