Showing Posts For Johasthan.1327:

Add Bank access in the Heart of the Mists

in PvP

Posted by: Johasthan.1327

Johasthan.1327

Loading screen is enough punishment for the free access. This is a must, really.

Add Bank access in the Heart of the Mists

in PvP

Posted by: Johasthan.1327

Johasthan.1327

Since the rewards of playing PvP now are game-wide (weapons, skins, mats for PvX) I believe a Bank Access is much needed in the HotM.

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327

I had a full post in this thread with my opinion, but I’m going to expose it right in. Topic-problem-why the solution given by Anet is bad-my suggestion of the better and simplest solution

Big Bosses

The Problem

  • Very low frequency. Impossible to choose hours, need to adapt to a very strict schedule.

The Offered Solution in Patch

  • Big Guild activation. Bad for people who don’t want to be in a big guild. Bad because taxi will still be required to travel to right map, very difficult when the party is only of 5 people. The same problem exists now with full servers and full overflows making MegaServer useless or worse, for this content.

The Easy Solution

  • Increase the frequency. make Tequalt, Karka queen and Evolved wurm appear each 4 hours instead of 8

Regular Bosses

The Problem

  • Very strict schedule.
  • Lacks variety.
  • Players who can play only in the same hours won’t have access to some bosses, plus it will be repeating and boring.

The Offered Solution in Patch

  • None. It is a problem created by the patch.

The Easy Solution

  • Make bosses more frequent and always overlap some of them.
  • Scramble/randomize the bosses that appear at certain hours, keeping them worldwide/regionwide.
  • Adapt de API so it can inform of what events are active in a certain moment worldwide

Low level areas bosses

The Problem

  • I can’t see any, since there are only 4 and will spawn continuously.

Waypoints

The Problem

  • Impossible to inform the player if the WP he is traveling to is contested.

The Offered Solution in Patch

  • All time contested waypoints, with required double travel if possible. This is bad because you have to pay twice, which is worse when we will earn less money, and, worst of all + you have to load twice + which will cost the player his playtime. This is absolutely no solution. This is the opposite to User Friendly

The Easy Solution

  • Make all the WP available, but inform the player that it may be contested before the waypoint. If the player accepts and the WP is contested, two options.
    • The system detects in travel the WP is in conflict and teleports him to the nearest no contested WP. This solves all the problems.
    • Or the player appears in the contested WP anyways. If dead, bad luck, he have to choose another WP. If alive, the player will be right where he wants. This solution is not optimal but at least lets the player decide.

Dungeons

The Problem

  • Can’t tell if the destination map will have the entrance open
    The Offered Solution in Patch
  • Go to the map, see if open. If not, open it. This is not a solution. This is the opposite to User Friendly

The Easy Solution

  • Make all dungeons accessible at any time or a system to go right into the dungeon (Can be with the LFG tool)
  • Or remove opening events

Temples

The Problem:

  • Can’t say if there will be available or not before going.

The Offered Solution in Patch

  • Go to the map and see. This is not a solution.

The Easy Solution

  • Honestly, I can’t imagine any easy solution for this. :S

Feedback/Questions: The Megaserver System: World Bosses and Events

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327

I was excited with the megaserver system at first, but after reading the post related to the world bosses for the second time, it sounds pretty awful. There are several problems that will definitely make the game much MUCH less enjoyable.
World Bosses
Having all the world bosses in a schedule like this is a potential problem and will be definitely much more boring than now.

