Set the stage
There are many ‘open-able’ items in guild wars 2 ranging from chests to random boxes or bags looted.
Provide details
There are extremely varied icons for all of these and it is hard to gain a visual clue for inventory management.
Balance between Logic and Emotion
There is a chance for usability improvement here in that their icons can provide more of a visual clue as to whether they are ‘openable’ containers.
Thus, on opening inventory and inventory management, you can easily identify what items can be opened.
Get to the root.
The core problem is that there is no visual coherency to container items. There is no visual similarity between any of them.
Suggestion 1 – Make the icon have a background which provides a color
For examples sakes – Aidan’s level 80 armor.
All 6 icons of the armor pieces in this set have a similar color scheme and similar background of purples,blues, and reds. All 6 pieces can be visually related to eachother.
Possibly do a similar thing. So for example the Black lion Chest has a yellow ‘aura’ around it, apply a similar yellow aura around all bags.
Suggestion 2 – Put a simple tag in the corner of a container icon
Apply a small visual clue in the bottom left corner of all container items.
For example a blue dot in the bottom left corner of everything from Black Lion Chest to a bag of loot dropped from a champion. The blue dot (or banner, or box, or triangle, or kitten shape) provides instant attention grabber when the bag has been opened.
Why would this work?
Either of the above suggestions (Suggestion 2 would require less development and art) would provide a visual clue and design coherency between items which require action from your inventory.
As a comparable example: A white, green, blue weapon all have very dull icons compared to a Rare. There is an instant visual indication as to the item’s quality and function ability.
Applying a similar level of recognition to container items would be really amazing. It could also be furthered to other consumable items.
So I never come to these forums, and I am not a regular player. But I gotta leave a thank you here to Arenanet and all the people that figured out how Season 2 was going to work and how it all came to fruition.
The releases so far have been some of the most fun I’ve had playing in any game for a long time.
While Season 1 had really nice ideas behind it, i think a lot of people can agree it just didn’t ‘work’. It felt rushed and it was always arguably unfair if you couldnt get it done in time. The story wasn’t well paced either.
But so far in season 2 we are getting a crazy good amount of content. Each chapter has so much great dialogue and story in it that I’m actually enthralled finding out what happened. I’m so much more in the story of the world now. I was expecting it to end at every turn but it just kept going and a new story section would keep me exploring.
The new map Dry Top is unique and beautiful as the rest of Tyria and the method of drip feeding the players the unfolding world story is I think a brilliant solution to a ‘living world’.
I know many MMOs struggle finding the balance of levelling content and end game. And GW2 honestly felt like it was one of those MMOs. Once you finished the story, this game didn’t feel as well designed for end game (in my opinion). But with season 2, we now have ‘levelling content’ as a PART of our end game. I think it’s amazing that the developers can achieve that and I hope it stands as an example for many more games in the world to try and copy.
GREAT job Anet team. You’ve come up with an amazing system and amazing content and I can’t wait to see what happens next.
tldr;
Season 2 has solved nearly all the issues I had with Season 1. It has an amazing level and quantity of content in each story stage and it’s well written so I am more interested in the lore. I think the developers need to hear a thank you from me. So, Thank you
Thanks for making such an awesome game that gives so much more to the players than other games do
I always thought they should make the transformation potions increase your movement speed and deactivate upon combat. They’d be consumable so they wouldn’t cheapen the experience and there’d be a good economy for them. Could also sell a stack of certain types on the store.
All rewards in this game are based around loot. But we never have any use for the loot. Gear progression is capped and the best skins are specifically farmed for/purchased
.
Keep dropping crafting materials – but please introduce a loot system that we can actually use…
Proposal Overview
Unranked and ranked versions of the sPVP ladder
Goal of Proposal
To simplify the concept behind getting into pvp and make it more accessible to casuals and for a casual outcome-independent gaming session. Also to draw away from the ‘careless’ and strategy free mentality of hotjoins.
Proposal Functionality
Mirror how MOBA’s handle their queue.
There should be a Ranked queue an unranked queue, and a custom games section.
The custom games section is where current hot-join type servers would be moved to depromote their significance.
Users will learn to allocate and appreciate the 20minute investment into a game with a 5 minute /surrender vote functionality.
Users will experience the unranked queue as synonymous with ‘spvp’ and the ranked queue for more elitists and faster/ NOT better rewards.
Associated Risks
Very few, just that it may appear similar to a moba queue system.
Team system encourages team work and strategy, similar to MOBA’s , as a player makes mistakes it can get frustrating and name calling/verbal insulting may occur. A ‘report’ functionality would help. But also match-making with similarly skilled players.
