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The game relies too much in the TP...

in Black Lion Trading Co

Posted by: JK Arrow.7102

JK Arrow.7102

I haven’t been able to play the past week due to real life busyness but I’ve been thinking more about this topic. One of the main arguements for regulating the TP is that it allows for massive profits far beyond what is capable from other activities. If we ask ourselves why is this bad to the general gamer, the only answer I see is that it creates very high prices for luxury type goods.

What if Anet changed the way those were acquired or more specifically how they were created? Take some of the very rare exotic skins for example. You need a lot of gold to buy the lodestones and other mats available and you need a few skill points that you can only earn from playing the game. I would argue that these types of items should have a greater proportion of components needed earned from game play than can be bought. If we look at Mjolnir the only items it needs that must be earned through game play are 50 skill points and 500 Ascalonian Tears. You can buy the 100 Mystic Coins, the 350 Charged Lodestones, the 250 Ori Ingots, and the 250 Gossamer Bolts on the TP.

Instead, what if an item like this required 1 Bloodstone Shard (200 skill points), 50 Bloodstone Bricks (which operate as a gold sink for the Reagents, require karma for the Obby Shards, and an account bound mat drop), 100 Mystic Coins (could be bought or earned daily and only included to continue the trend of Mystic Forge items needing them), and XX (where XX would be a certain number of a certain item which determined the output item whether that is lodestones, ori weapon parts, t6 mats, etc.)

I am hesitant though to suggest something like 50 lodestones as the point is to change the focus from hard to gather mats like lodestones that are more easily purchased on the TP to something where the materials needed are not the money gate but the other components become the time/effort gate. A recipe like this greatly benefits players who spend a lot of time doing the core gameplay by allowing them to acquire desirable skins without the need for money alone. It also prevents players from focusing purely on the TP to acquire the luxury goods.

I could be way off in my reasoning but I’m interested to hear your thoughts.

The game relies too much in the TP...

in Black Lion Trading Co

Posted by: JK Arrow.7102

JK Arrow.7102

And I’m not necessarily advocating for increased drop rates on everything. What I’m looking for is rearranging those drops to some sort of organization. If it means that more of a certain item drops because more people are doing the required event/boss/dungeon etc. to make it drop then so be it. But that is different than changing the drop percentage.

So you’re saying that you would like to be able to do more focused farming by having certain mob types or certain areas be more likely to drop particular items than they are now? I did see a post by a dev somewhere indicating that they recognized it was difficult to farm cloth and leather, so there may be changes coming.

My experience trying to scrounge up some chili peppers was that while chili peppers only seemed to drop from harvests in certain areas, it didn’t seem like the chance that they would drop was high enough compared to the stuff you could get in any area. I’d agree that there may be some tweaking that could be done to the loot tables.

I’d like to have some of the rarer underwater weapons, because I really like the underwater portions in Frostgorge, but even exclusively farming underwater mobs didn’t seem to drop a significantly greater number of underwater weapons to throw in the forge. It wasn’t a statistically significant sample of course, but it does seem like something is off. I know, I know, random is random, but it seems like a little less random would be more satisfying.

Essentially yes.

Mats are generally laid out in a more organized fashion than items are already. Certain tier mats and harvest nodes are found in corresponding level zones now. Weapons and armor don’t seem to have that organization so you just kill everything so you can sell the drops to buy what you want. The only items I know of off hand that are in specific areas are the few exotics in world boss chests or recipe drops in dungeons.

Edit: I just realized there are some weapons rare tier and below that only drop in certain areas. In general I’m talking more about best in class tier which until recently was exotic tier. I’m not sure why those were handled differently.

(edited by JK Arrow.7102)

The game relies too much in the TP...

in Black Lion Trading Co

Posted by: JK Arrow.7102

JK Arrow.7102

Players need to be able to make the following decision more often, “Should I farm this myself or buy it on the TP?” As it stands now for a majority of items, the answer is the TP. I would suggest a change or fix to drop handling first to see if that alleviates people’s issues with TP reliance.

You make it sound like this is a problem.

If they increased drop rates, they would have to increase the material requirements throughout the game.

So instead of 100 charged lodestones for the gift, you would require 500 lodestones if the drop rate were changed by a factor of 5.

So you’re really not making a difference since changes would be parallel.

Furthermore, why do we have only two options? Why not a 3rd?
-Should I play the way I want to and sell any excess mats that I don’t want, so that I can purchase the mats that I do want?

I’m open to as many options as necessary in order to make it not only possible but also fullfilling to be self sufficient if you want to be.