Standard bosses
Most of the players can play always at the same times, so you are limiting the bosses they can fight. Also there will be no surprises and won’t be able to choose if do one boss or another as now, depending of what one prefers, only able to choose if one or none.
Sol
Make bosses overlap and make them appear more often. And the best solution will be if the bosses were at the same times, worldwide, but scrambling what bosses so at the same hours doesn’t get always the same bosses. Adapting the API to reflect this will give the players enough tools to find what bosses are active.
Big bosses
These bosses must be scheduled, but the schedule announced is terrible. Each 8 hours is not enough. If I spend +8 hours working, and let’s presume I sleep 6 hours (I usually have to sleep more), there will be a miracle if I can adapt my own schedule to fight Tequalt. In fact, right now, since I am from Europe, and seeing the schedule, I’ll be lucky if I can fight the 3 headed wurm at 20:00. I won’t be able to do any other big boss event.
The solution you are giving to me and those like me is to wait and hope a big guild starts these events at other times. But I don’t want to be in a large guild, I want to be in my little guild with my friends. And it doesn’t matter the game allows to be in several guilds, because much of the largest guild require to be always representing them, which I am not willing to do, I want to collaborate with my friends guild. But ok, I don’t have to be in that guild, just to be in the map. But since it will not be in my hand to choose the instance of the map, I’ll probably need a taxi, which is one of the most hating things the current overflow system has and I was hoping it will be resolved by the megaserver system. And I was thinking it will, but looks not be the case. The problem is worse since there is no real raid system, so a player can only join other players within his own group. Since the groups are of 5 people to travel between maps is not easy at all. I am sure it will be impossible for many players like me to join the map where a guild is activating the event.
This single element is not facilitating the “Friendly Play” but the “Elite play” instead. So I will need to adapt my schedule to those of large guilds, and the game will not be giving me enough options to play the content, content I was able to play before, indeed.
Sol
Increase the frequency of this events. Instead of running each 8 hours, set them to run each 4 hours. This will give all players more options to play in whatever hours they can play and still be somehow valuable for large guilds to activate at other times.

Waypoints
All time contested waypoints is a REAL BAD solution. Not only because the double price, which is indeed a problem since the amount of coins we get from the world will decrease as already announced, but specially because of the double loading screen. This goes directly against the quality of the product itself as software. We all know the loading times are quite large when a map is crowded. With the Megaserver, since in every map will be more people, the loading times will increase for every map. This problem is tolerable in single teleport, but making us to do double teleport and double loading is not. I already hate when this happens because of being in an overflow and willing to go to another area. If this generalizes, it is PAINFUL!
Sol
The best solution I can think of is to have two kinds of waypoints. Always Free (normal waypoints never contested) and Possibly Disputed (all the contested waypoints). Every WP will be unlocked, but with the second one having a warning telling the WP may be contested. If a player teleport to one of this, the game detects if the map where the player is heading have this WP contested, and if it is, then the player is moved to the nearest not contested WP. I believe there is already a system like that implemented in game.
It not possible then have all the waypoints available (with a warning it may be contested) . If it is contested, the player will probably die. Then he has to teleport to another waypoint. If he doesn’t die, he will be right where he want to be. This way, the player chooses if risking to go to a contested WP. In the worst case (travel and died), he have the same double loading screen and little more, since repairs will be free. In the best case, the player will be where he wants to be.

Dungeon Entrances
Keep them always open or a way to enter right in (by LFG tool maybe). Limiting the entrance have no sense, it never had.

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Johasthan.1327

Johasthan.1327

It’s a pitty that we won’t be able to enjoy the awesome Mix’n’Match town clothes of all the new and fresh people we are meeting in every map thanks to the megaserver system.

Anyway, I believe I read some dev/mod/Anet employee said that they will inform about all the feedback they have been gathering and will tell us what aspects are they tuning after all the blog posts about the feature patch. So since it’s over with the announcements, I still have hopes this thread was considered and hoping they give us news about this soon.

And for all who are saying the final awnser was already given, remember, nothing is ever final in an online game. A change is always possible! ^^

Bobbleheads NOT working

in Bugs: Game, Forum, Website

Posted by: Johasthan.1327

Johasthan.1327

For me, setting shaders to max, toggling to full screen and setting the character model limit and quality to max did the trick after restarting the game.

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Johasthan.1327

Johasthan.1327

Oh goody, you’re back to your non-understanding, cold shoulder, completely useless self.

And here I thought maybe you had changed for the better.

