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Too simplistic trading post model?

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Kings.7491

Putting a time limit on orders is irrelevant and if anything would only make markets less fluid. This is inconvenient and distortionary with no upside as I can see it.

In game market tools? I could take it or leave it. Things like average price over the past 24 hours would be a useful tool, but pulling full graphic price histories are better served by 3rd party sites – that’s not always needed, and would be a big strain on the server to pull regularly whenever anyone looks at an item. There’s an important trade-off between being informative and keeping your UI parsimonious, and I don’t have a strong opinion on the state of the in-game UI in that regard.

Ensign: making me type less since 2013

You should post more so we dont think you’re a reanimated corpse quietly mucking around in databases

This is not the place for your weird prejudices against Reanimated Americans.

I believe I read somewhere it’s your philosophy to stay on topic Anyway, do you have any comments on my suggestions Mr Smith?

Too simplistic trading post model?

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Kings.7491

You are suggesting ANET dictates Price controls on an open market?

No supply and demand does, as I said. The market still set the price but players don’t trade with each other directly, just like with gems.

Your suggestions create a more simplistic market rather than a complex one.
I have not seen any ‘new’ options you have suggested yet about selling/buying your loot.

Please read my posts again, from the beginning, before you answer.

An NPC TP was one of my suggestions to solve some of the TPs issues, and just as I said before, I don’t think it’s a good solution. I much rather have a more advance TP with the possibility to edit orders. Also some new filters that were mentioned earlier by MithranArkanere is another great idea to improve the TP.

Too simplistic trading post model?

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Kings.7491

TPMN you’re looking at it the wrong way, maybe I wasn’t clear enough. First of all goldsinks don’t have to be removed because of a npc trader, if you look at how the gem trading works the ratio from gem→gold and gold→gems are not the same, some of the gold goes to anet. NPC TP allows for anet to regulate prices, there are algoritms that don’t allow prices to spike and have a slow adjustment curve. Keep in mind that anet have all the droprates which means that they can make a rough estimate of how valuable an item is, then of course the price is regulated depending on the supply/demand as mentioned earlier.

Now with that said, I don’t want a NPC TP, I want a more complex market. I want more options and freedom when it comes to buying and selling my loot. But I think the TP is seriously flawed and I rather have a NPC TP than leave it as it is now. But maybe that’s just me. I was hoping for more discussion about improvements on the TP, not only this won’t work because of that. I’m not saying that I’m right and my suggestions for improvements are the right ones. I was simply trying to address those issues by suggesting improvements.

Too simplistic trading post model?

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Kings.7491

Well there’s always the option to remove the player controlled market altogether and just trade with npc (I’m not joking, or being sarcastic). Like the gem trading. The more items a players sell to the npc marketplace the lower the price, and the more players who buy the higher the price. It would solve a lot of the problems discussed here. It would be simpler, easier to understand, instant sell/buy, no nuts and bolts, just press sell directly from the inventory and the money is at your nearest TP for pickup. No market manipulation, no 6 items/min limit, no exploits, no supply/demand problems, no bloaty interface etc

Too simplistic trading post model?

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Kings.7491

I just had another thought. Having a lot of old listings on the market do matter, and here is why. If I sell something on the TP I sell to highest buy order or just below lowest sell order. If you only look at it from that perspective, then yes it does not matter if the orders are 3 years old or 3 hours old. You could then draw the conclusion that time limit on orders are irrelevant or even making the market less fluid.

But consider this. Having a time limit and forcing old orders to be thrown out of the market don’t just keep the orders more up to date it also forces the sellers to keep their items on the market up to date with the current pricing. If a player make a sell order and that item never gets sold, it’s just that, an item that never gets sold. If the seller is forced to update his/hers order that item might just get sold. What that means is more items will get sold on the TP and at a more accurate pricing. In terms of gold sink that is a good thing right? It’s also great for the players because they will get more items sold and can buy items at a more fair price. Of course there’s the down side of having to relist your old orders, but I’m sure anet can make that very convenient like the rest of the game.

The world is too small

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Kings.7491

what could help is to ADD a slower way to travel, so those of us who enjoy traveling around could be happy too.
more options are always good, less options is mostly always bad.
add flying ships and regular ships that travel between strategic points, maybe a few asura portals here and there and fixed! those of us who don’t want to be constantly clicking waypoints get to enjoy traveling.

