Showing Posts For IVeracityI.8936:
They should just make it so stowed pets -stay- stowed. I like Ranger and don’t mind the pets, but sometimes they’re a little obnoxious and more bane than boon.
This could work with Necromancers too, actually. Mesmer too, to some degree (maybe add a slight shield effect to the Counterspell). Not sure about Guardian, but I don’t see anything immediately wrong with it either. +1 for the creativity.
Guild Armor Skins
They have the Tunic, why not Pants, Gloves, Etc, etc? Again, feels like they just did not finish this.
The Guild chestpieces are based on existing sets. Example: Compare the Guild heavy chest to the Banded rare world-drop set.
I like this. Not sure the enemy tag color is necessary by any means, but throwing the emblem onto the guards and maybe having the guild tag put onto the end of their name could be pretty cool, and the chat notice/reward bonus for guild defenders is nifty.
Also enjoy the ability to see guild names via banner mouseover. That’s something I’ve really wanted to see.
This entire thread doesn’t seem to fully grasp how diminishing returns work and why. It’s to keep you moving and doing things that are fresh, rather than sitting in one spot and grinding only what’s easiest for you. Much like the rest of the game, it’s encouraging you to broaden your horizons to get maximum efficiency.
The fact that this counters bots is almost like a biproduct.
But seeing some of the argument posts in here, I’m not gonna stick around. Just adding my two cents of why DR shouldn’t be changed. It’s working as intended, and it doesn’t gimp anyone unless you’re fiercely rigid in following the path that it was designed to counter. In which case, it’s more self-inflicted than anything. Let it go, play the game with a bit more variance, and if you can’t do that… Maybe it just ain’t for you.
Dear ANet,
Having non-hostile Shouts turn on your auto-attack for no reason wasn’t a good idea when Guardians did it, because of its strong habit to make you facepull things. Why give it to us too, instead of fixing it on Guardians and leaving ours as they were?
Sincerely,
Warriors
To clarify, casting stuff like For Great Justice (or Retreat, in the case of Guardians) now acts like a hostile ability, and will autolock targets and cause you to attack them. When you’re casting it pre-fight or just to rebuff while out of combat – perhaps even avoiding combat – this can be quite a bane. There’s no point in it counting as hostile because it doesn’t impact enemies at all, and while it seems a little trivial to complain about, it is really, really obnoxious – especially with ranged weapons equipped. Mashing Esc won’t always cancel the auto-attack, and it’s kinda silly being forced to turn away from everything ever just to rebuff a boon habitually.
This has been debunked forever ago. No mounts. Let it go, please.
Mounts have been repeatedly locked for a reason. The sense of scale is diminished when you can just sprint from one end of the map to the other, and the cosmetic appeal is countered by the inevitable visual clutter of larger mounts in smaller areas.
So I will say as I have in every other mount suggestion that I bothered to post on: The only way they could justify it is if they kept it incredibly simple and impacted almost nothing on gameplay unless in an area specifically designed for it. No faster than Swiftness (but desirable because it wouldn’t fade), and essentially staying to those that racially make sense. No dragons, no flight, no double-speed.
I am tentatively in favor of them, but with a massive desire to say I’m not because of the forementioned issues and constraints necessary to keep it stable. The one thing that keeps me coming back to the idea is having them handle like Bundles, in that they replace your weapon skills (and maybe disable slotskills), because if they go that route, that already gives PLENTY of room for different forms of mounted combat. (It’d take a while to properly balance, but it could be really cool! Especially if it would account your equipped weapons and just change your skills to fit it.)
As to the Gem Store… semi-agree. More content will be nice, but I don’t count that as a suggestion, because I already know it’s coming. The only thing I would bring up is more Town Clothing options, but I’ve proposed something that has nothing to do with Gems for that issue (re: Wear lower armor classes as town clothes, purely statless).
And finally, WoW can’t be called competition anymore. ANet is building a quality game, where WoW has devolved into grabby-hands’ing for quantity.
The reward for soloing a champion is that you’re soloing a champion. The accomplishment is plenty, because the gratification is purely a feat – despite or perhaps because it doesn’t change anything about the physical reward.
