Showing Highly Rated Posts By Illconceived Was Na.9781:

About the Labyrinthine Horror

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I played my little heart out this weekend, even took a day of PTO to get in more Labyrinth time. And given the confusion with the undersea creature, I’m hoping we can all agree to call the Labyrinthine Horror by the name of… ~drum roll~ … Cecil. It… just seems fitting, and players seemed to agree.

I dunno. I’d vote for… Colin. Here’s why:

  • People want to blame him for ruining their loot run and dying too often.
  • Other people love breaking his defiance and forcing him to stand still for 2 seconds.
  • He swings a sword; he swings it again.
  • Big grin.

Colin, the Labyrinthine Horror

John Smith: “you should kill monsters, because killing monsters is awesome.”

Change Breathers Into Skins, Not Gear

in Guild Wars 2 Discussion

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

https://www.guildwars2.com/en/news/the-brand-new-fractals-of-the-mists-legendary-backpacks-ascended-salvaging-and-more/

At the end of every fractal, you’ll find a … fractal encryption …[that might drop] new ascended aquatic-breather recipes.

I’d like ANet to reconsider this idea and replace the idea of breathers as gear with making them a skin-only component.

  • Aquatic Breathers have never been needed to, you know, aquatically breathe (at least, never in the live game).
  • For 3 years, fighting under water has meant reduced stats and has required buying a seventh rune for every armor set.
  • For most of these 3 years, breathers were limited to sub-L80 masterwork, karma items: no rares (never mind exotics) and completely uncraftable or unsalvageable at top levels. Even now, the supply of better-than-green rarity is extremely limited.

Thus, in a meaningful sense, we’ve never really had true underwater headgear; all we’ve had is a placeholder marginally better than no gear at all (and arguably worse than nothing at times).

Accordingly, instead of adding recipes into the game to create the gear, how about if we simplify gearing up by removing this seventh, orphaned child of armor and replacing it with a skin.

  • ANet can sell breather skins on the gem shop.
  • There could still be “ascended” recipes for breathers with special effects.

tl;dr don’t introduce new breathers into the game; simplify the system and replace them with wardrobe-only skins that display while underwater.

John Smith: “you should kill monsters, because killing monsters is awesome.”

[Spoilers]Lore retcon - Wynn, Caithe, Riannoc

in Lore

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

I’d like to offer another point of view: a lot of people with strong opinions about lore won’t be participating in this or similar conversations. I hope the writing team spends their most of their time working on the next evolution of the story and very little time on molehills-turned-into-mountains.

There are a lot of fans who do great work documenting lore. As they do so, they uncover inconsistencies and contradictions, which should be expected in both a well-written and horribly-written story, as well as when the writer(s) aren’t keeping track of the details.

The question is: what are the rest of us to make of this? My feeling is that a few of the self-appointed lore experts go too far, in effect writing fan fiction by interpreting what they see and telling the rest of us how we are supposed to understand the lore. It’s only a few people who do this, but I think it becomes a distraction to the actual story.

For example, “all the sylvari felt it when rhiannoc died” — even when I first encountered this idea, I always thought it was hyperbole. To me, this is the same as people saying that “all Americans felt it when Kennedy died” — people found out at different times, but nevertheless feel they shared a specific experience, even though technically, they did not. But some lore experts would have us believe that this was originally intended to be literal, because that is how they (the expert) interpreted it upon first reading. To be sure, there wasn’t that much evidence one way or another to know what the writers meant with certainty, but that could be a result of both good or bad writing.

It’s also clear from the personal and living stories that NPCs in GW2 aren’t always honest. They tell outright lies, omit critical details, and bend the truth to suit their interests. Because this is an MMO, this tends to be obvious most of the time, but I think it’s great when it’s subtle, too — I’d like to see more of the characters behaving like real people, i.e. full of their own contradictions and other foibles.

A lot of things were left ambiguous in the original personal story, perhaps intentionally, perhaps because (as some believe) the game was rushed to release to make NCSOFT shareholders happy, perhaps because the writing team wasn’t paying that much attention to matters they considered minor. As a player, I don’t really care — as long as the story compels my attention, then I’m okay with some details being inconsistent.

For example, I’m not bothered by luminaries claiming to be the first to be born in their cycle — “first” is obviously a big deal among the sylvari. I’m not concerned that there are contradictions between dreams of some and statements by others — the dreams don’t seem to be literal and sylvari are just as prone to misunderstandings as charr or humans (although not as bad as the asura). But even if I’m mistaken, none of this affects the basics of the story. Wynne’s reveal is still powerful, Scarlet’s motivations are still mysterious in some ways, and the conflict between Mother Tree, firstborn, and Nightmare Court still leaves me wanting to learn more.

tl;dr I hope the writing team focuses on what they perceive as critical, and doesn’t get too distracted by whatever latest “outrage” is posted on the forums. I’m enjoying the living story and I’m looking forward to the next installment.

John Smith: “you should kill monsters, because killing monsters is awesome.”

"Guest" & "Transfer" button interface issues

in Suggestions

Posted by: Illconceived Was Na.9781

Illconceived Was Na.9781

+1

It should be easy to guest and really difficult to transfer.

  • The worst impact on a guesting mistake is 24 hours without playing with your friends, chasing world events, or buying obby shards in Orr.
  • The least penalty for a transfer mistake is 168 hours without being able to WvW with your friends, 1,600 gems, and potentially difficulty returning to your original server. The cost is much greater if both servers are high population and/or in different regions from each other.

There should be a separate interface row for the two functions:

  • Guesting row:
    • Select servers to guest to. Only pop up a warning at this step.
    • Once you have selected 1-2 servers, you see a new button to guest to that server (instead of the current interface that requires you to repeat the same steps and see the same confirmation, even though you are locked into your choice for 24 hours). No need for a warning, just post a notification.
  • Transferring Row
    • different color and font
    • pop-up warnings when you click the “transfer” button, before you get the list of worlds
    • pop up a second warning when you choose a server
    • pop up a third warning before completing the transaction, “this will cost _ gems and cannot be reversed; it will cost you _ gems if you want to return and you will have to wait 7 days”

See Feramoan’s original post here:
https://forum-en.gw2archive.eu/forum/support/account/Guest-vs-Transfer

John Smith: “you should kill monsters, because killing monsters is awesome.”