So here’s the scenario.
You have a game which is fairly limited in it’s end-game. Rewards aren’t really creating longevity and people just play for the fun.
So you have a trickle of Living World content coming in to replace that missing element of progression or swathes of repeatable content (Traditional MMO raiding/alliances etc).
Each Living World update is good on it’s own rights, it is well polished and has reasonable content. Yes each patch also seems to look at a certain area of the game.
But what if you don’t like that area of the game that they’re looking at?
What if they do a living world patch that contains NOTHING at all you like? There really isn’t much else to do. You feel bored and you feel like you missed out. 2 to 4 weeks of reminder that the devs didn’t add anything for your game that you like.
Now imagine they held onto about 3 patches worth and released them all at once.
Oh man, if GW2 did this to their patch schedule it would be amazing.
What would it achieve? Well we would still be getting content on a regular basis (I love Anet for this reason). Some people already debate on the frequency of Living World patches.
The content released would be far larger than current 2 weekly releases.
This means people could be provided with options on what to do with the new content. Different areas of the game could be addressed – satisfying far more gamers with a single patch.
In this format, you could release 3 living world stories. You would be able to develop the story in a lot more depth, and a lot more length. This gives the ability to draw players into it and make it more meaningful with characters we’re used to only seeing once every couple of weeks briefly in a cutscene.
Imagine the content – there would be pvp, wvw, dungeons, bosses, varying degrees of difficulty. Something for everyone to do.
By holding onto about 3 patches worth of content, you provide the player more choice. With more choice, then there is less risk that a certain gamer type is left out when it comes to new patches. A patch which contains multiple things can have multiple difficulties which would satisfy everyone.
High level fractals are also a good example – people know they can be hard. So you don’t see casuals complaining about them, because they can simply run lower level fractals too and still experience content.
If they added fractals to the game for the first time and it only had hard levels? Everyone would QQ.
By providing equivalent or alternate content at varying difficulty then you can solve so much and create a far more engaging experience with the game and ALL players.
What cool stuff have you ever got from a jumping puzzle?
and whilst I am probably putting myself in the minority here – I really dislike the WvW in this game. I played AION which was a fail mmo, but it had frikkin AMAZING pvp. Combat was relatively balanced, wasnt too fast, dynamic, small skirmishes were insanely fun and big zergs also, invading was so exciting and there were really great rewards to be had.
Going from that to herding dolyaks or standing in a zerg not even being able to deal any damage before everything dies…yeah.. I dunno call me unimpressed.
(edited by Jatacid.3725)
I always thought GW2 had a good content-scaling system. Zones should be balanced to be completed solo – regardless of your level. 5 to 15 seconds of fighting per mob.
They already have good mob scaling but they could make it even more adaptive by adding a ‘reinforcement buff’ if people show up to help.
In fact, there is a lot of content that needs to be tweaked to be solod
In order for a game to be successful, it should be entertaining to play alone.
Not necessarily without other people – but as a single player perspective it should be entertaining to play.
GW2 once you reach end game becomes a thing where you simply ‘catch up’ on living story content – then grind a handful of fractals.
A lot of people leave this game because there ‘is nothing to do’.
Sure the temporary content is nice, but beyond that, the game is lacking really fun replayable content.
I think one of the things that is the cause of it all may be the lack of good rewards. Everyone has more-or-less end game gear. The arguably best-in-game visual items are all store based. People seem to be wanting to find exotics only to put them in a mystic forge – never to use.
What kind of a reward system is that? “Heres your reward, now go throw it in the toilet”
GW2 needs to dramatically rethink their rewards system for end game. Put tangible rewards all over the world – not just in fractals.
A player needs to have incentive to play beyond friends to play with. The combat has dissolved into dodging red circles and without more mechanics is no longer the ‘reward’ for good playstyles. Itemization has dissolved into upping agony resists in order to get what? More agony resists? The fact people play so many fractals is an example of how people are desperate for an ongoing reward system.
I went on a lovely skiing holiday. Was great
Came back. And was disappointed to find out that all the patches I missed (including this whole Kesex hills poison tower business will be removed in a couple hours.
Let me get this straight. The last 3 months of developer time have gone into 3 new fractals with very little other permanent content?
Don’t get me wrong. ArenaNet are doing amazing with how regular they patch the game. You have to I guess give them credit for the regularity of their temporary content. But what does it show for the game?
If I log in another year from now, what am I going to see? A handful of new fractals and maybe a dungeon? Oh but there will be lots of STORIES of content I missed.
