Showing Posts For Jared.8497:

Why does RNG even exist?

in Guild Wars 2 Discussion

Posted by: Jared.8497

Jared.8497

In general I strongly dislike RNG. I’d rather kill 2,000 of something with a visible incremental (reliable) gain towards a goal than kill half that and just get lucky on one of them to gain the goal.

Camera angle

in Suggestions

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Jared.8497

Alright. It’s time to fess up I guess. I played FF ARR. Guilty as charged. Anyway, there was a camera angle option that a lot of games don’t have that I really liked during my vacation.

Most games just have it to where you can zoom in, zoom out, or rotate the camera (like using your right mouse button held). That changes the camera angle – but it also compromises the camera’s position.

So, there’s an option in that game where you can tilt the camera back without moving it, and it stays that way. This puts your character a little closer to the bottom of the screen (instead of right in the center)

I really liked this because it let me see more stuff in the distance, the horizon, etc, instead of a third of my screen or so being just the dirt/grass behind my character.

Anyways, just a suggestion.

The new boss killing time - 15 minutes ?

in Tequatl Rising

Posted by: Jared.8497

Jared.8497

Well, there has to be a condition for failure other than everyone dying, right? Can’t people just run back forever and ever if there’s no time limit?

The Holy Trinity... is missed.

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Posted by: Jared.8497

Jared.8497

GW2 is one game in an ocean of trinity games. I don’t care how shallow it might seem to others, I just want this game to not have the same formulaic trinity gameplay that every other game has. Yes, even if it’s replaced with formulaic zerg fests.

I dislike trinity games, because I ultimately shoulder responsibility and play as a tank or healer. The rewards for doing so are usually not having to wait in line and getting tons of stuff accomplished, versus waiting diligently as a dps (which I’ve also done). Frankly, I don’t like playing a role that boils down to making sure everyone else is having a good time, especially when I pay the price big time for the mistakes of others. I’m not working with those people, I’m carrying them.

Pls reverse the In-Combat Slowdown

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Posted by: Jared.8497

Jared.8497

+1’d

Definitely wouldn’t mind seeing this go. If they don’t want us to run past mobs and stuff, maybe them them charges or something? Idk I just hate mysteriously slowing down.

Suggestion: Remove all loot, everywhere.

in Suggestions

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Jared.8497

I would actually like this, to some extent. I think a game should typically be entertaining in and of itself without relying on a reward system / skinner box tactics. Ionno about removing loot entirely tho.

If you could have any weapon...

in Guild Wars 2 Discussion

Posted by: Jared.8497

Jared.8497

Bat’leth on anything.

open world pve is a breeze

in Guild Wars 2 Discussion

Posted by: Jared.8497

Jared.8497

Yeah I agree. Here’s my thoughts:

1) GW2 could use better risk vs reward. I actually have challenged myself by going to a zone 10-14 levels higher than myself, but the reward for doing so isn’t really there. It’d be cool if you got boosted experience for your ambition, but unless I’m mistaken it’s only higher since it’s naturally a higher zone (overall slower, since it takes a lot of time/effort to kill things in a higher zone, so not necessarily rewarding unless I just enjoy it, and I do).

2) Events need to be able to take out people who are just auto-attacking and not paying attention. I don’t think we should have to be pros just to play the game, but atm champs/events in general are just exp pinatas. The champs that DO punish people for not paying attention are the ones nobody fights. The broodmother in southern caledon is always up; the cave troll in queensdale is either dead or dying at any given moment, heh.

3) Possibly let people scale their level down further in exchange for a magic find / gold / karma / etc buff. So like, if I’m scaled down to eleven in queensdale maybe let me take an additional 10 levels off so that everything is far more threatening and I can’t mindlessly wade through mobs. Honestly I’m thinking of something like twewy’s system. That game does risk v reward pretty well.

Zerg Farming: Needs to be stopped.

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Posted by: Jared.8497

Jared.8497

The community lives inside a toilet, mystic toilet.

This.

It was already there. No one noticed before b/c most of them were hiding in COF
….but boy, they were just as rude and excluding if not more so

Oh yeah, I completely agree. A ton of kids came over to this game because they could actually afford the price tag. I can’t even tell you how many kids under the age of 14 insulted me and exploited me by kicking me out of a dungeon party and selling my spot. All of this kids were hiding in CoF, but now they’re everywhere.

I thought WoW’s community was bad, but there might as well not even be a community in this game for all the good it does. I’ve never been in a party unless it’s been for a dungeon. That’s how bad this community is, and I’ve been playing over 3000 hours.

What makes you think they are kids? Adults can be mean too.

