Yeah, birthday sucked hard. I’ve just made my peace with it at this point. I’ve had to do that a lot this past year.
Open world PvP in PvE zones serves no purpose other than trolling. And it’s only fun for the trolls.
Like I’ve said in other threads, their live team is too small. They are putting so much of their force working on expansion content that they don’t have enough man power to do anything substantial. So to try and make it ‘feel’ like we are getting content, they time-gate everything. And they give us pseudo content in the form of checklists that don’t add anything new to do at all, but just a quest log for existing content.
The whole strategy seems to be ‘less is more’. So they give us very few options up front and slowly seed new things in to make us more likely to do/buy each new addition. Gem store is a perfect example of this. There could be so many things done with it that players would love to buy, but if they gave us more options how many people would actually be spending money on such lack luster items like the cooking outfit and a sleeveless hoodie? Not many. Since there isn’t really much to spend money on, they add something small like that every couple months and through scarcity alone players jump on it to purchase. It’s great for business, bad for players.
Yeah, I agree. The short story about Scarlet made her sound actually dark and menacing. In-game she’s closer to a Disney villain.
Whhhhhhat? Omg.
Why do they continue to fail in so much with these updates. People are being rewarded (greatly) for procrastinating. Brilliant.
You won’t see legendary armor any time soon, you will see Ascended Armor in 2013 for sure though, yes.
With new skins? (PLEASE say there are some without dresses or trenchcoats).
The games needs more armor and weapon skin variety. Add it to karma and WvW vendors, dungeons, and fractals. That combined with guesting, mini-games (with titles/emotes), and fleshing out Lost Shores really well will keep players occupied for months. And it requires less resources than one-time holiday events.
Great video, thank you for posting.
Guild Wars 2:
The base ideas all appear to be intrinsic.
The implementation is almost always extrinsic. Especially since around November.
Extrinsic gameplay is FAR easier to create. It consists of a string of carrots to entice us to keep playing. It requires the developer to design in a far different way than intrinsic gameplay. It makes the designer ask questions like: “How long can I make the player grind to get this reward before they question it or even quit?” and “How small of a reward can I provide to satisfy temporarily but make the player willing to grind for for another one?”
Intrinsic gameplay is hard to design, hard to implement, and hard to balance. It takes time and talent. It makes the designer ask questions like “Would the player enjoy this content even if no reward was given?” and “How much replayability does this content have via fun alone?”
GW2 has loads of ideas that were marketed to us (and/or perceived by a large chunk of the playerbase) as intrinsic. A hard gear gap that was easy to get to, a flat leveling curve, mini-games, eSport grade PvP, and large open field battles in WvW. Of these, WvW is the ONLY one that has stayed true and lived up (kind of) to the hype. The removal of culling is going to be a huge leap towards a very high dosage of intrinsic gameplay. But with the same patch, they are possibly going to run that into the ground too. They are implementing ‘progression’ into it. Which will be minor and passive effects at first, but will lead into active skills later. This is a dangerous line.
And two things that are universally extrinsic by their very nature are time-gating and RNG.
With time-gating you are physically forcing your player base to wait for water bottle drips of rewards. Like with laurels/ascended gear and guild missions. This is pseudo content. It’s made to seem like the content has more girth than it actually does by purposely shackling the player down. Only letting them get rewards when you want them too, punishing players for playing your game more than X amount of hours, and crippling players that take breaks for other aspects of their life. It’s the worst kind of game design possible for the players, but one of the best kind for business. It let’s the company push very little content over a very long period of time, saving a ton in resources. This is currently being done for what appears to be a way to put a large chunk of their work force on expansion content, which we will have to pay for.
RNG is gambling, which is also inherently extrinsic. The goal is not to pull the lever, but to get the prize. The easiest way to prevent players from obtaining a reward (as a whole, since statistically a few will get lucky) is to make something random with a low chance. This makes players have to keep gambling away their time and money for just a sliver of a chance of getting what they want. This is also wonderful for business. Instead of spending time creating content to play through (like a scavenger hunt) all that is needed is a randomly generated number. That’s it. That’s all the work done, just like that. For the player this is not only really un-fun, but it’s also very expensive (like buying gems with real money for chest keys) and underhanded (using natural human flaws like compulsion and addiction to profit from).
(edited by Geikamir.6329)
Who says there are fixed locations? A random person on a forum?
There is 0 evidence beyond anecdotal that points to fixed locations. There are so few precursors that have dropped at all outside of the mystic forge, that any response you get in this thread (aside from a dev, which won’t happen) will be wrong.