And I’m not necessarily advocating for increased drop rates on everything. What I’m looking for is rearranging those drops to some sort of organization. If it means that more of a certain item drops because more people are doing the required event/boss/dungeon etc. to make it drop then so be it. But that is different than changing the drop percentage.

The game relies too much in the TP...

in Black Lion Trading Co

Posted by: JK Arrow.7102

JK Arrow.7102

It’s been touched on by others in this thread but I feel the fact that some feel this ill will towards the TP is more a symptom of the problem than the problem itself. One of my biggest beefs with GW2 since release has been the random nature of drops. Not RNG which I realize has to be in place in a loot game, more specifically I mean loot tables based on location and or enemy type. While in theory it seems like a benefit to have everything dropping everywhere as people can play as they want, it really just leads to other issues primarily reliance on the TP and repeating high efficiency content.

One of the things I liked about the way GW1 handled drops was that things dropped in fairly specific areas. If I wanted something I knew where I could go and eventually get that item as a drop. It may not be easy and it might take 75 runs of the same dungeon to get the item but eventually one could expect to get or see one. In GW2, besides for some crafting materials, there is no way to reliably attempt to get a certain item as a drop.

The other outcome of this leads to supply and demand. If a really cool sword drops in a certain dungeon and people want that sword, they will do the dungeon or buy it on the TP. If the value of that sword goes up high enough due to demand, other people will see this as a farming opportunity. Over time and through increased supply the cost of that sword to others will decrease and will reach an equilibrium point where the time and effort to acquire it is roughly equal to the price people are willing to pay.

In our current setup the value is set on the looks/stats/rarity. And because of this these luxury or valued items only continues to increase in value as players accumlate more wealth.

Players need to be able to make the following decision more often, “Should I farm this myself or buy it on the TP?” As it stands now for a majority of items, the answer is the TP. I would suggest a change or fix to drop handling first to see if that alleviates people’s issues with TP reliance.

I'm sick of fighting the camera

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

There have been complaint threads on the camera since beta. There have been some changes to it but honestly I haven’t noticed any. I remember Anet commenting a few times on it that there were a lot of compromises made with the camera system during development. I believe Josh specifically wanted some changes made but had to design some of the JP’s around the camera limitations when he was told no.

The quality of the camera and snap zooming with collisions is inexcusable. I still find myself impeded by it almost daily. Yet I have hope it can be fixed as not all characters suffer the same issue. I find a huge difference when playing with my Sylvari or Human characters vs. my Norn or Charr characters with Asura falling in the middle for its own issues due to being too small. The large characters should not snap zoom to inside their heads when in tight spaces or when a minor object such as a tree branch is behind them.

FOV is its own separate issue. The GW2 world is beaultifully created yet 90% of the time all we see is the ground…

23/24 obelisks

in Tower of Nightmares

Posted by: JK Arrow.7102

JK Arrow.7102

Update for me: I ended up doing them all 3 times on my main but they were all used already. I found some time so I swapped to an alt and after about 15-16 of them the northern one in Caledon Forest let me commune.

I know it sucks if you can’t get it on your main but swapping to an alt seemed to at least let me finish the achievement.

23/24 obelisks

in Tower of Nightmares

Posted by: JK Arrow.7102

JK Arrow.7102

FOR THOSE DOING DULFY GUIDE

One of the post was confusing, I made the same mistake.

In mount malestorm there are FOUR. The way dulfy originally (she has since changed the wording) it made it sound like there were 3. So use the map and make sure you get all four.

Secondly in timberline falls, there are TWO. One at the TOP and one at the BOTTOM of the krait structure.

The guide is pretty clear now, it shows how many there are in each zone.

one of my friends got this 23/24 bug. He has double checked 3 times with different guides.

The thing that seems common with ppl who has the bug is that they did a few obelisk before one of the hotfixes and then after that.

So my guess is if the hotfix got in between while you were doing it, your progress might get broken.

I would fall in this category. I did a few shortly after the build went live and the rest today. All are now inactive for me so I can’t go back to re-do them.

23/24 obelisks

in Tower of Nightmares

Posted by: JK Arrow.7102

JK Arrow.7102

I am also at 23/24. I used Dulfy’s updated guide to make sure I am hitting all 24 spots. I sadly didn’t check my progress until I was almost all the way through, I was at 19/24 when I should have been at 20/24. So I repeated them all again and every one gave me the message that I had already channeled.

