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disconnecting today

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Posted by: DinoToss.4810

DinoToss.4810

Hey, also having rolling DCs. Happened in a pvp game, RIP top 50 ;.;

did some work with the ping plotter. My hop to these ping addressees are the culprit for me. Is it the same for you guys (Im in southern ontario, these servers are located in new york/kansas apparently).

“Xe-9-1-edge2.nwr1.level3.net” – 4.68.111.69
“ae-1-60.edge7.Frankfurt1.Level3.net” – 4.69.154.11
“ae-1-60.edge7.Frankfurt1.Level3.net” – 4.69.154.11

Googling them gives some reports on other games of this being the source of packet loss. Hopefully its just a short peroid thing. I literally just dropped 75$ on gear to fix my ping for Season 6…..

Loot for new accounts, no inflation added

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Posted by: DinoToss.4810

DinoToss.4810

If you can’t gear up after completing dailies, what are you spending your 14 gold/week on? The game offers tons of loot and we barely notice, because it comes in the form of coin or stuff we need to sell on the TP.

Dungeons offer all of that plus tokens, which can be converted into gear.

-Free to play cant access TP
-I would argue its more fun obtaining the gear from drops than buying on TP
-If this content rewarded you with an item you could use most of the time, it would make that content feel more rewarding (not to us veterans but to a noobie, ya)
- Players often save dungeon tokens for their lvl 80 exotics when starting out

Loot for new accounts, no inflation added

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Posted by: DinoToss.4810

DinoToss.4810

Im Gonna take a sec here to respond to you as well Orpheal, Because im not sure of your experience with the guild wars franchise, or other games, but i think you have ArenaNet wrong on this one.

1st off, as for their loot system. Guild wars 1 had a similar gear system where it capped out pretty easily (more like exotic than ascended in terms of farm time) and after that it was all cosmetics and titles (Im strictly talking item farm, The other awesome endgame progression was unlocking 100s of unique skills but those days are gone and we are talking about gear here). WoW was the completely different in that respect, however the gear system in wow was more fun in my opinion. But they sacrifice balance, and the gear treadmill means if you take a break and come back you will be irrelevant. Guild wars 2, like gw1, has cosmetic and achievement based endgame goals. exotic gear is pretty easy and quite strong for most content, and ascended gear is attainable at a reasonable rate.

As for your “boss token” idea. This pretty much exists in guild wars 2. Fractal tokens, Magnetite shards, And dungeon tokens are awarded after each run, and can be redeemed to buy exotic gear for dungeons, and ascended gear for raids/fractals.

The “swarmed with gear thing” 100% right, this game sucks for it. Probably a bit of pressure on anets part to want bank tabs, but never forget gold → gems is a thing.

Just wana end by saying don’t be so hard on the devs. They have listened to the community and the game has improved a lot since launch. Salvage all, shared inventory slots, heck even 2 sigils on 2handed weapons, the wardrobe, THE WALLET (remember the pre wallet days! talk about wanting bank tabs).

Loot for new accounts, no inflation added

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Posted by: DinoToss.4810

DinoToss.4810

I saw some interesting responses to this. I was hoping not to focus on guild wars’ design choice with loot. I completely agree that it can feel underwhelming. Other games had a lot more variety in their loot which made each piece feel unique and flavorful. However for balance purposes i get their decision with how gear works.

As for salvaging → selling on TP → buying new gear. Keep in mind free to play players cant access the TP, and this is a common way people try out the game before seeing if they want to purchase. I would also argue that its more fun if doing content such as shadow behemoth and early level dungeons rewarded you with powerful level adjusted gear boxes. Sure buying the best item you can use at your level is cheap and easy, but this disrupts game play flow.

This wont effect 99% of us too much, but for new accounts on their 1st play through, i think it would help out, especially with free to play accounts with no access to the TP. Im not 100% sure on the finer points, but they icons exsist for the exotic tier class boxes, and when you kill a world boss, 1 rare/masterwork (depending on lvl) item will be in a wiggly chest. This could simply be replaced with this box and bam, no ectos added but now its a class specific rare. Do something similar with dungeons, maybe just 1 at the end?

Loot for new accounts, no inflation added

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Posted by: DinoToss.4810

DinoToss.4810

Been watching new player streams alot recently. One thing that I keep noticing is how underwhelming the gear grind is at early levels. Frequently upon taking part in dungeons, world bosses, or other long group event chains players recieved 2 blue under water weapons, or gear they could not use. This made me think of a something world of Warcraft did. They added gear bags that dropped class specific gear to dungeon bosses, just like exists in Guild wars2 now. This allowed me players to have much better drop rates on her they want.

What Guild wars could do is add the “chest of guardian, elementalist, Mesmer…” Gear boxes to things that challenge players a bit more such as dungeons and world bosses. This box could replace and existing drop as to not inflate the economy, and could scale from Green to rate based on the players level.

This might not seem vital, just a thought on how to make the new player experience better.

TLDR: add “chest of class specific gear”to dungeons and world bosses so new players have better gear when starting out.

(edited by DinoToss.4810)

Coding Quality of Life

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DinoToss.4810

I agree that there will always be little things that need fixed, and the dev time is better spent on other things such as new content. I was more or less asking the community on their thoughts. As i mentioned these are probably bugs that bother the “ocd” in us all. However lately i have found more and more of my time be occupied with inventory management. I was curious what newer players thoughts were on this. (my account is from release day). although these issues are pretty low on the important scale, it adds to the general game play experience, and player retention has always been an issue with gw2

Coding Quality of Life

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DinoToss.4810

All the stacking issues aside, I have about 30 Experience boosters rotting in my bank because XP is currently useless once you hit mastery cap and have all your toons lvl 80. This isnt an issue for new accounts, but for anyone who pvps a lot, Tomes of knowlege are easy to come by. The flavor text on enhancement powder reads that it can convert these but does not. This should be adressed in my opinion, especially since lvl increases post 80 no longer even provide spirit shards!?!

