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The GW2 Next Expansion Wishlist

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Posted by: Gerrand.3085

Gerrand.3085

Breakbars:
- Breakbars are flat out awesome. In the long term consider enhancing them with custom animations to allow designers to relate complex enemy interactions with the visuals – such as having the break bar cracked or shattered once broken until the boss stops taking extra damage (at which point it reforms to show extra damage is no longer being taken), having a red area at either end of the break bar to tell people bad stuff will happen if the boss’s stun bar isn’t kept about midway across the break , ect. The more flexable the animation set, the more designers will be able to easily relate.

GW2 Website:
- Add a way for people to jump to comments made by staff in threads instead of having to find the first instance of a staff post before they can be hopped between.
- Several WvW ts groups I’ve been on have requested I send them my GW2 API to prove I was from that server. Please add a description on the API request redirect login page stating what you are currently logging into the GW2 website for. I’m a programmer and at the time I couldn’t tell if signing in my details on that page would either give the safe API information the WvW people stated the link would provide or if I was dangerously compromising my account by signing into that blank Anet login page – until after I signed in and it all turned out to be fine -.-

Misc:
- Resonating shards. Make them rare again please, they are currently worse than sellable trash.
- Until they worked into a better system, add another option to the bottom of each recipe book’s recipe list which lets you extract a generic sellable trophy from the book instead (with rarer recipe books giving larger quantities of the generic trophy). Perhaps only give this option if every recipe in the book has already been unlocked.
- With future living world maps, consider adding in a single remastered cultural armor as a reward for each of those maps. The cultural armors are some of the most unique pieces in game but the lack of detail, tech and texture on several of them really shows (they are the oldest of the old). If a single weight of a single class was redone with each episode (given some new shaders like higher tier PvP or WvW stuff, perhaps the carapace armor enhancement or the foefire shoulders enhancement) I’d assume all around praise for far less effort then creating a new armor set.
- At the end of the season, please give a mystic forge chain to combine all the 25-25 sentient and anomaly gobblers into a single store gobbler (like the ley-line matter converter) and if you feeling generous, extend that into some variation of an ascended/legendary construction process to unlock invisible shoulders which feature the 6 anomolies flying around and trailing after you (as pure fx) and when combat starts, all 6 anomalies ram into you, disappearing and giving you a slight aura of the leyline- distort effect until you exit your combat stance.

The GW2 Next Expansion Wishlist

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Posted by: Gerrand.3085

Gerrand.3085

Inventory:
- When searching for the term “black” or “black lion” bring up all black lion goods in the inventory.
- When searching for the term “food” or “util” bring up all the foods and utilities in the inventory.
- When encumbered, unable to pick up loot and pressing “deposit all collectables”, deposit the collectables you haven’t been able to pick up yet as well.

WvW:
- When hovering over the minimised colour plates at the top of the screen, bring up a blurb stating which world that colour belongs to.
-On the map, put a picture of a lock around uncappable points instead of requiring people to hover over the points for that info.

Crafting:
- Add a new workbench which only allows for the refinement of materials but allows for the refinement of all materials which the player can refine.
- Separate out all legendary crafting and components into a single separate type of workbench (which possibly requires 5 fragments, blood dusts and dragonite ore for every use of said station).
- Move all Grandmaster Hobb’s non-legendary journal items to a new apprentice which will take his current spot – and will also provide scout directions to Grandmaster Hobbs at the Pheonix Roost.
- Move Grandmaster Hobbs to just shy of the Pheonix Roost’s summit, staring out over the ocean -cause legendary journey -.-

Mystic Forge:
- Add a recipe book which records all the mystic forge recipes you’ve discovered
- Add tabs to insert items from your bank or collections into the mystic forge

Home instance:
- Add the option to hand in gobbler items for nodes-which-act-as-gobbler-items which share the same daily cap.

Guild Hall:
- Allow the guild to move the guild resource nodes
- Add a new unlock track to allow the placement of a single copy of each of the attainable home instance resource nodes in the guild (which will only be visible and accessible if the player’s corresponding home instance node has been unlocked and will count towards the same daily use as the home instance nodes)
- Add an unlock for a stunted black lion delivery agent inside the scribing hub which will only allow the players to pick items with the “used in scribing” tag.
- Add bed decorations => Which are smaller than the colossal bed things currently in game -.-

Black Lion:
- Add a single player wind tunnel instance inside the Black Lion HQ which lets players equip time-limited bundle versions of the current glider skins on offers for visual testing.
- Add a black-lion-fed-salvage-o-matic which consumes full stacks of BL salvage kits or other BL consumables for charges (25 charges from a full BL salvage kit pls), can store any number of charges and can use up those charges to salvage gear. To justify a high gem price, either allow 10-15 charges to be consumed to salvage ascended items or give the BL-fed-salvage-o-matic a 50-100% chance to salvage higher tier crafting materials.

(edited by Gerrand.3085)

The GW2 Next Expansion Wishlist

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Posted by: Gerrand.3085

Gerrand.3085

I’ve been waiting for someone else to start this discussion for ages – cause I could hardly post the following list and the create the subject itself at the same time. Hopefully this mostly comes across as system tweaks instead of requests for custom loot. Either way, fetch a plate of tl:dr and prepare to get munching.

Black lion store:
- Add a filter checkbox to hide all unlockable items which have already been unlocked – dyes, recipes, skins, ect.
-Give all black lion dyes an exotic border (orange) instead of a rare one (yellow)
- Give all black lion traders a small aura which makes the special action skill appear (default x button) and allows people to pick up their orders without opening the black lion window.
- If you open the black lion store from the menu and walk into the previously mentioned radius of the black lion trader, allow the player to pick up their purchases without having to re-open the store from the black lion merchant instead of using the open menu based store

Normal merchants:
- Add a dividing line at the bottom of all normal merchant listings and place recipes and collectables which have already been unlocked beneath that dividing line in the sales list

Chat box:
- You will never use party chat while in a team, team chat while in a party and you’ll probably never use party chat while in a squad. Either combine party, team and squad chat options or have your chat channel switch automatically when you moved into the relevant game play type.

Mini-map:
- Allow players to request to join commanders from the mini-map in the same way they can request to join from the main map.