But there comes a point where protesting and complaining stop being productive. How many times does Arena.net have to repeat the same answers before you say, “Fine. We’re done. Goodbye?”

First of all, I don’t want to be rude. English is not my main language, and all this may sound harder or tougher that it is, and don’t want to start a pointless discusion.

That being said, your statement is not true, plain and simple. It don’t stop being productive. We are speaking simply of an MMO game which development is endless (until closing), so every opinion and statement the developers ever said can be changing in any moment (won’t be the first time). This happens every day in this industry. See what happend with Sim City and the always online.

We are telling Anet we want Town Clothes, and there are plenty of good post with really good arguments that won’t change when the patch is released. So we will continue until each one consider enough. It is our right. Because as customers we have very legit reasons to be angry when feel cheated with our buys. Because as players we have opinions on what can be better, or funnier or what we have. And because since there is a forum to express our opinions, our opinions and questions will be expressed.

If you are tired about this topic, you don’t care or have nothing to say about it, then follow your own advice and say goodbye to this thread. If you agree with us, if you disagree with us, If you have questions, then post it all here. But saying us to keep quiet is a bit offensive.

We really believe the town clothes as it was were a really cool feature, good for the game, for the players good for the business. And we also believe that this design decision harms the game, the business and over all, the players and consumers we are.

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Johasthan.1327

Johasthan.1327

Each minute Anet doesn’t confirm the return of town clothes, Grenth kills a little quaggan.

Help quaggans!!

Attachments:

Share your Mix 'n' Match TOWN CLOTHES!

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327

She used to be happy, and cheerful, and celebrate the Guild Wars party clothes!!

Now… she is sad… and angry

Attachments:

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327

I think this sums it up
http://en.wikipedia.org/wiki/Collateral_damage
“Collateral damage is damage to things that are incidental to the intended target. It is frequently used as a military term where it can refer to the incidental destruction of civilian property and non-combatant casualties”

yeah i feel like a casualty in this town clothes issue.

I don’t think it is a good term. Removing the town clothes slots is a design decision, so it’s actually an intended damage. You can’t call it collateral damage when you choose to throw a nuke on a bad guy and destroys everything around him instead of using sniper rifle. This is the same.

Still can’t believe Anet is not re-thinking about this. There is absolutley no reason to don’t have both systems working. And is an incredible oportunity to earn money that they are wasting with this decision.

General FP questions/FAQ thread request

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327

First of all, please, excuse my english.

There is a lot fo planned changes for the feature patch, and I know there are threads for feedback/questions for every aspect of the patch. But these threads are long, and mostly with feedback and/or rage so people like me get lost within them. I’m missing some kind of FAQ thread with questions and answers.

My intention with this topic is to have simple questions about the patch answered in the most clear way possible. Please, avoid the complains, the opinions or the suggestions, there are other threads to do that, so go there. Anyone, feel free to add questions and answer, but please link the source to the answer see if it is legit.

And last, but not least, I would like to keep this post updated with questions and awnsers, but don’t think I’ll be able to do so maybe a mod/admin/dev gets the idea and make some kind of official FAQ (/wink)

And with all said, my questions.

WARDROBE SYSTEM

  • Transmutation Stones/Crystals will give transmutation charges but, will these items be obtainable after the patch?
  • How will we obtain tansmutation charges?
  • What will happen with existing free to apply skins (like zenith or hall of monuments items)? Still exists? Still free?
  • Will current skins items still exists after the patch? Will they work as right now? For instance, if you buy a “Black Lion skin", can you apply inmediatly or you unlock the skin and then have to apply to an item with a Transmutation charge cost?
  • Will there be any free to apply skin?
  • Since PVP skins count as unlocks, will the achievements chests still drops skins of some kind?

DYES

  • Will dyes still drop from gathering plants?
  • Will dyes still be obtainable with laurels?
  • Will the number of fav dyes increase?