Official state of skill lag and server optimizations

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Posted by: JK Arrow.7102

JK Arrow.7102

I’ll throw my $.02 in. Lag has been pretty rare for me, pretty much since release except for a few specific instances. I feel I’ve been pretty fortunate. I’m not sure what happened the past 2 days but something seems to have changed. Skill lag in LA for costume brawl and in WvW was very bad. Bad to the point I had every skill flashing at one point with no effects. The odd thing was, I could see everything happening around me in real time, the only thing I could not do is use my skills. Damage and heals were also very slow to register on only me. While talking to my guildies in Vent they said they could see me running into a wall. So somewhere there is a disconnect for certain server-client info packets but not all? Hope this can get straightened out soon. Let me know if you want further info on anything.

Edit: Friday evening, several guildies and I all have been experiencing massive skill lag. Doesn’t matter where we are, how many are around us. I’m not sure what changed in the past few days but this is becoming unplayable at times. Sad face.

(edited by JK Arrow.7102)

Krait Obelisk Shard

in Tower of Nightmares

Posted by: JK Arrow.7102

JK Arrow.7102

I’ll take it as it is better than nothing but to be honest though, I find it sort of depressing that we would get excited over this. The only way to make time gating more convenient is to remove it altogether…

Thoughtful criticism of the game

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Posted by: JK Arrow.7102

JK Arrow.7102

The living story is another thing that is misrepresented here. Do you know why the living story is what it is? Because it’s exactly what its designed to be. It’s not supposed to be a deep story that enthralls, because it’s temporary. No one wants to miss a deep enthralling story. And Anet wants to make a game that you can walk away from and come back to. If you make it so that the living story is something you must do, then you’ve missed a basic tenet of the game. That’s why there’s little plot. So people can pick it up whenever they join up to it. It’s not meant to replace personal story, it’s more meant to do what adding more dynamic events would do.

I can’t believe you are defending Anet by saying they produced a lame storyline on purpose…

Collaborative Development- Request for Topics

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Posted by: JK Arrow.7102

JK Arrow.7102

Thanks Chris for putting this this in to action. I’m looking forward to additional communication on what the playerbase would like to see. Lots of offshoots of topics but I tried to lump them into 3 buckets:

1. Progression – horizontal vs vertical, gear vs skill, time vs effort, rewards, wecome and unwelcome RNG, crafting, grinding, alt friendly

2. Zerg combat – making all zones worth visiting, creating a reason to do DE’s, removing stationary #1 spamming, depth of combat and mob interaction

3. Game direction – Living Story cadence, old lore vs new lore, additions to world & races & professions & skills, future of dungeons, FoV & Camera options

Edit: Sorry Mark, typed this out before I saw your concise comment.

(edited by JK Arrow.7102)

Why does it constantly drop my targets?

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

This happens all the time to me too. I have a G600 mouse but it happened before I got it when using an old Dell 3 button mouse.

The problem is magnified at boss events because of the size of the bosses which is related to the FOV issues we have complained about since launch as well. Once the boss hit box goes off the screen you will lose target. I understand losing it during phase changes, no major issues with that mechanic.

Another targeting issue, during zerg events it is extremely difficult to pick the specific target you want. You can tab cycle but I find that to be a lackluster alternative.

What did you name your Mesmer?

in Mesmer

Posted by: JK Arrow.7102

JK Arrow.7102

License to Ill

It’s my only character without a true “name”.

I still need to play her more and figure out what build I like.

This Game Has Changed

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Posted by: JK Arrow.7102

JK Arrow.7102

For those wondering, here is an example of what Anet used to do with GW1 updates and skill changes. There was a simplified game update page as well as this detailed developer page that explained all the changes and why.

http://www.guildwars.com/gameplay/developer_updates/september_2012_skill_balances.php

This Game Has Changed

in Guild Wars 2 Discussion

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JK Arrow.7102

The over-riding question is why has so much changed? What has caused these changes to occur. Some people say greed. Some people say that Anet is catering to a small but vocal minority. Others claim that Anet is trying to satisfy everyone. Others say Anet is trying to appease the content locusts, or the gear grinders.

Without knowing their reasons for change, I don’t see how we can judge the change. And, for the most part, Anet isn’t sharing their reasons.

I think it would be nice of patch notes would include not just changes, but notes behind the rational for changes.

I think this might help diffuse some of reactions people have to them.

Anet has openly talked about using GW2 as a test bed of sorts for trying to innovate the MMO genre. They have openly admitted that certain pieces of content, the method of delivery, and new mechanics were to try new things. Some they thought worked, some they realized were not quite as smooth as expected.

Anet is also a believer of iteration in their designs. They are willing to scrap whole systems in order to make them they way they want.

