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CDI- Character Progression- Vertical

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Felbryn.5462

A question to help direct the discussion a bit:

What are some of your favorite progression systems of all time in others? Be they horizontal, or vertical, just which ones really got you excited and were fun for you to continue to progress in?

For me, Final Fantasy Tactics is one I loved, where I was able to continue to unlock new jobs and advanced professions for my characters, as well as level up their abilities within those professions. It remains one of my all time favorite games, and one of my favorite systems of progression in any game. I’m also pretty darn fond of that Guild Wars game and skill collection.

Interesting choice; I love some parts of Final Fantasy Tactics’ system and despise others. I liked being able to mix-and-match qualitatively different abilities with interesting interactions. I disliked how they randomly mixed horizontal advancement, vertical advancement, and reduced-grinding options so that they directly competed with each other (e.g. “Gained JP Up” basically meant that the support slot never got used for real abilities). I disliked how you often had to spend a long time training at something you didn’t want to do before you could start using your “real” strategy (e.g. if you want to be a lancer, you first have to level as a thief, which has totally different equipment and tactics; the time mage “short charge” ability is practically mandatory for high-level wizards; etc.). I also dislike how using good tactics in battle is often at odds with gaining XP/JP and I think it’s got a TON of balance problems, but that’s starting to get off-topic.

A game I’d pick as a good example is Bastion. The spirits let you mix-and-match interesting abilities, the weapon upgrades offer tough choices between mutually-exclusive abilities, the idols let you customize challenge and reward levels in interesting ways without giving up interesting parts of your character build, and all of them can be changed frequently to play around with different options. (I was never excited about the secret skills, though.)

Conditions

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Felbryn.5462

It seems to be quite popular to compare Dire stats to Berserker stats, but that approach strikes me as misleading and error-prone.

Non-condition-using characters don’t “have” to take 3 offensive stats. They can take 3 offensive stats. That’s an advantage for direct damage. It’s possible that advantage is being used as a crutch to cover a bigger disadvantage, but under no reasonable interpretation is it a disadvantage in and of itself.

I think it would be much more illuminating if people compared Dire stats to Soldier stats. If those are balanced against each other, then any imbalance in a Dire/Berserker match-up probably indicates a problem with Berserker, not with Dire. And if Dire isn’t balanced against Soldier, that should be much easier to explain than trying to compare Dire directly to Berserker, because there are fewer confounding variables.

And if you feel that comparing something to Soldier isn’t interesting because you think Soldier isn’t worth using, that would also indicate a balance problem that has nothing to do with conditions.

CDI- Character Progression- Vertical

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Felbryn.5462

Basically:

  • How easy it is to attain the Ascended gear?
  • Is the balance of acquisition of Ascended out of whack between different game-modes (i.e. Easier in PvE than WvW, easier in the open world than it’s intended game mode [Fractals])?

Couldn’t have said it better myself DaiBish. Thanks.

Chris

OK, then (background: I play almost exclusively PvE).

My gut feel has been that most ascended gear takes somewhat too long to acquire, but I think this is largely related to getting bored repeating the same content in order to earn it, and so it could be mitigated by introducing parallel and synergistic paths to them. For example, being able to earn empyreal fragments from a combination of dungeons, fractals, and the Mad King’s Clock Tower was helpful. On the other hand, being able to buy ascended rings with either laurels or pristine fractal relics doesn’t help much because I can’t do a mixture of both to get a single ring, and the wide variety of dungeon paths helps much less than it should because some are much shorter/easier than others while giving the same amount of empyreal fragments.

I feel that buying rings and accessories with laurels is inefficient compared to pristine fractal relics and guild commendations; I’m not sure I mind in this particular case, though.

I like that my second ascended weapon effectively cost me less than my first, because the investment in crafting was re-usable; my first one felt much more special so I was willing to put more work into it. However, the fact that I need several independent crafting skills to get all weapon types (even for 1 character) does a lot to ruin this feeling. Also, even if there was only one crafting skill, I don’t feel that crafting is a particularly good way of implementing this one-time cost to reach ascended tier, because it feels like make-work to me. I used to look on crafting as a minor optional activity that lets you trade gold for XP; now I feel like it’s been pressed into doing double-duty and doesn’t do it very gracefully.