SOCIAL PLAY IMPROVEMENTS

  • Will the “last time connected” be accessible for others than guild leaders? Will it be a permission that can be given to other guild roles?
  • Will the players have an option to hide this info?
  • How will this work with the “invisible” player status option?

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Johasthan.1327

Johasthan.1327

What I’m not sure if I read something about is if, since outfits are going to be a single item, will we be able to dye each outfit part or the only option will be dyeing it all with the same colors?

You will have 1-4 channels (depending on the outfit) that apply to the entire outfit.

Wow, this is getting worse and worse

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327

You know Curtis. All it would take, is to just say “due to player response, we’ve decided to go back and re-add the town clothes paper doll for people who wish to mix and match town clothes but be unable to use them in combat, and to use their toy items. this won’t be in the April 15th patch and we can’t say when it’ll be back in, but it’ll be in sometime soon”.. or at least acknowledgement that you’re considering it.

That sounds soooo great. Hope this happens

Don’t Worry guys, you’ll have some of your Town Clothes useable as armor now! So you can pay money for Transmutation every time you want to use those Town Clothes! a healthier game!

To be honest, I believe Colin already said in previous post outfits are going to be free to apply. But this changes nothing, they should keep town clothes option anyway.

What I’m not sure if I read something about is if, since outfits are going to be a single item, will we be able to dye each outfit part or the only option will be dyeing it all with the same colors?

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327

(snip)

Well, many people have already explained why this decision was wrong and why must be changed. I really hope this is being taken into consideration, because this explanations has been done (mostly) in a very respectful, clear and clever way by the players.

The only thing I want to remark is that all the reasoning Curtis gave has nothing to do with the removal of the current Town Clothes system. I mean, everything you implement to give us that customization options, is fully compatible with having a Town Clothes attire as is right now. Single item outfits, and tonics to use with armors, and all the transmutation system can be there and still have a tab for wearing the town clothes, not messing with this aspect of the game many players enjoy. Create a tonic AND create the clothes item, and give people both items. Everybody happy.

In fact, this is a very good way to make clothes much more appealing. If you can use them as tonic, as an outfit for combat and as town clothes with mix and match options, the value of this items will be greater and I’m sure many more players would be MUCH more interested in spending money to buy this kind of items. And everybody will be happy. It’s a win-win situation, not that hard to understand and to implement, since all the hard work is already done in some way or another (tonics created, town clothes tab existing…)

Please, read about this, think about it and tell us if at least you are considering to rethink something of this to save us from this frustration.

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Johasthan.1327

Johasthan.1327


With that said, you say “not possible”, and that’s just not true. It IS possible, they just don’t want to bother with it, which is incredibly stupid. Skin replacement is one of the easiest things out there in coding, when the skins are already present. It’s essentially like turning a light switch.

That’s not entirely true.

Each of the armor weights in the game is constructed differently, which is probably one of the reasons we haven’t seen mixing and matching between different weights. It’s also likely the reason we see so many trenchcoats on medium armor—it’s specifically designed to support coats that go over pants. Light armor divides at the waist, and town clothes followed the same rules. If you read this blog post, you can pick up some hints as to how things were coded and why going back to change things would be more difficult than just find-and-replace:

In Guild Wars 2, weight classes determine the profession distribution and the seam rules for our armor coordination. We realized there were times when we desperately wanted to break those rules, so we developed a solution to do so. For example, town clothes work similar to the light armor system. There is a waist seam that allows mixing and matching to work relatively smoothly between pieces, which gives the player as much creative freedom as possible. But for clothing, it would be a travesty to never have a long trench coat, which has a seam overlap that would follow medium armor seam rules.

To solve this dilemma, we have created sets. Sets are two or more sections of armor fused into one to prevent mixing troubles that allow us to design with far less seam constraints. For example, we could have an outfit with a large trench coat, an inside vest and shirt, and pants. You’ve seen this before in my previous clothing blog post. That outfit is one piece.

