Showing Posts For Inaccordance.7910:
I’d rather ANet keep the numbers a secret. How would knowing the numbers help you?
That there is a jumping puzzle in a PvP area is not a problem. The problem, as usual, is with the players who abuse the mechanics of the game to obtain easy rewards. I find this lazy, particularly since the OSJP campers try to defend their position—ad hominem, by the way—by telling other players that somehow the issue lies in their own attitude(s). Not at all. If those WvW players were sincere in their comments about PvP (i.e. that 500 honor badges are just as easy, if not easier, to get in non-JP WvW, that players who complain about the PvP aspect of the JP should be forcibly encouraged to play WvW in order to get their badges, that somehow players getting caught in the door camp are “doing it wrong,” and so on) they would not be taking advantage of game mechanics in order to obtain easy loot in the JP, but rather they would be seeking out the more difficult and rewarding fights elsewhere (10 on 1 is obviously not difficult). In other words, the hypocrisy is running thick in this thread.
I clicked on this thread expecting to read a rant. I was pleasantly surprised to see that it wasn’t. I agree with the OP. The puzzle was fun and challenging. Keep ’em coming.
You’re making too many assumptions for your calculations to be considered accurate.
Strong post. I agree. All of the rewards from the event were loaded in at the end. If you completed all other parts of the even, yet were unable to attend the final due to scheduling conflicts, connection issues, etc., you lost out. Someone else asked, “What exactly did you lose?” This is it. You lost out on the same opportunity afforded other players.
The question becomes, should the same opportunity be afforded to all players? I’m not sure about this one yet, personally, but ArenaNet seems to think the answer is no.
Canach, Blackgate.
I disagree. One-off events add vibrancy to the game. I could see ANet extending their events from days to weeks to allow for more participation, but getting rid of them entirely is too extreme a solution in my mind.
As much as I like the idea of mounts in MMOs generally, I don’t see a need for them in GW2 and the resources required to implement them would be better spent elsewhere.
I can see how I confused some of you by my initial post where I do indeed seem to plant the idea that achievements are my goal. My intention was to use the achievement system to illustrate the discrepancy I see with the classification system as it stands in the game. This is especially apparent when we consider dragon-affected, mobs, such as risen, but it’s not exclusive to them, as Counciler pointed out.
The issue exists throughout the game. This is the problem. There is no consistency in the classification methodologies for mobs. Irrespective of species, risen, bandits, and the like, all count as one type. A human risen is not human, but risen. A human bandit is not human, but a bandit. At the same time, the classifications drake, hylek, krait, giant, and so on, are respective to species. This represents an inconsistency in the classification system.
No, actually. The power of the Elder Dragons’ corruption supersedes whatever else they may have been before. A charr and a human may be very different before corruption, but once they are absorbed, they are both simply Risen. Whether they end up as Risen brutes, thralls, wizards, or those bloody putrifiers… they are ALL just Risen.
If we do not differentiate between the origin of Risen creatures when speaking of human, charr, norn, asura… why would we differentiate giants, quaggans, drakes, fish? Because they have a special name? If we are separating by name, should Risen Brutes and Risen Thralls be in completely separate categories then? No.
They are all simply Risen. Both in game mechanics and in lore, this is exactly how it should be.
So a risen giant is no longer a giant? It’s no longer giant in size or similar in any other way to a non-risen giant? I disagree. I could see your argument if, in the process of being corrupted, all lifeforms were changed such that the resulting forms were all exactly identical in appearance and behavior, but they’re not. Risen giants appear and behave differently than risen drakes. This is why they are called ‘risen giants’ and ‘risen drakes’—to differentiate between the base types. If they were all just ‘risen,’ then they would all be labeled as such.
In regards to risen brutes and risen thralls, there is less of a difference, but it’s still there. In such cases, their base types are their races—human, norn, charr, and asura—and not ‘brute’ or ‘thrall’. ‘Brute’ and ‘thrall’ are descriptors like ‘risen’. These terms primarily describe the behavior of the model. Brutes wield hammers, acolytes buff allies and immobilize enemies. You ask if they should be in separate categories. I say they are in separate categories already.
That’s one of the points, actually.
They don’t want you to live in Orr once you attain level 80 while all the other zones become ghost towns.
There are plenty of other reasons to leave Orr, some of which I mentioned above in a preceding post. Ignoring common sense does not need to justify another. Also, as far as I can tell, the majority of players with 80th level characters are either running dungeons, sitting in Lion’s Arch looking for groups to run dungeons, playing WvWvW, or playing alts. Your experience may be different, but from what I’ve seen there aren’t that many players that linger around in Orr anyway, once they complete the zone.
LotRO has the best housing system to date, imho. Finding some way to improve upon it would be ideal.
Theory, not winning, motivates me. I care because disregarding common sense threatens the plausibility of a setting. As much as possible, a setting needs to adhere to some measure of common sense and the established rules of its own universe. Without such concepts forming the backbone of game development, what’s the point?
To bring it back to the argument at hand, what it means to be a giant in Tyria, as far as I can tell, is exactly what it means to be a giant in our own mythology; that is, giants are above all big. The precedent is set. When a giant becomes risen, it doesn’t lose that quality. It doesn’t shrink or become something distinctively non-giant or it would not be called ‘giant’. It’s still a giant, even if it has also become risen, and should qualify as such in every Guild Wars 2 game system.