Also there are alot of items which require you to type the name to delete that have no purpose after recieving them for the collections. Im sure this is a flag in the coding to prompt us when deleting them that could be taken off… Im sick of typing “Ectoplasmic Residue” “3 Energy Crystals” “Energized Spirit Thread” “Mosquito Blood”and so on, just to clear my inventory. My gameplay has slowly turned more and more into load screens and inventory managment rather than exploring and combat.

Coding Quality of Life

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Posted by: DinoToss.4810

DinoToss.4810

Not sure what to call or where to put a post like this but:

Just a few things I’m sure a lot of us have noticed over the years. There are a few things that appear to be unintentional, which are pain in the butts. I cant think of them all off the top of my head and perhaps you guys know of 1-2 more. But for starters;

Experience scrolls dont stack- (I’m aware some are lvl 30 and some lvl 20, but there are at least 3 copies of the lvl 20 version)

Item boosters exist as rare and masterwork quality, they are identical and therefore cannot stack

somewhere along the lines the experience booster was changed to include pvp reward tacks, however the new version cannot be used with the “Enhancment boost powder”

Many collection items have no use at all, yet require you to type out the name in order to delete them, and cannot be sold to a vendor

There are more I’m sure but basically these are all quirks in the gw2 code that are a thorn in the side of many players. Perhaps its my OCD kicking in but there seems to be no reason to take up my bank space

(edited by DinoToss.4810)

Super Adventure Box bugs

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DinoToss.4810

Collecting the issues I have seen with SAB in this post.

W2: Infantile clouds for the long route are missing in Z2 only.

This isn’t really a bug, I just find it interesting that Z3 has most of the infantile clouds intact when Z2 is missing a few. Fun fact, some of the old hand pointers from infantile mode remain on the long path, but the clouds are not there… includes one defunct teleporter as well.

This is an issue because you need to backtrack to the eagle shortcut to do a 100% bauble run, This is currently impossible due to missing rainbow paths.

Legendary Weapon Bugs

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Posted by: DinoToss.4810

DinoToss.4810

The Meteorlogicus III has a bugged event, “Defend Ulfred while he creates the ice sculpture” is unaccessable because the event that is before it is bugged. Ulfred displays the correct dialogue but the “Collect magical ice blocks and bring them to Ulfred” event doesnt spawn.

Winterwonderland zoning bug

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Posted by: DinoToss.4810

DinoToss.4810

In addition to the regular pain of trying to zone into these events, has anyone else had the issue where upon completing the JP, you get stuck in the load screen until the inevitable kick back to DR?

I am not 100% sure but i have very long load times and it seems to be the world is filling back up before i have the chance to load into it……

[Suggestion] Account bound bag

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Posted by: DinoToss.4810

DinoToss.4810

The gem store bank is a 14 day item and is not perminant. There is one from the black lion chests. But is a physical item that only is usable by 1 character. If i want to swap from warrior to guardian in a fractal i would have to use this item to put gear in the bqnk, swap characters, go to a bank on my alt, swap gear and then afterwards put it back. After 10-15 times doing this i basically gave up on swapping my gear due to the hassle. If you leave instruments in your bank you can only acsess them with the character that has the bank acsess. Im suggesting 1 bag slot i character’s inventory being accessable for all characters, so swapping gear and instruments would be seamless. Keep in mind this does not de-value the bank acsess, it mainly is a quality of life perk.

[Suggestion] Account bound bag

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Posted by: DinoToss.4810

DinoToss.4810

What do you guys (devs/players) think about a gem store/free item that is a bag slot available to all characters across an account. With the recent changes to ascended gear i find myself running back and forth to my bank quite frequently and this would be a huge quality of life item that many players would play gems for. Also with so many items like instruments/bobble heads station/tonics accumulating, this would allow them to be used across all characters. This would probably also be more incentive to buy these items on gem store. Thoughts?

Latest Patch caused mjor lagg?

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Posted by: DinoToss.4810

DinoToss.4810

Ah ya I saw that but apparently our internet is still behind and 3rd world technology

A bit of an overstatement, we are probably one of the worst of the 1st world but lets not exaggerate :/

Edit: update fixing sigils in the aspect arena did not fix this lag, hope there is a fix tomorrow, I’ve given up playing for today. Have constant delay yet cannot get a DC for an error code. Perhaps posting one if you get it will help the devs.

(edited by DinoToss.4810)

Latest Patch caused mjor lagg?

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Posted by: DinoToss.4810

DinoToss.4810

are we all with rogers? if so might be something to do with ISP, however I seem to have fine connection to other things :/

Latest Patch caused mjor lagg?

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Posted by: DinoToss.4810

DinoToss.4810

Fellow Canadian here, same issue. as on about 40 mins ago game has been unplayable. ping tests to other websites come back fine. other games/internet activities are not slow.

P.S. about a year ago a court order made our ISPs stop throttling. http://promo.orderrogers.ca/trafficmanagement/en/?cm_mmc=Redirects-_-Consumer_Traffic_ENG-_-Traffic_2012-_-traffic
if you are with rogers here is an app to check if you still are, i’m sure bell has one too

(edited by DinoToss.4810)

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

Just curious, Achievements are there for those who want to get them, and I dont see how they “poison” the game. Yet with rewards, what is your opnion on gear in GW2? did you like the model of gear in GW1 or do you prefer having endgame gear scale similar to the say it does in other MMOs? (I.E. not all exotic/Masterwork/Rare gear is the same template with mere skin changes)

The reason I think that about achievements is that every last bit of content ArenaNet releases now is designed around the concept. Instead of prompting the team to design interesting gameplay that stands on its own and genuinely introduces new ideas and radical mechanics, they pump out content that consists of repeating the same thing over and over and “rewarding” players at the end with an achievement and a cosmetic item.
Often with the content they have released, if you were to play it once, it would take all of a couple of hours for every single new activity per living story release. Yet through adding the soft progression of achievements, they artificially extend the amount of time people have to spend logging in and playing.
While yes, technically you don’t have to play new content that relies on achievements, if you weren’t, you wouldn’t be playing the game.