I suspect this is why many town clothes pieces, such as the pirate captain’s outfit and Bloody Prince set, operate as one piece. And although I have zero technical expertise in this area, I think it probably follows that in order to make town clothes body pieces wearable in combat at all, it either works as an all-or-nothing system or they have to go back and change all of the armor in the game to follow the same seam rules (which might break several current armor sets, too). That would be a massive undertaking, and in the end it’s probably better that the lesser-used system takes a hit.

I’m not exactly happy with it, and I wish things hadn’t been designed that way in the first place (mostly because I’d like to see mixed armor weights), but establishing outfits as an overlay allows them some freedom to keep releasing costumes for holidays and making some sets of “universal” armor which don’t necessitate revamping the whole of GW2’s armor system. Since outfits use a separate system from transmutes, they can also probably be disallowed in PvP if it becomes a problem.

I can only speculate as to the choice to make some pieces tonics, but that might be the place to lean—respectfully—if we’d rather see them as outfits which can be dyed and used in combat.

Bonefield has a pretty good understanding here of why some mix and match is not easy at all. Some armor and clothing combinations are fundamentally not mixable, (for more than just clipping reasons)

How about the novel idea that you keep the town clothes as they are rather than changing them for the worse?

+100000000000

Much better keeping the town clothes as is right now than the tonic solution. And if you want to make town clothes or costumes usable in combat, it’s simple, allow to fight with the town clothes attire and do not change automaticaly it to combat attire. If the problem with this is the toy slot, then make only the toys as tonics. Any solution is better than this.

Anyway, there is something I don’t really understand (maybe lost in this long thread). As far as I know, if I have, lets say, Rider Pants tonic, I can use it whenever I want. What happens if my character is heavy armor? What is exactly the change? Only changes the legs and having the rest of the body with heavy armor, or changes all to standard town clothes + pants? If is the first, then I don’t understand the problem with the different armors weight, and if it is the second, then I don’t understand why to remove the current town clothes system.

All this seems like a bad design decision, and can’t see why this was taken instead of others.

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Johasthan.1327

Johasthan.1327

Seeing this thread it is obvious Anet needs to rethink about this. The most simple way I can think of is keeping the Town Clothes slots as are right now, having a combat outfit, with all this (nonetheless awesome) wardrobe system, including the full outfit slot, and a town clothes outfit as is right now, or even better, with a “town clothes only wardrobe”, free to apply for this kind of outfit.

Anet must keep in mind that, after all, everyone who bought town clothes by gems never ever wanted it for combat, so there is no real need of give new features to this items. Don’t get me wrong, it would be awesome if this clothes could be used also in combat, but not if that destroys the original intention of this kind of item.

And yet again, tonics and refunding IS NOT a solution, even though I personally would be benefited by a refunding.

Anet, REALLY needs to learn how to do the changes without generating this frustration to the players. Obviously, it is impossible to please everyone, but this particular topic was predictable. I cannot believe they didn’t see it coming.

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Johasthan.1327

Johasthan.1327

Well, now I’m really “hyped” with this wardrobe system. Really cool. I was waiting for something like this for a long time. Visual customization is one of the most underrated things in MMOs, great to see this implemented here.

But, as many said, I don’t get why there is no chance to combine town clothes how you want. It make no sense, and endless tonics are not a good solution. I really don’t get why Anet gets into this trouble, specially when obtaining town clothes had cost gems what makes this a HUGE problem. And I don’t want a refund, I want to be able to use my “rider pants” with my female human. Anyways, people already gave examples, so it’s pointless to add mine.

As far as I understand after reading the anouncement and this topic, Anet combined the costumes in just one slot and removed the “Town Clothes” slots. If is designed like this I can imagine some of the problems of changing it in a short time, but it should be done sooner better than later. I can think on various solutions.

  • Make every piece of town clothes usable as a skin for every type of armor piece, like how it seems to be working with head gear. This has one mayor problem, and is that it will probably cost Transmutation Charges with the current system. Anet should impement a system to make sure this pieces are free to apply.
  • Make a second set of slots only with this kind of armors, free to apply and with priority over the standard armor slots. I guess this can be easier to implement since there already exist the town clothes slots.
  • Give an option to create customs outfits with different parts and apply them as one. I believe this is the hardest way I can think of, but there will be no need to change the 1 slot costume.

