Showing Posts For Deikun.6409:

WvW Poll 12 July: Repair Hammers (Closed)

in WvW

Posted by: Deikun.6409

Deikun.6409

Okay three things! One: Really like this post. Excellent piece of communication showing the players some information and lines of thought behind this decision. That’s kittening perfect please keep doing that.

Two: If this system goes well -regardless of if we get hammers or not- what are the chances of other items or systems being thrown into the live game to see if it sticks? That’s what I really loved about season 2 of WvW, it just made things different for a bit! Given the things it made different didn’t stick (and that’s probably the reason we’ve never seen another season since…), but regardless I loved the idea behind that. Just throw some stuff into WvW every now and then to make some chaos, show us something new, and maybe even get a new item or mechanic out of it.

Three: The hammers. From the information provided ( which I assume isn’t 100% of it), I don’t really like the sound of repair hammers. It would be one thing if siege was made generally more expensive/hard to get/etc to make repairing and keeping them a decent idea, but to be honest it just sounds like it might bog down sieges more and just make them boring. I mean how many times are you willing to watch one AC get repaired before you just throw the towel in and do something else? Though I like the idea of Golems being unusable during repair, could this spread to other siege weapons as well? That right there would offer a decent trade-off. Want to keep that catapult? Great! Get off. Especially if you’re locked into repairing that item for a certain amount of time (I imagine repairing will function just like building?). Combine that with limited hammer capacity (maybe have them function a bit like traps?) and using them could be a decent strategic move to think through.

Dear ArenaNet, WHY?

in Guild Wars 2 Discussion

Posted by: Deikun.6409

Deikun.6409

Why is the style section of the Black Lion a vertical listing with large icons rather than a grid, or a listing like in the trade post or merchant? Clicking one brings up the preview regardless, to me it seems like the Gem Store has an unnecessarilly bloated interface.

The Gem store certainly served its purpose on launch, but I do think it has vastly outgrown itself. If I remember right, a vast majority of Town clothes were removed from the gem store because they took up a LOT of room, and with the current layout that lead to a lot of scrolling. That or the plan to strip town clothes out of the game started long before the feature patch.

Dear ArenaNet, WHY?

in Guild Wars 2 Discussion

Posted by: Deikun.6409

Deikun.6409

1. My best assumption would be time crunch. Let’s make these items armor skins, lets make these items outfits, but we’re running out of time so let’s just make all of this stuff tonics. The fact they offered gem refunds in the post introducing this change tells me they knew it wasn’t going to be very popular.

2/3. Underwater Combat is, I assume, basically non-existent for Anet right now. The biggest attention it’s ever gotten was the rare breathers from Teq, and a few months after that Raid on the Capricorn was ripped out of PvP, and we continue to not get water weapon skins from newly introduced sets. I have a feeling if they could, Underwater Combat would have been cut from the game like Town Clothes.

4. I’m thinking the the fact that the crafted backpacks aren’t level 80 is to not undervalue the ones you make at 80, and the stat boosts are to counter that in some way. Almost all of the level 80 back pieces are ascended, so perhaps they’re trying to make it not seem silly you need a stack of T6 mats to make most of ’em.

5. My guess is that outfits work essentially as temporary armor skins. They don’t go over your armor, they ARE your armor. So hiding your normal helmet will also hide your outfit helmet because they’re the same thing. Why they didn’t go a step farther and just, I dunno, make ’em all armor pieces, I dunno. Maybe linked to the time crunch mentioned above.

6. Not only Tribal, but I think 3 full armor sets are essentially locked for a lot of players who didn’t get them before the first feature patch. I managed to make all of them myself, but it’s certainly not a good point that they removed 3 armor sets and have yet to even address it.

7. No place to put them, maybe? Perhaps a UI person didn’t want to risk messing up the grids for a few silly mats.

8. The original intention was to make silk worth more, since it was so bloody common. I remember myself just throwing it out every time I got some. But you know what else I also do that with? Leather. Why they thought it needed to drive silk up but not leather confounds me to no end. The fact that Damask (which is so needed by all armor professions) is what, 20 gold, and Elonian leather is like 2 is a little silly and incredibly disproportionate. But I don’t expect them to back peddle on this anytime soon, they think it’s wonderful a T5 mat is more expensive than it’s T6 counterpart.

And to add a possible 9: Why aren’t WvW season tickets in the wallet? They’re obviously here to stay, why not put them in the wallet? Is someone so fascinated by the 4×4 grid that they wouldn’t dream of messing it up or something?

(edited by Deikun.6409)

Precursor: another way to...

in Suggestions

Posted by: Deikun.6409

Deikun.6409

I would be a massive fan of this! Ultimately I would like to see the random factor removed from making Legendaries all together, it just doesn’t feel like I earned it otherwise. I think this would be a great start to that, too!

Make Getting a Legendary Feel Legendary

in Suggestions

Posted by: Deikun.6409

Deikun.6409

I like the idea of a custom story line oriented to every Legendary Weapon. Still keeping in some of the requirements (probably most of them), but also having you trek across all of Tyria in what would be an extension of your personal story (so you’d obviously have to finish yours first) to acquire certain items/skills to forge parts of the Legendary you want.

Perhaps instead of buying the smithing recipes for all of the different gifts, make that a quest to see some dude out in the middle of nowhere who knows how to make the Gift of Metal, etc. and teaches you.

what I would love to see most in the forging of legendaries is the exclusion of randomness in the process. It just doesn’t feel that fun to make 77 Mystic clovers over what could be hours of work. Obviously you would have to make things a lot harder if the random factors were removed from the equation, but making the forging of a legendary weapon one massive, long quest line, and I think that could be a lot of fun.