As to your question regarding gear, yes, I much preferred the gear system in GW1. Although even that had its flaws, with certain runes and inscriptions commanding obscenely high prices.
Cosmetics-wise, I’ve found that the best system I’ve ever used in MMOs is that of DCUO, where once you unlock a style, you can use it whenever you want. You end up with hundreds of cosmetic choices per equipment slot, and these can be re-used ad infinitum.

My dream for GW2 would be a gear system where you were able to easily obtain your maximum stat gear upon reaching level 80. You could then unlock different stat combinations and runes / sigils through play which would permanently be added to a drop-down menu on each item, with the end result being an item that possesses all possible stat combinations as Legendary weapons do at the moment.
To unlock them, you could adapt the elite capturing concept from GW1 and require that the player use a Signet of Capture analogue on a boss they’ve defeated that utilised that stat combination in its design.

Additionally, there would be a separate drop down for the cosmetic style of the item that could also be changed whenever the player liked as long as they were out of combat. Whenever you bought a new style, it would permanently unlock a new choice in the menu.

But this is far too player-friendly and harder to monetise, so I suspect we’ll never see it adopted by ArenaNet.

I like your thoughts on achievements. Most games have a lot of achievements like GW2 but don’t add them at the rate that GW2 seems too. Causing like you said, the players time being spent on achievements.

If this is Anet’s plan for gear I would probably put the game down forever. I like the Diablo2 loot frenzy, don’t get me wrong GW2 provides you with lots of loot. Its just 1000’s of salvageable identical staffs/swords/gloves etc. This is not what I wanted. The PvE gear would turn into the arena gear system where everyone has the same, and they just copy cookie cutters. Loses all point of getting gear.

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

“The greatest trick the Devil ever pulled was convincing the world he didn’t exist”

People keep referring to GW2 as being a free-to-play game.
Yet it’s not; there is a substantial initial outlay.

ArenaNet don’t jump in to correct people when they call it free-to-play, as this mistaken public perception suits them. If people believe the game is free-to-play, they’re more willing to accept the dubious monetisation tactics utilised by such products.

And ArenaNet use a lot of the most unsavoury free-to-play economic models, ones designed to cloud player judgement and warp their perceptions of value.
One of the most effective ways of doing this is to hide the real-world-value of in-game items by using the transitional “currency” of gems.

So remember, this game isn’t free-to-play, and you shouldn’t allow ArenaNet to use the same exploitative economic models on you.

I regret this misnomer Instantly -_-. 60$ price tag without dlc or subscription fees is not F2P. But it still is good value. Look ad D3 which got pasted on reviews and has an expo out before GW2. I personally have not and will not ever buy a gem. But I do feel gems are not as ghastly s you make them out to be. I dislike the constant game design pressuring me to buy them but keep in mind the server/development fees that have got into this game for over a year that for the majority of players, have only given them the initial 60$. The amount of 60$ games at launch with countless DLCs and inferior support/updates to that of GW2 justifies some sort of ingame currency like gems. I dislike the implementation of their currency tho.

The rest of your post I agree with almost entirely, i dont know how well jumping puzzles in dungeons would go over (think of the rage people have over the harpy knock back in the fractals). It might cause a split in the party, some wanting to do combat other do jumping. But the idea is interesting. I dislike purely scaling damage and HP on mobs to add difficulty, your thoughts on synergies on regular movs is interesting and i like it, tho it would require a rework of AI stopping LOS pulls being too easy with AOEing non elite mobs down.

“Sorry I haven’t touched on rewards in this post, but I’m of the opinion that rewards and achievements are the core poisons dragging GW2 down.”

Just curious, Achievements are there for those who want to get them, and I dont see how they “poison” the game. Yet with rewards, what is your opnion on gear in GW2? did you like the model of gear in GW1 or do you prefer having endgame gear scale similar to the say it does in other MMOs? (I.E. not all exotic/Masterwork/Rare gear is the same template with mere skin changes)

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

Accessories if bought with guild commendations is 4 weeks. Amulet is 20 laurels + some badges of honor. Fractals can be farmed endlessly. 500g is an easy goal in 1 month.

Legendaries have the same stat increase that ascended does. Difference is an ascended weapon is maybe 60g if you buy everything. So yeah, leggy’s are just skins, nothing more.

I’d be very much surprised if you couldn’t get full ascended in a month. Not that you need it, what’s your fractal level anyway?

As for skipping, killing trash mobs isn’t difficult whatsoever, it is however annoying and you have to repeat and repeat the same tactic over and over for hours. Skipping has its own more difficult tactics that require knowlegde of the encounter, route to run and most of all knowledge of your class.

I had forgotten guild commendations, but It still seems a rather easy way to receive endgame loot. I wont feel any satasfaction in doing harder endgame bosses if the tiptop of the line gear is attainable through running puzzles.

You are leaving out the ~150 of gold to get crafting from 0-500, so a ascended weapon is more than 60g. The 500g/month is attainable but my discussion revolves around what people need to do to get that. In every game I have enjoyed it has been the challenges that reward you. Not farming the boring bits.

As for dungeons, its not the difficulty or the knowledge, Its the fact that why does arenanet make the mobs if you runby them. Keep in mind I played a lot of Guild Wards and Did my fair share of COF runs (gw1) and droks runs. I guess I am trying to get a sense of how the community feels about this. Thanks for your opinion, but does anyone else feel as though having all of these running encounters as rather a waste of development. Making 1/2 as much content that players actually complete would seem a much more efficient use of resources. Not to mention the fact that myself and a lot of people i have come across in game do not enjoy running as much as we enjoy fighting.