Surely there is a better way to do this. Tack it on to the back end of your personal story so you work through it chronologically. Put all of it inside an NPC who guides you to relive the experience. ANYTHING.
It feels such a waste. Such a waste of dev time and money that gets poured into this game by loving devoted fans. To make something that entertains for 2 weeks never to be seen again.
You know what I love about Dota-type games? Moba’s if you wanna get technical? It’s the ability to be able to just jump in and have a 20 minute play session. It’s with a group of people and the rewards themselves are bugger all (some cosmetic skins), your reward is the fun of teamwork and skill.
Now I log into Guild Wars 2. It’s one of my favorite games I’ve ever played and they’ve done so many right things. Combat, design, graphics, user interface. It has so much right it’s amazing. It’s also apparently one of the fastest updated games on the planet.
But I can’t just log in and have a 20-30 minute fun play session.
The update cycle forces you to invest way more into actually playing the game. If you’re short on time, you barely even get around to the regular content. It forces you to complete the limited content or feel like you’ve missed out eternally.
I honestly would love if they just completely stopped all content and just streamlined what they’ve already got. Fixed up some dynamic events and some balance and you’ve already got a game that can provide entertainment for many years to come.
They’ve got the basis for cosmetic rewards and permanently addable rewards. Why, if this game isn’t really about loot, is the primary form of reward still loot?
I can’t play this game anymore. Every time I log in, I am met with a new living world story content to try take in, I spend 10-15 minutes figuring out whats new or reading the patch notes and then seeing if I can complete any of it and then get to the end and realize I haven’t spent any time with any friends, haven’t accomplished anything in terms of character progression, I haven’t even really had much fun as it has always been fairly straight forward pve to just get through story content.
I do wonder if I’m the only one that feels this.
When you hit a monster with a projectile (or anything for that matter), the monster reacts by flashing a white color, or displaying a certain particle effect (birds or electricity for example).
Bosses often become impossible to see when fighting due to all these effects stacking up. The boss often becomes a moving glowing orb with all the stacked effects.
A way to significantly improve performance and gameplay, is to make the hit box of boss monsters much smaller so that the hit box which displays all these effects is actually inside the body of the creature you’re fighting.
Your skills or projectiles will travel INSIDE the monster, not cause it to flash or change color or display cluttering animations.
This would improve performance as your machine won’t need to render the extra particles, you’d be able to see the creatures, and be able to more easily identify important effects such as when a creature may be rooted or stunned.
This could lead to some better gameplay-focussed mechanics with boss fights. Such as boss animations giving indication of powerful attacks which need to be dodged or interupted without relying on red circles. Or a certain fight where roots and binds are crucial to maintain and with a party of only 5 people good timing is necessary to reapply them.
Providing the visibility to the gameplay-changing effects and removing the non-gameplay effects is a great way to improve this issue
(edited by Jatacid.3725)
Hot swapping stats is a great idea imo. It makes sure that all the hard work for a legendary isn’t invalidated.
I think they need to add more Legendary options to the game though, but in a way which doesn’t invalidate all your hard work.
I think a ‘Skin Swapping’ mechanic would be great to add to Legendaries too. So if you double click on your item you can choose the a)stat combination and b)from a list of available skins.
This way they can keep releasing new Legendary items with epic looks, and players can continue to play them.
It would also be cool to add a ‘skin swap token’ or something so that to change skin you have to use a token obtained from playing certain dynamic event chains.
(edited by Jatacid.3725)
I like the new Teq and this new dungeon path. It’s permanent content. Great.
But you know what? I did it a couple times and then it fell in place with all the other content in this game.
Content isn’t what’s lacking. No. I’ve realized now that it’s not content that’s lacking….. It is actually the reason WHY you run the content that is lacking.
So I’ve figured it out. In order for people to continue to want to play this game there has to be a reason.
I think, and this is only my opinion, but i think the absolute best way to add replayability to Guild Wars 2 is to:
1. Introduce a new “Skin” every 2 weeks. Consumable skin item
~ They only add 1 or 2 items every 2 weeks
~ Can even be applied to all armor types
~ Skins, in terms of difficulty to obtain, would be somewhere between building an Exotic, and an Ascended, and require items obtained from playing.
~ An example would be a skin item needs 2 kills of teqatl, 6-12 path runs of any dungeon, some tier 6 mats and about 10 rare collectables from world bosses.
~ Some ingredients could come as reward for ‘Achievements’ giving a gameplay-focussed addition to sourcing your mats.