The first step is admitting you have a problem. That’s good that you are already there. Now you are on the road to recovery. Today is the first day of the rest of your life!
He’s either working on an expansion or they buried him in the back with all the other formerly good things they had going for them.
Honestly, I have a hard time understanding Anet’s policy – it’s unique in this industry.
No it isn’t. It’s extremely common. You don’t talk about what you’re working on until there’s an official announcement, and even then some companies want only public relations folks to directly interact with users.
As a dev, if I visit another studio, I have to sign an NDA, even if the only thing I ever see is the break room. Publicly spilling the beans about a feature I’m working on or a future game before an official announcement would get me in some hot water.
That’s only for things under NDA. Roadmaps are a common thing to be presented to customers.
If you like gear grind EVERY other MMO was designed for you. If you don’t like the gear treadmill, what MMO do us players have? It was supposed to be GW2.
So now, with the addition of ascended gear, you cannot play Guild Wars 2 without grinding for gear? You cannot enjoy whatever it is you enjoyed about the game before the addition of ascended gear?
I don’t enjoy being disadvantaged, no.
Without ascended gear you would be unable to enjoy the game?
Hey all! Just wanted to clarify something for you: racial armors will not be available through WvW. We’ve contacted MMORPG.com so they can correct that information.
Thanks, and sorry for the confusion!
I’m so surprised…
….
No I’m not.
So, the focus has some amazing skins. The best in the game, imo. I’m really trying to find a reason to use one, but I’m having a hard time. After having a discussion on reddit about this weapon I decided to look further into it’s practicality. This is specifically for WvW, where I either run D/D for roaming with my guild (which is mostly what we do) or staff if I’m assaulting/defending a tower.
One huge issue that I’m having is the choice to make some skills single target on this weapon compared to /D which is all AoE. Also some odd cooldowns on top of the fact that the base dmg is more than 100 points less.
Let’s compare each element:
Fire- Dagger:
- Ring of Fire is almost instant, does great immediate and overtime dmg, and can block people in to a ring all with a 15 second cooldown.
- Fire Grab does huge AoE dmg. It’s in a cone, which sometimes misses for no reason, but is generally a grade A skill.
Fire- Focus:
- Flame Wall has a higher cooldown, casting time that is 4 times longer, easily avoidable shape, and does WAY less dmg in exchange for only 2 more seconds of duration (8 instead of 6). Extremely inferior to Ring of Fire.
- Fire Shield is a 3 second flame aura on a 40 second cooldown. It does much less dmg, but is an aura that can be shared. It’s a wash really, because according to the situation each has their use. However, the duration should be increased.
Water- Dagger:
- Frost Aura has a 7 second duration for it’s 40 second cooldown, which is much more reasonable. Good skill for aura sharing.
- Cleansing Wave removes a condition and heals allies. The 40 second cooldown is a little steep for what it provides, but overall a nice skill.
Water- Focus:
- Freezing Gust is single target chill. Why in the world is this not AoE? This should affect multiple foes for it to be worth 25 seconds for 3 second duration. It really really hurts the whole weapon set in this form.
- Comet dazes multiple foes. This skill is amazing. AoE daze and a blast finisher. Love it.
Air- Dagger:
- Ride the Lighting is straight up one of the best skills in the game. On a 15 second cooldown you get 1200 range to do whatever you need to AND does dmg.
- Updraft is like Robin to RTL’s Batman. Gives swiftness and does AoE launch. Worth every second of it’s 40 second cooldown. It’s even instant!
Air- Focus:
- Swirling Winds is the only reason the weapon isn’t currently shunned by most players in WvW all together. It blocks siege attacks. Generally it’s a pretty good skill in it’s own right as well.
- Gale…. wtf. Why? The cooldown is 10 seconds longer than Updraft, does single target knockdown (which is like knockback but less cool), and has a 3/4 cast time. I don’t even.
Earth- Dagger:
- Earthquake is an AoE knockdowning, blast finishing monster. This skill is pretty awesome even with 45 seconds of cooldown.
- Churning Earth can change the tide of battle… if you can get it off with the enemy still in range. It’s one of the only skills that requires the help of a utility to be consistent, but either way when it hits, they know it.
Earth- Focus:
- Magnetic Wave does all kinds of things. Removes 3 conditions, is a blast finisher, does some dmg, and reflects projectiles. Looking at the other cooldowns of the focus skills I really don’t know how this one got away with only requiring 25 seconds. But this weapon needs all the help it can get. So yeah, this skill completely rocks.