I agree. Fast travel should stay as-is but it would be spiffing if there were some more leisurely scenic route options. We already have the airship models. Pop a drinks bar on one of those and have it do a round-trip somewhere. You’d get on at a dock but you can get off anywhere by jumping ship and gliding down. Maybe have a guide that occasionally (not too often) spouts some comedic banter like, “If you look to your left, you’ll see the majestic shiverpeaks and ..yes, we’re just passing over the famous Claw of Jormag. Doesn’t he look small from up here? Isn’t he adorable?”

Or a train. One that does a big circuit around kessex or something. When it passes through bandit territory they shoot at you and try to board the train. There’s an event – stop the bandits from boarding the train. Maybe it could pass by that town east of Cerebroth canyon and the guide could make some joke about that floating castle being a “school for wizards”.

Of course these rides wouldn’t be free. You can’t expect the Tyria government to subsidise everything fully. Maybe there could be a Tyrian GO card for trains, dirigibles and other public transport.

Oh man, this made me smile. You have some great ideas


As I am reading the replies there seems to be mixed feelings. First of all, of course it shouldn’t be annoying to travel, or a huge roadblock that makes it harder to explore the world. And of course you shouldn’t have to wait for 15 minutes to travel between cities, and I never said that neither. I do think it’s important to be able to fast travel to dungeons for example for those who want that. But is it really necessary to have all those waypoints? I takes on average 45 seconds to travel between two waypoints which means that you never have to walk more than roughly 23 seconds. Waypoints shouldn’t just be scattered all over the map, they should matter, they should be guarded by npcs and have a wall to protect them. Not randomly placed in the middle of nowhere. Why not just let the player click on the map and teleport anywhere then?

So what about this, what if we did not get rid of all but most of the waypoints. Inside cities there are alternative travel methods like subways or taxis of some sort, that replace the current waypoints in cities. Between cities there are azura portals for instant travel or alternatives like boats or hot air balloons. The important waypoints, like dungeons and world bosses stays but the rest are removed and other intramap travel methods are introduced. For example glider cannons that aim you toward a particular part of the map or dredge subways between outposts.

Too simplistic trading post model?

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Kings.7491

The TP was one of Anet’s gold sink. Reducing the cost defeats that purpose. If you have to change your sell price because of a mistake, you should follow the “measure twice, cut once” mentality and check your numbers. Yes, mistakes happen, but if you are careful, you can reduce it greatly.

I think you misunderstood my point. This is not about orders made in error, even though, being able to modify them would help if that were the case. Read my example again and perhaps you see what I mean.

Time limit:

  • Do not force a maximum limit on me. I will rage and start an angry thread if you do. This takes away something I can currently do. 3-4 weeks is not long enough for me. (I want to see what happens when Wanze sees this thread.)

Please keep the diskussion at an appropriate level. No need to start threatening people around you just because you disagree. Who is Wanze?

The ability to modify a listing would substantially increase market fluidity and more accurate prices. I’m 100% behind you there.

Putting a time limit on orders is irrelevant and if anything would only make markets less fluid. This is inconvenient and distortionary with no upside as I can see it.

You have a point here. If they would implement the posibility to edit orders, for a discount, I guess it would make less of a difference if there were a time limit on the orders or not. However I still think there are upsides to time limited orders. First of all there’s the gold sink perspective. If more orders where forced to relist more listing fees would be paid. Then there’s the posibility for items to be put up for auction, enabling items to be sold to the highest bidder, thus making a more dynamic market.

The world is too small

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Kings.7491

I remember a game I played some time ago, where I was placed in this massive world that was just waiting for me to explore it. I started running and exploring and it feelt like a never ending world. But was it really? No of course not. Was it huge? Maybe, but compared to other games not that amazing. So what made it feel so big and massive? Well I remember looking at the map and said “I want to go there”. So I did, I walked all the way over there, it took some time but it was worth it because that place had something new and unique for that part of the map.

Surely, you think, it must get annoying having to walk everywhere and that was true to some extent. Walking and riding was the primary way of transport. But then there were taxis, where, for a small sum you could get tranportation from one city to another. That took some time aswell, you still had to move all the way to your destination, but at a faster rate. I specially remember the train, yes the train. There were an in-game train with a trainstation and timetable for transport between citys.

My point is that even if there were a vast amount of different transport possiblitys none included teleportation. There were teleportaion but under strictly limited use. The fact that if you wanted to go somewhere you hade to actually go there and that gave substance and a feeling of how big the world actually were. In gw2, that feeling does not exist. Even if the world is massive there is no feeling of scale or size. Teleporting to where ever you want when ever, takes away that feeling of size. For example, who ever uses the portals thats placed here and there in gw2? No one, because it’s just faster and simpler to open your map and klick where you want to go.