Waypoints:
- Given the abundance of multi-tier maps, instead of phasing out waypoints which are at different levels, either give them a blue, green or brown border decoration to denote if they in the sky, on the ground or underground.

World Map:
- Add the option to hide the zone and world completion tabs – they often cover the Maguuma fall maps and waypoints – which can be irksome.
- Add a button next to each zone name (and right click option) on the world map to open the LFG tab of that zone (The LFG feature is getting pretty cluttered without this).

LFG:
- Add a “Teleport-then-Join” button under the “Join” option in open world LFG tabs which will cause users to join a commander squad only if they make it into the map (ie, its not full) and will not lock them out from trying to join groups if they are not successfully moved to the maps they try to enter.
- Allow players to sort the order of the game type tabs to suit their preferences.

Squads:
- In the name of all things holy, put a fancy border around the squad member who is hosting it.
- Give the commander the ability to initial a waypoint-as-group channel skill (by right clicking on a waypoint while commanding a squad and selecting waypoint-as-group. The channel would last 15 seconds and would give squad members the option to teleport with the commander (at the usual cost) to the selected waypoint. If the squad wouldn’t fit on the target map, start a new map.

New Infinite Tools, why not separately?

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Posted by: Gerrand.3085

Gerrand.3085

They should have created a basic “Unlimited Tool” for each type that had a medium cost attached to it.

Then they should have sold the skins (and the affiliated animations) separately allowing your basic “Unlimited Tool” to become any of the new tools as you desire (just like buying an outfit).

Finally, they should have added an “enrichment slot” to gathering tools that gives you a % chance to obtain a specific bonus item (sprockets, Azurite, UM, snowflakes, etc.) when it is equipped in a gathering tool. Unlimited versions of these enrichments could then ALSO be sold on the gem store.

This system would have not only permitted players to have significant control over their customization and convenience, but would have resulting in MORE gemstore revenue for ArenaNet.

Fully agreed.

Thirded.

Mostly agree. I’m all for unlimited gathering tools which give extra resources. That said, selling gem priced enrichments (on their own) which gave you extra resources would be a bit iffy – even though its extremely close to what we have currently.

I agree however that all infinite harvesting tools should be normal skinned with the ability to equip any skin you’d previously bought – and then make each infinite harvesting tool purchase a once off option which came with a normal tool, a skin unlock and on appropriate occasion, a gem enrichment.

Rune Design Bout

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Posted by: Gerrand.3085

Gerrand.3085

Greetings. I’ve seen several online card game communities host contests for user created cards. By the same logic, I’d assume we could attempt a round of rune idea jousting.

In case anyone didn’t notice, runes usually follow this pattern per rune added:
1) +25 stat
2) +35 stat or minor effect
3) +50 stat
4) +65 stat or medium effect
5) +100 stat
6) +125 stat and/or major effect

The wiki page on all available runes can be found here as a reference

The idea is simple. If you have an idea for a rune set, put it down and comment on any previous rune ideas that you liked. If it goes well perhaps we can try more specific “contests” for runes, sigils or food effects to promote extremely specific playstyles every month or so.

As for this one, consider yourself awarded a point for each of the following:
-making your rune set balanced
-matching the rune naming convention
-referencing something in game

Example of a joke rune set to show a standardized format:

Rune of the Spinster:
1) +25 Healing
2) On buffing an ally, 50% chance they will gain a kitten for 20 seconds (4 second cd)
3) +50 Vitality
4) On healing an ally, 50% chance they will gain a kitten for 20 seconds (4 second cd)
5) +100 Healing
6) So long as there are at least 5 kittens out, kittens grant your food effect to their host and your food duration looses an extra second each tick for each kitten out.

Stop making Outfits, Start making Armor!

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Gerrand.3085

Go look at the light armor “Flame legion vestments” in the wardrobe. Its a chest piece that replaces both the chest and legs but allows you to equip different boots, shoulders, gloves and helms – a half-outfit if you will.

Anet keeps claiming clipping as the reason that armors take so long to make but judging by the flame legion vestments, it should be possible to create chest-leg single pieces – bypassing the issue of clipping completely.

That Anet hasn’t been doing this seems a deliberate ploy of mis-information to promote outfits as a necessity :/

Clipping is a minor side issue. The main issues seem to be dye channels that are not compatible (non matching dye channels were specifically mentioned in a post that discussed why armor can’t be made to mix and match) and different weights having different meshes.

I either don’t understand your point or we are talking about different subjects. I’m talking about making weight specific half-outfits. I believe you either talking about multi-weight half-outfits or swapping skins across weight divisions.

Stop making Outfits, Start making Armor!

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Posted by: Gerrand.3085

Gerrand.3085

Go look at the light armor “Flame legion vestments” in the wardrobe. Its a chest piece that replaces both the chest and legs but allows you to equip different boots, shoulders, gloves and helms – a half-outfit if you will.

Anet keeps claiming clipping as the reason that armors take so long to make but judging by the flame legion vestments, it should be possible to create chest-leg single pieces – bypassing the issue of clipping completely.

That Anet hasn’t been doing this seems a deliberate ploy of mis-information to promote outfits as a necessity :/

Remove Bell Choir "Play as you like" portion

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Gerrand.3085

Give people 30 seconds to construct a tune and then randomly assign everyones’ tunes to other people and have them attempt the swapped tunes for greater rewards.

Implemented as follows:
As the “play whatever you want” section starts, your character gets 30 ammo for or ringing bells and a one second recharge between consecutive bell swings. Every time you ring a note, an orb goes away from your character towards the end of the lane that note usually approaches from.

When the 30 seconds are up, you get to try someone else’s composition. If you get it right, you get 5 presents. If the person on the other end gets your tune at least 80% right, you get another 5 presents.

Sounds like fun. I’d mash the keyboard and another player gets to agonize over all 8 notes flying at them super fast and completely random!

I did say that you’d be limited to 30 ammo for bell abilities and that bell rings would have a 1 second cooldown. So while you would be able to make hard tracks to follow, you wouldn’t be able to require multiple bells to be rung within a second of each other.

Remove Bell Choir "Play as you like" portion

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Posted by: Gerrand.3085

Gerrand.3085

A better way to solve this would be to turn the pointless “Play whatever you like” segment into the most important part of the event.