Do it because you want to do it, not because the developers catered to the idea. It’s supposed to be a group thing anyway.
Notification if friends come online and for friend requests
in Suggestions
Posted by: IVeracityI.8936
It actually is in the game, however it is also linked to loot being named in your chat log as you grab it.
This – and on that note, the suggestion here should be to split them, so we can see online status notifications without our chatlog being decimated by loot text.
Pretty much what the title says. It needs some adjustments in timing and duration. Typing quickly and trying to hold a legitimate conversation, even in closed areas where other players’ chatlogs aren’t nearly as much of a concern, has often led to being stifled entirely. I’ve resorted to using /e when it happens, and then -that- gets locked out too.
I understand it’s well-intentioned and would never ask for it to be removed, but tone it down a little? At least for my sanity’s sake?
(e: Yes, this message was written while suppressed in /s and /e. I’m still waiting for it to die off.)
(edited by IVeracityI.8936)
I’m not sure I understand. Can’t you just do this as a community?
The one thing that breaks Shield Stance for me is how infrequently I can use it. It’s not pointless; It’s just put on a massive pedestal that makes its combat application a bit null. As a Warrior, Mace/Sword for two independent-CD counterattack-blocks.
It’s also frustrating that Engineer’s Gear Shield from Tool Kit has the same block duration as Shield Stance, but has a lower CD. Warriors are a bit more iconic shield-wielders, no? Shouldn’t -they- be the proficient ones that know how to block more than twice a minute?
Passive block chance is a no. I don’t want RNG like that when the exact reason I love GW2’s combat system is how hands-on it is. What I think would be nice is a sort of glancing-block feature. Every X attack that lands on you deals N% of its standard damage because the shield on your arm isn’t just decorative. Not chance-based, and not a full block, but instead a predictable and reliable mitigation.
Overall, it’s not OP, it doesn’t require lowering the Shield Stance CD to the point of annoying exploitability, and it makes up for the defense deficit a bit, in a unique and applicable fashion. (Though the actual armor/defense boost could still use a bit of an increase)
I would go further and say something like having a shield modifies your auto-attack to have one of your swings change to a brief sword-and-board kind of deal, but that would require too much modification, so my first idea stands.
ANet, hear my plea! You know my idea isn’t bad! At very worst, integrate it with the shield-spec trait!
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Sieran kinda had it coming anyway.
I’m biased. I didn’t like her. Obnoxious little… >>;
Technobabble and inventing things! As a roleplayer, playing an Asura is the most fun intellectual outlet I’ve ever had. There’s so much vague-outside-referencing you can do, and even MORE to do just with what’s provided.
Weaponized harmonic resonance, for instance! C&C: Tiberian Sun fans will appreciate that one (re: GDI Disruptor tanks, anyone?). Tune it to a bass frequency and you have a frakkin’ BASS CANNON! (Caps necessary)
There’s just so much fun to be had. The racial abilities are nifty. The culture is -awesome- to learn about. The immersion factor is criminally fun once you hit your stride with it.
I don’t know. I only have one Asura and a plethora of Humans, but with all this fun, Asura is pretty close to reaching Favorite Race.
I don’t understand? So you want to be able to waht? Swap the 1 skill to the 5 skill? The 3 skill to the 4 skill? How is that going to help your movement? Either way there are still going to be 5 skills in the same place just in a different order, you’re still going to have to move your mouse just as much regardless. You can also bind the slots to other keys that are easier for you to access such as 1 as q ect ect
Rebinding to different keys doesn’t always work, as it’ll impact all weapons simultaneously. The ability to customize where everything is placed, however, can be quite handy for those who want specific setups for what goes where. Maybe GS-Guardians who want the launch setup rather than the new one.
It would be nice regardless. +1
Yes! I want to drag in a few other friends that are still discouraged by having to pay first!
on other mmorpgs
I stopped reading here because I don’t see why a company who spent years developing a game would try to be like another game and not their own.
Yes. You. I like you.
My map just says “World Completion” not “PVE World Completion.”
Essentially, this. It’s to encourage you to at least -try- all aspects of the game. To give PvE players a reason to be in WvW, so that it doesn’t become a competition of what server has the most PvPers.