The fact that you mention “not needing it” in terms of gear means I think you missed my point. Frankly that kind of is my point, I find myself in another situation where there is this vast game with gorgeous scenery, engaging gamplay, yet with the ease of gearing my toon and finishing the dungeons I have nothing keeping me inclined to play it. Just to me seems like a bit of a waste of such a gorgeous game with all this depth.

Well, I personally enjoy high level fractals and speedrunning. Dungeons are not the difficult endgame, they’re designed with moderate difficulty so everyone can complete them. Fractals are supposed to be the true difficult endgame to satisfy the hardcore gamer. As for speedrunning, it’s fun to learn to do arah p4 in 30min instead of in 2 hours.

Rewards aren’t perfect, personally I’d much rather have difficult encounters with original loot (even if it’s just skins) much like you describe there. So yes, in many ways I agree with you. But that’s not going to happen any time soon.

As for gearing, if you like vertical progression this is just not the game for you. I’m sorry to say it, but people already whine it’s too hard to gain ascended gear. After this, there will be no new tier, so why keep playing the game? Either you just like the gameplay or you go for fashion. Of course, people who buy gems will be able to get skins easier than you would. It’s what you get without monthly fee.

Dungeons are designed for moderate difficulty, but as in GW1 they had hardmode as i have mentioned a few times here. Why cant they add this? It allows everyone to see the content and makes the endgame fun. I doubt fractals will be endgame forever and again it seems like a waste of 95% of the content they developed.

I personally have just got back into the game so I am not quite at endgame fractrals. But looking into the community I am scared away with things like this (http://www.reddit.com/r/Guildwars2/comments/2009h1/fractal_lvl_50_so_very_rewarding/)

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

Accessories if bought with guild commendations is 4 weeks. Amulet is 20 laurels + some badges of honor. Fractals can be farmed endlessly. 500g is an easy goal in 1 month.

Legendaries have the same stat increase that ascended does. Difference is an ascended weapon is maybe 60g if you buy everything. So yeah, leggy’s are just skins, nothing more.

I’d be very much surprised if you couldn’t get full ascended in a month. Not that you need it, what’s your fractal level anyway?

As for skipping, killing trash mobs isn’t difficult whatsoever, it is however annoying and you have to repeat and repeat the same tactic over and over for hours. Skipping has its own more difficult tactics that require knowlegde of the encounter, route to run and most of all knowledge of your class.

I had forgotten guild commendations, but It still seems a rather easy way to receive endgame loot. I wont feel any satasfaction in doing harder endgame bosses if the tiptop of the line gear is attainable through running puzzles.

You are leaving out the ~150 of gold to get crafting from 0-500, so a ascended weapon is more than 60g. The 500g/month is attainable but my discussion revolves around what people need to do to get that. In every game I have enjoyed it has been the challenges that reward you. Not farming the boring bits.

As for dungeons, its not the difficulty or the knowledge, Its the fact that why does arenanet make the mobs if you runby them. Keep in mind I played a lot of Guild Wards and Did my fair share of COF runs (gw1) and droks runs. I guess I am trying to get a sense of how the community feels about this. Thanks for your opinion, but does anyone else feel as though having all of these running encounters as rather a waste of development. Making 1/2 as much content that players actually complete would seem a much more efficient use of resources. Not to mention the fact that myself and a lot of people i have come across in game do not enjoy running as much as we enjoy fighting.

The fact that you mention “not needing it” in terms of gear means I think you missed my point. Frankly that kind of is my point, I find myself in another situation where there is this vast game with gorgeous scenery, engaging gamplay, yet with the ease of gearing my toon and finishing the dungeons I have nothing keeping me inclined to play it. Just to me seems like a bit of a waste of such a gorgeous game with all this depth.

(edited by DinoToss.4810)

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

Fist off let me say I’m pleased my wall of text didn’t scare people away from reading/engaging in this discussion as I was sure it would.

@Vargamonth- There are a lot of points here so let me try not to miss any

Capping daily/monthly achieves is a good concept but I agree it would frustrate those who were mindful of this and didn’t miss any. Games like WoW regularly lose players at the start of expantions due to the reset on gear and this would cause similar issues.

A choice in rewards is a tough thing to balance, some choice would help even out pricing on TP with zerk gear becoming more common and therefore cheaper, this might not be a good thing in the end, making gear even easier to attain. Without any real difference from 1 exotic to the next, the aesthetic value of a weapon skin is all you really get (idk about you but i have enough transmute stones). Open world PvE is always tricky and in my opinion should have a lower reward level. The grouping centered content like dungeons or fractals should provide best rewards due to the easier and more reliable game play experience. In open world content, someone figues out “the best way” and the sheep mentality takes over causing a zerg almost always. this is fairly unavoidable. One alternative I see is groups organized through (as you mentioned) DEs that link in with each other, for example you could have 4 attack paths to siege a city that all require groups of people (such as the 3 knights). Once they meet up a zerg would be more welcomed and a slight change of pace. With the reward system of the knights hopefully they can avoid cheesy way pointing to get all the rewards.

As for mats, keep in mind the Mystic forge, there is a correlation with a lot of the prices, for example 50T5 can make a T6, therefore the prices cannot exceed these bounds.

The monthly hearts are usually enforced through dailies, shiverpeaks killer, veteran killer…. However people usually focus on a lot of the easier attainable ones. But the idea is perfect for allowing the full expanse of GW2 being engaging. I was looking for ideas on how to move players out of 10-15 farming spots and use the whole world. This does the trick.

The solo champion idea again brings forth the “stealing mobs” mentality where it will be hard to find champions to solo when this loot is picked up on by the masses.

