Showing Posts For Chun.1970:

Saving Guild Arena setups

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

What do people think of being able to save arena setups?

So if a guildie or guildies build a really cool PvP arena or maze using the available props/traps, give them an ability to save it. Then by talking to an NPC, the players can load these saved arenas or reset arenas that have been destroyed. This could even work for Asuraball, so instead of needing to place the 2 goals everytime players wanted a game, they could just load up the saved arena (so a QoL change, just saves a bit of time).

Guild Hall Portal question

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

“The guild portal will allow fast travel, for free, to the waypoint nearest to each mission start location available that week. You can also use it to travel to a selection of permanent destinations, such as Lion’s Arch and the Heart of the Mists.”

Can Anet provide a full list of the permanent destinations? Or atleast confirm if places like Sparkfly Fen and Bloodtide Coast are included for guild organised Tequatl and Triple Trouble Wurm?

Triple trouble is so useless

in Guild Wars 2 Discussion

Posted by: Chun.1970

Chun.1970

If you’re on EU servers you can also check out PSDH, our schedule is on ‘psdh.eu’. We run TT wurm 4 times a week and welcome players of any skill level to join us (as long as they are on teamspeak of course).

Next time tell us the test duration first..

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

The times are what they are, there’s no point being mad. Having been in the first beta I’m not surprised the times are still against EU players.
The only thing that does annoys me though are the number of players who have received a portal but won’t be able to participate in the beta because of the times, when there will be players who farmed for days, got no portal drop but would have been able to test the beta.
Surely if Anet wanted people to test the beta for bugs they should first make sure that players would be able to participate in the times of the beta instead of sending everyone off to farm for portals.

Elite Specs and the new weapons

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

They are planning on adding more elite specs. After a while, and if the followed your model, every base profession would have access to all weapons.

Surely by ArenaNet’s model of needing to introduce an Elite Spec which uses a new weapon we’d have necros using a pistol/rifle at somepoint?

My model means that introducing new weapons and Elite Specs are separate. So ArenaNet can introduce new Elite Specs without needing to introduce new weapons.

So for example an Elementalist could get access to mainhand sword base class and for their Elite Spec become a Ritualist which changes the weapon skills for staff when traited.

It’s possible that, yes, future specs might not all come with a new weapon. But, unless I misunderstood, you said that when a new weapon is introduced (like with this wave of elite specs), it should be added to the base profession.

That would mean that the next Mesmer elite spec would have access to the Shield, which is not something that Anet wants, as it would remove any opportunity costs.

Yes that’s what I meant, new weapons being added to the base profession.

I don’t quite understand your second paragraph, are you saying that Anet doesn’t want Mesmer base profession to have access to the Shield because it would remove any opportunity costs (what are opportunity costs)?

The only reason I can think of Anet not wanting to let base professions have access to a certain weapon is because it might put people off from using an Elite spec. So if Guardian base prof. had access to longbow already, players might not spec into Dragonhunter because it’s not necessary.

That’s why I proposed the idea that the longbow skills would change depending on if you’re a Dragonhunter or just a Guardian. It’s all situational in the end just like it is now, the player needs to decide if the Dragonhunter longbow skills, virtues, traits and traps are better for their current situation or base prof. longbow skills are sufficient.

Why would they want to make two sets of skills for the same weapon, to appease the idea that the weapon should be added to the base profession? As far as I can tell, part of the point of the new weapons being tied to the elite spec has to do with the fundamentals of what the weapon means for that class. Lots of classes use weapons that might seem odd for them (I.E. Mesmer, Swords. Necro, Warhorn/Axe), but these are all reflections of different ways a necromancer might express how they want to fight. Specialization, in essence, focuses this idea. Many of the basic trait lines focus on certain sets, and the elite spec is no different in this regard. It is just a matter of the elite specialization being ‘new’ to the class, a new mentality to fighting as a (insert class) and so that new way of fighting is represented with a new weapon. In your outlook of weapon skills changing based on spec, it would then be a logical progression to say all weapon skills should change based on specialization, not just the new ones, and that is a silly amount of work when the current method makes perfect sense.