Simultaneously, I feel a tiny bit sleighted because I happened to pick cooking and jewelry as the crafting skills for my main character. All 6 of the other crafting skills have become vastly more valuable since I made that selection, while jewelry has gotten significantly less valuable because it no longer makes best-in-slot items at all.

Ascended back items seem gratuitously expensive and I don’t have one yet. I dislike almost everything about infusions.

I don’t have opinions on ascended armor yet. (Haven’t even seen the recipes.)

(edited by Felbryn.5462)

CDI- Character Progression- Vertical

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Felbryn.5462

The two main areas for discussion will be Horizontal and Vertical progression, however please understand that the commentary and ideation we are really looking for regarding vertical is around its accessibility in game.

I’m not sure I understand this bit; could you clarify?

Retaliation Should Scale with Damage Received

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Felbryn.5462

No, it should NOT, because then the buff would be totally overpowered.

This does not address the thrust of the suggestion. The issue is whether retaliation should scale based on number of incoming hits or amount of incoming DPS. Neither of those is inherently overpowered.

Generally, you pick a system first, then tweak the numbers until it’s balanced.

Fractals, AR, and sinking gold

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Felbryn.5462

So…your objection is that needing 15 AR (as opposed to 10) for every 10 fractal levels is just too confusing?

http://wiki.guildwars2.com/wiki/Agony

40 AR should be plenty up to level 39. For 40-49 you should ideally have 55 AR. The AR caps could probably have been made a little more intuitive than they are, but compared to a lot of other game math I think this is pretty straightforward.

By the way, fractal weapons were turned into regular skins in the Fractured release, so you no longer need transmutation crystals to use them.

Of ledges and you

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Felbryn.5462

A video game is never going to allow for every single movement option that exists in real life; you have to draw the line somewhere. While a full parkour running/climbing system might be cool, I doubt whether it’s the best thing the developers could possibly spend their time making.

Not to mention that all the existing maps were presumably designed with the current movement limitations in mind; anything that lets players cross an obstacle that they previously couldn’t would theoretically require an audit of every existing map in the entire game to make sure it doesn’t break anything. Just like they couldn’t realistically add jumping retroactively to Guild Wars 1, any fundamentally new movement options will probably have to wait until Guild Wars 3.

WvW balance - the rolling cap

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Felbryn.5462

What happens when some players from the smallest server decide to log out for the day? Do you just instantly kick out some of the other servers’ players at random?

A QoL change to Daily Achievements

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Felbryn.5462

I’m not looking to make this easier, I’m aiming to shift the focus back to the “permanent” achievements.

So…why not just make the leaderboard ONLY count the permanent achievements, and ignore dailies entirely?

To be clear: I’m perfectly fine with the status quo. I don’t care about the current AP leaderboard, but I can’t imagine any change that would cause me to care about it, either. But if your goal is to have the leaderboard focus on the permanent achievements, it seems to me the obvious option is to only count those.

Semi Auto-attack option

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Felbryn.5462

I was under the impression you could also stop attacking by pressing the “sheathe weapon” key (though I never remember this at a time when it’s convenient to change my key mapping so I can test it).

A QoL change to Daily Achievements

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Felbryn.5462

i’m trying to make this better for all of you.

That’s obviously not true: your suggestion is self-admittedly aimed at reducing the grind necessary to stay at the top of the leaderboards. I believe you when you say you’re not worried about newbies catching you, and I don’t think you’re trying to hurt anyone, but the entire thrust of your suggestion is aimed to benefit a small class of people who are competing on the AP leaderboards and I don’t see how it could possibly be an improvement for anyone else. Even if some people tangentially end up getting more AP under this system, that’s not a virtue; the devs can change the rate of earning AP to anything they want without making any changes whatsoever to the underlying system.