Greatsword for Elementalists

in Suggestions

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Jared.8497

I’m up for more variety in general. +1’d

Zerg Farming: Needs to be stopped.

in Guild Wars 2 Discussion

Posted by: Jared.8497

Jared.8497

Yeah this sounds pretty bad. It’s usually pretty tame on my server, but I’ve heard it’s pretty rough elsewhere…

Game Client/Graphic Options

in Suggestions

Posted by: Jared.8497

Jared.8497

I’d like a 64 bit client as well, and maybe the option to use opengl one day.

The main issue: players want to farm

in Guild Wars 2 Discussion

Posted by: Jared.8497

Jared.8497

I don’t necessarily like farming… but I do enjoy knocking down champions with other players. It’s fun (for me). I’m very casual, so I’ll probably never really tire of the game the way others already have.

Add DR to champ loot bags and dynamic events

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Jared.8497

I don’t think players should be herded around with penalties, but encouraged to explore with incentives. It might be better if instead of a penalty, champions who have been up for a while (often a long time) or that haven’t been done for a long time reward far more loot than ones killed every 8 minutes or whatever. Just my 2c though.

About the trinity.

in Guild Wars 2 Discussion

Posted by: Jared.8497

Jared.8497

I feel like by itself, the trinity is very shallow. As a healer in you-know-what I’d say 90% of the time it wasn’t really involved, and not really as deep as people claim. There were things I’d have to pay attention to sometimes, but I think those things could just as easily be present without the trinity. Most of the time I’d just relax, press some keybindings, and things would die.

For anyone who wants trinity, there are so many games that already do it, and do it well enough for them to come here and rave about the trinity. I don’t see why anyone would want it amended into a game that historically has never wanted to go that route – a game some have disliked for that very reason.

All that said, I really don’t see GW2 as perfection incarnate or anything, but trinity? nah. I may not think the game is perfect, but I am able to enjoy it just fine. I think there are big changes that could be done to make it better, but not trinity. I’d rather see them try other things, like re-evaluate the combo system and beef up fights (especially world fights) with new abilities that challenge folks (let’s face it, most bosses are loot/exp/karma pinatas at the moment).

Dailies - the bane of modern games

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Jared.8497

I think it’d be cool if the number of time you could complete your dailies stacked each time you didn’t do them, stacking up to 5 or so (instead of being fixed at 1/day). That way one could still do one’s dailies after a break, work week, whatever, and still be putting in the same effort to garner them as folks who are able to log in every day religiously.

I for one have worked 12 hour shifts before. Between the shift’s length and the commute, I literally spent more time at work than I did at home, and some of that time needs to be sleep, showering, etc. So time to play vidya games got flushed. That is – until my 3-day weekend would begin, then I could play as much as I wanted.

Double tap dodging?

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Posted by: Jared.8497

Jared.8497

I never really liked double tap, so during one of the beta weekends I switched and haven’t tried it since…

DirectX 11?

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Posted by: Jared.8497

Jared.8497

I’d rather have opengl than dx.

Super Adventure Box anyone? =)

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Jared.8497

I didn’t play the super adventure box when it was available, but I love the aesthetic of it.

The Tunnel Vision of the GW2 player base

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Posted by: Jared.8497

Jared.8497

I think there are a few things that keep players from doing typical DEs. The most popular events are the ones that are the most rewarding… you know… shadow behemoth, dragons, etc. Also, they’re very easy and never fail. Since they shower you with rares and they don’t fail, there’s not really any incentive to do other events unless you really do just enjoy them.

I feel the purchasable rewards and karma vendors kind of compound this problem, since the things they have are typically blue with maybe 1-2 greens. I’m almost never going to find something useful on a vendor :-|.

So… it’s a risk vs reward imbalance problem. I think there’s ~four things that could completely rectify this problem

1) Make the gameplay feel rewarding in and of itself. It needs to reward you for playing well. Most MMORPGs take the opposite approach and just punish you when you do poorly, and that’s it. That’s ok, but a game should also reward you for playing well. And example of a game + mechanic that I felt was rewarding were staggers in FF 13. It’s nice to stagger a boss, build up the gauge, then slam it with 3 insta-filled gauges. I’m not saying that needs to be in this game though, it’s that feeling that this game needs to capture. It should feel good when you get an amazing epidemic off or such.

2) Make the world feel living. I feel like this is the most under-rated thing people discuss. People like the illusion of a living world, but they never say it in these words. Instead people say “_ [DEs, questing, exploring, whatever] is boring” without really addressing why it’s boring. I’d say GW2 is already a cut above other MMORPGs in this department, but there’s still plenty of room for improvement in my humble opinion.