The idea of having two sets of skills for the same weapon isn’t to appease adding them to base professions, it’s to allow for more and better fitting Elite Specializations. So instead of classes being forced to use the remaining weapons they don’t yet have access to, they can use any weapon available. So instead of Anet wanting to give the Guardian the Paragon elite spec, but realising all they have access to are bows and guns, they can reuse the staff and have the weapon skills change when the Paragon elite spec is traited to work alongside the elite spec’s mechanics.

I don’t see why the logical progression needs to be all weapon skills changing based on the specialization, for now only the weapons which are reused for an elite spec needs to change.

About the current method making perfect sense, I never said it didn’t, but I hope that Anet don’t end up needing to work even more trying to justify the potential next next warrior elite spec – ‘the Minionthrower, a warrior who fights by throwing scepters at dragonminions’, when instead they could of had the Berserker, or the Knight, or something more imaginative than that and able to use axes, swords, or greatswords.

Elite Specs and the new weapons

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

They are planning on adding more elite specs. After a while, and if the followed your model, every base profession would have access to all weapons.

Surely by ArenaNet’s model of needing to introduce an Elite Spec which uses a new weapon we’d have necros using a pistol/rifle at somepoint?

My model means that introducing new weapons and Elite Specs are separate. So ArenaNet can introduce new Elite Specs without needing to introduce new weapons.

So for example an Elementalist could get access to mainhand sword base class and for their Elite Spec become a Ritualist which changes the weapon skills for staff when traited.

It’s possible that, yes, future specs might not all come with a new weapon. But, unless I misunderstood, you said that when a new weapon is introduced (like with this wave of elite specs), it should be added to the base profession.

That would mean that the next Mesmer elite spec would have access to the Shield, which is not something that Anet wants, as it would remove any opportunity costs.

Yes that’s what I meant, new weapons being added to the base profession.

I don’t quite understand your second paragraph, are you saying that Anet doesn’t want Mesmer base profession to have access to the Shield because it would remove any opportunity costs (what are opportunity costs)?

The only reason I can think of Anet not wanting to let base professions have access to a certain weapon is because it might put people off from using an Elite spec. So if Guardian base prof. had access to longbow already, players might not spec into Dragonhunter because it’s not necessary.

That’s why I proposed the idea that the longbow skills would change depending on if you’re a Dragonhunter or just a Guardian. It’s all situational in the end just like it is now, the player needs to decide if the Dragonhunter longbow skills, virtues, traits and traps are better for their current situation or base prof. longbow skills are sufficient.

(edited by Chun.1970)

Elite Specs and the new weapons

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

The problem with releasing elite specs separately is that any traits relating to the new weap will then be needed to be added to original traits. Too many changes already happening to old traits I rather new weap traits be added to new specs that would use the new weap.

True, it would require them to rewrite or introduce new traits, but since they’re changing the trait system heavily anyway why not.
And they could try to build synergy with existing traits or with themselves, so with the Guardian base class longbow example, a skill could create a symbol to make use of ‘Symbolic Avenger’, a skill could grant long retaliation to make use of ‘Retribution’, the longbow autoattack could grant stacks of Might. The base damage could also reflect the lack of 5-10% damage multiplier trait you usually see with other weapons.

Elite Specs and the new weapons

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

Also, under the current system, it makes the elite spec more of a meaningful choice. As new ones release it will not just be trait lines and utilities, but choosing which weapons to use since you will only be able to slot a single elite spec at a time.

Elite Specs will still be meaningful as it still augments your skills/provides traits. So Guardian base class could have access to the longbow (and have basic guardian skills like skill1 – normal autoattack, skill2 – creates a regen symbol, skill3 – blind shot, etc.), but only once you’ve traited into Dragonhunter Elite Spec the weapon skills for longbow will change to what they are now (skill1 – Puncture Shot, skill2 – True Shot, skill3 – Deflecting Shot, etc.) and have access to the traps and synergy with the traits.

Elite Specs and the new weapons

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

They are planning on adding more elite specs. After a while, and if the followed your model, every base profession would have access to all weapons.