For dungeons GW1 had easy mode/hardmode, I am confused why this is yet to be added because it is perfect for those hardcore players yet lets all players see the content. As for trash mobs, Players can swap skills on the fly and even trait runes quickly, If they had a balance of AOE based fights and champion+elite miniboss battles, instead of a legion of vets/elites to runby, this would give players a more engaging dungeon experience and would utilize the development of this gameplay.

Question: What do people feel about gear in GW2?
I was pleased to hear that from GW1->GW2 they added different levels of gear for max level (not just “max weapons” being the meta for GW1) However once I saw the system in the game i found it basically the same as GW1’s method. Call me a wow fanboy if you must, I really am not. But different stats in gear makes getting gear worthwhile. With limited bank space i find myself in a “Why cant i hold all these skins” type of state and feel little incentive to get gear.

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

You only need 1000s of gold for legendaries, which are basically skins. Getting the pure ascended gear is not that much for one character. Something between 300-500g. Trinkets as I said, backpiece and rings in fractals. Accessories with guild missions. That leaves only the amulet for laurels, which you can buy for less in WvW in exchange for some easy to get badges of honor. So yes, it will take you a few weeks to get completely end game gear, I’m sure that’s no different from other MMOs. Also for anything other than fractals you don’t need ascended gear whatsoever.

As for the events, they’re all mindless and boring IMO. So you need to dodge some extremely telegraphed attacks now, it’s still faceroll compared to most dungeons.

As for dungeons, try arah explorable skips, you’ll find that more to your liking. Although still nothing compared to the fantastic Droknar runs I used to do in GW1 :P. And yes, new players need to learn dungeons, the only way to do that enjoyably is joining a guild. I’m sure people request experienced ppl for raiding in WoW as well.

you say weeks but it is more like 2-3 months (I realize this does technically counts as “weeks” but we could also call 2-3months “hours”) and there is no way to speed this up. In WOTLK i went from fresh 80->endgame by doing every, raid every week in less than a month. Time consuming but the ability to do so was there. As for arah, I dislike the concept of skipping the majority of the content the devs make. Also Lupi is recycled in all 4 parts, I dont quite feel like farming the same boss over and over.

Exotic weapons being easily attainable, legendary is the next step and do provide a stat bonus. I am more so disappointed in the fact that there isn’t much to do at max level apart from jumping puzzles/activities (and again this is aside from 1-2hours to knock out dailies).

I see a lot of your points but let me try and voice mine here, it takes 1 day to gear to 95% of max stats and about 5 months to get that last 5%, This seems very bad for keeping players interested. Especially considering the farming for those 5 months doesn’t involve doing challenging and engaging things in game.

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

1. Trains: I’d say dungeons have better gold reward for the time spent. At least that’s what I’ve noticed the few times I actually did zerg events. Since they’re horribly boring I prefer not doing them.

2. You’re just as likely to drop a precursor in the queensdale champtrain then you are in Arah. IMO that’s ridiculous, but I guess that’s how it is.

As for gold, as long as you’re not interested in skins, I wouldn’t bother with it too much. If you are… well there’s no way around it atm. I wish they’d make difficult content with unique acount bound skins for bragging rights, but Anet caters to casuals and they’d all be crying.

3. Much of your problems here are solved by joining a helpful guild. You can’t expect random ppl from LFG to teach you the dungeon paths. Also, as for one shot mechanics, do you have an idea as to how to do it better WITHOUT introducing the trinity?

As for trash mobs, when they drop better loot people would just restart the instance over and over, killing the first few easy trash mobs. This is why they’re all skippable. In some cases skipping actually requires a lot more skill than killing and is very enjoyable imo (arah p2 for example).

4. Actually all trinkets can be bought without gold. The backpiece and rings even with fractal relics. I do agree that the more recently added ascended crafting has made it all about gold. Biggest problem here is I think wanting to make it as accessible for WvW players as for fractal/dungeon players. Not that it takes that much gold to fully gear one character if you don’t mind the time gates.

1/2
Gold doesn’t just buy aesthetics, you mention this but keep in mind for those starting square 1, 1000’s of gold is needed to get to the ascended/legendary gear. I was focusing on hardcore players with this post and in 1-3 weeks I got almost everything I will ever need that is account bound. I italicize almost everything because I will also need laurels(see pt4).

As for world boss trains, I mentioned this with more in mind the recent knights/scarlett bosses. They are fun and engaging but rely on me guesting to get them. It was hard enough leading 25 man raids with voice chat, it is downright impossible to organize a server over /map chat. Therefore when it is done, the player is left with virtually no feeling like they were needed.

3
Your are right, as a wow raider I get that a guild is almost a necessity for that last 10% of PvE content. This is the perfect system in MMOs and I have no problems with it. My point (which probably got derailed in my wall of text) was that in order to maintain a player base, GW2 needs to be able to have players stop playing for times, or have new players start, and still feel welcome/able to do content. For dungeons this means an unfamiliar player has to learn specific spots to LOS, running paths that avoid aggro, and subtle boss animations that mean “dodge or die”. After they learn this, the gameplay becomes farm farm farm and is easy enough to solo most dungeons. In terms of running requiring skill, I mentioned doing droks runs from GW1 and loving it. However running has its place and I’m not sure if it is in a dungeon. Most MMOs offer dungeons with >2hour full clear times without involving run-byes. Interms of the trinity? GW2 spent a long time focusing on putting the trinity into each players hands, I avoid heals/tank by dodging and timing cute skill combos such as block/retaliation. This, for me at least, provides challenging and engaging game play. It would therefore need some sort of soft rework of trash mobs/lowering the amount of them in dungeons.