~ (Difficulty means specific farming IS required but doesn’t take too long – could even do it in about 3-5 days, not time gated content)
~ No item ‘sets’ are released. Each item looks great on it’s own and mixing and matching of skins is encouraged to create a custom look.
~ Initial release of this feature would ideally include 50 or so different item skins into various parts of the game.
~ A ‘collectables’ tab for skins could be introduced which shows you all that’s available and how to get it (like the pvp locker)
This will solve so much for GW2. It creates gameplay-focussed incentives. There is regularly released skins that could encourage someone to change their mind about their look.
Right now, everyone runs these bosses and might get an exotic item and are somewhat happy. But what do they do with the exotic? Sell it on TP for about a gold or 2, salvage it for a rune to sell on TP, or mystic forge dice roll to get a different item to sell on TP. No one really cares about drops they get for THEIR character. So a typical loot-based incentive system DOESNT work in Guild Wars 2. Because no one NEEDS the loot if there’s not a vertical progression of stats.
So bring the system back to what the players need/want for their character.
Without a stat based increase, the only options are either Aesthetic, or more stat options.
The latter of which is far more restrictive and far less sustainable.
Unfortunately Arenanet never see the good ideas if they’re not upvoted to the point of becoming viral internet sensations.
well yeah, if a dungeon path is run, it could simply be removed from the possible options that it randomly chooses. And there could easily be an account thing where you can only receive a certain type of token 4 times per day.
Story mode wouldn’t be included in these I would think.
Heres an idea, how about we put all dungeons into one big ‘pool’. Kinda like how there are many different types of Fractals that can be run at random.
So then you could start something called like ‘Random Dungeon Dice Roll’ from the LFG.
When you start, you basically have a random dungeon and path chosen for you out of all the possible options in the pool.
When you finish the dungeon – you get to choose the type of reward token you actually want.
I think this would really encourage people to join in on some gaming and play some dungeons that they may not necessarily need to farm for.
What do you think?
So much for elementalists being able to do everything. Now they’ll only be able to support and probably mediocrly as well
Right now the market is getting really saturated with tier 5 materials. Because most people loot items that are around level 80, and salvage those.
I was thinking – salvaging would be really great if it could give a chance at ANY tier’s crafting materials. With tier 6 obviously being more rare.
So I would theoretically have an equal chance to gain items from any tier 1-5.
This means, that when playing lower level content, i can still obtain crafting materials that might be useful on a lower level character. And it prevents the market becoming flooded in one tier.
What do you guys think?
Power level increases are attributed to 3 things.
1. Itemization of increasing statistical benefit
2. Skill level of new content of increasing difficulty due to an experienced playerbase
3. Economical inflation making it unaffordable to return.
1 is reputedly stopping at ascended. Theoretically it shouldn’t happen.
2 is going to be a problem as players get better the longer they play, content will need to be scaled accordingly. Luckily the ‘fractals’ concept of multiple tiers of difficulty acknowledge this. With time developers will be able to create meaningful difficulty increases which can be self-selected and thus will also won’t create an ‘unplayable’ game after not playing for a while.
3. Economy in GW2 is surprisingly controlled. For an MMO it’s inflation is quite slow and the addition of account magic find and RNG through mystic forge has created significant item sinks. Gold has value and as long as OP progresses at his own pace and the economy continues as it’s going, then there shouldnt be a disparity there either.
tldr;
GW2’s ‘power level’ IS unrelated to time. This IS a game you can put down and pick up later and have absolutely no problems playing again.
Lets say dev time was limited and they could only do one thing.
The choices are:
1. Go back and completely fix all the existing bugs in the game. Fix dynamic events all over the world to be balanced and appropriately completable.
Introduce more cyclical dynamic events rather than one-directional.
Balance sPvP and add reward systems, ladders, a meaningful item aquisition system and multiple new game modes.
Dramatically increase the depth of WvW to feature more mechanics other than cap-the-node and encourage smaller scale skirmishes, along with more meaningful reward systems.
Incentivize all the dungeons with appropriate loot and fights that require coordination and require performing specific roles to alleviate the absence of the old trinity.
Get loot to a position where there are frequently released skins and stats no longer matter
Make all maps relevant and important to play in. Such as a random group finder which creates a daily dynamic event chain for you to complete.
2. Alternatively, devs are to create new, permanent content for the game. Create entire new zones, new mobs, new mechanics. New playable races with playable lore. Add new dungeons and monster mechanics to those dungeons. New jumping puzzles with crazy new ideas. New repeatable content and maps that theoretically alleviates the misgivings of the older content. New itemization and progression systems and skins that come with the new content.
Out of the two, if you had to choose one. What would you choose?