Give people 30 seconds to construct a tune and then randomly assign everyones’ tunes to other people and have them attempt the swapped tunes for greater rewards.

Implemented as follows:
As the “play whatever you want” section starts, your character gets 30 ammo for or ringing bells and a one second recharge between consecutive bell swings. Every time you ring a note, an orb goes away from your character towards the end of the lane that note usually approaches from.

When the 30 seconds are up, you get to try someone else’s composition. If you get it right, you get 5 presents. If the person on the other end gets your tune at least 80% right, you get another 5 presents.

Why A New Race Is Highly Possible [Merged]

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Gerrand.3085

Classic example of people using their desires to reshape facts. The two most requested playable races are Tengu followed by Largos – as in, the masses desperately want to play bipedal birds for some reason and I’d much rather roll an aquatic butterfly.

Both of those races have character models distinct enough to require a complete rework of all existing armors.

Festive infusions should be crafted trinkets

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Gerrand.3085

We have this crafting profession called jeweller. It uses this resource called gemstones and makes low level trinkets, earrings and rings. I remind you of this simple fact because the jeweller craft doesn’t just serve no purpose but acts as an inferior equipment provider to generic vendors – as for some reason, the natural extension of crafting ascended jewellery was denied to jewellers to create an easy source of content reward throughout the game.

Even without being able to craft ascended jewellery, getting hold of ascended jewellery isn’t just easy, it practically happens by accident these days – and if RNGsus somehow fails to throw you a set, you can buy most of them for laurels which accumulate automatically.

There is nothing inherently wrong with this situation. Its just irritating when a new source of rare reward is added to the game which not only suites the jeweller craft to the letter but also seems to be completely supported by existing in game systems.

During Halloween and now Christmas, 2 extremely rare infusions were released. The last turned made your entire character glow green and the current turns the skin of your character an extremely icy hue, gives you deep blue eyes and a slight frigid aura effect. Nice infusions but why, oh why, not just implement them as legendary trinkets?

Take note of these 2 points:
1) The infusion slots on ascended amulets were recently changed to a new sort of upgrade called “enrichments”. This shows that it is not difficult to make new upgrades which can only be inserted into specific items.
2) The various effects of new infusions (be they ghostly, Halloween or Christmas) can be applied to any equipment piece.

Add these two together and you get a simple way to implement legendary trinkets which have the same effect as these current rare infusions. First make a new tier of legendary trinkets which allow stat changing and have a new socket slot called a “legendary socket” – note that by point 1 above this requires no new systems to be coded, just a repeat of the “enrichment” treatment. Second, make a new sort of crafted jewel for jewellers called “legendary jewels” – these would literally just be renamed infusions with no stats which could be inserted into legendary trinkets in their spare “legendary socket”. And that’s it. You get an interactive system and something to do with all those gems which keep overflowing into your inventory.

The flashy effects of infusions are extremely cheap to make. We’ve seen that they can solely affect armor, skin, can provide minor special effects or change eye colour and from things like the flame legion vestments or zodiac sets, we know it is possible to replace your default skin colour with a different colour, graphic or animated mesh. Given how easy these are to produce as opposed to armors, we could literally be churning out legendary jewels to socket into legendary trinkets on a release to release basis. Take the kodan warmth enrichment. Some people liked, others thought it was too small. If it was a jeweller system the devs could have just implemented 3 sizes of burning sparkle jewels at zero extra production cost and called it “added content”.

We keep getting currencies which overflow due to lack of uses. Instead of creating a shadow raven which costs 120000 candy corns, we could have just added some legendary effects jewels which ate away at that currency. Same as wintersday snowflakes, same as venom sacks. It just seems such an easy way to influence resource overflow – especially if one or two new legendary gem effects are released every update.

The final point being that a legendary jewel system would be a much finer grained way to control which particle effects you want. The Wintersday infusion features 3 separate effects and the Halloween infusion 2 effects. They all pretty cool but if they were legendary gems, one could make an art out of combining different gems to get the exact effects you want. Instead of an infusion with 2 effects and another with 3, create 5 separate baseline legendary jewels each with a separate effect and add crafting recipes to combine separate legendary jewels into more elaborate jewels with multiple particle effects – you don’t need every single combination imaginable obviously, but devs can easily add more legendary jeweller recipes with each content update to give people something new to play with.

But no, these are instead relegated to uber rare festive drops – because the dream of looting something cool is more valuable then month long quests to sink redundant resources into -.-

black lion chest rewards...

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Gerrand.3085

Only complaint I have with the current lockboxes is the supposed claim that it will always give at least one item which will progress the account – so I get the two junk items in the form of a merchant drop and a trade post drop and for my account progressing item, a scroll of knowledge. Which would be great if any of my 7 characters were not max rank -.-

Strange Rock is a bad joke

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Gerrand.3085

I like that they put these old things into GW2 but requiring the skritt contracts (which require petrified wood) for farming it seems overkill.

Had the rock been a random drop, this would have been awesome. Had the skritt contract been a map unlock instead of the karma unlock (with stacking daily contracts allowing for more rubble searching which would return a large batch of karma instead of small amounts from kills) I would have been fine with it too.

It just seems silly to make the act of farming this ring so unbelievably inefficient as opposed to other methods of obtaining ascended rings -.-

Armor to go with Chronomancer's Epaulets.

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Gerrand.3085

I’ve got an epic set of rare, removed and grindfest armor pieces which look epic with the chronomancer’s epaulets. For now though, I think the glory of actually looking unique in a game where every armor has the same shape and mesh outweighs the glory of gloating about it in a verifiable form ^^

Loot Box Odds in China

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Gerrand.3085

Good law. Why did it take China to come up with it -.-

Invisible Shoes! What the?!

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Gerrand.3085

It would be a nice troll reward if for the 4th birthday reward your character got, you received an (achievement exclusive) box from which you could pull a single near unobtainable skin. Give people the choice of an ascended sunless skin or a single invisible boots – safe in the knowledge they would likely never get any of the things they turned down ^^

I really want the boots for my sylvari druid but I’m fine with the rarity so long as the drop is added to all future “treasure mushrooms” in all new maps. Come next expansion, so long as a treasure mushroom equivalent is around which still drops this skin, I’m good farming for it – into oblivion.