4
As for the trinkets, I mentioned achievement points, I personally have almost 80% from fixed achievements yet the leader board tends to make me feel that players that were more active have a different ratio. As for laurels, time as a resources is very frustrating. GW2 rewards the “1hour/day” people much much more than someone who walked away for 6-8 months. After the 20g to gear at exotic level, I now need 100s of laurels, pristine fractal relics, and of course gold. The next step is MASSIVE and there is no middle ground between these. This means when I think about how to spend time in game getting this, it comes down to farming easy things for gold and doing dailies. Endgame PvE should focus on doing the hard/fun content that they spend so long developing. As I am very late to the party I see no way to fix this. I am mindful of those that didn’t take beaks and the rewards they deserve, however there needs to be an easier way into the game for new purchasers or people that took breaks. I loved GW2 upon release but put it down due to lack of endgame pleasure (the gameplay was farming). I’m having a bad case of deja-vu where I have nothing to do with playtime in game that can improve my character aside from the 1/day things.

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

I was recently considering coming back to GW2 since I heard there was going to be no more living story. I’ve since learnt that we can expect more Living story in the upcoming updates and all the thing you outlined here are still an issue.
Your post all comes down to Risk vs. Reward, Something Anet seems to have no idea how to manage. Odd because they seemed to have it worked out to an extent in GW1.
If you are interested Dino I went into this 9 months ago here: https://forum-en.gw2archive.eu/forum/archive/suggestions/Risk-Vs-Reward-in-GW2-The-Underworld/first#post2170821
Or you could try https://www.youtube.com/watch?v=TtvwXFLNCIQ&list=UUJTE1U_RsWh9Nl2hMZxMu5w if you prefer to listen over reading.

their problem is their “include all types of players”-approach. If they give reasonable rewards for harder content, they will exclude a big part of their playerbase. “Casual players” will play their “I have a job and a familiy” routine (because better players simply cannot have that too as everybody knows…) and demand the same rewards regardless of skill/dedication – massive uproar expected. When GW1 was released, there barely was a casual MMORPG playerbase, so it didn´t matter there.

I went over this in the video and previous post but I really can’t expect people to off thread for that so I’ll say it again here.
Anet already succeded in this with GW1. The Underworld/Fissure of Woe/Domain of Anguish. Very difficult dungeons that only catered to players determined enough to beat them. So how did that not exclude everyone?
Because the rewards for these places, minus titles, were not Bound to the characters and could be sold. If a casual player really wanted something that was beyond their skill level they could buy it. Yes they’d have to farm to get an item from there but if they REALLY wanted to they could get it.

Also consider that in GW2 you can legitamtly buy gold through gems. A casual player could always fork out some real world currency for items they wanted. You can’t really call it pay to win either as you would be paying for looks.

Just to touch on Algreg’s point really quick before I respond to the main body of this. I agree that their include all types of players approach is causing some issues for PvE hardcore players. But the concept to include all types of players is necessary otherwise it is only hardcore players and it loses the prestige of playing the game “hardcore”. Also remember that at one point we are all noobs, this is reality and the mechanisms to take a player from noob -> hardcore needs to be there. The “risk vs reward” point kaaboose mentions is right down this alley. The incentive to do high “risk” or high “time-sink” type encounters just isn’t there.

Again bringing in GW1 (I did play a lot myself tho stopped at times therefore left out factions/nightfall content) The concept of a gold based PvE-gear economy was there. However as you mentioned, they did a great job in rewarding players for doing difficult things. doing a full FoW or UW run rewarded the player with a wealth of loot, and therefore is what players did with their time. Instead of players time being best spent farming mats from easy mobs/dungeons/activities because it is the fastest way to do so.

I’m glad you brought up gems because I dont know how to address this issue. I understand the fact that having a F2P game running with this kind of overhead must require some income. Especially considering the massive amount of development that has still gone into the game since its release and yet people get this content for free (think of DLC/ pay to play based business models. Arenanet is a value king). Yet it is important to keep the game content fun. I dont mean i dont enjoy GW2, i just find myself at that point where I have dont the content all once and am looking for that “next step”. To work on my legendary I find myself faced with a long road of grinding relatively repetitive and simple things. Here is where I relate back to gems, If the content was the things that felt less like a chore, I would enjoy my road to the legendary. Almost no players enjoy the road if it requires mindless farming for endless hours, it makes the reward sweeter, but nonetheless is an un-enjoyable road. So if the “fun” has been lost, and with the item I receive being purchasable with gold(gems), I feel cheated having spent my time and effort doing so to get there. If say I instead never touched guild wars, farmed a real life minimum wage job, and purchased gems, I could get the item with a much smaller time sink. this to me makes me sad because it seems like a waste of all their great content and all their innovative recent boss improvements. If the rewards to do them are not there, there’s no point in ever repenting them.

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

@Kaaboose

First off let me just say i spent longer than i had intended editing this post trying to get its content streamlined, i don’t know how well i did at this but one thing i did was cutout alot of references to the content on youtube/forums i had been reading up on. I’m glad the community isn’t dead and had watched several of your videos and liked the points.

IMHO the problem with Anet is that they are always trying to invent the wheel, and refuse to adapt an already made solution. it is cool that they are innovative and everything, but sometimes it is good to stick to available solution.

there is a very good game named “DDO” it is very similar to GW2 in many aspects,
-the versatile character builds
-the soft trinity, you don’t have to have tank and healer, and tanks are not always tanks and healers are not always healers.
-the active combat and avoidance of damage through positioning.

all this lead to exactly the same problems like in your points 2 and 3.

what turbine did, is it rewarded the players in dungeons for “playing” and not for “skipping” all mobs in a dungeon are counted, all bosses in the dungeon are counted, all secret chests and doors are counted and all traps are counted.

you get bonus percentage reward for completing mob kills, boss kills, trap disarms, secrets found,
killed 50% of mobs? 10% bonus to all rewards gold and XP.
killed 75% of mobs? 15% bonus to reward.
killed 100% of mobs? 20% bonus to all rewards.