3) More difficulty, specifically difficulty that doesn’t rely on more/bigger. What I mean by this is that the difficulty needs to be a little more thought provoking. Having more things appear or having things with larger health bars that can one-shot you are really simplistic forms of difficulty, people seem to want more difficulty that requires some strategy.

4) Lastly, tweak the rewards a bit. This is kind of self-explanatory, but I’ll elaborate anyway. First off, the game showers you with stuff as you’re leveling. It’s difficult to NOT have a full set of greens. Another thing – you can ALWAYS use what drops… why? Because everything can either be sold or broken down into mats, and the drop rate of stuff is high. When I see people kvetching “amg nothing I can use” after a “dragon” event I shake my head because really you’re still accumulating wealth no matter how you slice it, and you can buy things right off the TP. You have to be REALLY picky to not see GW2’s current system as very generous.

4cont) So, that said, GW2 feels a little TOO generous. It’s nice that A-net is really anti-grind, but if I can literally just buy new stuff of the TP for 30-100 silver every few levels (which was easily affordable for me), rune everything up, etc, then I feel like there’s no incentive, so this can make doing all the events in the world feel remarkably unnecessary.

In closing, I wouldn’t say this is a player problem. It’s a natural tendency to take the most efficient path to get somewhere, human nature. The “amg endgame is all that matters” is a different matter, I don’t feel that way and never have, but that might just be a preferential difference (values). GW2 has done a lot of things right, but it’s not perfection incarnate (yet).

Combat Depth: where is it?

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Jared.8497

I think Anet should find other ways to make the game deeper. I think if conds/boons/combos transcended your character’s emphasis, whether it be damage/healing/survival, then it’d make the game deeper without really giving up its original vision. Yeah, you’d be doing the same things, but it would indeed require more thought and cohesion, and you’d benefit greatly from coordinating and considering what each of you bring to the table.

For example, instead of bosses all having raw health you can brute force down just by surviving and dealing damage, you could have bosses resistant to damage that take massive damage when a blast combo is performed on top of them. Another example could be a boss that takes astronomical damage from retaliation, forcing the group to take hits intelligently instead of just avoiding them (there could be an object in the room that when held can provide ret, just in case a group doesn’t have a source). Another example could be one where if you’re emphasis is direct damage then you’re job is to destroy certain objects instead of just whack the boss.

Not trying to flame, but I don’t think trinity play actually makes something deep. WoW & friends feel very shallow to me. As say, a healer, I feel like it couldn’t be any less-deep. The only times I felt like it was deep was when I had to, for an infinitesimal moment, NOT heal and do something pivotal, such as stun/interrupt something or click a cube on magtheridon when the person scheduled to be there is feared too far away or such. I’m not saying GW2 is “amg perfection incarnate” or anything, but if I wanted to be confined to that system, I wouldn’t be here :-|.

The Gameplay is not Endogenous

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Jared.8497

I kind of see what you’re saying, the game’s world doesn’t feel living to me. I think these might help:

1) Fewer/no armor drops. Have most equip-able things be player-made. This would also make karma vendors more worthwhile while leveling. As it is, it’s so hopelessly easy to keep your stuff up to date that any cost in doing so is negligible and there’s little reason to craft anything, or buy from someone who crafts.

2) More events, higher stakes. There need to be real consequences for failure and an actual chance to not succeed in chasing off the centaurs (or whatever). In other words, we need a modicum of difficulty. As it currently sits, events feel like exp/karma pinatas.

2b) I also think one should be able to turn off cues on the map that show you that there’s a new event nearby or whatever. If you had to rely on the visual cue of the centaurs (or whatever) invading, that’d be more endogenous.

3) Fishing.

Possible Change for Condition Handling

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Jared.8497

I wouldn’t mind it being more technical tbh. Any reasonable substitute would be good in my book, I hate the current system though.

I <3 the idea of being able to shorten long bleeds in favor of intensity. I don’t think that’d really be a problem, since you’d still get the same damage, and there’s a myriad of ways to remove conditions in pvp.

Make world boss events fail

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Jared.8497

For already existing events they could probably add a timer, that’d probably be the easiest loss condition to implement.

I don’t think rng should have much to do with the outcome, if they feel the success rate is too high they could just ramp up the difficulty and let that serve as the mediator. Just because people know what to do doesn’t mean they’ll be able to execute something perfectly each time. If they can do it perfectly each time, then just let them have their stuff. They probably enjoy running events over and over if they’re that serious.