- Obsidian Flesh makes you invulnerable for 4 seconds on a 50 second cooldown and it’s instant cast. A pretty great skill. The cooldown is a little stretched out, but that’s understandable for the effect.
For Focus, really the only element that both skills work well on is Earth. It, and swirling aura affecting siege, are the saving graces of the weapon. For all it’s downsides, you’d think at least the base dmg would be the same (or higher?). But it’s not. In fact, it’s 10% weaker.
What do you guys think?
(edited by Geikamir.6329)
Colin said: “Just a reminder, blue is the absolute minimum champs can drop, they have much better odds of dropping good loot than regular mobs, and once you’re properly getting kill credit for them hopefully this becomes more visible.”
I don’t understand why green can’t be the absolute minimum for champions. It takes so long to kill them, that it’s far more efficient to do almost anything else in the game for rewards. Why set up a system where it’s more profitable to kill trash than champions?
I don’t think Ascended is a grind, or doesn’t force you to grind for it.
Granted, getting ascended is harder than exotics, but that doesn’t mean it has to be a grind. The way I see it, you get your neck ascended through Laurels from Daily and Monthly. You can get your rings through FoTM or Laurels. And I think there was something from Guild Missions too, but I have to check on that. But you don’t have to “grind” to get your rings in FoTM. Just do one or two levels a day, and you’ll progress through levels 1-20 at a decent pace, without really grinding.
What happens when someone took a break from the game a day before laurels were added. And then comes back in 2 months? They will be behind everyone else and unable to catch up, because there is a time gate in front of them. That is a time-based grind, no matter how you want to spin it.
(edited by Geikamir.6329)
him dying to cleanse orr would have been a great end!
The characters with the most personality all died (basically for no reason) and Trahearne is prolly going to fall in a pit somewhere and become a god…
Jeffery I have a request for the future!
First, I love scavenger hunts and mysteries so I hope more of these are put into the game later.
However, could you guys put in hints and clues around the world for these items so we can have things to find/discover/learn from. With such a low drop rate and not having any clues to go on, we could be doing the wrong event for dozens of months and not be any closer to the weapon.
Lore related clues involving books, codes, hidden messages, and secret passageways would be amazing.
Thanks for your hints you’ve given us so far, though!
The lack of trinity was a pretty big mistake on Arenanet part. Essentially all the classes play like DPSers with some added utility. Yes sure in theory there is still teamwork but its as if you decided to run a dungeon in WoW with 5 warlocks. Maybe they could do it with some awesome teamwork.
But the average run of the mill encounter/boss/world boss etc doesn’t use any team work. So called ‘easy’ teamwork isn’t there – and none of the other systems whether the combo system or the utility skills really compensate.
The end result is that the learning curve for this game is all messed up. Its either ultra easy all casual – but tricky in certain PvP situations/dungeons etc. I hate to break it to Arenanet but the holy trinity (group roles) really WAS a step forward for MMOs.
The rest of their problems – lack of progression etc can be fixed. But this fundamental design error weakens the game dramatically. I guess even GW1 had roles.
I feared it wouldn’t really work when I read about it – and it doesn’t. World Bosses are just zerg fests/buttom spams. That’s because as I explained before if they balanced it to be hard you might need some really tricky teamwork or like say a "burn’ team of all skilled glass cannons.
World bosses are zerg fests because scaling doesn’t work past a certain number and they aren’t instanced.
Also, the lack of trinity is the only thing that they have stood firm on and it’s the best thing about the entire game. Well, no trinity and active combat.
They stood firm on no monthly fee, beautiful scenary design, active combat, a branching storyline (storylines do branch), dynamic events, and a whole plethora of other things they said. People forget so easily.
Ah monthly fee, but with that they said that the gem store would be cosmetic ONLY. They changed the FAQ on wiki a couple months before BWE1. Then they gave players the ability to buy gold and boosts with cash. Whether that’s negative for you or not, is a different topic.
Everything else you mentioned is questionable.
For example:
-DE’s, while better than questing for sure, are accompanied with hearts. If you want to get a legendary (the PvE end-game) you have to do hearts. Hearts are exactly like old-style quests. Fetch/Kill 10 rats. They are even anti-team work because you can’t share the limited supply of slowly respawning collection items.