To encourage is to imply players are sheep. Everyone has their preference. PvE’ers dont do PvP for a reason. They would very much appreciate it if anet didn’t “encourage” them. WvW is very badly thought out for PvE. At the end of the day it’s to try to get as many people to buy glory boosts as possible. It is a marketing scam that targets PvE’ers. Contrary to corperate thinking, players are individuals with singular taste and preference, not sheep to be spoon fed a product they do not want, need or desire.
Why would you -buy- Glory boosts when the PvP Daily achievements give them? Furthermore, why would you use them in WvW when you don’t gain Glory there?
I’m not particularly big on GW2’s PvP system myself, but I still like the change of pace now and then. Individual tastes are true, but passing it off as a marketing scheme just because it’s getting you to move outside of the box now and then is a bit coarse.
This game is built around variety. Trait builds. Weapon sets. Profession/Racial skills. The entire plethora of potential activities. The encouragement is to continue on that trend. To tell players not that they’re doing wrong, but that it’s worth trying other things even when you’re content, because you may be pleasantly surprised when you stumble across something that works better for you than your last attempt.
Not to mention… WvW isn’t -that- hard to complete. Time consuming, yeah, but if you really don’t want to participate, the big fight locations aren’t too difficult to predict – and a decent amount of the “OMG SUDDENLY I GOT 12v1’d” happenings are an actual attack force going from A to B. Inevitable if alone, due to the game time, but the maps are big enough that you’ll probably get past them on take two.
No, you won’t be able to 100% all four maps overnight, but all that means is you either need patience, or maybe the desire to open up /t or /m and see where you can help out most. Even if it is just following a Commander to zerg around for a little while.
1. I like this. There doesn’t even need to be a reward for it per se. Maybe just an optional “Here’s the item you got before” in the cases of you no longer having it. Would be nice for xmog purposes.
2. I… can’t really agree with this, though. They’re trying to integrate them so that players try and learn both. In my experience, most players can be treated a lot like cats, where the Commander icon is a laser pointer. So as long as they have a general direction they’re contributing. And if they’re trying for completion? Maybe they’ll ask for help to avoid being ganked.
3. A minor issue, but I agree. Upping the max mailed-item count to 6-10 would be quite nice.
4. YES. PLEASE. My laziness misses this greatly!
5. I haven’t ever really had this issue. Most times, it was just a condition of some sort – of which I could dispel – or a stray mob I didn’t kill yet.
Overall, +1 because I like where most of this is going.
My map just says “World Completion” not “PVE World Completion.”
Essentially, this. It’s to encourage you to at least -try- all aspects of the game. To give PvE players a reason to be in WvW, so that it doesn’t become a competition of what server has the most PvPers.
Soulbinds are in place for that exact reason. To prevent you reusing armor across characters, or just selling it when you’re done with it. To give your individual characters their own progression and need for gear. To maintain balance in usability, else people would just bank-stockpile gear from their old characters to use on their new ones.
This remains true for endgame gear; They don’t want you to just do a dungeon a few times for one character, then just swap that gear over to another character as you see fit.
Working as intended. /thread
Yeah, I realized that too when I first hit 80. It doesn’t feel any different until you get some good gear – and you can get the tokens/materials for that gear without being 80. So the game doesn’t dramatically change just from reaching the level cap.
As a Rifle+Sword/Axe 30/30/0/0/10 with 5/8 uptime on Mightx8+Swiftness (with Mightx3 in the downtime) and 110% uptime on Fury (as in, it increases duration on each pass)…
I have no idea why you’re feeling weak, but breaking the class like that won’t fix the problem. Warrior is fine, even a little overpowered still. (Dual-Earth 5-sig builds around level 40 are ridiculous from a condmg standpoint – even if you don’t stack condmg outright)
So, in other words, no. Please no.
I don’t see how it’s needed at all in a game like GW2. I mean in terms of leveling to the cap, GW2 has probably the fastest leveling of any MMO out there, once you’ve played through once and know what you’re doing, you can blast through hearts/events/exploration/crafting/personal story realy fast and hit 80 pretty quickly.