Anyway, any solution will be better that the tonic and unified costumes. Please, at least think about it. Fix it and this will be even greater

CDI- Character Progression-Horizontal

in CDI

Posted by: Johasthan.1327

Johasthan.1327

  1. Player customization/lockers/unlocking system. Lots of people have suggested this one way or another, but I have to link my own suggestion :P https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3425035
  2. Guild Halls and Player Housing. The first is a must, the second desirable.
  3. Weapon Skills. Adding more skills to the weapons can add a ton of things to do. Good ideas here. https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/3413290

CDI- Character Progression-Horizontal

in CDI

Posted by: Johasthan.1327

Johasthan.1327

First of all, my english is not my main language so please forgive my possible mistakes and excuse me if some of the terms of the game are not properly used in the post. Anyway, I hope I can explain myself enough.

I didn’t read all the thread, and I see some people already suggested about unlocking, but I’ll do my own unlocking suggestion.

One thing everybody seems to like nowadays is to be able to customize his characters. To improve the horizontal progression in this terms, the best thing I can think of is to base it in an unlocking mechanism, pretty much expanding the systems there are for dyes, account rewards… and not that much like the PVP locker, that is more item based, and in the end dropping in part the transmutation system the game has now.

On the other hand, I guess Anet wants to keep selling gems, and I guess the system now, with transmutation stones/crystals gives them that, so I’ll try to keep this in mind in my suggestion.

So, the suggestion itself is as follows.

In general, there should be two kinds of unlockables. Account Bound and Character bound (surprise!).

Account Bound
Account bound should be all the things related to achievements. This include the current Account Rewards by achievement points, HoM rewards, and should include every reward obtainable by achievements, especially those of the living world. Every backpack or helmet skin of this should be selectable anytime for any character in the account once is achieved.
If the reward is an item with a stats, then only give one, but unlock the skin (if it’s unique) for the account.

Character Bound
This should include most of the elements in the game, including armor and weapon skins, town clothes, dyes, etc. Being character bound assures there can be always something to get for a character and gives something to earn for a much longer time.
To unlock each one of these there could follow some rules. What I think of is:

  • Every normal ugly weapon skin (e.g. pvp standard) should be unlocked for every character always.
  • Every item/skin can be unlocked by an special item that could be sold by gems (more of this later)
  • Max level crafters (or 400+) can create the skin-only version of the items they normally can create. This can be more or less expensive with a variety of recipes (adding fuel to professions). This items should be sellable, and on use, it will unlock the skin for the character. Keep adding skins to the crafting system, with new recipes and there will be new things to do periodically. Add skins to weapon crafters professions and will revamp the profession.
  • Token based items should always unlock the skin for the character when it is equipped. This include Black Lion and dungeons skins.
  • Legendary gear and cultural/order/guild armors/weapon skins will be unlocked when bought.
  • For orange max level weapons, there can be an item or a mystic forge recipe that transform orange cool skin weapons into the unlockable skin-only version.
  • Dyes will work much like now. (Well, expanding dyes to weapons will be the perfect, but that’s another thing :P )
  • Town clothes will unlock the skin (or the item in this case) on equip too.
    With a system like this, there will be a lot of things to do ingame, and everyone could customize his character much more deeply than now, not worrying worry for changing his appearance, since nothing is lost.

About the gem business, there can be some opportunities.