Well yeah, they said the Living Story updates will change the world, that players determine the direction of the game.
So for that reason they need more dev time to think about how to make that particular update last after it has gone. Change the landscape, change something, keep event’s in once every few hours randomly perhaps.
Also, we’ve been seeing a story unfold, but not really having a choice it how it unfolds. The personal story was great because you had to choose between two ultimatums and wouldn’t ever experience the other possibility. Do that with Living Story too. For example you could choose to go after scarlet, or choose to save the captives.
Game play wise you’d either happen to rescue the captives by chance, or happen to meet scarlet so both choices would be the same. But story wise it’s different and dialgoue would be different.
Anet could tally up these results of what people chose and even throw in dialogue in future chapters that would throwback to the player’s choices. The captives could have upset dialogue that they weren’t your first choice, or they could be overwhelmed to see you every time.
Lots of disagreement about Ascended items and end-game progression.
I’ts already been said in various other places here, but the two things that would fix GW2 progression and pave the way for a better experience:
1. Ascended items have the ability to hot-swap stat combinations (like legendaries)
2. Introduce a new tier after Exotic, that require a few more difficult mats but nothing too time gated.
Number one would acknowledge the effort people go to for Ascended items. They are end game items after all.
Number two would ease the dramatic progression spike from Exotic to Ascended, and makes getting crafting to 500 more natural in design.
From then on, any new ‘items’ added to the game are simply skin consumables that would require some effort, but nothing too long-term. Consumable skins can be given through rewards in Living Story content updates and events and specific bosses. Skin recipes could also be made via mystic forge. Ultimately at the core of all your skins though is a tier that you were comfortable getting to.
I emphatically agree with OP about the ‘Fabled’ tier. Easily crafted/obtained. Progresses the crafting level to 500. It makes a hell of a lot of sense.
I also agree with ascended having the mutatable stats. People should be choosing an item based on it’s appearances when they decide to go for it. Not it’s stat combinations. In fact, from here on out, I would really like any further end-game items they add to simply be consumable skins.
Does anyone have any advice on what time-gated things I should start crafting?
I’ve noticed that there are many one-per-day things and later I might want to build something.
What things are time-gated that I should get started on?
Cheers
I just noticed that with Tequila Sunrising we are having the second continuous update which is not related to the Living story. And, I gotta say, I actually really like it!
How about get rid of calling it a ‘living story’ and simply call it a ‘game update’.
You’ll be famed for updating the game at such a high frequency, and each content update is appreciated for it’s own merits.
Any game update which progresses the ‘living story’ could be called a ‘chapter’. That way we might go several weeks with just regular game updates or temporary events. And then periodically get a story-related event thing which would usually change the game a bit more permanently (Queens Pavillion added/ Invasions added/ Jumping puzzles added etc).
It’s fairly arbitrary changing the name of something. But I think it makes a huge difference.
If they just call them ‘Game Updates’, they can work on the actual story chapters to contain more substance, and true to intention maybe add things that are more permanent to the world.
What do you think?
Tldr;
Call them ‘Game Updates’ instead of ‘Living Story’ updates and you remove the expectation for tangible story and tangible permanent additions to the game. Game updates could be as small as an event-type celebration of world bosses (Tequila), or bi-weekly events like SAB.
When they have it ready, a living story ‘chapter’ could come out periodically, and since they have more time, it could add something more permanent. I.e add Queens Pavillion, or add periodic invasions, or add a new jumping puzzle from a broken down area of the game or something.
This discussion is good. I’m glad it hasn’t been flooded with unconstructive comments yet. People are keeping level headed about it which is what makes progress. Devs will be able to read this and get something from it.
I think where they missed the mark on designing the tier – is not so much the effort or cost required – it’s the fact that it’s required for every slot.
If Exotics is base level, and Legendaries are 100%, I think Ascended should require an effort level of about 70% account wide. Right now they’re probably as high as 85% if that makes sense.
One thing which would help would be to implement the Legendary hot-swap stat combination system. And for armors simply craft 1 ‘box of Ascended Celestial Armor’ that opens up to contain everything. The boxes would thus be less confusing and can possibly be made overall ‘cheaper’ without each indivdual item seeming too cheap.
“ Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base. The rare stuff becomes the really awesome looking armours. It’s all about collecting the unique looking stuff and collecting all the other rare collectable items in the game: armour pieces, potentially different potions – a lot of that is still up in the air and we’ll finalise a lot of those reward systems as we get closer to release. And those come off of things like the bosses at the end of dungeons – the raids.”