Also, “The game starts at 80”. What game are -you- playing? Seriously, GW2 has the -most- on offer to all levels and the -least- max level-exclusive content of any MMO. WvWvW, PvP, events, hearts, crafting, it’s all available to all levels, the -only- thing levels really grant you are access to more weapons/armour skins, dungeons and higher level zones, that’s all, and most of -those- don’t even require to be hit the cap.
Adding onto this notion by saying that another gain to being 80 is that some of those weapon/armor skins have a TON of grinding – but even that doesn’t necessarily have to be done at 80; You just can’t use it until then, and it’s much faster when you can stomp through mobs.
+1. It may, in the long term, lower upgrade component values since you can pull them out without destroying the item (re: the ability to sell the old rune before upgrading to the one you want), but I think that could be countered by equating them to a BLKit – in that they’re rare and/or expensive. Or maybe add them to the LA Commendation vendor – for a higher price as opposed to lower.
This would be nice if you’re able to only use them infrequently (re: only when -you- need/want the upgrade, but might not waste it just to sell it)
TL;DR: Grind is the worst kind of replayability. Ask for better replayability, this game actually has the means to provide it.
I side with this. While I’m neither for or against hearts (good source of XP while levelling, but I wouldn’t do them otherwise, unless for zone completion – both of which I only do once), I don’t think turning them into daily quests will do anything positive. There’s plenty of other ways to gain replayability without more needless amounts of grinding.
lougar has it right. Piken Square and Tarnished Coast are the unofficial RP servers so far.
… Actually, I was about to be all against it for a second just because of the slight lack of viability, but there’s more potential to it than my initial skim warranted.
We do have airships, and those seem to be a pretty decent part of some combat down in Orr – even though we don’t much get to participate in that specific aspect. That’d be more like a moving platform with siege weapons though (re: ICC lootship), but thinking a little deeper into it… If they do give us material for an individually-manned airborne what-have-you, be it a flying animal or fancy aeronautics, -that- could actually be an interesting fusion between water combat dimensions in a vehicular/mounted combat application.
Which, of course, means vehicle/mount combat should also be done on the ground to keep it balanced.
It’s obscure and unlikely, but I’m going to +1 this at least because it sounds like it could be fun, and the devs should hear it. Maybe be inspired by it!
I think it’d be interesting to add an optional puzzle or not-full-group puzzle to some paths. Sorta like the split-up-to-open-door thing, only like… make a small puzzle parallel to the current path where 1-2 people can follow along and provide fire support a la siege weaponry, to make the actual route containing multiple mobs flow better. It’s still doable without, but faster with.
Or something. I don’t know; I’m thinking out loud. I do like jump puzzles, quite a bit, but I can relate to people not wanting them as required, as I have had to escort some blundering fat-hand puzzlers before (hyperbole; don’t take that insult to heart!).
So having a middleground split where they’re not required, but still implemented and beneficial, would be kinda cool if they could find a way to make that balance work.
edit because I had an epiphany right as I posted: What about trap areas that can be disabled by reaching the end alive, OR by going ‘around’ via mini-jump puzzle? Even if it’s just a bit of parkour to go up under over onwards, it’d still be kinda cool, because it could benefit the whole group to have at least one seasoned puzzler around to disable the traps quicker.
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+1 for this, especially because of their whole rearrangement with GS-Guardian a while back. I still get thrown off by it now and then.
….and annoy those who have to deal with them being where they don’t belong.
In other words, the scenario is :
“kitten off you noobs, you don’t belong here in our game and we don’t want you to play the kittening game unless you are kittening prepared accordingly to our kittening standards, capsici?”
and the required answer would be
“Sorry, we’ve bothered you. Please forgive us. We will leave and let you enjoy your small world of elitists. We are sorry we were not born ready to play this game with you. Have a peaceful life without us.. Arrivederci!
I… What? I was saying that the levelling process is partly in place so you could learn the class. Playing less = less learning. Less learning = high chance of not knowing some necessary concepts.
If I wanted to insult casual gamers, I would’ve just said so, but I have no reason to, because I play with quite a few of them, and most of them understand that a time dedication isn’t supposed to be viewed as a bad thing, -especially- when some classes are harder than others and not all players will grasp them immediately.