GW2 to me has always seemed to conflict with itself. Upon release it was advertised to people of all gaming genres and especially to those who were tired of old school MMO’s. As the months went on, various design decisions were implemented in order to more specifcally cater to all these backgrounds. The problem being that more players from old MMO’s were joining and were missing out on things they did like about the games they left. By voicing complaints about such things, Anet felt pressured again to appease this group even though it directly conflicted with their initial design philosophy.

Old GW1 update notes did in fact include reasons why things were happening. Specifically skill changes.

(edited by JK Arrow.7102)

Digging spots in World 1?

in Super Adventure Box: Back to School

Posted by: JK Arrow.7102

JK Arrow.7102

I ran one of my old World 1 routes to see if it was still the same. The dig spots appear to be the same but instead of colored baubles popping up, a chest pops up and applies the baubles to your inventory. After getting the 2nd end chest I had about 195 baubles. I used to get about 320ish if I remember correctly so it is definitely fewer. Also I believe they said these dig spots are now account bound so no use doing them on an alt or doing more than 1 run per day…

Guild Wars 2 and the Gear Escalator

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JK Arrow.7102

It’s an argument of semantics at this point. The fact is a gear tier that is higher than the previously max gear tier is being released and we have no confirmation that they will not release another tier. Whatever you want to call this situation, it doesn’t change the situation itself. It is acting and provides the same concerns and issues that a gear treadmill does.

@Vayne – I’ve been meaning to ask you this since our discussion in the other tread. Do you personally want additional tiers added? Do you think the game needs it?

I’d have been more than happy if they never had anything but cosmetic gear. That’s personally. That’s completely different than if I think the game needs it.

My son got his legendary bow. Then he stopped playing the game. He’s playing a different MMO now.

There are goal oriented people who need goals. Those goals don’t have to be gear, but gear is certainly an easy one to provide them with.

But the situation at Anet has changed since ascended gear was released. Back then the game had very little stickiness. People played it and people walked away without a second thought. This clearly wasn’t Anet’s intention.

Now Anet sees people logging in more (based on something Colin said) due to the living story. So Anet has that stickiness…which means they don’t need infinite tiers of gear.

My guess is if they move forward with horizontal progression and the living story and those continue to draw people back to the game, Anet has no need for additional tiers of gear.

That’s not to say if these things stop working Anet won’t go back there.

I don’t need it. But when it came out, I’m pretty sure the game did.

Thanks, I asked 2 questions because I had a hunch there might be different answers.

I also would have preferred there to be increased horizontal progression. This was one of the selling features of the game and one of the molds GW2 was trying to break.

That being said, I’m not certain why the decision was made to release a new tier of gear when that horizontal progression could have accomplished the same thing. Weapons like Mjolnir, Infinite Light, Foefire’s Essence, or Volcanus are prestige skins that people have to work towards. Yet they were no more powerful than other exotics. If all ascended does is create a long term goal for a certain group of players, that same outcome could have been achieved with much less public player outcry by releasing some great looking skins at the Exotic level.

Now that that legendary bow is better than it was before, does it make your son want to play more? I could be wrong but my guess is no.

(edited by JK Arrow.7102)

Guild Wars 2 and the Gear Escalator

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Posted by: JK Arrow.7102

JK Arrow.7102

It’s an argument of semantics at this point. The fact is a gear tier that is higher than the previously max gear tier is being released and we have no confirmation that they will not release another tier. Whatever you want to call this situation, it doesn’t change the situation itself. It is acting and provides the same concerns and issues that a gear treadmill does.

@Vayne – I’ve been meaning to ask you this since our discussion in the other thread. Do you personally want additional tiers added? Do you think the game needs it?

(edited by JK Arrow.7102)

Please do not destroy this game

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

What YOU don’t understand is that the majority of players seem to want some form of gear progression or stuff to work on. The most important thing YOU fail to understand is, they gave you a year to come to terms with it, IT IS GOING TO HAPPEN. No amount of forum QQ from a very small and insignificant subset of gamers that cling to a idealogy that the greater market rejected is going to change that.

Arenanet made a big open game and thought players were going to enjoy it and that was proven wrong within the first week WHEN players like myself rushed to 80 and a few others continously ran all the dungeons got their rewards and start complaining about the lack of ENDGAME (well I mainly rushed for money and WvW reasons). These are all facts you cannot deny.

The current trajectory is a different than what Arenanet anticipated, but it is the nature of making a mass market product. You either adopt or go out of business clingying to a idealogy that has proven unsustainable in the market you are attempting to compete in and they choose the adult

tl;dr

YOU fail to understand that complaining on the forum is not going to change the reality that ascended gear is going. They gave you 1 year to accept this inevitability.

all you can do is provide suggestions that steer them from the way you acquire ascended gear, but make no mistake it is coming. You either accept it or quit.