Colin, Eurogamer, September 2011. So in a grand total of 2 years they did a 180° turn on this important game design choice. I wonder what’s in store for 2014.
But everyone, including casual gamers, by level 80, CAN have the best statistical loot in the game with Ascended. IT IS an equal footing!
And 180 degree turn? Hardly at all! They also stated that Ascended will be the last tier. What’s in store for 2014? You’re speaking like they just introduced the plaque and your character dies if you use a waypoint -_- If they keep updating this game every two weeks, keep iterating and improving every single living story content, keep completing gearing options, then by 2014 this will be an amazing mmo. Get your head out of the sand, this tiny design decision doesn’t impact anyone but the biggest complainers.
Stop complaining as if this is the end of the game doom-all end-all bring forth the cataclysm wtfgtfo ihatethisgameiquit rage posts.
Think about it. Guild Wars 2 as a compeltely new game.
If they didn’t have ascended gear, or even legendaries for that matter. EVERYone even casual players. Would complain about the lack of end game gearing. You just get a basic crafted exotic and thats it? Nothing more to it?
Luckily, they released the game with Legendaries, which gives the players a big, long term, difficult goal to work towards.
If Guild Wars 2 released with the Ascended tier in place, there wouldn’t be anyone complaining about it.
It is an end-game gearing step up that you can work for. It doesn’t take that long. It isn’t that hard.
It seriously makes sense that you have all slots with just your run-of-the-mill ascended items as a casual to moderate player. Exotics just simply don’t cut it for that ’I’ve reached the last tier’ feeling.
Guild Wars 2 needs ascended gear. While yes, it DID go against their ‘Manifesto’ or whatever about adding a gear treadmill, but don’t blow it out of proportion.
This gear is no harder to obtain than a Legendary, it’s not completely necessary to obtain them, and it really does standardize their offerings for end game gear.
Why would you have ascended backpieces or jewellery, but not any other slot?
So, stop complaining so much. The tier makes a lot of sense from a game design perspective. It doesn’t go against their manifesto too much. If it was in the game from the beginning most of you wouldn’t have thought 2 seconds about it.
Instead of complaining about how Ascended is bad, try thinking of ways where they could make horizontal progression if you don’t want them to continue adding tiers beyond this.
They explicitly said they wouldn’t add tiers above this – this is really just completing the game tbh. So what about horizontal options? How would you do it?
Turn your unconstructive and completely misguided complaints about Ascended gear into a positive direction for GW2. Tell the devs what you want out of end game instead of throwing a bubble fit about an item tier that makes lots of sense for Guild Wars 2 as a game.
OK, every single time I have asked for help on my elementalist, the answer has always been to just reroll.
This is kittening rediculous. Surely if it is that fundamentally underpowered it needs a buff asap? Why do they let it go for so long before fixing it?
I can’t do ANYTHING on my ele. Even if I complete a perfect combo and land every shot like you should, they just get up and spike me down, or out sustain. It’s not fair and it needs to be fixed.
When every single time you ask for help, the answer you receive is to reroll – then something needs to be done imo. First time I’ve been disappointed with Arena net.
Right now you can only do many things once-per-day. I understand the reasoning behind time gating, but honestly it’s not a fun mechanic. And more importantly – it doesn’t address all players and their gameplay styles.
I would suggest keeping the once-per-day thing, but introducing a ‘rollover’ function.
So, if you miss one day, it rolls over to the next, so you can actually obtain two of that thing.
I would imagine a 3-day rollover limit would be a good amount. It means people even after taking 2 weeks off can still get at least 3 days worth instead of just one.
It’d ‘level the playing field’ in terms of gaming styles.
What do you think?
We see cap-the-point/hold the area everywhere in this game. WvW, dungeons, sPvP – all maps, heart quests, dynamic events, world events. ITS EVERYWHERE!
When can we get some different mechanics?
Please take a look at some first person shooters and get some ideas dev team. Capturing a point is fine, but you’re putting too much reliance on it.
I’ll give you a 10 points to consider:
1. Try and remember that the forums contain the people that have something to complain about. Majority that enjoy the game – are enjoying the game. The same is true for any gaming forum.
2. GW2 is a fantastic game that has immensely fun pve content and an enjoyable campaign mode. For that alone it is worth the $60.
3. Population is steady and slowly increasing over time. Definitely not dying in population. Although like any MMO, the majority of the playerbase are level 80 and doing higher level maps and content. Thus during levelling you won’t see as many people.
4. Fortunately, the content is designed so well for the level up process that you can usually solo hearts and personal story content. Combined with a bit of crafting and you’ll find you’ll hit 80 very very smoothly and in no time at all.