Drain the currency

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Gerrand.3085

If putting your gold in orders helps you avoid wasting it, great for you. I find it an extremely weak gesture as you can cancel the order at any time – but whatever mind tricks work for your wallet behaviours is obviously sufficient.

On fixing my suggest, the response needs to be split into 2 halves. The second half is providing a fix for you, a rather trivial matter which could be handled in any number of different ways. The first half will be trying to hammer through the difference between proposing a conceptual direction and actual implementation – something I expect will be far more difficult.

For the first half, the original post was made to propose unpredictable flash deals which would make hording any singular currency extremely risky if you wanted the occasional promo-items. The intent being to add an unpredictable negative aspect to hording wealth which could cause huge loses for any player that spent excessive amounts of time playing any singular wealth generating system without cashing out. The crude suggestion this concept was attached to was to display how the system would interact with players of high and low wealth.

For the second half (on actually answering your question) when the promo is for gold, instead of forcing the immediate choice of “deal-or-no-deal”, put up a sign showing how much money the player is holding and how much money is currently stored in orders or letters and then state the amount of gold out of that total which would need to be payed to get the promo item – then give the player 6 hours to accept (and pay-up the specified amount) or decline.

What a terrible idea. Someone who had a real 4000 gold buy order for Eternity and 5 gold in their pocket would be hit with an enormous price for that item and someone who only had 5 gold in their pocket would get a tiny price. It would stifle wealth building. Why should anyone build up wealth if they are going to be disproportionately charged more for the same item. They would be better off staying poor and get unique skins for cheap.

If this sort of system was put in place I wouldn’t sell my mats or accumulate gold. I’d simply stash what mats I could and sell only what I needed for immediate needs.

Well, it seems you finally understand the proposition. Well done -.-

My opening line was that it was an evil idea which could only be setup with a new mmo – not dropped into an existing one. It doesn’t stifle wealth building as a whole, it penalises direct wealth building. If you continually sink your gold into objects of value instead of hording wealth in the form of liquid gold then this sort of thing cant hurt you. If you horde gold, it can hurt a lot. This results in an extremely different economy to try thrive in – where trying to save up for things like precursors can be problematic (and would probably be better attempted through the precursor crafting system to avoid liquid capital build up).

Evil, yes. It directly incentives people not to build up wealth. It would stifle trade as players wouldn’t be selling their mats. Why should they? Selling only hurts them. Dungeon runners wouldn’t run dungeons after they get what they wanted. It would end up with a stagnant economy as people stash mats and items away instead of selling them. As such, it’s a pointless suggestion as no rational economy would institute it.

It incentivises people not to build up liquid wealth. If they funnel liquid wealth into material wealth like high level gear, existing gold sinks, rare skins and gems, they are safe on potentially losing out on flash-sale things. That said, I still find your view a bit simplistic. There is a lot of stuff to build and buy in GW2. Every time new (desirable) loot is brought out that players want, they will still need to farm for it – they are now just encouraged to farm for the things after they released instead of before they released – in the same way you can only start farming xp for consecutive mastery skills after they become available in game.

And as I’ve tried to get through to you in every single post: It is not a concept an existing economy could implement. Its a concept a new economy could be based around – as people would need to behave differently form the get-go to make the most of it.

Drain the currency

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Posted by: Gerrand.3085

Gerrand.3085

If putting your gold in orders helps you avoid wasting it, great for you. I find it an extremely weak gesture as you can cancel the order at any time – but whatever mind tricks work for your wallet behaviours is obviously sufficient.

On fixing my suggest, the response needs to be split into 2 halves. The second half is providing a fix for you, a rather trivial matter which could be handled in any number of different ways. The first half will be trying to hammer through the difference between proposing a conceptual direction and actual implementation – something I expect will be far more difficult.

For the first half, the original post was made to propose unpredictable flash deals which would make hording any singular currency extremely risky if you wanted the occasional promo-items. The intent being to add an unpredictable negative aspect to hording wealth which could cause huge loses for any player that spent excessive amounts of time playing any singular wealth generating system without cashing out. The crude suggestion this concept was attached to was to display how the system would interact with players of high and low wealth.

For the second half (on actually answering your question) when the promo is for gold, instead of forcing the immediate choice of “deal-or-no-deal”, put up a sign showing how much money the player is holding and how much money is currently stored in orders or letters and then state the amount of gold out of that total which would need to be payed to get the promo item – then give the player 6 hours to accept (and pay-up the specified amount) or decline.

What a terrible idea. Someone who had a real 4000 gold buy order for Eternity and 5 gold in their pocket would be hit with an enormous price for that item and someone who only had 5 gold in their pocket would get a tiny price. It would stifle wealth building. Why should anyone build up wealth if they are going to be disproportionately charged more for the same item. They would be better off staying poor and get unique skins for cheap.

If this sort of system was put in place I wouldn’t sell my mats or accumulate gold. I’d simply stash what mats I could and sell only what I needed for immediate needs.

Well, it seems you finally understand the proposition. Well done -.-

My opening line was that it was an evil idea which could only be setup with a new mmo – not dropped into an existing one. It doesn’t stifle wealth building as a whole, it penalises direct wealth building. If you continually sink your gold into objects of value instead of hording wealth in the form of liquid gold then this sort of thing cant hurt you. If you horde gold, it can hurt a lot. This results in an extremely different economy to try thrive in – where trying to save up for things like precursors can be problematic (and would probably be better attempted through the precursor crafting system to avoid liquid capital build up).

Drain the currency

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Gerrand.3085

The biggest problem with this suggestion is that it hinges on people actually wanting whatever is on sale. If it miss its make it would be a complete waste of time for ANet.

Yes and no. It hinges not on wanting whatever is on sale in the current round but rather the user fearing that he might want a promo-item from a future flash sale. Most of the time even horders of wealth would only have to give up a random currency they weren’t stacking anyway (unless the choice of random currency was based on which currencies were being stacked the most by the population at large). What would keep most people in line is the dread that at some point, some item would be given away which they would want. Obviously this wont work on 100% of people but I reckon it would keep a majority % of them from overly stacking any one token source.

Drain the currency

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Gerrand.3085

I have an evil idea on how to accomplish this but it would have to be announced (and then implemented) before a game went live. If you dropped this on a mmo community in a random update, a pitchfork wielding mob would burn down your head office – with some degree of justification.