Your proposed change is possibly good for: people who care about getting the theoretical maximum AP. That’s it. That’s the only group that gets a more enjoyable game if we take away the small amount of extra AP you can earn for completing extra dailies after earning your chest (with, or without, rolling it into the daily chest). Your potential beneficiaries consist of people who are willing to put in multiple hours per day, every day, for over a year, just to maintain their position on the leaderboard—and maybe a couple ultra hardcore grinders who just have to have the theoretical maximum for its own sake.

For everyone else, the best-case scenario is that some development resources are used up making a change that we feel neutrally about. That doesn’t automatically mean your idea shouldn’t be done, but arguing that it’s good for everyone is either naive or disingenuous on your part.

Don't do what you did with the Clocktower.

in A Very Merry Wintersday

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Felbryn.5462

There’s a couple of new bits about the Winter Wonderland jumping puzzle this year that you may find refreshing. The largest improvement is that you no longer have to wait until all of the players complete the puzzle in-between your attempts.

Spectacular! The waiting between attempts was by far the most frustrating aspect of the holiday jumping puzzles, especially when you made a dumb mistake early on.

Refine movement in combat mechanic

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Felbryn.5462

The current mechanic is obviously designed to help you catch someone you are chasing if you can tag them with your weapon. Your change nullifies this design goal. In fact, it kind of does the opposite, since the person trying to run away can afford to sheathe their weapon whereas the person trying to finish them off before they escape cannot.

Also, several classes rely on weapon skills to grant swiftness. For example, the guardian staff #3 skill is pretty much their main way of increasing out-of-combat travel speed. So either they have to draw the weapon, cast the swiftness skill, and quickly sheath it again before the movement penalty makes any significant difference—which is highly annoying and counter-intuitive—or else your change is a de facto huge nerf to their travel speed, which affects PvP balance and PvE quality of life.

Build Variety: Rampager vs Berserker

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Felbryn.5462

Basically the huge difference compared to power is that there is a base value. You can never do 0 condition damage but you could theoretically do 0 direct damage with 0 power (even though practically this is also not possible to achieve). Actually this difference is what makes mixing condi dmg and direct damage exceptionally worse than going full direct damage.

Actually, this has almost no effect on anything. Imagine if the amount of “power” displayed in the hero panel were changed to be your actual power minus the base power for your level (916 at level 80), while keeping the amount of damage you do exactly the same as it is now. Then direct damage, like condition damage, would do some damage even when you have “zero” power, and yet game balance would be exactly the same.

If you want to measure how much your damage is improving when you raise a stat, it would be better to ask: how much do you have to raise it to double your base damage? For power, you need to raise it by 916 (at level 80), to get double your default power. For condition damage, it’s around 850 for most conditions—which means it actually scales (slightly) better than power. Burning scaling is significantly worse, but other than that, they could take away conditions’ “base damage” and give everyone ~850 free condition damage to compensate and things would work basically the same as they do right now.

Now, there are a lot of asymmetries between direct damage and condition damage that affect balance:

  • Direct damage is more common (pretty much builds deal noticeable amounts of direct damage; many don’t deal noticeable amounts of condition damage)
  • Direct damage has more stats that raise it
  • Direct damage can accumulate without limit, whereas conditions are subject to various caps
  • Direct damage scales with weapon power, meaning it benefits more from equipment upgrades (like ascended weapons, which weren’t in the game originally).
  • Conditions aren’t guaranteed to get full effectiveness, because they can be cleansed.
  • Conditions tend to have “harder” counters than direct damage; there’s no rune set that will reduce incoming damage by the amount that some rune sets reduce incoming condition duration, for example.

Though, in favor of conditions:

  • Conditions ignore the target’s armor. (This means ascended armor will help conditions relative to direct damage, but—due to quirks in the game math—not as much as ascended weapons helped direct damage.)

But this particular issue you have identified is a complete red herring: power and condition damage already scale essentially the same.

(edited by Felbryn.5462)

A QoL change to Daily Achievements

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Felbryn.5462

For people who are collecting AP to get the chests, or for a feeling of personal accomplishment, I feel the current system where you can get a variable amount of AP each day depending on how many of the dailies you do is a good system. I think making it an all-or-nothing deal would make this group noticeably worse off.