There is nothing wrong with new players. There -is- something wrong with 80 characters knowing less about their class than a 40 of the same profession. That’s what I’m talking about. And while that will still occur today in this current setup, rewarding people not playing the game is begging for more of that.
We want to help others get better at the game, keep it enticing for all players. Not create more players that need basic tutoring because they skipped a majority of it.
/facepalm
And maybe instead of reading, I’ll just keep moving my bookmark ahead a few pages every night until it gets to the end.
You didn’t choose a very good comparison, I am afraid. You can move the bookmark ahead and not read and in the end you don’t know anything about the book, because it is finished, while the game starts at lvl 80.
You can do all personal story quests in a row without the grinding breaks between the level requirements.
You can equip any type of armor and weapons – if you afford them, which means your other lvl 80 has done a good job saving –
You can enjoy the game without the frustration you are outleved by the zoneRemember, you have already beat the game once – so to speak – you don’t need to grind it all again to learn the new profession.
Besides, every player, even those who play long time in a day will get offline hours accumulated slowly – if they ever go offline ofc – so there is a small thing for them too.
The main problem is that means we’d have a bunch of players who don’t know their class suddenly at a much higher level (endgame, even!) than they should have ever made at their skill level. Even if levelling is somewhat monotonous to those who make a lot of characters, it’s still the best way to learn the profession inside out BEFORE reaching the areas where skill is required.
While you’re worried about being outpaced by people playing the game more often, -I’m- worried about the zones outpacing the players when they’re suddenly in a rut caused by them not knowing how to properly play the character in cases that they haven’t been exposed to due to skipping over them.
PuGs are already occasionally quite eyegouging when people don’t know what they’re doing. Being able to gain character experience without player experience would amplify that issue. We want the learning curve to remain stable and present. Anyone who’s catching onto the class already has the ability to breeze through the easy content just from being efficient.
TL;DR: I’m of the belief that you SHOULD have to level 1-80 normally, no matter how many other characters you have of what professions, because a new profession still needs to be learned, and detracting from the time spent learning it is recipe for disaster. It’ll discourage the less talented, and annoy those who have to deal with them being where they don’t belong.
I think an easier solution to this would be a sort of saved-outfit feature where you could equip different armor/weapon sets at the touch of a button. It’s fast enough to make out-of-combat weapon changing a snap, but doesn’t break their current style at all.
Plus it’d just be handy all around, for those with different armor/weapon sets that they switch through more than just the standard. (IE a S/A+Rifle Warr who occasionally uses Longbow. Or anyone with a MF set.)
While a bit trivial as a change, +1 because I agree with it. It should be a bit more accurate to the artwork.
/facepalm
And maybe instead of reading, I’ll just keep moving my bookmark ahead a few pages every night until it gets to the end.
I like you. We’ll get along well.
+1. I like this, and would love to see it implemented, even if just as an optional feature for graphics.
The legit-night technics (IE torch and whatnot) would be cool as well, but may be too fundamental of a gameplay change to implement at this point. Maybe for certain regions, but adding that universally? It could potentially throw certain balance elements out of whack. Events and stuff that haven’t been designed to accomodate it and whathaveyou.
I’d like it; It’d be fun! But I’m not holding my breath on such a massive change. The graphic one (sorta like bottoming out gamma, only at night) would be really cool and fairly easy as a toggled option, though.
Why not:
- The current levelling system actually isn’t at all difficult due to it being rather normalized (to roughly 90 min per level, if I recall correctly).
- While the levelling aspect of the game isn’t the focus (re: normalized levelling speed as opposed to exponentially-increasing a la WoW – or just about any other RPG with a levelling system), it’s still a time-dedication/devotion aspect to keep the learning curve stable as opposed to casual players reaching 80 without knowing that your 4-slot Downed ability can heal you out of combat, to save you from just dropping dead after all mobs are already gone and you haven’t Rallied. (Legit example; I’ve seen it happen).
You shouldn’t feel punished just because you can’t level offline. That’s not actually levelling. The point is that you gain skill as you gain experience – hence it being called experience. You can’t actually get better at the game while not on it, so why should your character?