At several random points during the year, the moment when players logged on and before they could interact with the game, give them the option to receive an account bound, unique and never again available reward for 80% of their stock of a random specific currency – or abandon the offer and never get the chance to get it again.

For instance, on logging on you get offered the chance to lose 80% of your stocked unbound magic, or 80% of your ascalonian tear, or 30% of your gold for a unique quaggan backpack or some recoloured glider – and have these things crop up quite often.

If you have very few ascalonian tears or very little gold, these are essencially free or underpriced offers. If you have horded gold or have massive stocks of a single currency, accepting these deals with cost you massively – while turning them down will deprive you of a unique item which all the poor people will have gotten.

Evil idea which would force most people to diversify their farming habits – to ensure their wealth isn’t locked into an single currency they could be robbed of.

What if you don’t keep much currency on hand?

I put buy orders for Etenity at regular intervals to use as a type of savings account. Currently I have 900 gold in buy orders and 5 gold in my bank. I’m pretty sure that losing 30% of 5 gold or 80% of my ~ 30 Asconian Tears is a cost I’m willing to pay for a unique skin.

The 30 Asconian tears situation is intentional – as the idea is meant to only “sink” people who have large stores of currencies. Your bizzare method of creating savings accounts would cause issues if a random offer came up for 30% of your current gold – though I would consider this a bug and would suggest you look at the concept of the system as a whole, instead of unexpected ways to bug yourself past it.

Ahhhh. Someone who doesn’t understand the uses or value of a savings account. This method happens to be the frequently recommended way to save up gold in this game for big purchases, especially for those prone to impulse buys. Stashing gold away like this puts time before your impulse and gives you time for second thoughts.

And I’ll worry about unlikely bugs that affect everyone in the game’s buy orders when that happens. Why don’t you worry about the ways to so easily get past your suggestion?

If putting your gold in orders helps you avoid wasting it, great for you. I find it an extremely weak gesture as you can cancel the order at any time – but whatever mind tricks work for your wallet behaviours is obviously sufficient.

On fixing my suggest, the response needs to be split into 2 halves. The second half is providing a fix for you, a rather trivial matter which could be handled in any number of different ways. The first half will be trying to hammer through the difference between proposing a conceptual direction and actual implementation – something I expect will be far more difficult.

For the first half, the original post was made to propose unpredictable flash deals which would make hording any singular currency extremely risky if you wanted the occasional promo-items. The intent being to add an unpredictable negative aspect to hording wealth which could cause huge loses for any player that spent excessive amounts of time playing any singular wealth generating system without cashing out. The crude suggestion this concept was attached to was to display how the system would interact with players of high and low wealth.

For the second half (on actually answering your question) when the promo is for gold, instead of forcing the immediate choice of “deal-or-no-deal”, put up a sign showing how much money the player is holding and how much money is currently stored in orders or letters and then state the amount of gold out of that total which would need to be payed to get the promo item – then give the player 6 hours to accept (and pay-up the specified amount) or decline.

Drain the currency

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Posted by: Gerrand.3085

Gerrand.3085

I have an evil idea on how to accomplish this but it would have to be announced (and then implemented) before a game went live. If you dropped this on a mmo community in a random update, a pitchfork wielding mob would burn down your head office – with some degree of justification.

At several random points during the year, the moment when players logged on and before they could interact with the game, give them the option to receive an account bound, unique and never again available reward for 80% of their stock of a random specific currency – or abandon the offer and never get the chance to get it again.

For instance, on logging on you get offered the chance to lose 80% of your stocked unbound magic, or 80% of your ascalonian tear, or 30% of your gold for a unique quaggan backpack or some recoloured glider – and have these things crop up quite often.

If you have very few ascalonian tears or very little gold, these are essencially free or underpriced offers. If you have horded gold or have massive stocks of a single currency, accepting these deals with cost you massively – while turning them down will deprive you of a unique item which all the poor people will have gotten.

Evil idea which would force most people to diversify their farming habits – to ensure their wealth isn’t locked into an single currency they could be robbed of.

What if you don’t keep much currency on hand?

I put buy orders for Etenity at regular intervals to use as a type of savings account. Currently I have 900 gold in buy orders and 5 gold in my bank. I’m pretty sure that losing 30% of 5 gold or 80% of my ~ 30 Asconian Tears is a cost I’m willing to pay for a unique skin.

The 30 Asconian tears situation is intentional – as the idea is meant to only “sink” people who have large stores of currencies. Your bizzare method of creating savings accounts would cause issues if a random offer came up for 30% of your current gold – though I would consider this a bug and would suggest you look at the concept of the system as a whole, instead of unexpected ways to bug yourself past it.

Drain the currency

in Guild Wars 2 Discussion

Posted by: Gerrand.3085

Gerrand.3085

I have an evil idea on how to accomplish this but it would have to be announced (and then implemented) before a game went live. If you dropped this on a mmo community in a random update, a pitchfork wielding mob would burn down your head office – with some degree of justification.

At several random points during the year, the moment when players logged on and before they could interact with the game, give them the option to receive an account bound, unique and never again available reward for 80% of their stock of a random specific currency – or abandon the offer and never get the chance to get it again.

For instance, on logging on you get offered the chance to lose 80% of your stocked unbound magic, or 80% of your ascalonian tear, or 30% of your gold for a unique quaggan backpack or some recoloured glider – and have these things crop up quite often.

If you have very few ascalonian tears or very little gold, these are essencially free or underpriced offers. If you have horded gold or have massive stocks of a single currency, accepting these deals with cost you massively – while turning them down will deprive you of a unique item which all the poor people will have gotten.

Evil idea which would force most people to diversify their farming habits – to ensure their wealth isn’t locked into an single currency they could be robbed of.

Flame legion vestments: existing-half-outfit

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Posted by: Gerrand.3085

Gerrand.3085

thats a nice idea actually

I really do think the chest + leg part is the most critical with clipping issues
So Anet could bring out some more Chest/Leg combos like CoF light armor and just design the shoulders, gloves, boots and helmets to be single pieces

+1

The point is it isn’t an idea. This has already been implemented. Go equip the Flame legion vestments (light armor) in the wardrobe – its a chest that replaces both the chest and legs. This has been done before, therefore it should take zero additional effort to implement again.