I’ve never had the loot rng screw me, it always gives me something I can use. Even if I get 6 crap items, they can be salvaged, and I’ll buy what I want inexpensively on the TP. The only way I could see events being rewarding is if they had exclusive items, BoP/unsalvagable stuff. As it currently is, I get what I want whether I get it or not. If I want something gold can’t buy, that’s fine, since I still need sigils/runes from time to time, and I’m showered in karma/laurels for playing the game which is what buys the best stuff anyway :-|.

tldr respectfully disagree with parts, but agree overall.

weapons: what is gw2 missing

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Posted by: Jared.8497

Jared.8497

We need bat’leths.

Gargantula (harathi highlands)

in Dynamic Events

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Jared.8497

I did the event again today and heard that NPC for the first time :-S.

Gargantula (harathi highlands)

in Dynamic Events

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Jared.8497

I think this may need some tweaking.

As I see it, she resets at 75/50/25% and summons adds, and is immune until the adds are dealt with (and she heals up). However, to a typical person who does the event once, ever, and leaves, I see a lot comment that she must be bugged (it looks like a reset to some people). Maybe add some cue that indicates that it’s working as intended? One way might just be to have her not regain health but make her health appropriately high so that each quarter of her health could mimic the phases.

Other than that, I <3 this event.

(edited by Jared.8497)

Make magic find skill-based

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Posted by: Jared.8497

Jared.8497

I think the MF system should just be completely rebuilt. Maybe make it more like risk-reward thing that doesn’t require you to go out of your way for crappy gear.

Say you’re in the world, maybe let players weaken themself with a magic find slider (weaker, more stuff). In a group, make it to where this is unavailable, and instead there’s a slider for the entire group that everyone must agree on.

Damage Meter

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Jared.8497

I’m only scared of damage meters because of how they turn otherwise intelligent individuals into idiots. In fact I’m not just scared, I’m horrified. Please no. Just go play WoW if you want a damage meter to worship. Even if you’re a diamond in the rough and you just want this for the right reasons, just think for yourself instead. Look at your abilities/traits, look at the numbers that pop up on your screen, do some math in your head, critically think about what you’re currently doing, and what you could be doing differently to improve. You do not need the data to figure out what is ideal.

New Well Elite

in Necromancer

Posted by: Jared.8497

Jared.8497

I’ve noticed this as well, but I’ve noticed it more with weapon skills. Some classes have skills that fall into a category and therefore benefit from traits. We have marks, but that’s it (no corruptions that aren’t skill point options, etc). It’d be nice to see more elite/weapon synergy with traits in general.

The Make it Awesome Thread

in Necromancer

Posted by: Jared.8497

Jared.8497

- Legitimate bug fixes and better tooltips.
– Ability to see boons/endurance/etc in death shroud.

I see other fine ideas floating around in here though.

Necro staff is the worst.

in Necromancer

Posted by: Jared.8497

Jared.8497

I feel like the underlying mechanical consistency along with the skills being otherwise completely different gives the staff both a strong personality and plenty of variation.

Also, by your criteria I doubt necro staff is the worst. Take eng for example, the grenade kit is only capable of launching grenades unless I’m mistaken, that’s 6 skills if you include the belt skill (even the “auto attack” is something you must aim).

My thoughts on DEs

in Suggestions

Posted by: Jared.8497

Jared.8497

I freaking love this game, but I think it could be better with a few changes.

In general I feel like DEs feel a little too formulaic and artificial, I’d suggest trying to get them to feel organic. I also think typical DEs should be harder and have better vendor-related rewards.

1) Organic. What I mean by this is that things should feel more natural. For example, when I re-take a waypoint there’s a neon ring indicating where to stand, it glows red if hostiles are within, and there’s a progress bar. That sort of thing makes it feel very quest-like to me. This is also annoying because I can absolutely vanquish all the hostile forces in an area, but I still have to stand there not really doing anything to “really” re-capture it. Even an option to disable the neon lines and progress bar would be a step in the right direction imho. Another thing that might help is having hostiles in the area slain contribute to the progress, not just time spent standing there when there’s nothing to fight. Making the areas bigger would also be good imo.

2) Risk versus reward. I’d highly recommend taking another pass at difficulty in general. The events are great in concept and they’re a lot better than questing imo, but 90% of events feel like experience/karma pinatas, especially on my guardian (-_-). I think things should be a little harder, even at lower levels, and should have more harsh consequences. NPCs should probably have nicer things to correspond with the difficulty, I think that’d tie back in with #1 in making it feel organic/meaningful. Masterwork stuff in general is already easy to obtain early (14 – trading post), so most of the blue “rewards” for keeping a vendor around by protecting a place when it’s invading are pretty much worthless anyway (that, and you can slog through many, many levels with outdated gear if you so choose).