Just my weekly thread requesting daily profession win achievements be removed from Ranked play.
Please remove these dailies from ranked play. Achievement farmers are ruining matches playing on classes with no builds and no idea what they’re doing. Keep the achievements in Unranked only.
5 bucks says this was unintentional and will be reverted.
The real problem is making a PvE reward the endgame for “hardcore” pvp leagues.
A solo player like myself getting stuck in tier 2 ruby for a week makes me not even want to play PvP. Especially when I get teams of 5 Necros. Then there are the people that are joining on classes they can’t play to attempt a PvP achievement for a PvE reward.
Legendary backpack is a PvE reward, and should never have been the incentive to rouse interest in PvP. It has filled the matches with people that absolutely do not care about playing in a team environment.
All day I’ve had people in ranked matches saying they were only there for the achievements. Playing classes they don’t know, ruining my matches.
I don’t know if awe would be correct term here. I was unfortunate enough to be one of the necros on this team and two of them said that it was their first time playing the class. Now, I don’t follow the threads here about MMR closely, so I may be speaking out my my kitten , but wouldn’t it make sense if match ups were determined by rating with your current profession?
Why couldn’t this be a PvP/E split? Super lazy.
There have been three instances so far of me being in queue and getting a “removed from queue” popup accompanied by dishonor. There is no accept match checkbox beforehand. I thought I was crazy until I queued with a friend and she confirmed that it removed us from queue for no reason.
Is this happening to anyone else?
Posted by: Gnat.9405
Would you ever consider adding tutorial type creatures that use voice and text to explain to the player game systems that are left for the player to figure out?
For example, the game does not do a good job of explaining the combo system, which is a core component of combat. There should be an NPC that lays a field, and shouts something along the lines of “I’ve put down flame fields! Quickly, use your blast finishers to gain more power!”
all of the changes
If you quit after 1 month, long term goals arent for you.
Good luck with your break.
My lack of motivation might not be as much to do with crafting the legendary, but just spending so much time in the new maps. Since launch I really haven’t gotten out of the jungle.
I completed the Precursor for Nevermore and I’ve been working on the rest of the components for the past two weeks or so. Last night, I hit a wall. I was doing events for six hours throughout the new maps, and at the end of the night when I was banking/organizing, I realized that six hours of non-stop play contributed almost nothing to my goals. To me that translated to how little my time was worth in the game.
Here are some suggestions that would make my time in the jungle feel more valuable:
- Crystalline Ore, Airship Oil, Auric Dusts, and Ley Line Sparks to be rewarded upon meta event completions, not just through RNG, map specific caches.
- Maguuma mastery points awarded through HoT collections, similar to how Central Tyria collections provide Central Tyria mastery points.
- More ways to gain mastery experience in the jungle outside of doing meta-events (this is a big one – doing the same events all day and night because it’s the only method of experience gain is not fun).
- Map caches (Airship Cargo, Noxious Pod, etc) should always provide their ascended currencies. No RNG.
- Ways to earn gold should increase, or the current account bound materials should be open for trade. Gold and materials shouldn’t be restricted at the same time.
- Masteries should be used as character progression, not content gating. Let gliding give a combat advantage, bouncing mushrooms give higher regular jumps, speed mushrooms a permanent 5% speed boost, etc.
- Add mechanisms for players to choose when events begin (probably not possible for content that is already live). Having to wait around doing either nothing or doing something undesirable because you missed a window is not fun.
- Make maps more explorer friendly – sometimes I want to interact with the environment in ways other than killing the things that live in it.
I’m not looking for any arguments, just stating what I think would make the game more enjoyable and less tedious. Thanks for reading, and I’d love to hear what you would change for the next expansion!
I just want GW1 skins
In this case blockers are bugs that stop you from progressing further into the collection. Not content that you don’t want to do.
The second event in the Nuhock chain is ether bugged or horribly tuned. Myself and about ten others finally finished the event after 50 minutes of killing Chak. It kept getting hung up at the last progression bar (about 90%) before the beetles would die and we’d spend another 5-10 minutes killing Chak.
Is there a particular reason you chose Bristleback?
I was there too but I didn’t have any weapons, sorry :/
Can we get an icon on the target’s debuff bar when they have wisp on them?
After the league begins, we will be seeing balance patches in six month cycles.
If someone tries to use a teleport to friend to get into a map, and the map is full, the item is consumed anyway. Seems like an oversight, but I thought I’d mention it in case not.
I’ve been experimenting with a good healing/damage balance, and so far I’ve got:
Crusader stat armor ( Power, Toughness, Ferocity, Healing) in all armor slots
Rune of the Pack
My accessories are Healing, Precision, Vitality earrings from TA and HotW dungeon reward tracks.
250 gems you mean.
Be a Reaper
Sword 3 got me stuck inside of walls on several occasions.
Unfortunately you’ll have to choose between gold or materials. At least that’s been my experience.