5. GW2 is releasing content updates at the fastest rate of any mmo out in the industry at the moment. It is INSANE how much they’re patching this game. While it is argued that their updates are little more than 2 week long ‘events’, the fact remains that these patches ARE keeping people coming back to check it out, that they ARE getting people to do something new. Updating a game like this is the first I’ve ever heard in the industry so Anet will be ironing out a few kinks, trying to update with more permanent content etc, but for the sheer fact that you have an event every two weeks – it is amazing. Many games don’t receive patches for months and months on end, let alone events or anything. Offline games like Skryim, or even Diablo 3 NEVER receive patches, you’re stuck with what you’ve got. Most of the people complaining don’t realize how spoiled they are.
6. I would have to say that this was one of my most favorite games I’ve ever played so far. I also stopped playing after a while for no apparent reason, and then came back after getting a good computer. Like you, I didn’t have a guild joined or anything like that so majority of my levelling up was done solo. But I enjoyed it, it was just like playing skyrim or something it was very fun.
7. The content you get for $60 is sheer amazing and the gem store is updated frequently, but can be purchased with gold, and often isn’t game-breaking pay to win content so it’s very fair imo. People complain that they add new items to the gem store weekly. The game is free to play, they don’t understand how fair it is.
8. I recommend you visit a guy called woodenpotatoes on youtube. He gives an excellent guide to PVP in this game which really helps break up the gameplay once in a while. He also gives a really good summary of the ‘Living Story’ so far. Which helps to see all the updates in one place and what has happened to the story thus far, and what will happen.
9. I don’t think I’ve met a single person who regretted buying this game. Everyone that I know has enjoyed the game. The worst recount that people said was that they got bored at 80, mainly because progression finishes and it comes down solely to playing for fun with friends. If that doesn’t sound good to you then maybe not, but I strongly encourage you to play to 80 to find out.
10. Do it, it is a beautiful game. Even just the campaign mode is worth your $60. Have fun and see you in game
I agree! unfortunately, this topic was already suggested. Anet said no.
You know what also would be cool concerning spvp?
-if it didn’t take months to years to hit rank 80 with glory points.
-something to do other than conquest.
-if it was balanced by un-biased developers
-feel free to add your own
Do you remember why they said no?
There’s probably some deeper game-psychology going on that you’re not aware of that they’ve discussed pros and cons of.
But i agree – they need to make stacks of things easier to use. Like crafting, if you double click on a stack – it could ask you how many you want to ‘craft’ or ‘use’ and then just run by itself.
GW2 actually has some really cool dynamic event chains. People just need to be assisted to do them together.
Like a ‘join a random alliance’ feature which assigns you a group of about 200 players to complete a dynamic event chain on some map.
If instead of winning PvP items in structured pvp, you earned skins instead.
You simply apply the skin over the top of your item, you don’t have to re purchase your runes or sigils or anything.
It would also be amazing if you could take those skins into PvE too.
Would make it so much fun!
The patch did adjust some people’s graphics settings to some default values. Maybe have a look? If not then no idea.
I really like the spvp in this game! It has great potential. Though right now it can sometimes get a bit monotonous. Here are 5 things I’d change that I think are really important!
1. “Team games/Solo queue/Tournaments” All consolidated into two queues.
“Ranked” queue: Work your way up through bronze, silver, gold, grandmaster leagues based on your performance in ranked games.
“Unranked” queue: Hidden rating to matchmake you better.
The match maker will fill the gaps of either game mode if you join with a party or not – no need to specify if you’re joining with a party.
2. Ranked/Unranked games are now the default game mode. Every player usually joins unranked games at first. They have an ‘accept/decline’ pop up when the queue pops, if you decline everyone goes back into the queue and you receive a queue-join penalty. This will allow the pre-game timer to be much shorter.
3. Hot join servers are now called ‘Custom game servers’ and are intended for experimentation or casual play. There should be very little reason to play on these servers as opposed to proper games of Unranked.
4. Rewards and items in the pvp locker are able to be converted into skins for pve. This will help complete the experience and make it worth your while to pvp. It becomes the platform for ‘collectables’ of the skins already in the game.
5. Game types other than ‘capture the flag’ to enter the game rotations. While the variations and the maps are mostly pretty fun, there needs to be some game types that are fundamentally different to capturing and holding points. We do it in heart quests, dynamic events, living world events, World versus world, and sPvP, surely some new mechanics can be thought of.
~~
I think the most important thing is pushing everyone into the unranked queues by default. The queue times will be virtually non-existant with all servers connected. It’s also really important to get everyone to start at the same time like this. So games are more intelligently played and more impactful which results in fun!