  • Universal Unlocker: When used with an item, it’s skin is unlocked for the character, without destroying the object nor bounding it, so the item itself can be sold, gifted, transferred, recycled…
  • Character Unbounder: Can be used to transform a unlocked element into an a account bounded skin-only item, locking the skin again for the character. This way, an item unlocked for a character can be transferred to another character in the account.
  • Account Unlocker: Used with an unlocked item will unlock the item for all the account, so all characters, (existing and/or future created) can use that skin. I’m not that sure about this, but it’s a possibility anyways.
  • “Itemizer”: An item to transform an unlocked into a skin-only not-bounded item which can be sold, gifted… locking the item again in the process. Of course, not usable with account bound items.
    All this items could be used with dyes too. And all the system can be expandable. For example, this can be used to unlock hairstyles or hair tints (specially the exclusive ones), which can be unlocked used the already existing items for changing the hair.

With a system like this, the customization opportunities for a character are endless. Can revamp the professions and even help to sell more gems. For example, I’ll be much more interested in Black Lion Chest Keys if the weapon I can get is usable anytime I want with my character. I’ll be much more interested in doing dungeons, even if I don’t like the skins, only for collecting purposes.

Please stop with the website stories...

in Blood and Madness

Posted by: Johasthan.1327

Johasthan.1327

More of our high-quality cinematics isn’t really an option, since they take months and many people to make and we’re at max (or over) capacity on those at is most of the time.

Any solution will likely include our plans to try and make Living World, and stories around it easier to access, understand, and find out more about even once they have past.

Keep the suggestions coming, we’re always listening and do want to resolve getting stronger, more approachable, easier to understand stories as part of the Gw2 experience.

As you are at max (and over) capacity, the most obvious suggestion / solution is to slow down. As a software developer, I am pretty sure that making releases you seem to pretend are impossible, at least with the intended quality, when the product is as complex as an MMORPG. Because as we all can see, each release it’s plenty of bugs, and the hotfixes usually comes with bugs too, and you have problems with the comunication with the players, problems with the narration of the story (wich is what this topic is about), a lot of uncertainity and are generating a ton of frustration to the players. Frankly, it’s obvious you are at overcapacity.

So, my main suggestion is, slow down, take a step back, look at the game and take your time to think on improvements and updates with much more quality. They don’t need to be “bigger”, not even different just better overall, with a better way to tell the story, much less bugs in each release, with good info about when each thing start and ends, making the players less frustrated (and happier) and probable, you as developers will gain quality of life with a less stressful schedule.

And, the “full on-topic” suggestion I have (and I’ve read it here) is to have an instanced library and keep adding there all the stories there, probably at the home instance. Looks like an easy way to improve the story telling.

Is Crab Toss staying or not?

in Last Stand at Southsun

Posted by: Johasthan.1327

Johasthan.1327

They did, but it’s just become buried in threads, and the thread title doesn’t directly ask the question.

The answer is: No. It’s not staying.

The game draws inspiration from the crab guild challenge but plays a bit differently. There’s achievements, titles, and prizes for participants and winners.

Crab Toss will only be around for the duration of living story events at Southsun Cove. But don’t be too sad, as far as activities go, you might have a very exciting year ahead of you.

Source: https://forum-en.gw2archive.eu/forum/livingworld/southsun/Crab-Tossing-A-new-mini-game

Now I remember reading that at the beginning of the event. But with all the complains about the achievements being bugged, people asking to keep Crab Toss in the game and by not affecting any other thing within the game, I hope they change their minds.

Can’t see any other “official” statement so I guess we can only wait and see.

C’mon! Keep settlers (and players) entertained!!

Is Crab Toss staying or not?

in Last Stand at Southsun

Posted by: Johasthan.1327

Johasthan.1327

I guess this info must be out there somewhere but I’ve searched the forum and found no real or final answer, so, direct question.

Is Crab Toss activity gone after the Southsun event?

If it is gone, as a petition, please keep it in, just for fun. Rewards can be balanced, bugs can be solved so people can get their achivements, some achivements can be in the daily rotation much like Keg Brawl and just give something to do to players who like the activity, like me. I really can’t see any reason to remove it.

Anyhow, if it’s not going to be there after the event, is there any chance the activity come back sometime in the future? Because activities introduced in Halloween or Xmas can be back each year, but not seems to be very likely that Crab Toss can be back if it is removed.