I don’t think it’s too much to ask if gw2 removed all waypoints IF they were replaced with alternatives like hot air balloons, azura trains, sylvari ships or char subways and of course azura portals. It should of course be easy to travel, and it should not take a huge amount of time. Would it not be sensible to offer some of the overwhelming amount of convenience currently in the game for a bit more substance? Would it really hurt if it took 2 minutes to travel from divinitys reach to black citadel in a hot air balloon or the ship from lions arc to the groove?

This expansion is falling apart. [Merged]

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Kings.7491

When I tried to express my concerns about the expansion missing important features and content before it was launched everyone disagreed. I wonder what changed that.. oh yeah right, it was released.

Too simplistic trading post model?

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Kings.7491

About the time limit on orders:

Keeping the market up to date is actually counter-intuitive. You want market prices, in truly competitive economies, to set themselves so having items from 3 years ago has no negative effect on the market at any given time just like items that were uploaded but never bought until prices rose in Mithril (or another resource) just naturally got swept up, those that were too high didn’t budge, and the rest is fine.

I’m not sure I understand what you are trying to say. What you describes sounds like supply and demand to me. But I don’t see how time limits on orders will distrupt that.

constantly listing and relisting items that the game has sent back to you is beyond annoying.

True, but theres also an upside to that. Items sent back to you gives you feedback on what items you didn’t get sold, that is, items that were overpriced. Now, as Tigaseye.2047 points out, relisting your items once every 2 days is annoying, but I was thinking more of a maximum listing time of 3-4 weeks.
A time limit would also allow for items to be put up for auction which currently is not an option.

About the editing of orders:

Instituting an edit function actually weakens the gold sink function of the “tax” that goes nowhere.

Yes that is true and gw2 really need those gold sinks, but let me explain why I don’t think it will matter in this case. I don’t remove and relist my items because of the listing fee. If there was a editing fee that would cover the difference in price (equal or more of the listing fee (5%)) I would edit my orders much more often. For example if I list 10 items for 60 gold I pay a listing fee of 5% = 3gold. My expected profit after selling is 15gold (6gold after transaction and listing fee). Now if someone undercuts me with one copper, I just have to sit and wait for their items to sell, because if I were to relist my items 2 copper lower it would cost me an additional 3gold, lowering the profit to 3 gold after fees. If I instead would pay an editing fee (5% of price difference, minimum 1 copper for example) I would gladly relist my order even if it meant lowering the price even more. In the grand scheme of things there are slightly less amount of listing fees but more editing fees.
I agree with how Tigaseye.2047 explains it

Having said that, it is perhaps a little OTT that you have to lose the whole of the original listing fee (which is quite high, after all, especially for expensive items) just to relist, in this game.
Especially as this game doesn’t allow TP addons, as far as I know(?).
As you say, they could maybe just charge a slightly more reasonable relisting fee, rather than taking the whole of the original listing fee.
It could still be high enough to put people off constant undercutting, without being so high that it makes (occasional) relisting seem unviable.
However, you would need a far larger mailbox limit for the returned items.
Unless they just kept the items indefinitely for you, in a storage type part of the TP, until you could relist (which would be a far better solution, IMO).

As for the price history:
Yes there are third party sites that offer this functionality, some better than others. Most of them are hard to read and not easy enough to use for the everyday gamer and I believe Anet can do a better job.
Some of you mentions the API but believe me, I have worked with it, and It’s not that great.

Price history is provided by the api if you want to track it yourself.

The information that is avalible from the market is very limited and no such thing as history exists. If the developer wants, price, transaction or order history they have to hack it themself, that kind of information is not avalible from the gw2 api.

Too simplistic trading post model?

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Kings.7491

Looking at IRL markets and other well made in-game markets (for example Eve Online) they all have a way bigger feature set than the current on in gw2. I have made a list of things I think are needed in the market:

- Order time limit. An order should have a time limit to keep the market up to date and better represent the current state of the in-game market.
Edit current orders. If I have an order listed this order should be able to be modified. Currently the only way to do this is to remove the listing and make a new one. Editing orders is a vital part of market competition and will create more accurate pricing. Of course an editing fee will be added to cover the missing listing fee but I should not have to pay the whole listing fee again only to lower the price by one copper.
Price history. An in-game graph for price history and moving average can greatly help in determine the real market value for an item.

If there is a good reason for why these features aren’t in the game I would be very interested to hear them.