This is an interesting idea
Another thing to add is while recently working on my dungeon master achievement, I was (as I mentioned in my wall of text and some people may gloss over) very much tempted to “cheat” my way there buying a run. However in the end I managed to 3man arah P4 with 2 experienced players (After watching YouTube guides i usually join “experienced” runs and dont get noticed >.>). This basically eliminated the need/desire to work with noobs. In terms of the achievement, this is the a rare mmo that allows you to get achievements got just the end of the dungeon, making this “cheat method” possible. I felt little/no reward for doing the content myself and spending the time/effort to do so. Perhaps if they had the achievement require a kill on every boss it would feel more rewarding having done every dungeon myself, rather than farm all day and pay someone to do it for me.

(edited by DinoToss.4810)

CDI- Fractal Evolution

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Posted by: DinoToss.4810

DinoToss.4810

Overview
PvE based ideas for fractals or in future, fractal type encounters. Mainly focusing on gear/item progression, rewards, and players time in game spent more on harder content than farming gold.

Goal
I really enjoy GW2 and its gameplay/look, however what a player spends his time doing seems to be more efficient at less challenging things quickly, Hopefully find ways to make hard and fun content the best way a player can spend his time (should be enjoy PvE).

Proposal Functionality
I will do some bullet points to keep post size down, if you want more info I can expand

  • Quicker and more rewarding trash mobs, so players are less likley/more happy too clear them, this will make new players learn the dungeons easier. (fractals are perfect model for older ones)
  • focusing dungeons to a time frame at or around 1 hour and having fractals/fractal type dungeons be perhaps longer for a more serious PvE player.
  • Players have no trouble getting the materials for ascended gear that are account bound, therefore gold is the main resource for endgame gear, This doesn’t directly relate to fractals but the point centers around the fact that gold is best attained in easy/quick farming not harder content.
  • If gold based acquisition of gear is the endgame goal of arenanet (which can be okay, although I feel PvE lovers dislike this formula) Then having endgame (hard/challenging) dungeons and bosses reward gold quickest for time spend should be involved. If players log in and want to progress there character, they can either have fun doing difficult dungeons, or grind gold, the 2 should be the same if gear is attained through gold.

Potential Risks

  • With a “progression” type gear system (which has not quite been your formula so far) be sure to keep players who invested time into legendary weapons in mind, making an item obsolete is a dangerous balance in MMO’s because of a player’s time sink being lost (you could upgrade legendaries along with gear perhaps, if not you an utilize the mystic forge to bring those legendaries along to current endgame level)
  • The rate at wich gear scales is tricky, too fast and people get left behind, too slow and It ends up (in my opinion) that 85% of players see no reason for 5% stat increase with ascended and are ignoring fractals altogether
  • if gear doesn’t scale, Cosemetics can only go so far, especially considering a lot of players are resentful that their HOM achievements are being sold on the gem store

I hope i wasnt too harsh with this post but i love GW2 and would like to see it’s PvE succeed, I feel like the gameplay, content creation rate, boss fights, overall look and feel of game is amazing yet it falls short in the “formula” department (how gear scaling and time a player spends in game work, Mainly in PvE [arenanet does pvp very well])

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

TLDR

  • Gold seems to be the most important thing to spend time on, is this what other pve gamers like? I certainly enjoy boss battles/dungeons
  • Ways of getting gold are best spent on quick, easy, low difficulty content.
  • Lack of unique rewards/lack of gold for doing difficult bosses
  • Mass mobs of players in open world content make you feel unnecessary
  • I enjoy fractals but i find the “skip all the trash” methods of old dungeons stale relative to other MMOs (dont get me wrong i played GW1 and did droks runs, i enjoy running stuff, its just not the PVE content i was hoping for)
  • As someone who has learned the paths like most of you, I dislike the challenge new/rusty players will/do face when coming into the game, new players/ keeping players are how the game survives and becomes more fun.
  • I enjoy fractals but the lack of rewards seems rather dissapointing considering ascended armor/ legendary wepons require mainly gold
  • I have enjoyed GW2 a lot and hope they can keep improving PvE content
  • I realise my post is massive, i didn’t intend this but ill try and respond less wordy <3
    Thoughts?
    Comments?

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

3)The Progresssion/noob concept

For new players or returning players (my friends and I at least, forgot about it due to lack of endgame content after hitting 80 and doing all the dungeons). The noob to endgame PVE road is a rough and frustrating process. I spent 2-3 hours working with a group in arah part 4 yesterday trying to get it done, yet the people I was paired with through dungeon finder were having troubles with mechanics, after 2-3 hours of wiping on lupi (after 1 shotting parts 1/2/3 on my 1st ever time in there right beforehand) I gave up because i could go farm Tier6 mats, sell them, and pay someone to solo it for me and save time/effort/headaches. The fact that a dungeon is do-able with 1 person in itself is a quite large flaw in endgame PvE content as I see it. The bosses seem to do no damage if you can dodge, and 1 shot with massive death hits.

For people wanting to dip back into these dungeons the community is split at the moment between those who want that fast quick farm, and those who dont know the path yet. Here is what i see as the issue with this, The process at wich dungeons are completed has been worked down to a science. In most MMO’s dungeons have a 30-45 minute playtime. as too in GW2, but to get this time we have to skip 95% of trash mobs, and only if you are farmiliar with where to run/where to jump/where to de-aggro, can you complete this.( I found myself having to watch a youtube video of every dungeon every part to refresh on these paths in order not to kitten off people “AC P3 EXPERIENCE ONLY MUST HAVE LEGENDARY AND 10 000 ACHIVE POINTS”. I understand these people 100% because it feels like a massive time sink to explain every part every run when the rewards are so low. Furthermore without this methods the 2-3 hours of trash clearing becomes horribly ineffecient next to world T6 mat farming/worldbosses/pretty much anything. IMO the best way to make trash worthwhile is somehow preserving the >1hour dungeon run. (putting players into things for more than an hour can be a negative thing, unless it is an endgame progression like fractals), Having said all that I actually think fractals and fractal-type encounters, are where the should focus of PvE content should shift.