Flame legion vestments: existing-half-outfit

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Posted by: Gerrand.3085

Gerrand.3085

While the debates rage on about how awful outfits are, how wonderful outfits are, how quick outfits are to make and slow armors are to make, cast your gaze back to the old flame legion vestments.

The flame legion vestments are a chest piece. Unlike every other chest piece in the game however, this chest piece overwrite the leg armour you equip and substitutes it’s own. This is interesting for two reasons:

1) That this tech is possible
2) That this approach bypasses all those clipping issues developers always sight about creating armour sets.

Outfits often feature joined chest and leg pieces which couldn’t possibly be separated into separate chest and leg pieces (plus glove, helm and boot skins which we all desperately wish Anet would separate into individual skins). What the old flame legion vestments seem to suggest is that half-outfit armour skins (where the chest overwrites the leg pieces) are possible.

I wouldn’t want such half-outfit pieces to become the main method of delivering new skins, but once per living world season, a low production cost half-outfit (chest and leg replacer) would be a welcome variation to the endless boot, shoulder and helm pieces we kept being gifted – and heck, such a half piece could probably tie the looks of those shoulders, boots and helms together -.-

Self-imposed game and character challenges?

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Gerrand.3085

Bringing myself to log on every day until I hit the daily achievement point cap -.-

Add a underwater world boss map

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Gerrand.3085

My question is: What constitutes engaging underwater content?

I agree that cool underwater content would be cool but making interesting mechanics in 3D space (that people can follow (and track with the 3rd person camera)) is hard to do – and we’ve never actually had any complex underwater fights in GW2.

The most advanced underwater boss in GW2 is the fractal based Jellyfish monster. In theory, dragging it through electric fields deals massive damage to it. Alas, no one ever engages in the act of dragging the Jellyfish to those electric fields.

If one wanted to introduced the concept of heavy underwater vehicles (delivered din the form of submarines, dolphin or Karka mounts), one could impose multiple frameworks of 3D movement which would make massive underwater boss battles engaging. But that is a discussion for another expansion -.-

Antitoxin Injector Skin

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Gerrand.3085

There is literally an achievement tied to this skin. While the back piece was awarded for the first completion of the nightmare tower instance, there was an achievement which was awarded for completing the nightmare tower instance.

Therefore, if you have the nightmare tower achievement, have unlocked this skin – regardless of whether you saved the skin until the wardrobe system came out.

For the life of me, I have no idea why Anet didn’t re-award this skin if it had been previously earned. All they’d need to do is write a runtime script which gave people a copy of this skin if they had the nightmare tower achievement associated with obtaining it – and we’ve seen far more complex run-time scripts before, converting items in inventories into currencies, awarding items to users of black lion chests (and bl purchases) days after they were made, heck, we were post-humourusly awarded all those ap achievement chests when they finally decided to implement them in game. Writing a script to redistribute these backpacks would be child’s play -.-

Stay unfrosty achieve placement disgusting

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Gerrand.3085

Not much more to say about this.

I’m all for challenging achievements in story episodes. I also don’t mind heavily rng based achievements – or being told to dodge a common attack while under constant cc while permanently chilled.

What is utterly disgusting is the placement of this achievement. To retry this achieve one has to go through 5 rounds of ridiculously high hp, heavy hitting mobs (in 2+ waves a piece) and wait while Braham drags himself at a snails pace to the next room to begin again. And when you get to the final room, a single bolt from rngsus and you have to redo the 20-25 minute quest before you can retry the achievement again.

Its stupid.

The only other living world quest which had such a prolongued into difficult achieves was the pale tree’s summit – and I seem to recall devs apologising for that one.

Stat Combinations

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Posted by: Gerrand.3085

Gerrand.3085

New (relevant) stat combinations are there realm of expansions – seeing as they the only force which can make veteran players regear, I assume they being saved for when the devs want the playerbase to grind all them new expansion maps (where ever they may be)

Quaggans out-diversifying humans -.-

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Gerrand.3085

@draxynnic: All mythical races are exaggerated humans. It makes them more relatable to the human experience -.-

Where I disagree is the idea that Tyrian humans have their own distinguishing characteristics. Tyrian humans are literally blank slates looking longingly into the past, failing to achieve anything while waiting for passing events to role over them.

There has been no innovation or racial contribution to the story from humanity throughout the entire plot. We’ve continually run with and afoul of Charr and norn blacksmithing, Asuran technology and the Sylvari dropped the elder dragon surprise party. The most fascinating thing to be provided by the human faction is Canach – who, I’ll remind you, is a Sylvari.

The sum of human contributions to the lore and plot of GW2 (written on a charr manufactured typewriter by the way) is failing to showup at an Elder Dragon roast, making the flagship of the Pact submersible (which failed to engage when the fleet went for a swim in the Maguuma falls), reverse engineering the clockworks knights (and then failing to deploy them despite some prime opportunities and personnel shortages) and finally, appearing to have some sort of secret service who occasionally parachute into craters which will takes weeks of climbing to get out of.

There is no racial identity. Just the continual attempts by society at large to hem in the disasters caused by Lord Faren. A sideshow of comic relief which is like most things human, easily outdone by passing Quaggans.

Leveling fast. EOTM or Tyria exploration?

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Posted by: Gerrand.3085

Gerrand.3085

For reasons beyond my notice, I generate an insane amount of tombs of experience. Whenever I roll a new character I tend to hit level 80 before I exit the racial intro quest.

Horns and Fur Patterns for Charr

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Posted by: Gerrand.3085

Gerrand.3085

I’m waiting for someone to start a “features we want in the next expansion even though asking is rather silly” thread but I will say that this would be a great area to expand into with ascended and legendary trinkets.

This is kinda a hit-4-birds-with-one-stone argument. Why not have legendary trinkets and rings which overwrite base attributes like hair-style, skin-colour and race-specific accessories when equipped.

1) It would give some meaning to levelling the jeweller craft – and then levelling it up to 500.

2) It could permanently (almost completely) solve the “scanty-female-armor” problem by allowing females to change their default skin type to one which appears to be wearing additional tight-fitting clothing – which could change the look of extremely scanty armors to varieties of more modestly dressed trends.