If you feel that those competing on the leaderboards shouldn’t have to complete so many dailies to maintain their positions, maybe the leaderboards just shouldn’t count AP from dailies at all? The UI already lists a breakdown of AP into daily/monthly/permanent so excluding one of those from the leaderboard calculations would probably not be difficult to implement.

I personally think that having an AP leaderboard at all is kind of dumb (I feel most achievements primarily measure how long you play, rather than how well), so it’s difficult for me to guess how the people who care about the current leaderboard would feel about a change like that.

Please fix karma!!!!1!

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Felbryn.5462

For reference, info on karma from fractals:
http://wiki.guildwars2.com/wiki/Fractals_of_the_Mists#Personal_Reward_Levels

Optimum karma is for playing a fractal 10 levels lower than your personal level. Get your personal level to 11, and completing fractal level 1 will give you 6480 karma (before boosters). Run level 10 with a personal level of 20+ and you can get over 7k per run.

Daily used to give 4.5k karma. Even taking into account that karma boosts were more efficient on the liquid karma, if you just substitute a fractal run for your daily achievement routine, I believe you come out ahead.

Ascended Back Items w/Selectable Attributes

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Felbryn.5462

By that logic, why offer the bloodstone dust recipes at all? Why are some attribute combinations accessible in multiple ways while others are not? How did they decide which combinations should be easier? And why is it OK for people to get an ascended fractal capacitor with unusual stats if they bought it before the magic find patch but not OK for people to get the same thing for the same cost afterwards?

And for the record, I’ve already got plenty of mists essence for my present needs.

Ascended Back Items w/Selectable Attributes

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Felbryn.5462

Ascended back items had much more limited selection of attribute affixes than other ascended item slots for a long time. When the magic find system was changed, items that used to boost magic find were changed so their attributes were selectable one-time. As a result, many back items had an opportunity to switch to attributes that were not previously available in that slot/rarity.

According to the wiki, the mystic forge recipes for ascended back items with magic find (Quiver of a Thousand Arrows and There with Yakkington: A Traveler’s Tale) still work, and produce ascended back items with one-time selectable attributes; however, I’m hearing that they weren’t extended to work with bloodstone dust in this patch like the other recipes were. Additionally, the Prototype Fractal Capacitor that used to have magic find is no longer sold, so even if the mystic forge recipe that upgrades it to an ascended back item (which would presumably now have selectable attributes) still works, it is effectively inaccessible.

As a result, a few select attribute combinations are currently available by several different paths, while the rest are only available by one specific (and fairly narrow) path. I suspect this may be a bug; certainly it is inconsistent.

I suggest that all these systems should be made consistent: EITHER make ascended back items with selectable attributes available via Prototype Fractal Capacitors and bloodstone dust, OR disable the recipes for Quiver of a Thousand Arrows and There with Yakkington and force everyone who currently has those items to re-select their attributes, this time from a list that only includes the 4 attribute combinations available to everyone else. (Personally I favor the former option.)

Superior Rune of Resistance

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Felbryn.5462

Right now, I use one utility signet, and it has a 24 second cooldown (normally 30 seconds, reduced by a trait). I have no immediate plans to use this rune, but it strikes me as pretty rough that I might use this signet just a few seconds before the invisible internal cooldown on the rune runs out, and therefore miss the aegis and need to wait for the signet to cool down again.

Goldsink

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Felbryn.5462

A “X sink” is anything that removes X from the system. So if you mail your gold to a friend, that’s not a gold sink, because all the gold still exists (it just moved to another player), but if you buy something from an NPC, that’s a gold sink because the gold is effectively destroyed (the NPC doesn’t spend it in the player economy).

Most of that 200 gold you spent on crafting was presumably in the form of buying stuff from other players, which means the 15% trading post fee was sunk but the other 85% went to the players who sold you the crafting materials and is still in circulation. So that was (probably) a gold sink of around 30 gold, not 200.