-Branching storylines. Oh, how wonderful they are…. until about level 30. Then it’s no longer a personal story, it’s Trahearne’s story. One where your decisions don’t matter because the entire path is identical in the end and he gets the most of the credit. Nothing you do prior to level 30-40ish matters or even is mentioned later in the game. It’s disconnected and disjointed. Quite far from “My Story” as was marketed.
What else?
People have different definitions of grind and fun. They assume the devs have the same definitions as they do. Those who are upset ignored the context where those words were used in the manifesto (in reference to quests and combat).
Well if the terms are subjective then if I think they are a lie, they genuinely are lies (to me) right? If the terms are objective, then what is their predefined definition?
Why use subjective terms to market for any other reason except to be able to back peddle when the bottom line needs it?
(edited by Geikamir.6329)
I completely agree. The thing is though, forcing as many people to log in daily is the most profitable route they can take. Yeah it cheapens achievements for the players, but do you really think that’s their main concern with APs?
AngryJoe Interview - HoT Questions for Devs?
in Guild Wars 2: Heart of Thorns
Posted by: Geikamir.6329
Please, would you ask about armor style going forward?
It’s been an ongoing request from the community for less trenchcoats with medium armor, less butt-skirts with heavy armor, and less robes with light armor. Yet with each new set of skins that get released, it’s more of the same.
Is this something that they are concerned with and do they have any plans to change?
This is a topic that gets brought up ALL the time, yet interviewers never even attempt to get answers.
Make ascended items tradeable before worn. Problem solved.
In fact, for 99% of the casuals, making dungeon gears, fractals gears, and all the various ‘currencies’ tradeable would solve their gripes and make the game more enjoyable for everyone.
Games with dailies remind me of ‘Battle of the Immortals’ where mobs gave so little experience per kill the ONLY way to level up was…dailies. Dailies are tedious, repetitive, and force you to do something you don’t really want to be spending your time doing.
I agree. The thing is, they won’t do that. If they did that there would be no time-gate for the ‘content’. Which means they wouldn’t be able to force people to log in each day to stay up-to-date with gear. The monthly updates don’t provide enough actual content to keep people occupied, because they have too few people on their live team.
Let’s calm down a bit, this isn’t getting us far. Instead let me ask this.
Here are the assumptions that I’m operating under for this question:
1. You feel that PvE and TP have difference levels of gold earning
2. You feel that PvE and TP should have the same level of gold earningWhat would be your plan for implementing a reward system that would achieve what you desire, given the constraint that you may not get rid of the trading post?
Three-tier plan to ease plenty of problems.
Step 1: Make karma actually matter. Let it buy things that players want. Lots of things. Make them expensive so items become exclusive based off of choice of reward. Prestige will come because players HAD to have earned it. Individuality would be achieved by providing a plethora of weapon and armor skin options to chose from. So players would feel accomplished and unique at the same time.
Step 2: Take wide-swinging RNG out of the mix OR have an equally or more valid/effective way of achieving such grand ‘end-game’ items. So when you add new things to the game launch processes like scavenger hunts at the exact same time.
Step 3: Have very high value items that get put on the TP become transformed from Bind-on-Equip to Bind-on-Acquire. So the purchaser would then own the item and would be unable to resell. If you want the gap between TP moguls and the average players (even given the same amount time devotion) to be even remotely minor, you need to put some preventative measures in place to prevent wealth-siphoning systems like precursor flipping (and similar practices) from being so lucrative.
(edited by Geikamir.6329)
I can easily picture new dynamic event chains in the existing areas that are many events (thus a chain), very difficult, scale to number of players, and have very worthwhile rewards (i.e. always at least 1 exotic). They can have announcements in lions arch for specific event chains starting, either ‘explorer or ambassador NPCs’ making announcements about ‘something happening’ in this zone. If the events are fun, challenging and rewarding, people will do them.
I like the idea but don’t think flooding the market with exotics is the best reward structure. Better yet is they give you tokens that you can use to buy new gear skins after a decent amount. You could also exchange a lot of them for an account bound lodestone. And there would be a rare chance (not super rare) to have trade-able town clothes, temporary in-town auras, or other cosmetic items to drop.
The intent, which of course nobody cares about such details, is to give everyone something, regardless if they have one character or 20. One can play the same amount of time and have different amounts of characters. Neither method is superior to the last, so yes, receiving the same one is fine because you don’t deserve more than other people.
Of course, let’s just ignore the birthday booster and focus on the mini. I really worry for some of you, because other things in this game, other games, and pretty much anything else is much, much harder.
I feel like what you are saying is that people that spend more shouldn’t get more. Which is odd, to say the least.