You admit to being a content locust and then defend the decision to add vertical progression. I don’t mean to be rude but you are the type of player that GW2 was attempting to change the mindset of.

And I think you underestimate the numbers of players that are the opposite type of player than you are. The minority speaking up about ascended is not just a handful of players.

Please do not destroy this game

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

So you ground out stuff. And you were happy to ground out stuff.

I got the max titles for the skills so I could have BIS skills on many characters including Sunspear, Lightbringer, Norn, Asura, Deldrimor and Ebon Vanguard.

And if you say those skills didn’t mean a whole lot more to GW 1 PvE than BIS gear here, I’d say you were dead wrong. Do you know why Anet limited those skills to 3 per skill bar? Because even with three you were too OP to play normal content. If you could have 5 or 6 of those skills you’d be unbeatable.

So you say over and over again my gear was the best, but your skills weren’t. And yet somehow that’s okay with you. The question is why are skills and grinding out that different from gear.

I say it’s in your head.

I didn’t completely answer your question when you asked me the same thing so I thought about it a bit more.

The biggest difference I see between the EotN skills and Ascended gear is that the skills did not replace something that players previously did or earned. They did not make anything else purchased obsolete. While some people may feel Exotics are cheap and easy to obtain, not everyone feels that way and is one of the reasons they may complain about the added vertical progression.

Another thing is that the PvE skills were named that because they were not allowed in any form of PvP. That is also not the case for Ascended gear and is why some of the WvW crowd is upset. Especially as that gear was not available at the same time in that game mode.

The last thing that came to mind is that GW1 was very dependent on specific builds. Some builds took advantage of PvE skills, others did not. Gear is not optional. Everyone has to wear it. It will affect every event, challenge, build decision, etc. Many outcomes and decisions are impacted by a gear change.

I’ll see if I can stir up any additional thoughts.

Please do not destroy this game

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Posted by: JK Arrow.7102

JK Arrow.7102

I won’t disagree that some of the PvE skills were OP, namely the few you listed. There was plenty of complaining on the GWGuru boards about it too. Players back then realized that it trivialized much of the content. The boards were full of requests to nerf Shadow Form.

While Anet strangely changed SF to where some considered it better, they actually did reduce the effectiveness of several of the PvE sills including the well known Ursan nerf. They didn’t want people yelling Ursan R8 or kick. Which is a far cry from where we are today in GW2. Zerk anyone? Soon to be Ascended Zerk.

I’m not complaining about more ascended gear making content easier, although it will. I’m complaining about added vertical progression that we were led to believe wouldn’t be a part of this revolutionary ground breaking innovative MMO.

How does gw2 hold up vs gw1 (Reddit post)

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JK Arrow.7102

I can’t compare WoW lore to GW lore as I never played WoW. That said the lore in GW seemed deep to me if you really looked into it in game and on the wiki. There was history and politics and foreshadowing and religion. The problem I see in the transition to GW2 is that while the game world is based on that lore, most everything moving forward story wise is not. There are so many unanswered storylines from the old lore that could have been further fleshed out along with the awakening of the dragons that hasn’t been yet or won’t be. And so many things that seemed to have disappeared over 200 years.

Instead what we do have are Aetherblades and a crazy Sylvari.

Edit: Sorry if this was off topic, just replying to a few other comments in the thread.

(edited by JK Arrow.7102)

Please do not destroy this game

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Posted by: JK Arrow.7102

JK Arrow.7102

What he means is that GW1 had a level cap and max gear that was reached extremely early on in the game. Only the first few hours were spent working towards stats. The other 99% of your time in game was spent doing whatever you wanted. If that meant grinding for better LOOKING gear, that was your choice. But in no way was that time spent working towards BETTER gear. That is the difference.

So there were no skills that got better in Guild Wars 1 with grinding. I’m asking because I remember grinding a whole lot of luxon points in order to get MORE POWERFUL by having my “Save Yourselves” skill upgraded so I could run my imbagon paragon in DOA.

Oh yeah and I remember upgrading my technobabble so that was more powerful by grinding out Asura rep…oh and I definitely remember grinding out my Sunspear and Lightbringer Titles to get those skills up. I often grinded to get more powerful in Guild Wars 1.

I have no idea what game you were playing.

Now it is true that that extra power had nothing to do with armor and gear…but it was still grind for power, so please spare me.

Must have touched a nerve.

Oh I played GW1 all right. 8 Characters 1 of each profession, 2 GWAMMs, over 130 total maxed titles, 6000+ hours. I played GW1.