My disappointment about HoT

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Kings.7491

Part three:

In the end everything is made to be fail proof, you can be an imbecile and still get away with hammering the first skill because of this system. Guild wars 2 have since launch made it clear that this system is here to stay and are continuously making it easier and easier for new and dumb players.

I wanted this expansion to address some of these issues. At least that Arena net would tell us that hey we have not forgotten the veterans or the mature players. As it looks now gw2 is made for children at age 6-15. I don’t think it’s fair and I don’t think that arena net is doing the Guild Wars franchise justice.

But I have played this for too long, I should have seen it coming, kitten ain’t going to change. That’s my disappointment.

(edited by Kings.7491)

My disappointment about HoT

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Kings.7491

Part two:
Now for some deep talk.

Guild Wars 2 have been dumb down to oblivion. Kurrilino stated this in a post and he is right. Guild Wars 2 is and have continuously since launch been dumbed down. I just as Kurrilino have examples of how this is a problem.

The skills
In Gw1 you had 8 skills, that’s it. You were free to choose what you wanted and build what ever build you thought was fun to play. I came from WoW where there were ten times more skill bars and spells to keep track of. I was not old at the time and it was a bit hard to get used to but I did and there were no problems after that. Then I started to play gw1 and thought that just 8 skills was way to little and stupid. But I learned to appreciate the balance in just 8 skills and I quickly got the hang of it. Now, what do we have in gw2? 4 skills are already chosen for you, that is your weapon. Then the game lets you chose one heal skill and one elite skill. After that there is only 4 skills left for you to make a build of. It’s a fail proof system. Whatever you put in those skills won’t stop you from completing the personal story or running a dungeon.

The dodge
If you just look at your enemy and successfully dodge that one single hard hitting blow, your golden. That’s it, now you can complete every single encounter in gw2. There is no fun in this. You can argue that the point is just that, to make the player aware of what their opponent is doing, but when it’s the only thing you need to do it gets silly. This mechanic should, according to me, not be about the damage avoidance, but more about tactical positioning of your character around your enemy, so you can for example get that bonus flanked damage (which is not a thing, yet). Damage should be a constant threat and should test your characters endurance rather than one single blow gets your health down so much you have to spend one or two minutes avoiding combat just to regenerate health. But this is way to difficult and demands that players practice and build skills which we can’t have in gw2 because.. yes you guessed it.

Nuts and Bolts
The story in Gw2 is simple, non complex and easy to follow. This is just fine for the most players and people probably don’t even care. I’m one of those who stand in the middle. I like a good story and I would really enjoy if they could pull off something like the guild wars 1 story (it was not flawless but still very good for an mmo). I know that it could never be as good as a single player game, and I don’t require that. I would be happy even if the story was completely kitten as long as there is good gameplay and mechanics to indulge in instead. But what bothers me is that Guild Wars 2 tries to make a story that is good but makes it too easy and too simple. It doesn’t require that you even try to follow what is going on. On top of that it is childish, for example no character ever swear, they replace that with terms like nuts and bolts. It feels stupid and I feel made stupid when the characters talk baby language with me. It feels like I’m in a kids show. I won’t make any further analysis on the story because I’m
running out of pages here, but stuff like whenever the story moves in a uncomfortable direction it changes, like for example when Majory almost died I thought “hey this can be interesting” but no, the story took an turn out of the uncomfort zone almost immediately.

The lack of holy trinity game mechanics
Note that I say ‘holy trinity game mechanics’ because I’m not aiming at the holy trinity, I use it as an example of what it represents. As it is now you can band together with any randoms, doesn’t matter who or what just get five people together and hammer your head against the keyboard through any dungeon. While this is an easy system to learn and get into it’s not fun. I want mechanics that require the classes and roles in a group to matter, I want hard challenging content that put not my character but me to the test. My ability to work in a group, to communicate and contribute to the group in whole. I want to have responsibility and a purpose. But this is apparently too much to ask for, this is way to hard for a kid to understand so it’s better to just let everyone hammer their head against the keyboard.

(edited by Kings.7491)

My disappointment about HoT

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Posted by: Kings.7491

Kings.7491

Part one:

Hi all.
It’s been fun to read what you have to say.

First of all let me state this:
My expectations for the expansion was that some of the issues that I listed would be fixed or that the game would change in a way that it worked towards fixing them. I will explain what I mean by this and what made me be disappointed of this expansion, or should I say feature pack?