3) You could give Char friggen neck armor -.-

4) You could expand on the extremely limited cultural accessories to more elaborate effects – with little development time. Make an accessory which gives norns glowy tattoos. Make a charr accessory which changes their tail to the existing flame legion char tail, make an accessory which changes eyes to glowy eyes, make a Sylvari accessory which gives a more crystalline version of a traditional hair piece – make a general use accessory which gives glowing eyes – which can now be matched with helmets.

Watching my character load one segment at a time, I’m almost convinced that swapping skin meshes is as easy as swapping armor piece meshed. While most skin meshes hardly show up with most attires (unless you making eye changing accessories), base character changing jewellery would be an extremely easy way to add style additions to the game. Skin variations are literally the equivalent of providing different colour schemes and particle effects to the exact same armour piece over and over again. Guess what the typical production time for a skin variation is likely to be then when developers neither have to develop a new armor mesh or worry about any clipping -.-

Quaggans out-diversifying humans -.-

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Gerrand.3085

State we being outpaced by Quaggans due to focus on deadlocked feudal politics. Crowd starts arguing the semantic differences of different feudal political systems -.-

Quaggans out-diversifying humans -.-

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Posted by: Gerrand.3085

Gerrand.3085

In most fantasy and sci-if works, the singular trump card of the human race is usually its supposed diversity. While the other outlandish species we define may excel in a few select traits and crafts, the assumption is generally that humanities tendency to explore any path, break any rule, plagiarise any concept and align with anything with at least one leg means we, as a species, tend to figure something out.

It is thus with some dismay that the humans of Tyria seem to have been overtaken by Quaggan.

Since the fall of the human empires in the pre-GW2 era, humanity seems to have stagnated. A single throne, locked in petty human politics, continually locked inwards as the other races of Tyria engage in achieving military might, technological edges and even spiritual exploration. And then there are the Quaggan.

Having just recently been booted from the abyssal depths by the water dragon, the walking meat sacks known as Quaggan have not only spread across every surface region of Tyria but have actively adapted to each of those cultures as well.

We’ve seen pirate Quaggan, pact Quaggan, a neophyte of the map king and even two Quaggan who seem to trail political occurrences quite often. We’ve seen quaggan settling in new grounds in every region besides deserts and the maguuma falls – and now the Quaggan seem posed to inherit the lore and guardianship upheld by the last of the Kodan sentinels.

The most surprising of all the Quaggan developments being the speed of this dispersal. While the human race seems to be making progress in the pursuit of reverting from a corrupt democracy (with British flavouring) back to a solely crown based dictatorship, the Quaggan have shifted to their current pursuits in just 3-4 years above the water line.

Leaves a man wondering if the next age wont just be the age of the Quaggan -.-

Home instance suggestion and personal opinion

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Posted by: Gerrand.3085

Gerrand.3085

My home instance is my guild. Literally. I dumped a heck load of gold into scribing so I could craft myself a bed, table and lamp so my quiet corner of the city would be a “home”.

I just wish Anet would allow players to loot unlocked nodes in guild halls instead of their home instances so I could “move” into my guild hall good and proper -.-

Tiami injecting herself with blighting fluid?

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Posted by: Gerrand.3085

Gerrand.3085

Rather odd one this, cobbled together from visuals and irrelevant lore points which have received far more attention then one would expect them too.

On Tiami’s outfit, there is something I’ve been looking at since Rising flames came out – which is much clearer on larger characters. The shoulder piece actually looks like it is full of compressed glowing liquid. Similarly, on the small backpack attached to the outfit, there are glowing bars of the same hue and what appear to be knobs – which are more appropriate to controlling the valves of liquids then operating computer circuitry.

Tiami keeps Spencer in blighting pod fluid – due to its apparent regenerative properties. It is a nice piece of lore to touch on but it has received an unprecedented amount of attention in the GW2 story – twice. Those who have been sticking with the living story since inception will know that Tiami is suffering from a crippling genetic disorder which is decaying her body. At the same time she is playing around with a fluid with extreme regenerative properties and her version of the outfit almost seems to be rigged with a system to circulate liquid around her body.

Which leaves me wondering when she says she’ll never sleep again, as to whether she actually means she plans to never sleep again -.-

The last, completely proofless, part of this is how closely it ties to the asuran showoff. All of the races have a running issue which is tied to destiny’s edge members. With the Sylvari it was Caithe, Faolain and the pursuit of freedom – which has now been resolved. With humans it is Logan and Caudecus and stock standard human politics. With the Asura however the debate is Zojja, Kudu and the debate over the use of dragon magic. Kudu experimented extensively on himself with dragon magic and is all for the stuff. Zojja has most likely been corrupted by dragon magic in some way against her will – and she greatly disapproves of anyone playing with dragon magic. To have Tiami using dragon by-products on herself to preserve her decaying body seems an exact mid-point between Zojja and Kudu – which seems to perfect a plot point to be coincident – to me anyway.

That’s what I’ve been mulling over recently. Possibly too much exposure while farming unstable magic.

(edited by Gerrand.3085)

[FEEDBACK] Rising Flames

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Posted by: Gerrand.3085

Gerrand.3085

One more thing – seeing as this is still open.

While I agree that the legendary journeys for the previous precursors were cumbersome, one of the legendary aspects of a legendary weapons is the fact it has an actual story attached to it.

I can see that Eureka probably has something to do with magma, old dwarf tech, rising magic and an Asura walking into a bar. Having some sort of Ember Bay related story to go with the creation of Eureka would have made it almost a character instead of a mace skin though.

I’m not saying go the full 3 collections length but seeing as you were designing the entire map anyway, I don’t see why the devs couldn’t have built a small set of events into obtaining the precursor from the existing content. Throw in 3 lore books (tablets) scattered across the map, converted 13 of the 40 mursaat tokens into samples required to build the precursor and then have a timed event where you need to switch off all 4 dwarven volcano suppressers and then dunk the unfinished precursor into the active volcano to absorb the abundant magic – and if you don’t make it in time, you character dies in a supposed volcano mini eruption and you cant retry till the next day.

Very little work, precursor gets an epic backstory and one of Tiami’s krewe members gets to claim they designed a mace – without exploding ember bay. Win Win really.