Absolutely, it’s hugely disappointing we’ve not seen anything new in 2 years and 2 ‘reworks’.
As much as I agree and support the idea of new fractals, I think this statement kind of sums up the “no new content” debacle. ANet has a history of smoothing out their underlying systems before releasing new content, and the fact that fractals are still not where they want them to be fundamentally, is likely the reason they’re holding off on any new ones. Just what I think, don’t burn me
Anyway, here’s what I’d like to see, in regards to new instances:
Abaddon (as revealed during Evon/Kiel campaign).
The Trek to Kryta – possibly a gauntlet-style fractal that has players running from the Ruins of Ascalon across the Shiverpeaks.
Some of the adventures detailed in the Guild Wars novels would be very cool, such as the fall of Snaff.
Birthing of the Firstborn
The Cataclysm – Rise of Orr
Arah in its glory
Edit: I want to add that all of OP’s points are awesome.
(edited by Gnat.9405)
Since the Dungeon LFG is now a wasteland, please consider reviewing Token costs and/or skin acquisition. It would be reasonable to cut costs by at least 1/2, if not more, or reward a dungeon piece after every path.
Right, pretty obvious when you put it like that haha. Thanks for responding.
Soon I’ll need a beta fractal capacitor to put in the forge, however I think I lost the original item some time ago. Will I be able to place the skin on another back piece to use in the forge, when the capacitor is required?
Leave this troll be lol
Turns out I’m just an idiot – deleting thread
No xp contributing to mastery from kills or completion in fractals
You unlock the skin. Isn’t it the most important?
I wanted to select stats and use it, but I guess I have to make a new piece and use a charge.
So I just finished the Mistward Leggings on my Necromancer. Big mistake… it’s soulbound. GG Anet
I feel like all the posts so far on this thread have been a little one-sided, and I have an urge to offer a dissenting opinion. Maybe I’m just a masochist.
I’ll keep it brief. There’s nothing wrong with your arguments, and you deserve the immersive, connected collections you desire. But given that our definitions of terms like ‘immersive’ and ‘connected’ are subjective, and that we’re each trying to play as we like, it probably won’t surprise you that I like collections that you would deem divorced from the game’s lore/urgency. I am one of those ‘gotta-catch-em-all’ collectors one of the posters mentioned above. I like the scavenger hunt that isn’t directly connected to the lore, like jar collector. Or finding all the lost coins/badges in sw/dry top. My friends and I, who live geographically far apart, enjoy spending time together by taking part in events, fighting bosses and otherwise engaging in the lore – but we also enjoy taking a time out and exploring together, helping each other find those badges or whatever.
So, basically, collections don’t disengage players from Tyria. Your engagement is whatever you want it to be, and takes a form that is entirely subjective to you. Collections are just another avenue to play the game, and I want more, especially dive master. There are so many awesome spots to dive from. I wish they could be added to that achievement (or maybe Dive Master II) and that you could somehow capture and replay those dives.
This is an important point, and one that I’m glad you made. So far the responses have been in agreement with my OP, and perspective is always a factor in these opinion-driven posts. Entertainment is always subjective, and I truly am glad that there are people who enjoy the current implementation of collections.
Someone mentioned on Reddit that their schedule limits them to a situation where heavy story content would be difficult to follow if trying to complete a collection, and I’m sure ANet considers this when creating content. Thanks for offering this perspective!
Do the molten fractals
Thanks for the interest guys, I’m glad there are many opinions on this.
Dropping in to note that I got mine from an Heirloom Vine Cache or whatever they’re called – champ bag.
The question I want to ask is, are collections being used too abundantly in lieu of engaging, immersive content?
If collections are to be used as a primary reward structure, they should occur naturally and with interesting world interaction, akin to Dynamic Events, rather than exist as a checklist of trophies that encourages the player to complete content as fast as possible. Collections should be varied and guided by in-game exchanges with the player character and game world, rather than exchanges between the player and interfaces.
The introduction of collections was a welcome addition to the game, and worked wonderfully as an organizational tool to help players track achievements and better navigate UI components. Now, collections are beginning to bleed into other, deeper game environments where they disrupt immersion and promote rushing through content.
I think one of the primary gripes with the collection system is how it contributes to a sort of division between playing the game and being rewarded for it. To me, MMO is synonymous with immersive, adventurous, engaging, fantastic, epic, escapism, etc. To accomplish this atmosphere there has to be a sense of urgency and connection to the game world’s challenges – the characters’ troubles, the lore, the artifacts and items, the natural world, etc. Dynamic events do a good job telling the story of a map, and have been very effective in keeping the PC a key component in the world. Let’s take a look at DE structure and process:
- The player is participating in the region
- Interaction with NPCs provoke some kind of reaction in the world
- Player Character learns of regional challenges facing NPC population
- PC learns how to use his/her skillset to contribute
- PC engages in regional challenges
- PC contributes to outcome, and is rewarded for going through above process
The most important aspect to note, is that this entire process happens in the game world with minimal GUI interference (event progress/description bar on right side of screen).