As a player I shouldn’t have to look at the big picture and think “Well I may have put in tons of hours and got little-to-nothing to show for it, but at least someone out there is getting all the rewards for the same or less effort than I am. What a relief!”
That’s not fun for anyone but gambler’s. And really only the small percentage of winning gamblers.
Imagine working 40 hours a week and instead of a set wage, your income was decided by pulling a number out of a hat. Not many people would stick to that job. Only the lucky ones that were rewarded more for equal or lesser effort. Oh, and gambling addicts.
Habib, I appreciate your time to answer so many questions.
The one I’m most concerned with is the loot bag in WvW since I have lost so many bags because of it.
The present thing, while it makes sense, it doesn’t translate well to WvW in the majority of cases with it’s current implementation. When you are fighting multiple enemies (so like, 95% of the time) you are just spamming F to get bags before you die/they despawn/you move on/you just don’t see them. That feels nothing like opening a present because you don’t even have time to see what you got most of the time. Having the bags stack in your inventory (by 250) like others have mentioned gives WAY more of the ‘opening a present’ feeling.
Not only the present thing, but it also addresses the concern about space better. Up to 250 bags would only take up 1 space instead of 250+ spaces according to what rewards you get. [Well actually, now that I write that down I think I come to realize something: What if you guys WANT us have all of our bags taken up instead of having a bunch of empty space…. Hmmm.]
The only issue having the bags stack in your inventory doesn’t solve is the already written code for bags to fall at your feet. What I’m curious about is, wouldn’t having something just pop into your inventory be much LESS server demanding? The game would have no additional images to render and wouldn’t have to keep track of where the bag is laying or where you were when the other player died.
It seems like a better solution is every single aspect except the one that involves cramped bag space (and according to what the end goal is with that, it’s much better in that regard too).
(edited by Geikamir.6329)
Who cares about clipping. Just let me mix and match.
The line that keeps being used is “We hear what the community is asking for”. That actually makes matters worse because they hear us but they just don’t actually care what we think.
So it would be a tonic that only works underwater? Or would you just kind of flail around helplessly when on land?
I drastically prefer armor sets over outfits. My opinions usually differ from the designers and I would much rather be able to put take out the weird parts they they put on most sets/outfits.
It feels like a live-action coming-of-age romantic comedy in this thread.
Oh yeah. Player spent hundreds of gold on MF trying to get precursor but he should sell it for 80 gold to make community happy.
There are three (3) ways to obtain the precursor. If you don’t like one you just pick another. Don’t like MF way? Buy one from TP or do the dragons and wish for luck.
I got a feeling that the problem is not the way of obtaining them but the difficulty of it. It’s hard and it supposed to be hard.
A lot people is saying that they refuse to get one because they don’t like provided way of getting one, even that they got enough money to buy one instantly. Fine for me but why they whine about it on the forum if they have made this kind of decision?Finally ANet will provide us with another way of getting your desired precursor but I’ll bet anyone that when they do that people will still think is too hard and complain about it because all they want is simple solution.
It’s like you aren’t even reading what I type.
A counter to this is to limit the amount of minis allowed to be shown in an area.
Yeah, that limiting factor was used in GW1. Just have a maximum amount. The mini’s don’t even have idle animations like they did in GW1, so it’s even less intensive.
My taste is almost always different than the armor designers, so outfits are awful for me. I need to mix and match to get something I’m satisfied. This is a perfect example. Parts are awesome and I’d like to include with other pieces. But combined, not so much.
Also, seriously… another butt skirt? Can’t I opt to just cut it off?
Yeah, I would love to be able to wear the pirate outfit in combat instead of the ugly medium armor alternative. I just would rather look the way I want to all the time, not just in certain circumstance like being in town. That’s why I won’t buy town clothes.
You think you’ll like it, anyway. We haven’t actually experienced it yet.
Well, it’s always great to be optimistic, it helps a lot in experiences.
Optimism leads to disappointment.
Not necessarily. If a company is worty of optimism, it actually leads to matched expectations.
I haven’t been disappointed by a.net yet.
Must be a wonderful world that you live in.
You know why they keep putting in RNG items like this into the game? Because people keep spending money/gold on them. It’s profitable/effective, so they keep doing it.
So if you don’t like these types of systems, you have to show them as a company by being a good consumer and not buying them. They will keep selling things you don’t want if you keep buying them.
…..
So PLEASE Arenanet make “outfits” more “pieced” and consider making a hood version to the ceremonial plate.Don’t give them ideas!