4) Fractals
I quite like fractals, they provide a repeatable dungeon that can be fresh and scales with difficulty. The perfect PvE formula and is why I recently got back into GW2. However I saw the level 50 rewards and got discouraged because it seems the main reward is doing the content, players need a sort of working towards new gear/items/rewards type of feel to stay active. Ascended crafted gear seems great in terms of its use for prestige and player advancement. but it falls into the trap of again being too gold depended, i already find myself floating 2000+ bloodstone and emphyral and it has been less than a month of getting them (another thing too add here is that I had destroyed 500 blade shards, having more than enough to make all the backpacks ill ever need, before i found a DEV post saying don’t, this info needs to be more readily available). The main components I now need for endgame gear, are gold based. Another flaw I see is with content being always acsessable. It is difficult to catch up in fractals because if players do them, they move on to 50+, or they run daily 1-9 runs, 10-40 has a void of players atm and having a steady flow from early-endgame to end-endgame is key in the PvE formula. Thinking back to how WoW pulled it off, you want the dungeons to have unique rare asthetic drops so theres always a reason to do them, and allows the older gear to easily filter to new players and let them catch up. Im not saying gear is an issue like this in GW2 because my old exotics from release are still a mere 5% stats behind ascended fractal loot. But that in itself seems odd that there is no gear progression endgame.

I feel like fractals and things like them should be the focus for GW2 in terms of building up an endgame content. There has been a lot of living story i missed, a lot of new minigames, yet i still see a gaping void in the PVE content of GW2. In fractals they got it 90% right, the boss fights are engaging, the trash mobs are at a minimum and the lack of open world-ness makes high level fractal actually prestigious to those who play PVE. the one thing that falls short is gear. it still seems Gold dependent. Even with high level fractals being challenging, the difficulty/rewards quite honestly doesn’t make doing them worth the time/effort. Get enough dragonite ore and you basically are best farming gold/shards for the gear, not doing the associated content.

Guild Wars 2 PVE Thoughts/Discussion

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Posted by: DinoToss.4810

DinoToss.4810

There are several things I feel like are holding Guild wars back in terms of PVE content. I am just coming back from a long break and feel the PvE still lacks endgame.

1)LS bosses/Worldboss trains
The mob mentality of living story and world boss fights has its place, however they are the highest gold/time ratio and seem to have the lowest player input/reward ratio (auto attack with a staff or be highest dps, same rewards). For me it comes down too “is the reward enough gold/time? if so farm, else do it once and move on”. Hardcore raiders enjoy a challenging boss which they feel rewarded in killing, and are rewarded for killing. I could use a lvl 80 with max gear or level up an alt and still feel like i am contributing the same to the group.

Since picking the game back up I have been trying to catch back up on what is happening in the game. I found a lot of the community of Ex wow raiders like myself had stopped at the launch of Living story. However I found the recent (2014) bosses and content a lot better in terms of PvE mechanics. Unlike before where the most challenging boss (lupi) was recycled for all 4 parts of arah. Aside from the clockwork dungeon boss, most of the bosses are available to anyone rules it out as endgame content.

Perhaps If these were (5/10/more) party instances like a dungeon, It would feel much more rewarding to those who do it. For example have the knights/scarlett fight be a 15 man dungeon where it lets you split 5/knight, and then 15 on scarlett. It would allow players to feel more involved in the fight rather than just a mess of players on a boss. There is little to no reward for the players who really skilled at PvE that a little gold cant match. For example the fractals lvl 50 rewards (seeing as the effort/time required to get there, the player would be better off if he spent it farming gold). The players get to the end and feel like their time has been wasted. If difficulty causes an issue with content being able to be completed by all players, there can be a difficulty scale such as “hard modes” or fractal difficultys.

2)Rewards for Difficulty
It seems like boss achievements are the main reward for being skilled at PvE mechanics. however being someone who put the game down for 6-8 months, I find myself a solid amount of achievement point behind those who didnt. Not that those players shouldn’t be rewarded for it, i just feel daily and monthly achievements weigh very heavily against the difficult ones that really are prestigeous. Sadly i don’t have much to offer in terms of fixes for this apart from a change in the scaling. it seemed quite reasonable at launch, however now coming back to GW2 i see achievement point values way higher than i thought possible. Any thoughts on how you feel the fixed/daily/monthly achievement ratios are?

I have found a lot of discussion online about the availablity of the endgame items. For example other games have had the difficult and challenging bosses, and those bosses exclusivity reward players with the best items. However the “big ticket items” (I.E. Prerequisite exotics, ascended gear, even legendary themselves) mainly rely on gold. As for making gold, drops off mobs through out the world regardless of difficulty, seem to provide similar if not seemingly unbalanced rewards (meaning spending X hours in difficult content usually rewards a lot less than X hours in easy content). Thus a lot of players complain about RNG in the game. I dont feel the use of RNG has anything wrong. you may never see the precursor drop, that’s a reality of having it rare and changing it throws off the mechanics. However something should be done about the high difficulty encounters rewards. I don’t know how i feel about the daily 1-2g rewards for dungeons, you could do 7-10 quick easy dungeons and get more gold than doing 1-2 difficult ones and they would take the same time. This creates an endgame content based around farming/repeating easy content to get quick and easy rewards of money to buy the things you need. When you are max level and log on to play PvE, you want that to revolve around farming gold/using that gold to kill harder bosses to receive (X) where (X) is either prestigious loot, Greater gold than you could have farmed but is only available one week/month/day. Or maybe aesthetics, although aesthetics can only go so far especially sine the Value/Time+Effort Ratio should be considered. and farming aesthetics can cause a “what now” feeling upon completion due to the fact that they really haven’t gotten any stronger as a character.