@Awesome For my part, the argument is about common sense, not about whether or not we should be forced to leave the zone. Granted, if the change I suggest were implemented, players would be able to complete most if not all of their Daily Kill Variety achievement in Orr, but this hardly deserves consideration. By the time they get to Orr, most players have already visited every other zone to one degree or another and reasons to force them to revisit those zones need not be concocted. Many players will do this on their own anyway via alternate character development, or to help friends with lower level characters, or to gather lower level crafting materials, etc.
Monster types for the Daily Kill Variety and Slayer achievements should be based on either the base monster type (if you must insist on a monster to being of one type only), or both the base monster type and the monster descriptor, but not the monster descriptor alone. For example, in regards to a ‘risen giant’, ‘giant’ is the base monster and ‘risen’ is the descriptor. With that in mind, defeating a risen giant should count either as slaying one giant, or it should count as slaying one risen and one giant, but not one risen alone. Once a giant becomes a risen it does not cease to be a giant and become only risen. Rather, it fits all of the qualifications for being a giant and takes on the qualifications for being a risen as well.
A friend of mine and fellow GW2 player is frequently able to harvest resource nodes multiple times, apparently as part of the WvW Gatherer bonus, which states, “Chance for additional gathering node uses.” For example, he will approach a standard, non-rich orichalcum node for the first time and mine it, gaining three orichalcum. Almost immediately after he finished, another node will appear for him in the same location, allowing him to mine it again for another three orichalcum. He has told me that this can happen up to four times for him. It is not limited to orichalcum. It does not happen all the time, but at least 50% of the time. I am not talking about gaining one extra resource from one of your three swings on a node (effectively giving you four resources from the same node).
I have never experienced this phenomenon and I harvest/craft a lot. I’m wondering if it’s a bug of some sort or if there is something else I’m missing.
I hear you all and I agree wholeheartedly that some parts of the personal storyline are childish and predictable. There were more than a few instances when I felt like I needed to fill in the gaps the story was creating in order to continue to suspend my disbelief. An example of what I’m talking about would be the Shell Shock mission where you escort an artillery team to a bridge to blow up some risen (and find out they weren’t risen). This ‘chapter’ is completely unnecessary. I understand the motive—to put the PC in a position where his loyalty and reliability are brought under question—but it doesn’t work.
That said, the majority of the story is written well enough, but its very poorly implemented. I felt very out-of-touch with it for most of the campaign. Trahearne, for example, seems like a likeable character, but I don’t like him as a war leader. His speeches aren’t inspiring, his decisions seem either impulsive (closing the gates on and sacrificing troops without giving them the chance to retreat when there was plenty of time to do so—poorly implemented) or perfect (he’s naïve one moment, experienced the next), and he drops all the time in combat. He would serve better as a counselor than a leader and he seems to prefer the idea. He’s made war leader based on a vision, not any real capacity to lead.
Up to about 20th level, the story was great. I enjoyed the heck out of the unknown parents human storyline. After that things go downhill. Losing Claw Island seemed arbitrary. I never felt like we were losing. Heck, I never felt like there was a battle. NPC allies don’t act like real characters, but like programs, only engaging enemy NPCs when they are within a certain radius. They don’t always assist either. The catapult blows up inexplicably after you sink the ship, the dragon is too easy to drive off, there are too few participants…the list goes on.
I’ve gotten to the point where I avoid the personal storyline. It’s unbelievable. Dialogue needs to be improved. There needs to be more of it to make known the various perspectives about what’s going on to the player. (The Charr War Commander on Claw Island comes to mind—he refuses to prepare for a risen assault no matter what anyone says. Why?) The events need to be made to coincide with and support the intensity of the moment. If Claw Island is being assaulted, it better kitten well look like it’s being assaulted and I better feel like I’m in the midst of a desperate battle to save it. The ‘chapters’ need to all relate to the overarching storyline in some manner.
Perhaps the most significant issue is the lack of choice for the PC. Despite the numerous pseudo choices the PC is given, the personal storyline is a railroad. I understand that the personal storyline must be a railroad. To implement true choice would require a much greater investment of resources by ANet. Each choice leads to a separate story path for which graphics, VO, and all the rest would need to be created. Nevertheless, it seems like there was no attempt to conceal the railroad as it stands. This should be improved.
On the positive side, there are a lot of good things about the game that I enjoy immensely and I’ll be sticking with ANet and GW2 and be there when those improvements are made.
A grace period is not the answer. The answer lies in making the game more stable. Once that happens, you won’t be disconnecting nearly so often as to make it a frustrating experience. Give ANet time to iron things out.
This happened on Blackgate server as well. It didn’t cripple us, but it was annoying. I don’t think it was the result of a server transfer, but rather just a troubled player—so troubled he decided to start buying and building flame rams in Dreaming Bay keep. Nevertheless, the case of players transferring servers specifically to engage in this kind behavior needs to be addressed. It’s my understanding that it will be once server transfers are no longer free.
Nightcapping is not an issue. If you’re pitted against servers with a player base that is most active when you’re asleep, then it’s likely that the player base on your server will be most active when they are asleep. This is probably why your server controlled so much of the board to begin with—the enemy was sleeping. If I were you, I would expect to see the battle sway heavily to one side, then the other, then the other as your particular matchup progresses. As a possible solution, you could invite players from different timezones to your guild or establish an alliance with another guild from a different timezone to protect your claimed lands during off-peak hours.