Some of you don’t like my expectations in general, but someone liked that and another one
would have wanted that thing. And this, to me, proves what I was talking about before.
Everything that I stated won’t appeal to everyone. But there is that one thing that someone wants and that other thing someone else wants. My list is not something that everyone wants but that was never the intention. I’m not saying that the list I wrote is stuff that needs to be in the game. I wanted it to light up the idea behind them by examples. I don’t say that I don’t want mounts, because I do, but if arena net were to fix the problem in the first place I’m happy about that, even if I don’t get any mounts. The reason I want mounts is because of the lack of fun exploring and travelling in Tyria, fix that and I’m happy, the idea behind mounts is more important than mounts itself. And this applies to all things I listed.

There have been some confusion about some items on my list and I want to clarify what I mean.

A true raw support class, like monk
This is, I think, the most misinterpreted one. I didn’t say that I wanted the holy trinity, but I do admit that I think it’s a valid set-up, it has been proved to work in many games. But that is not going to happen because of Arena nets principles and I respect that not every one likes it. But you can’t just remove something that fundamental without replacing it with something else. And in this case I think that Gw2 failed miserably. What arena net did was just to take the holy trinity and mashed it into one big pile with a little of everything and distributed it over every class. Everyone is a healer, and everyone can soak damage, and thus making group roles obsolete and no longer necessary. I don’t agree with this “solution”, I think it brings less definition and less fun unique gameplay between different classes and roles. This may be simple and less intimidating for casual and not so bright players (like kids, no offence young humans but you just don’t have the brain cells). It hurts the game in a whole and makes it harder to come up with fun challenging gameplay. My suggestion is that arena net focuses on solving the indifference between classes and give every player in a group an unique role. It may or may not be healing and tanking but something that differentiate players.

Player housing
Some were saying that we already have the home instance and that player housing is redundant. As I stated before with the mounts, the idea behind player housing is more important than the actual house. We could use the home instance as a sort of player housing. You could craft furniture and customize your home instance just the way you want. Imagine
that you have your own forge, fountain, bank, mini-pet collection or trophy room. I want some place that I can call mine and I can customize and improve the way I want to. Think if you could have something like the hall of monuments in gw1, where you could gather and collect your mini-pets and see a direct result instead of just some abstract icon in the bank.

The market
What I mean by regions in this case is in-game regions. I think that making the market smaller and thus decreasing the number of items will make it more stable and less of an overfull pile of trash. You could start by separating the EU and US market for example, but because of the megaervers it may not help much. To address the megaserver problem I think that dividing the market into in-game regions could solve the cross server market issue. For an example if we someday would get a new continent it could have a separate market. This would allow some
items to be priced differently depending on that regions supply vs demand. This would in turn create opportunities for transport and supply roles where players can directly affect the market. But that’s just one improvement, I think that more changes are needed, like for example, I think that gw2 really needs item destruction in a much much greater scale than it is today. This is important for a lot of reasons but mainly for stability.

(edited by Kings.7491)

My disappointment about HoT

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Kings.7491

Okey, so most of you don’t agree with my expectations. But is it no one other than me that expected more? Did none of you have any expectations for the expansion? We haven’t got any information about the scale of the new areas or the story so we just have to wait and see about that. But come on something did you expect that wasn’t in the announcement, or?

My disappointment about HoT

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Kings.7491

I buy this argument Vayne. We still haven’t heard the whole story and there is more information to come. They did however say that they waited this long before announcing it because they wanted to have all the major features set. Which leaves little hope for me :/

But who knows maybe it wont be as bad as I imagine it.

My disappointment about HoT

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Kings.7491

“We don’t need the holy trinity, "
I want some sort of individual roles to differentiate people in a group.

“Player housing? Meh…”
Okey, that’s kreeds opinion

“Heroes? A Guild Wars 1 thing that worked in GW1 because it was a heavily instanced game. "
Yes that’s why I said “I see why this is not a thing in gw2”

“Guild Wars 2 doesn’t need mounts.”
I want a new interesting way to explore in gw2, i think mounts fits the description.

“We don’t need another tier of gear.”
I think new set of gear like legendary would even if it won’t give an stat increase something for many to work towards.

“Mods are restricted right now because they don’t want people to use them to cheat in PvP. "
Don’t allow them in pvp if that’s so very important. There are however many ways to control what can and what can’t be changed in the client by mods.

“A new craft will only make the market for lower craft mats dip for a short while”
That’s why I want it to be hard to level up, take time and be useful even if you have maxed it out. I don’t see how the current crafting disciplines to that.
—————————————————————————
Happy maddoctor? I respect what Kreed has to say but most of it was just a outright “I don’t think your right, just because”. In my opinion he did not solve any problems. Why should I not express my opinions on a forum?