Well yeah, connecting Pvp with pve rewards makes a lot of sense. It just becomes a ‘shopping point’ for visual upgrades which could be really appealing to some.
I’ve been told that eles just plain suck, they got nerfed too hard and now cant really do anything in pvp unless your player skill is really high.
What are some tips that an ele should do/try to do in pvp?
Whats the most successful role as an ele right now?
I’ve tried glass cannon – doesn’t seem like I can pepper anyone unless I land every single one of my skill shots and even then it’s unlikely to kill them after which I die.
I’ve tried balance builds which don’t do anything
And I’ve tried tankier builds which don’t seem to prevent much.
I can’t seem to fight any class 1on1. So what exactly is our role?
Is ele ever going to be buffed again to a usable state or should I just not play sPvP at all?
Is everyone asleep or something?
If GW2 allowed all the items you collect in pvp (everything stored in the Pvp Locker) to be able to be converted into skins for pve, would you play more of it?
It would give a really good way of progressing because you can come across some good looking gear in pvp and you can pass them over to your pve character as you go along. It’s a nice synergy.
Better than the PVP locker just having items sitting there kinda thing…
What do you think?
(edited by Jatacid.3725)
Honestly, its infusions that are imba. AC gear makes sense. Its easy enough to get for anyone who cares. Its a true end-game gear slot.
So personally I just hit 80 and crafted a set of exotic armor and purchased a weapon. Nothing fancy.
Today I finally found this:
http://dulfy.net/2012/10/03/gw2-endgame-gearing-guide/
What can I say, this game is one of the most convoluted and redundantly complicated end-game gearing systems I’ve ever seen.
The stats are all over the place, on different items, different set names, some vendors have some items and not others, not to mention how many steps and jumps to get ascended items, with additional steps for infusions and not all item slots and omgihavenoideawhatsgoingon.
I guess it’s preference, but I really like clean and clear and obvious. Gearing your character in this game is anything but.
Even skins in the latest SAB aren’t all items. Wtf why? Just..it doesn’t make any sense, it just complicates things. Why not have ‘SAB skins’ for all items >.<
And exotics available from some vendors, with different names and stats and karma and dungeons and some stats unavailable, where is celestial, why is there no instructions for this? The least they could do is have a mystic forge with a ‘discovery’ tab or something which shows the recipes greyed out until you make them. I have no clue.
(edited by Jatacid.3725)
If you’re going to make it the exact same as your other set i’d recommend changing it to something else. That way if a patch comes which buffs or changes the meta then you’ll have another set to play with.
LOL! Teaches you for having names of Dinosaurs. Dinosaurs aren’t even alive any more!
well is called tp play coz you can loose, well game over!!!
and is a good way to remove a stokpile of gold out of flippers pockets wich is never bad imho.
i really hope they make flipping so risky that will be unprofitable, like let’s say limit number of transaction per day or per week, or double the fee, or whatever.
the t6 dust move was awsome too.
if this wasn’t intentional was the best error they made.
Flipper are the equivalent of market sharks and speculators irl, which caused the econom crash we’re experiencing.
thanks but i wan’t to keep this an irl peculiarity.Unlike IRL economies however, not a single GW2 player is going to lose their house, job, car etc, because of this game’s economy. Fact.
Even if, for example, ecto’s were 100g each, it would make not one iota of a difference to one’s circumstances.
Had to play too long to farm up the gold. Stayed up too late and slept in. Lost my job. Couldn’t pay rent or car payments. Got reposessed, sent to jail. Now playing GW2 with plenty of free time with my cell mate.
We have dailies.
We have monthlies.
Next logical step is “Weeklies”
You will complete gameplay-based challenges:
Complete X dungeon, Complete X-jumping puzzle. Kill X-champion from X-lowbie zone. Etc.
Every weekly completion reward would be a new skin.
Skins would be tradable, and permanent unlocks once consumed.
There would be enough activities so that it could keep a busy player active most of the week, but also possible for lower level characters.
Skins can return several weeks later by chance too so if you miss one week, you haven’t necessarily lost the chance all together.
Skins can feature ‘removed content’ i.e. Super Adventure Box (April).
Skin designs could also correspond to living story content if desired.
Skins are a good platform for continued gameplay. People can get tired of their look no matter how awesome it is. Plus each week if there’s a cool new skin out it’s a pokemon game. Doesn’t require much dev time either. Win Win situation.
Regardless of the term “end-game”. Would you play for weekly skins?
(edited by Jatacid.3725)