The next armor will probably come 1 piece = 400 gems!#Scralet armor
I’d rather have it that way, so I could buy the pieces that I like how they look.
It’s unfortunate.
I wanted to take Guild Wars 2 seriously and be immersed in a world where things mattered. Teddy bear back packs, ginger bread swords and 8bit super Mario worlds feel so out of place and disjointed that it looks like they have developers making content for Guild Wars 2 who have never seen Guild Wars 2.
GW2 is horrible for immersion players, but wasn’t that clear at launch already?
I’m an immersion player and Guild Wars 2 isn’t horrible for me. That said, it’s never going to be as immersive as a single player game. But as MMOs go, I’ve yet to find what that is more immersive.
Well they’ve done almost anything they could muster from almost any genre you could name. What could break your immersion at this point if you haven’t experienced any yet?
Just make race change let you re-select creation options and resets your personal story. Cultural armor has a merchant value the same price you paid.
Problem solved.
90%+ of armor is the same in it’s respective weight class:
Heavy Armor has butt skirts, Light Armor has robes, and Medium Armor has trench coats. It’s really sad and extremely unfortunate.
Geikamir really screwed me up because Chaos Skin prices took a nose dive after the patch went live because they were still 1 ticket. Made 50g less than I would have if I sold the night before.
I was going off of history and also this:
“New Chaos weapon skins are available for the next four weeks from Black Lion Weapons Specialists for the introductory price of one Black Lion Weapon Ticket. Black Lion Weapon Tickets can be found in Black Lion Chests.”
https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-August-12-2014
So technically they could mean AFTER 4 weeks, but that’s misleading.
Before any nerfs are done, I would like to see these bugs fixed. First, the sparks will often pass right through circles or sit inside a circle and not activate. And then you have the bug where she will stealth every 5-10 seconds. sparks are placed under 15 seconds usually. I’m not sure which groups can dps fast enough when she goes into stealth almost instantly. If these are not fixed then this fight is more about luck and dps than skill/coordination.
We were breaking even with 4 warriors and 1 mesmer (mesmer using tears). It took us 3 timewarps to finally take her down. The sparks seem to be ok now, it’s just the stealth timer that is unfair to non-DPS groups. Increase the timer as well as make Dwayna hurt some more because her threat is non-existent at the moment.
3 timewarps with 4 wars and 1 mesmer? Did you have tanks?
All of them were running with a DPS build, actually.
So groups with less dps kill it way faster, sounds like they weren’t really DPS builds or your group was utterly terrible at pulling sparks or let it heal more then you could DPS it during non-timewarp cycles which is pretty commendable because that’s hard to do with a 4 warrior/1 mesmer group in the first place.
Sounds like a l2p issue more then a boss issue at that point.
This is turning into a debate between people that have experienced the bug and those that haven’t. Again, often we had a 10-15 second dps time. There is no group other than FULL zerker dps builds that can out damage her heal in that time. Even then you have to time everything perfectly.
Us that were in the group are very experienced dungeon runners and players in general. We know how to play the game. We are in the same guild, were on TS, all have way over 1k hours played, the lowest pvp rank is 23 (I think), the lowest achievement score is 4.4ish, and we do speed runs of other Arah paths all the time. I know that all doesn’t really mean all that much, but I’m just trying to get across that we aren’t new players. And with the bug we had (unless this is the current new way it’s supposed to be) only coordinated zerker groups could complete it. Which would be imbalanced IMO.
(edited by Geikamir.6329)
We field a team every Friday evening for tournaments. So if you are queued during that time, and on NA, you might just face us!
You guys should do the same for EU servers. We don’t get any dev sightings at all
It completely blows my mind every time I think about the fact that premades aren’t forced to play in ‘ranked’ matches so that solo-queued players can have ‘unranked’. Letting solo players get farmed is worse than long queues by a long shot. Because by pushing out new and solo players from wanting to play, you are inevitably makes queues in the future even longer.
This kills the pvp.
What’s easier to make?
A game that is easy and takes long to finish or a game that is challenging? Challenging content is more difficult to make because you have to test it a lot. Easy content doesn’t require much testing. You just have to test that it works. Making easy content is less costly and less time consuming.
Someone at Arenanet slashed the development budget. Big time.
Yeah, that’s pretty much what it boils down to. They cut the live-team resources to pitiful levels.
Mini games that offering unique skins for excelling at them would be amazing. I wish so bad they would add them in soon. Though I doubt we will see them before an expansion.
(edited by Geikamir.6329)