Inversely, a gold source is something that puts gold into circulation, like when you get a gold for completing a dungeon run or when you sell an item to an NPC. If gold sources exceed gold sinks, then the amount of gold in circulation increases, which tends to result in inflation. Thus, gold sinks are important for managing the game economy.

Whether there are “enough” is very difficult to answer without a discussion of your long-term goals for the game economy and a bunch of data that ArenaNet presumably collects but doesn’t disclose.

How do you release a major fractals update...

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Felbryn.5462

In the short term, it would obviously be crazy to tell your artists and designers to stop working on new content and fix programming bugs, and so it would be entirely understandable to see new content continue to come out no matter how numerous or severe the unfixed bugs are.

But it’s been over a year. If ArenaNet viewed this as an issue of not having enough programmers to make all the changes they’d like to make, that’s a long enough time that they could hire more. (And reduce other kinds of staff, if absolutely necessary.)

I could imagine that there is some persuasive and well-considered reason that I haven’t thought of for why this issue has not been addressed, but “lack of programmers” does not strike me as a plausible one. I would’ve believed that a year ago, but at this point either they have enough programmers or they truly do feel that releasing DLC every 2 weeks is more important than stuff like this.

How do you release a major fractals update...

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Felbryn.5462

…and still leave in the thing where the entire group gets kicked out if the person who started the instance leaves?

My evening just ended on a downer because I spent about two hours playing through a high-level fractal and then the host left on the boss fractal. I’m pretty sure it was an accident (someone else had been talking about switching to a character with more AR), but that just underscores the problem: one person can single-handedly ruin the entire group’s day accidentally. If for some obscure technical reason it is impractical to transfer the instance to a new player’s control, at a bare minimum there should be a warning to the player about to destroy the instance so he realizes what’s about to happen.

This has been a major quality-of-life issue since release; every single person I know who plays the game has kittened about it. A few hours ago I was excited about this release, and now I’m not even sure I want to try again. I’ll likely feel differently tomorrow, but right now I’d give up everything in this update just to have this fixed.

Change "Invulnerable" to "Downed"

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Felbryn.5462

That seems a bit misleading to me; downed players aren’t invulnerable generally, just for 1 second while they play their falling-over animation. (I believe they’re also invulnerable for 1 second while getting back up.)

Balance & PvE/PvP implications

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Felbryn.5462

You realize that people in berzerker gear already do have around twice the damage output of people in cleric’s gear?

Food Consumption

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Felbryn.5462

I believe what Olba is suggesting is that for many players the logical reaction to this feature will be to buy a giant stack of their favorite food, set it to auto-consume, and never think about food ever again. And this will make it feel like a permanent buff rather than a consumable, even if your stack of 250 omnomberry bars really is decrementing by one every half-hour.

Yes, that’s more of a perception issue than a mechanical issue, but games are all about perception issues. I think it’s a valid concern.

Maybe we could just add something to help people remember to eat? Maybe an option to cause a sound to be played when a nourishment wears off, or something along those lines.

AP Scaling with Effort

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Felbryn.5462

Repeatable rewards need to be based mostly on the time and difficulty of obtaining them. Limited rewards do NOT—and the general philosophy in GW2, as in many games, is to give diminishing returns. Notice, for example, how your first few experience levels on a new character are easier to earn than later ones, the earlier weapon skills on a new weapon unlock faster than others, the earlier skills require fewer skill points per skill, etc. The slayer achievements clearly fit this pattern.

Repeatable achievements like “agent of entropy” and “hobby dungeon explorer” give constant returns (up to some very high maximum, I think). For those, you could maybe make an argument that some repeatable achievements are easier than others—but even then, it’s very complicated because you can often pursue several objectives at once. For example, completing dungeons for “hobby dungeon explorer” will also give you a bunch of items you can salvage for “agent of entropy” (not to mention all the coin, dungeon tokens, empyreal fragments, and experience points). So it’s actually very hard to say which achievements require more effort.