I don’t see how you can even compare a few optional slot skills that get more powerful as your character does specific tasks related to those skills to gear that you always wear that gets replaced at the whim of the designer with something with better stats that is a time gated money sink.

This whole thing is about moving from a horizontal progression dress up game to a vertical power creep grindfest. That is why people will continue to complain.

Please do not destroy this game

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JK Arrow.7102

They already implemented the itemspiral when they added ascended.. Sure it wasn’t exactly like the other MMO’s where an entire set is introduced. They just did it gradually. Starting from rings and backpieces, then amulets, then earrings, now we have to grind for new weapons, and lastly armors. It’s just a different take on the same thing.

People who came from GW1 will understand. I don’t expect the rest of you folks who defend them to get it.

I come from Guild Wars 1 and I don’t understand.

Well, I understand where you’re coming from, but you Guild Wars 1 players who think Guild Wars 1 did it this way so Guild Wars 2 did it this way are a bit like fundamentalists. Not everyone who played Guild Wars 1 thinks the way you do…and yes I played it for years. Got my 50/50 in the HoM, got my GWAMM.

But there was always something in Guild Wars 1 I was grinding my way to also.

I just don’t get this kind of reaction.

What he means is that GW1 had a level cap and max gear that was reached extremely early on in the game. Only the first few hours were spent working towards stats. The other 99% of your time in game was spent doing whatever you wanted. If that meant grinding for better LOOKING gear, that was your choice. But in no way was that time spent working towards BETTER gear. That is the difference.

Slap in the face with the next week LS.

in Super Adventure Box: Back to School

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JK Arrow.7102

Odd, I feel the depth of the SAB storyline is just as deep as some of the Living Story stuff we have seen.

Plus it’s a ton of fun.

Retiring Characters

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JK Arrow.7102

I don’t retire characters. I might not play a certain one for a period of time but they are all available for me to use when I feel like it. I had one of each profession in GW1 and I have the same in GW2. I never thought about creating a 2nd character of any profession until recently and it is solely because of looks but I haven’t decided if I want to level a 9th character to 80.

SAB: Only world 1 and 2 will be available ?

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JK Arrow.7102

World 1 & 2 will be available with different difficulty modes.

I spent hours in World 1 back in April. I fully intend to do that again starting next week.

Yay for SAB!!!!

Invasion Strategy : Kill mobs or Leave mobs?

in Clockwork Chaos

Posted by: JK Arrow.7102

JK Arrow.7102

So this prompts another question. Let’s say you have a map that’s either not fully populated or where the groups spread out perfectly to each event so that the twisted events do not scale up to great numbers. And as a comparison you have a full map that zergs the twisted events so that the enemy count scales up greatly.

If kills are what reduces the twisted bar, is it based on the number of enemies that spawn or is it fixed? Would they reduce the twisted bar at the same rate? Because most feel that not zerging and spreading out would be more efficient for these events.

Why does nobody talk?

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JK Arrow.7102

There is talking going on in guild and party chat. But if you are in neither then you hear a lot of crickets.

It’s been this way since release. There were numerous threads created that talked about how non social of an MMO this was. It has been getting better with some of the group events introduced as of late.

I came to the realization long ago that this game was designed for voice chat. Active combat makes it difficult to type while in battle.

[Merged] Opinions on Birthday Presents

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JK Arrow.7102

It just goes to show how tied to the gem store everything is. They actually did make a whole new set of minis that could have been used for the birthday presents. Instead we all get the Queen x8 and the new minis are for sale in the gem store.

And I agree that the scroll should be changed to +20 but again, that would prevent people from using it with newly purchased character slots…from the gem store…

Champ loot: wrong solution to wrong problem

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

My suggestion would be to award champ boxes and increase other rewards for each DE rather than having them drop off the individual champs during the event. However, the catch would be you also have to be present at the end of the event to get your reward. That helps tone down the tag and run. The 1-2s we get now for event completion is peanuts to what we get killing things during the event. You could also make each event have multiple phases if you wanted in order to further reward those that stuck it out the entire duration vs. those that only were there a few seconds…or you could up the thresholds for bronze, silver, gold.

(edited by JK Arrow.7102)

Possibility GW2 Never Gets Full Expansion

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

The disconnect is that to the player, Living World doesn’t feel like an expansion because you can’t go back and do all of the content at your own pace. If you only get to do the newest content, to the player all that other time developing things was wasted.

Champion loot survey

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

A, B, and C

Mostly C though. I loved being able to directly farm for something specific that I liked in GW1. It is almost impossible to do that in GW2. The champ bags are as close as I can get to that. There are a few skins I like so I’m after those until I get them to drop.