You’re not left behind unless you’re actually treating levelling as a race – in which case, it once again falls to time devotion. You shouldn’t call it a race if you can’t actually race.
The reason to log in time to time is to level, not to check your character like a NeoPet.
And, finally, matching up with other MMOs? What MMO rewards you for -not- playing?
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One question.
Why?
Thief -is- a stealthy class, and the subterfuge style of “spamming it every 2 seconds during combat” is exactly how that’s represented. It’s a combat-stealth profession. One that’s rational in the sense of it being “Now you see me, now you don’t” where, by the time you do know where they are again, it’s with a blade halfway up your backside.
A good Thief will still be able to ambush from the shadows as a combat-opener, but it actually takes talent because if you want to make your approach from stealth, you gotta LEGITIMATELY HIDE first, and then pop a stealth ability when you know you’ll have enough time to reach them. It’s not EZMODE unlimited stealth because it’s less believable, not as fun, and admittedly even a little broken in a context with little in way of actual detection. This method actually has exciting, fast pacing.
So, again, you’re just asking the class to be what it’s not. There’s nothing wrong with it; Only what you’re expecting from it.
Mantras have their place, as do Ranger Shouts/signets. It’s all variable on playstyle and application. There are no ‘useless’ skills; Only ‘used-less’ skills.
Acct.-based Karma takes away from the individuality of your characters from a design perspective. I’m a mechanics-minded person, and so I also see why this suggestion is being made. It’s easier. But then there’s no deeper connection to your character (if you have any). There’s different types of people playing the game, and for some, it’s a way to show devotion and time spent on a character. If things are character-based, then you can show it off as something this character earned.
This, too. This is why I said it would feel oversimplified if everything was universally account-wide.
If it treats sheathing weapons like a combat break, it could be okay. So long as it keeps the 2-3 second delay before triggering, it shouldn’t be too exploitable, but still, for balance reasons, it may be best to just leave it as is.
+1 because I’ve come close to this a few times, so it’d be a nice implementation to give the mouseover window for item moving a bit of a leeway.
I can definitely understand the proposal, and I don’t consider it a bad idea. Hell, it could be quite fun and interesting.
I’m just a -little- concerned that it’d be exploited by dancing between sheathed/unsheathed to utilize both at once – and putting a CD on it would be a little… odd. So unless you made it so you have to keep your weapons sheathed for the amount of time that it’d normally take for combat to break (as if you weren’t taking damage or anything), it’d be easily flipped and twisted to meet the needs of the MLG PRO folks.
After practicing that a while, I don’t think it’s a hassle, but… to sorta answer the question: Independent currency tracking makes a bit more sense in the overhead for a similar reason to items like dungeon gear being soulbound. It’s easily manageable and prevents cut corners when it comes to farming and utility between alts.
I’d go so far to say fully fusing it to account-wide for everything is actually oversimplified, but that may just be me speaking from an already-accustomed standpoint.
Solution: Keep your money in the bank rather than on your individual characters, and withdraw it when you intend to purchase something.
Example: I never have more than 25s on any character – plenty for repairs/occasional WP use, and maybe resupplying gathering tools. Any time I go over that, I deposit it next time I have bank access.
(It also helps those with a bad impulse for purchasing things a lot!)
@Karma, store up the liquid karma jugs and whatnot from dailies/dungeons and bank those rather than use them. Same sorta deal.
This problem is perspective. The technic is that you move faster out of combat, not that you move slower in combat, which is in place solely for the sake of travel.
I agree. The alternative to slowing down during combat is to move at current combat speed all the time, even out of combat. I prefer the current situation (being allowed to run from WP to WP quickly).
Yeah, and that’s no pleasing alternative, so I say leave it as is.
This problem is perspective. The technic is that you move faster out of combat, not that you move slower in combat, which is in place solely for the sake of travel. It can also be viewed as a way to slow down people you’re trying to ambush – or, inversely, you can purposely time evades and the like to stay out of combat so that you can catch or get away from those who are already in it.
I can relate to the slight frustration of it, but I don’t consider it wrong or broken because it’s not hard to understand why it’s there.