For example, most of the slayer achievements can be completed in the course of “normal play”, while doing stuff that you would’ve done anyway even if they didn’t exist. One could therefore make a reasoned argument that the required effort for completing them is zero (or close to zero), which by your argument means they shouldn’t be worth any AP at all.

Ascended bag

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Felbryn.5462

I imagine it would be easy for them to add this into the game and I have no particular objection to it, but…you would actually buy one? Really? AFAIK there are no loot drops in the entire game that would go into that box; it would only matter for crafting or when opening an ascended chest (even the chest itself wouldn’t go into the ascended equipment box, because it’s technically a container, not equipment).

Are you really crafting so many ascended weapons that this is a worthwhile investment for you?

reset jumping puzzle at 3 am

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Felbryn.5462

Are you familiar with the concept of time zones ?

Item color frames

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Felbryn.5462

Let us buy stacks!

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Felbryn.5462

Buy stacks and a “Use all” function would be great! Having to click through stacks of 250 consumables for the achievement for example gives my mouse trauma for life.

I’d argue that’s a problem with bad achievement design rather than bad UI design. Any achievement that people are going to tend to get by using non-stacking consumables in rapid succession is dumb.

I despise the “Daily Feast” for exactly this reason (I call it “Daily flush-food-down-the-toilet”).

Natural Order System (no more empty zones)

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Felbryn.5462

If you want to elicit large-scale behavioral changes, then individual players need to get a direct advantage from changes they can make by themselves. Under your proposed system, a large organized group of players could get an advantage, but an individual player isn’t going to gain any buffs by changing zones (except, under option #2, by joining a zone that happens to currently have the buff—which is the opposite of your apparent intent), so they have no incentive to move.

Tragedy of the commons.

support request (#71572)? - concerned player

in Account & Technical Support

Posted by: Felbryn.5462

Felbryn.5462

I think that I wouldn’t mind receiving pointers to additional resources, as long as the response also clearly distinguishes whether or not the support staff has reached a firm conclusion on the nature of the issue, and whether or not they are continuing to work on it. “We’re still checking into this, but you should consider using X because it might get you an answer faster” is importantly different from “sorry, we’re giving up, but you might try X”, which is also different from “this is definitely a bug, so the correct procedure is X”.

(Also keeping in mind that including wiki/forum links will not necessarily prevent a negative response that would have occured in their absence.)

The response quoted above sounds like they have concluded it was a bug. If the actual situation was that they weren’t sure one way or the other, then I’d say there’s a communications issue. (I also realize you’re only human and it’s possible to be both sure and wrong.)

Stop Breaking the World!

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Felbryn.5462

Wait, the poison is doing more damage to low-level characters?

Elite/second Professions

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Felbryn.5462

A new skill presumably takes the same amount of work to make whether it’s part of a new weapon or a new “elite class”, so you’re not magically going to get more total skills by asking for new classes with 20 skills each instead of new weapons with 2-5 skills each. In fact, you’ll probably get a lot fewer skills for a very long time, because they’d have to release a bunch of elite classes all at once, whereas new weapons could be released more gradually, and therefore some of them could be released earlier.

An option to replace your profession mechanic is probably a non-starter, since that would invalidate huge swathes of the current trait design. I’d also argue that if you don’t like the profession mechanic of your current profession, you’re probably playing the wrong profession.

Elite/second Professions

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Felbryn.5462

Upgrading your armor type while still keeping all the advantages of your original class is substantial power creep; that’s the equivalent of several hundred free attribute points.

Other than that, why do you feel this is better than simply getting new weapons and skills that fall within the existing framework? I believe ArenaNet has said in the past that they intend to add new weapons and skills for each profession.

Let us buy stacks!

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Felbryn.5462

Have you considered that that tedium is probably the only reason that baking omnomberry pies is profitable? There’s a lot of people in the game with 400 cooking (or any other crafting skill); profitable recipes tend to get made and sold rapidly until they are no longer profitable. If it wasn’t tedious, you’d probably have a lot more competition driving prices down.