Invasion Strategy : Kill mobs or Leave mobs?

in Clockwork Chaos

Posted by: JK Arrow.7102

JK Arrow.7102

The waves of Scarlet’s minions are depleted by killing creatures that emerge from the portals. Kills count, not necessarily events.

The pirate and molten waves are depleted by completing events.

Gosh it almost feels the exact opposite of this while playing…

Don't these events feel rather mindless?

in Clockwork Chaos

Posted by: JK Arrow.7102

JK Arrow.7102

I’ve found the events to be fun, and you cannot play it totally mindless since it pays to focus on the type of enemy in the current wave. Too often players will ignore the event to farm champs, or continue fighting a certain type of enemy when we’ve moved on to a different wave and need to focus on a new foe or on minions in general. Also if the zerg gets too large, closing the portal can take longer. It pays to split up and have groups of 7 to 10 take on a portal. With map-wide strategic playing, the event can be cleared a lot faster than large mindless zerging.

I feel most of the brain power used is to calculate how many more champs can be killed before the timer runs out.

Oddly enough, faster in this case is less profitable.

Don't these events feel rather mindless?

in Clockwork Chaos

Posted by: JK Arrow.7102

JK Arrow.7102

I think the biggest problem with these invasions is that there isn’t much invading going on. The invaders appear in a field and stand there until they get killed.

Why aren’t they attacking towns, disabling waypoints, and setting up fortifications. It would make the gameplay a hell of a lot more interesting.

The worst part is that nothing happens if you fail. If you fail to fend off the invaders they just leave anyways, what’s up with that? That seems to go against everything GW2 events are about. When you fail an event there are supposed to be consequences, like every other event in the game.

I agree. I think enemies standing around the map everywhere, not just this particular invasion event, is terrible. It makes the world not seem alive. It’s just a perfectly laid out arrangement of things that mean you harm and it’s silly.

But the problem is nothing can change in the specific zone if it were to fail. If it was an overflow zone and let’s say every merchant was disabled because of failure, it wouldn’t matter. People would just leave the zone and if the WP back they would be in their normal world zone. The outcome there could be different. It’s a big cluster because by packing 100’s of players to the same zone and putting things on a 1 hour timer, Anet in effect bottlenecked themselves from being able to make any longer lasting changes. Maybe that will change after the 4 weeks are up and people spread out and the timer is stretched longer.

Nerfed invasions

in Clockwork Chaos

Posted by: JK Arrow.7102

JK Arrow.7102

Oddly I didn’t notice much difference after the changes. I still end up with around 40 bags to open including the end bonus ones. Of the 14-15 invasions I’ve done we failed only one on the first day so everyone seems happy.

Event champs nerfed. Frostgorge fails.

in Clockwork Chaos

Posted by: JK Arrow.7102

JK Arrow.7102

You all do realize that if people are farming the champ train instead of zerging the event, then the individual events won’t scale up as much. Meaning you should still be able to complete them as they should be easier?

Will China share the same economy?

in Black Lion Trading Co

Posted by: JK Arrow.7102

JK Arrow.7102

Does that mean that NA/EU accounts and Chinese accounts can’t mail items to each other? Because if they can and there are 2 different markets, there is potential for problems.

Why oh Why?

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

Im not even going to get into an argument with fanbois. So I get on 1 minute after the 10 minute timer, and now I miss the entire event? seems pretty stupid. And no it doesnt work like that, because yesterday as soon as the icon popped saying there was action in the Iron Marches I went RIGHT there, not 10 minutes after, and I was put into an overflow that did not have the event. Regardless of someones delusion about how it works, it doesnt work correctly. Last patch introduced a lot of bugs, including particle effects going wonky.

There was a new build in the middle of one of the events. When I restarted the client there was no event going on in the overflow. Not a big deal and probably what ended up happening to you.

Champion's not dropping.

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

I feel like CS is the issue. I have no problems getting tag credit in the Pavilion or in Frostgorge. And I typically hit the champs many more times in CS as well.

Anyone knows how is this exactly done in the game, when you get a chest, is the code of the loot written beforehand or is it rteally random ?

I can’t say for certain for champ bags but early on in the game when there were some rollbacks, I used some dyes both before and after the rollbacks. I got different dyes so it appears that containers create the new item at the time of use rather than upon receiving them. Dyes can be stacked and traded as well so it makes sense.

Diversity limited by gearing

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

I’ve wondered this since day 1. A majority of the stat points are dedicated to gear while only a minimal amount are dedicated to traits yet we are advised that trait selection along with weapon type is where the build diversity lies.

On top of that we are charged for trait respeccing.

And people wonder why players default to the same meta builds and feel a lack of diversity. They are encouraged by game mechanics not to change.