Now, if I were to think of a proper antithesis to Dynamic Events, I’d probably come up with something along the lines of Collections:
- Player opens Collections GUI
- Player reads what must be done to achieve
- Player character engages in seemingly random interactions with game world with no real story or substance
- Player reads next item on list; repeat
Note the difference?
Dynamic events allow interaction between the game’s characters, whereas collections force interaction between the player and interface, with minimal engagement on behalf of the player character.
Some may say it isn’t fair to compare the two content archetypes, considering one isn’t aiming to replace the other, and they exist simultaneously, with some interaction. However, I bring up Dynamic Events specifically in comparison to Collections because they are now the two main rewards structures used for completing any kind of game content.
Since trying to finish my precursor and fractal collection, I’ve frequently been using /wiki, a notepad, and just about constantly opening my collections tab to view progress. Huge distraction from what’s going on around me. It’s reminiscent of my days in another MMO that I quit because eventually the game was practically a text-based adventure with all the necessary interfaces. Although GW2 is no where near the extent of that game, I believe going down the path of putting the game’s content into forms of collections has the potential to completely transform GW2’s world into a mad rush to the next checkpoint, collecting items only to fill a checklist, leaving content without substance.
Close-Up: Specialization Collections
Specialization collections are good examples of almost perfect conditions for a collection to be fun and engaging, and offer meta-level rewards while achieving the final product:
- Thematically appropriate collections
- Taking PC around the jungle to experience content from all maps (machined weapons, map completion)
- Incorporating events from vanilla maps that were also thematically appropriate to profession
- Asking player to chase items that could be used rather than just vended
- Providing rewards within the collection components, rather than a single reward at the end
- Asking players to accomplish tasks that benefit their overall progress, rather than isolating the progress to the reward itself
What could have been done better?
- Text-based lore regarding how/why elite specs came about
- Explanations as to why some collection components are important to the profession (ex: why is necromancer interested in a Smokescale claw?)
- Incorporating reasons why certain levels of masteries were important for the collection (further promoting interaction with NPCs and game world)
From the threads I’ve read, it seems as though collections will be much more positively received if there is just a little bit of lore or explanation behind them. Players want a reason to be doing the things they are doing.
When Collections Work, they Work Well
Realistically, we can’t expect the development team to replace or implement every collection as world event. It may even be argued that collections exist for this reason: to add more content easily and without affecting too much of the existing game world. And that’s not bad! When collections make sense, they are incredible! Let’s take an example of a collection that was implemented perfectly, and why:
This collection tasks players with collecting every skin from every dungeon.
Why is it good?
- It’s content that was implemented with dungeon lore already in place
- The rewards are useful items that players will continue using after the collection is finished
- Achievements aren’t haphazard, and occur naturally during regular play
- Encourages players to try content that they may not be familiar with
- Considering PvP reward tracks, there are multiple ways to achieve goals
- The collection is an end result of the content, rather than containing the content within itself
The next question is obvious:
Using the Dungeoneer collection as a model of a hypothetically successful collection, and the Elite Spec Collection as a model to exemplify encompassing vast amounts of content in a collection, how can we model future collections to feel as rewarding and engaging?
Some ideas of mine:
- Use of NPCs to guide actions requested in the GUI
- Implement collections that heavily encourage participation in regional events
- Create collections around successful content, and offer better incentives for content that is less frequented
- Keep rewards useful, and stay away from rewarding vendor trash to make the collections less tedious
- Offer variety in content for collection completion
- Give the PC a reason to be interested in what they are doing
Hopefully something in this wall o f text is useful. All this said, I think ANet has made huge strides in the expansion, from in-game rewards (rather then gem store exclusives to replayability for dynamic events. As always, there is room for improvement, and this is my two cents. I’d love to hear thoughts of players who are experiencing the collection system for the first time, and your ideas on improving the immersion factor for the collection content.
Thanks for reading!
Update: I deleted the 64 bit client, and replaced it into the folder after patching through the 32, and everything looks good now.
My 64 bit client was fine until the 2nd patch of the day, and after that it has been downloading at 2mb/s all night. The 32bit patched quickly and is playable, however it looks like the 64 bit client will take hours.
Yeah, and it’s massive!
Well Mordremoth, or the Mouth of Mordremoth (which we presume to actually be the dragon), does look like a dragon.
Yeah destroying his mind seemed like it would have different consequences than destroying Zhaitan physically. Orr is explained through lingering corruption if I recall correctly, and most world events tend to clean up after the story line pretty well, however in how case of Mordremoth and Dragon’s Stand meta event, it seems like the story is taking place strictly after or even simultaneous to the event in which we kill Mordremoth’s body. I can’t think of a way to justify that event repeating canonically with Mordremoth’s influence not being a factor on the jungle’s behavior.
Very cool, thanks for the info guys. Good luck out there.