Make dungeon tokens tradable

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Felbryn.5462

I do think it would be reasonable to have some kind of reduced rewards for people who play only a small part of a dungeon path. I thought that’s what the bags of wondrous goods were supposed to do, but they’re such a small fraction of the total reward that they hardly matter.

Let us buy stacks!

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Felbryn.5462

Seems reasonable. But out of curiosity…what exactly do you find yourself buying hundreds of?

I guess I did that with Obsidian Shards once, but even that was only because I was worried about the merchant being inaccessible and so I bought a long-term supply.

And I’ve bought hundreds of crafting ingredients…that come in sets of 10 or 25 per click.

Level capping dungeons

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Felbryn.5462

Dungeons are already level capped in the sense that you are downleveled when you enter the dungeon.

If you’re suggesting that max-level characters shouldn’t be allowed to play the dungeon at all, and anyone who wants to earn tokens from that dungeon should be forced to create an entirely new character, level to the appropriate level for that dungeon, and then can only play it a limited number of times before that character levels up and is also permanently excluded from that dungeon…sorry, but that’s ridiculous. It can’t possibly solve as many problems and hassles as it creates.

Maybe there are improvements that could be made to the dynamic level adjustment system to make your original level less relevant, but just flat locking people out because they’re too high is a complete non-starter.

Concerns about Coin

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Felbryn.5462

The “fractured” preview talks about adding coin rewards to fractals. I suspect that’s appropriate (to bring them in line with dungeons if for no other reason), but it’s got me thinking about coin rewards in general. Dungeons didn’t use to offer so much coin, either; and in general, it seems a lot easier to amass coin now than when I started playing.

This is a bit concerning, because other than being a medium of exchange between players, coin isn’t used for that much. There’s waypoints, repairs, salvage kits, harvesting tools, etc. but those costs are tiny compared to what you can already make doing almost anything (at least in PvE). There’s a few big-ticket items like cultural armor and the icy runestones in legendary weapons, but a lot of players are probably never going to get those.

It seems to me that most of what people want money for is actually in the form of high-quality equipment, crafting materials (or their derivatives), and gem store items—all purchased at market-driven prices. This makes me worried that increasing coin rewards is just going to cause inflation and trap us in a red queen’s race rather than actually helping players get the stuff they want.

Hopefully the coin increases I’ve noticed are based on a principled analysis of the time/reward ratios of various game activities and are just designed to bring some underperforming areas up to par, in which case keep at it. You’ve probably got more than enough economic expertise on the team to figure this stuff out without my input. I’d just like to be sure this isn’t being ignored…

Searing Flames

in Guardian

Posted by: Felbryn.5462

Felbryn.5462

“Your target is unable to apply boons while burning”

Nah; your trait shouldn’t prevent the enemy you have targeted from applying boons because someone else set them on fire (and your target shouldn’t be able to apply boons again just because you clicked on another target). If they wanted to run with this concept, the right way to do it is probably to invent a new condition that prevents boon application (“tainted”?), and then have a trait that applies that new condition when you apply burning.

I’m not sure that’s a good idea for a condition, though. Maybe one that just makes boons expire faster…

Ascended Trinkets for newbies

in Suggestions

Posted by: Felbryn.5462

Felbryn.5462

Laurels aren’t the only way to get rings. If you get up to level 10 or more in fractals of the mists, you can earn a “pristine fractal relic” once per day. 10 pristine fractal relics can be traded for a ring of your choice.

Any time you get a pristine fractal relic, you also have a random chance (around 1/3 I think) of getting a random ascended ring.

NOTE: You can play any level if someone else in your group is high enough, but if you play a fractal above your personal level you only gets the rewards for your personal level. This means you’ll have to complete at least 9 levels before you can start getting pristine fractal relics.

The mists essence is a low-probability random drop from anything in the fractals. Vials can drop at any level, but globs only at 10+ and shards only at 20+. You can combine 5 of a lower-level mat into 1 of the next higher level in the mystic forge, so you could theoretically get everything you need just by playing level 1 of the fractals, but it would take a very long time unless you got very lucky. The pristine fractal relics are probably much faster.