[FEEDBACK] Rising Flames

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Posted by: Gerrand.3085

Gerrand.3085

1) The story in this season of the living story has been great and the quality of the story in Rising Flames is the best I’ve ever seen in an mmo. Its dark, its been (unlike every previous story piece) completely unpredictable, the guise of innocence has been stripped from many seemingly angelic entities/factions and the slow character development is really impressive to watch – now that there is enough progression that it can actually be viewed.

2) Getting worried about the extremely grind intensive nature of all the maps being introduced. Its okay for ascended trinkets and given the sparkly red stones and uber-old twigs, I’m okay with the inevitable omgnomnognom berries we’ll be foraging on the next map. Still, I always felt that GW2 was strongly against the idea of daily grinds and I’d hate to see this reward model adopted as the norm.

3) Karka ^^. While it warms my frozen heart to see these beautiful horrors of the abyss poking around above sea level again, the power creep of players has rendered karka far less annoying then they are supposed to be. Any chance of a more durable slower moving variety – perhaps one that regens those pieces of coral armor if a break bar is not depleted in time?

Choose a Name for Tyria’s Heroes!

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Posted by: Gerrand.3085

Gerrand.3085

The names have nothing to do with our group.

Destiny’s edge 2.0 was formed over the course of 1.5 years battling dredge, flame legion, the toxic alliance, defending Lions Arch – and killing Scarlet. Then we had a fast paced 2 week run through the jungle and killed a dragon.

The group just hasn’t had enough dragon related activity to be named after them. Which makes Dragon’s Watch silly – especially if the next expansion is going to be about group vs White mantle/inquest – if that’s the case, dragon’s will only rank 4th on the sort of thing the group deals with -.-

As to Eternity’s guard, where does that even come from? We haven’t eternally guarded anything, we not immortal nor are we picking up any long standing guard duties. The title sounds like its related to the dragon egg that the Exalted are currently baby sitting – but if that is what the title Eternity’s Guard is based off of, it means the events which will be relevant to naming the group haven’t even happened yet.

As for “The unbroken”. I assume that means no one in the group has broken yet? Besides Scruffy. Or Belinda. Or the Fact that after 2 arcs the team hasn’t split up due to flint knapping debates. It’s just such a pessimistic and arbitrary title. I mean “Hey guys! We not broken yet! Lets go do something new!”

Gem prices have doubled in price.

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Posted by: Gerrand.3085

Gerrand.3085

It is getting irritating.

Gem bought convenience services are the only things in game I’m really interested in at the moment – and for every 2 gold the community seems to get from the each daily, the price of 400 gems seems to go up 40 silver.

And while I’ve forked over money for gems and other in game currencies before, GW2 gems are obscenely expensive. In my country, the price of buying a shared inventory slot is equal to buying 3 jumbo sized fast food meals – for one shared slot. Coupled with the fact we almost never get new content to enjoy bought services with, the gem situation is extremely annoying.

The model the gem exchange is built upon is fair. Just because its fair doesn’t make it very palatable under these situations though. We probably going to pay 55-60$ for the next expansion back, which will include slightly more content then this expansion did (given how they’ve provided no new content for the last few months to work on the expansion) and in buying the expansion I will receive no new service boosts for forking out that cash – and still won’t be able to afford anymore through normal in game playing. This doesn’t endear me to the brand.

Malyck! We want you back!

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Gerrand.3085

@eNeRgOo: Regardless of how stronk Malyck was, most Sylvari were shielded from the dragon by the dream (which Malyck wasn’t connected to). At most I’d have expected a fairly apologetic mordrem trying to kill you if you encountered him during the story arc.

Chaos gloves!

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Gerrand.3085

So it is a bug? Sweet!

Chaos gloves!

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Gerrand.3085

In the long standing tradition of being persnickety, there seems to be a sharp blade of glow (like a single wrist mounted blade) extending from the chaos gloves. Was this part of the guild wars 1 design as well? I would have preferred a smoother glow aura personally.

Malyck! We want you back!

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Gerrand.3085

I’ll admit, Malyck is one of the more interesting points – along with all those other now unemployed mordrem.

The mordrem Canach talks to seems to suggest that mordrem behave in a mordrem manner because they actively being compelled by the jungle dragon. So what of the mordrem now without the jungle dragon?

Remember the No Further BL Armors promise?

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Gerrand.3085

Ah, armor sets. Not armor pieces. So according to grammar, boots and shoulders were never discontinued from the gem store – just oddly absent for 6 months.

Fair enough, though while we in the spirit of things, it would be nice to see a singular chest piece released once in a while -.-

Remember the No Further BL Armors promise?

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Gerrand.3085

Its not that awful a broken promise. Its just another promise stacked upon the heap of dead and rotting promises. A 500 gem item is practically a 105 gold item (which I guess isn’t so bad), I’m just lamenting the absence of 105 gold items over the last six months – due to a promise which flooded the gem store with costumes and gameplay with empty dreams -.-

Why is it ok for Mesmers to be so OP?

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Gerrand.3085

I like using rocket boots instead of grenades when doing the raids with engi. The fact that engi auto and the rocket kick were buffed narrows the “potential” dps loss of my choices by a pleasing margin.

Chaos gloves!

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Posted by: Gerrand.3085

Gerrand.3085

Back in my day, you had to farm for 75 ectos and be rank 5 Deldrimor to be able to afford those.

I don’t know, these kids have it easy

p.s are they dyeable like the originals?

I’m assuming Ectos and Deldrimor ingots were harder to obtain in GW1 then GW2 – as 75 ectos, 5 deldrimor ingots (and levelling crafting ect…) would be far cheaper and time efficient then the 110 gold required to buy the gloves at present -.-

Remember the No Further BL Armors promise?

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Gerrand.3085

Did I miss an Anet statement somewhere? Last I checked the Devs had stated that the gem store would only offer new outfits – as armor pieces were being reserved for in game rewards.

Seeing as the chaos gloves are armor pieces (and currently being sold in the gem store), I’m assuming Anet made some elaborate, frivolous yet sweeping statement on why they’ve decided to backtrack on this commitment -.-

Any links people?

Share your April Fools patch notes

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Posted by: Gerrand.3085

Gerrand.3085

Can not tell if joking or serious -.-