Cap on Loot? Wha..

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

I do find that it matters where you are as well unless that is a bug. I can tag the bosses in the Pavillion a few times and it is enough to register a reward. Same with Frostgorge champs. But in CS I was only getting drops from a few of the champs. What made it odd is that my guildies were only getting drops from the same champs. I kept asking in map chat if others were having the same issues getting bags from every champ but I got no replies. Yes I was wearing mostly zerk gear with some MF stuff thrown in, on my warrior with a DPS build.

Are you disappointed by the players?

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

But discovering that some centaurs are rampaging just beyond the next height is virtually impossible unless one take the time to climb said height.

I’m gonna go out on a limb and say that’s kinda harder if it’s just centaurs because they’re less notable than a giant gaudy airship swooping to park itself over a land feature and start shelling the balloon stands

The good news is there are NPCs in a lot of areas which will run up to players and go “hey, got a moment?” to let them know there’s an event going on not far from there. The bad news is you still don’t often find events without that help or randomly wandering into one.

The problem with this is if I were an NPC and centaurs were attacking my home I would be running around yelling “AAARRrrrrgggghhhh! Centaurs! Help!” rather than, “Excuse me, do you have a moment?” And after a group of people saved my kitten I would give them whatever they needed from my home, not toss them a nickel.

MMO’s need rewards, variety, and fun. If any of these 3 fall out of balance the game can fall over like a stool.

1600 Rare Greatsword into the Mystic Forge

in Crafting

Posted by: JK Arrow.7102

JK Arrow.7102

It was long; it was a major adventure the moment you started; it often took many guildmates or people within a zone to help.. you fought goblin kings; dragons (ones that took some modicum of skill vice the stand on rock spam 1 type we fight now); had to swim through sunken temples and traverse the known world. You could work it at your own pace and the results gated and you could measure your progress. It felt like a truly epic journey.

I have said it in the past and I will say it again; They need to take a clue from fiction, whether literature or movies and create a path to your legendary.

Arthur did not throw 1000 longswords at some watery tart hoping she would throw back Excalibur.

This is what should have been implemented from the start in order to acquire a legendary. Many components, many events, many battles, many steps, and after a long journey, boom you get your item.

Also your last line made me lol.

Question to those on the AP leaderboards

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

By adding all the other daily achievements they have made it easier for most casuals to get their daily reward by being able to choose from more categories that they may enjoy. For all but those that feel it is necessary to complete them all, it is a good thing. They are able to choose the ones they feel are easiest or most enjoyable.

And I think that is what I and a few other posters in this thread have decided. Is the lack of enjoyment from feeling the need to do dailies in order to maintain position on the leaderboard worth it? Is it that important to endure through in order to get the outcome I want? Anet will not stop adding achievements and if the goal for someone is to get them all or as many as possible then we know what it will take in order to achieve that goal.

Question to those on the AP leaderboards

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

I was never on the leaderboard but was always just hovering below it. I never did enough PvP to get over the mark. I had about 7000 AP 2 months ago. I took those 2 months off from the game for various reasons and now have about 7500 AP.

I had interest at one point to get on there because I’m a title and achievement junky, or at least I thought I was. The issue I have is that it no longer feels important to me to do them. It became a chore rather than fun. It was part of the reason I needed to take a break. I was playing for 3 hours a day prior and now I play for an hour or two 3-4 times a week. It has become a much more enjoyable experience when it doesn’t feel like work. The way they are so heavily skewed towards daily tasks gives me little desire to accumulate more.

(edited by JK Arrow.7102)

10G in 40 minutes, intended?

in Queen's Jubilee

Posted by: JK Arrow.7102

JK Arrow.7102

Wear your MF gear, pop an Omnom bar, and get one of the buffs from the NPC reps in the middle. Your MF should be nearing 300%. There are a lot of coin drops and with my Gold Find infusion and the Omnom they are around 1s per.

I’ve done a few hours of farming and I’m getting about 9-10 rares and 1 exotic per hour plus gold and merch drops plus tons of T5 and T6 that just go to my bank. Nothing of note from Champ boxes yet though.

Kills rack up quickly, I got several of the achievements within an hour and each is 100 kills. With the zerg you kill quick and can tag a lot of enemies.

Yes it is fun and lucritive. Most fun I’ve had in the game in a long bit.

IMO professions and combat are shallow

in Guild Wars 2 Discussion

Posted by: JK Arrow.7102

JK Arrow.7102

Another strategy for positioning was that you could body block in GW1. If done right it would prevent enemies from getting past the front row and hitting your squishies. I’d love to see this brought back.