I should also point out that the rewards for fractals of the mists are being revamped in next week’s content patch.

Searing Flames

in Guardian

Posted by: Felbryn.5462

Felbryn.5462

Neat. I imagine that’s also going to apply to condition-removing triggers like Sigil of Purity?

What about purely time-based effects like Signet of Resolve?

OOC weapon slot

in Suggestions

Posted by: Felbryn.5462

Felbryn.5462

I’d definitely use this on my Guardian if it existed; I regularly switch between about 4 different weapon combinations depending on the content I’m playing. That said, it would only be a minor convenience.

If this were implemented, I would definitely want to be able to set different trait selections for each weapon set, too (same point allocation, just changing the abilities in the major trait slots as you can already do OOC). And it should probably allow switching armor and trinkets as well.

Ascended Trinkets for newbies

in Suggestions

Posted by: Felbryn.5462

Felbryn.5462

If you do infuse the ring, I believe it’s also possible to equip the infused version and the non-infused version at the same time, so you could use both on the same character.

Getting another ring might be easier than infusing that one, though; even if you’re aiming to collect all that mists essence, you’ll probably end up with 10 pristine fractal relics first.

I don’t really see why the ascended trinkets are “unique” in the first place; when you can get two that differ only by the type of infusion slot, it has negligible effect on build options.

Guild Recruit on LFG "Y"

in Suggestions

Posted by: Felbryn.5462

Felbryn.5462

Could be useful, but I’m not sure you want the devs to be in charge of deciding which details of your guild policy should be valid filtering options…

This also seems like it would be better as an out-of-game web site.

1 handed weapon skills

in Suggestions

Posted by: Felbryn.5462

Felbryn.5462

ArenaNet has already said they intend to add new weapon options. How is allowing a 1-handed weapon to be wielded 2-handed any better than simply adding a new offhand option?

Disable Jumping

in Suggestions

Posted by: Felbryn.5462

Felbryn.5462

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Felbryn.5462

Felbryn.5462

for all that say it’s harder no it might be but if we can’t complete or have to farm agony resistance on lower Levels now.. it’s fair but we could enter scale 81 the scale we deserve if we wanted that is the important Thing. if they leave us the Level they loose nothing if we can’t complete the new Content on that Level we gain nothing really nothing and if we can complete it we deserve it anyways so whats the Point?

It sounds like you’re saying what you want is the ability to skip new levels 31-49 (which you have never played) and jump straight into new level 50—option #1 in my previous post. Am I understanding you correctly?

Fractal levels above 30 to be reset?

in Guild Wars 2 Discussion

Posted by: Felbryn.5462

Felbryn.5462

Out of morbid curiosity: for those who are upset about the level reset, what would you consider a reasonable alternative?

It’s clear from the patch notes that fractal levels 30-50 are going to be effectively brand new content after the patch, which no one has ever run before.

Are you suggesting that people who are 50+ before the update should unlock all the new content and rewards instantly without having to play it in order? I don’t see how that makes sense; that’s like saying that you should be able to fight a living story boss without playing through the living story because you were fractal level 50; this isn’t the same content. And several of you have explicitly denied that you were hoping for this.

Are you suggesting that they should have put the new 30-50 at 80-100 instead, and force everyone who wants to play the new content to grind through 50 levels of obsolete placeholder content first? That strikes me as mean-spirited, and in any case it’s obviously foolish from a business perspective (content that most players will never see won’t keep them playing), so I can’t see it happening no matter how righteous your cause.

Do you want to be able to continue to play the current version of the fractal levels that they’re removing? I could imagine a system where there’s 2 parallel advancement tracks, one through the current levels and another through the new levels, and you keep your position on the old track. I think that would be reasonable in principle, though I have a hard time believing that the current level 50 is different enough from level 30 and the new level 50 to be worth extra developer time and splitting the playerbase just to keep it around.

Do you just want a little box somewhere in your hero panel that says you got to level X under the old system?

What exactly would “not resetting fractal level” look like, in your imagination, assuming they’re still going through with everything else?