Surely by ArenaNet’s model of needing to introduce an Elite Spec which uses a new weapon we’d have necros using a pistol/rifle at somepoint?

My model means that introducing new weapons and Elite Specs are separate. So ArenaNet can introduce new Elite Specs without needing to introduce new weapons.

So for example an Elementalist could get access to mainhand sword base class and for their Elite Spec become a Ritualist which changes the weapon skills for staff when traited.

Elite Specs and the new weapons

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

Would it have been better if the Elite Specs had been separate from the new weapons introduced to each class?

I want to hear other people’s opinions of this because I feel like the Dragonhunter elite spec for Guardian came about because they wanted to give them a proper ranged weapon (longbow) and realised later that they needed to build an elite spec around that, hence the Dragonhunter theme. This as opposed to the Chronomancer which seems to gel better because the shield weapon was an afterthought (looks like a clock?).

So here’s the thing, would it have been better if they just introduced a new weapon to every class as one feature, and then introduced Elite Specs as a separate feature. So when a class selects an Elite Spec it changes the weapon skills of the one corresponding weapon & introduces the new utility skills.

This way, the Guardian could have had longbow as a ranged weapon and an Elite Spec like Paragon which can utilize a staff and the fancy new weapon skin at the end of the reward track could make the staff look like a spear (that is of course if Anet has no plans of making land spears).

"DragonHunter" name feedback [merged]

in Guild Wars 2: Heart of Thorns

Posted by: Chun.1970

Chun.1970

I’d like to add my vote for a name change as well and possible theme/description change (although I imagine it’s possibly too late for that).

This is the name and description of the specialisation –
“Dragonhunter – a ferocious big-game hunter that specializes in ranged combat and back-line support.”

Dragonhunter is a terrible name, but not because everyone in Tyria is technically a dragon hunter and because it sounds like an 8 year old came up with it. I don’t like the name because it sounds like it has no connection to the Guardian class. The same can also be said about the description, ‘ferocious big-game hunter’, if anything the Dragonhunter sounds more like a Ranger specialization than anything else. Surely ArenaNet could name the specialization something more Guardian-like, for example the Arbiter and instead of the big-game hunter type theme, have a holy judgement type theme.

Triple Trouble textures still blank

in Bugs: Game, Forum, Website

Posted by: Chun.1970

Chun.1970

Also when amber wurm comes out the ground to eat the players it’s still blue

Attachments:

Story Journal: Complete or Not Complete?

in Bugs: Game, Forum, Website

Posted by: Chun.1970

Chun.1970

I have the very same problem but with “The Dragon’s Reach, Part 2”. I didn’t buy any of the episodes, and fully completed them as they were released.

Attachments:

Game crash when clicking story journal

in Account & Technical Support

Posted by: Chun.1970

Chun.1970

Game is crashing for me as well.

After updating, I open Story Journal to start ‘Tangled Paths’, but this is when I notice that ‘The Dragon’s Reach: Part 2’ was activate and unfinished even though I remember finishing it (the update for some reason activated it). I thought it was just a small bug, so I’ll finish ‘Tangled Paths’ and I guess refinish ‘The Dragon’s Reach: Part 2’ again. But after completing ‘Tangled Paths’, I try to open Story Journal and it just keeps crashing.

CDI- Guilds- Guild Halls

in CDI

Posted by: Chun.1970

Chun.1970

Proposed Overview
Portal area, like the one in Fractal of the Mist

Goal of Proposal
Make it easier to gather all guild members to a location, e.g. Sparkfly Fen for Teq and Bloodtide Coast for Wurm

Proposal Functionality
The guild leader or officers can select a location, Sparkfly Fen for Teq, Bloodtide Coast for Wurm, and then all members who wish to participate can step on the Portal area and select ready. The guild leader or officer will select when to jump (which will port every member who selected ready to a new shard of the map).

Associated Risks
The only risks I can think of is that during Boss events, the strain of creating multiple new shards of locations might be an issue and troll guilds creating random shards for fun. But I think adding a 30min cooldown, minimum participating member number (20?) required to jump, a cost to initially build the Portal area and ‘maybe’ a cost to use the Portal area (1g per use or something) can help against this.