About the heroes thing. What if you could have a skritt following you wherever you go? He can do some damage, maybe not much but still, he can cripple foes or heal you. Just like a rangers pet does in the game right now. Its not an impossible thing to expect, this is just my expectations after all.

Now to illustrate what I want out of this discussion, let me ask you this:
Do you find that there is something missing in HoT that you was expecting?

So far people has hung up on how bad and not good my expectations was.

My disappointment about HoT

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Kings.7491

Hi Kreed.

I don’t need you to prove me wrong, this post is not about how right I am about these things or that every feature that I brought up must be implemented. As I said in the post, all of what I pointed out won’t be appealing to everyone and I don’t see how your disapproval of my thoughts are doing any good other than filling up space on the forum.

I wanted to point out my expectations from the expansion and that anet still has a lot left to improve. But that’s my opinion. If you like the game as it is, good for you. I’ll leave you to happily continue gaming.

My disappointment about HoT

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Kings.7491

It would be very nice to hear your feedback and things that you were looking forward to in the expansion. Remember that this is my own expectations and preferences and all that is listed here won’t appeal to everyone, I know this. There is no need to tell me I’m wrong or this can’t be done because of that etc. This list is for bringing attention to all the things that Arena Net has left to improve and also to bring old problems back to the light, because there seems to be little or no comments from the devs.

So, first you are saying we shouldn’t tell you that you are wrong and what you are asking for goes against the very nature of the game (Healers / Heroes) yet you call these things “improvements” or “old problems”. How does that work? This is more like “What I say is the truth and there no discussion”, why start a discussion then?

To clarify, mostly when you write stuff like this the common answer, like some here prove, is unnecessary things like “this will never happen because it’s not gw2, get over it” or “this is just whining” or “that can’t be done because there are limits on what anet can do”. What I wanted with this post is to tell my point of view about what gw2 lacks to make it a great game. I really want it to be a great game, that’s why I sometimes write stuff a bit heated.

I wrote another thread about implementing different damage types, which had similar comments like “this is impossible to do at this stage of the game”. Somethings that I wrote here like “healers” is a core fundamental feature that is way harder to implement when the game is in the late state that it is today than if it were done in the start. But I still think that it is necessary to point out what gw2 lacks. The first step is always to pin point the problem, then can you fins solutions. We might never get a healer class or mounts. But perhaps we will get something else that will be just as good. When I say healer you should think “individual roles that matter in group” when I say mounts you should think “travel and exploring tyra made more fun and interesting”.

About the cross-region market I meant the regions in game, that is to split it up. This makes no sense at the current map we have, but if we were to get a new continent like cantha there could be a market for only cantha and one market for only tyria. What also could be done to limit the market is to split the market so America have their market and Europe have theirs.

My disappointment about HoT

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Kings.7491

Thanks for all the replies! I appreciate that you share your thoughts

My disappointment about HoT

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Kings.7491

Less of a RNG simulator
This might sound weird to some but I want to know what I’m going to get, I want to know how far I’ve come to that goal and I want to know how much work is left. I do not want a chance of getting something that I can throw in the mystic forge for a chance of getting a box that might contain another box that I need 10 of for this crafting recipe that gives me a component that I need to put in the mystic forge… you get my point.

A third person camera that work, first person view and ui changes
Fix the third person camera, just do it. It is way to centralized and too low down. Why did you remove first person, just why? It worked fine in gw1. I also miss the freedom to configure and place the hud exactly where you wanted it on the screen, why remove this feature? why?

New dungeons and/or raids
A structured organized way to really test you mettle, why not? I remember the Shiro Tagachi fight in the end of factions. It made me cry in frustration but when I did it, when I finally did it, kitten those npc applause and salutes felt real.

Mounts
Some people dislikes mounts, I don’t. I think they are fun, visually pleasing and gives more freedom. But I don’t think that the current gw2 world structure is appropriate for mounts. I was therefor hoping that in the new expansion they would make for example the crystal desert a huge open area with a lot of open terrain. This would be unpractical to traverse, unless you had mounts. The waypoints should be more disperse and less frequent around the world and somewhat replaced by mounts (travel inside a map should be primary for mounts while travel between maps is done with waypoints). You could also add speed limits for example so while in the open you are free to travel in full speed while near cities you travel slower and also areas where mounts are prohibited like in the bank. Imagine the traveling across tyria on a giant mech spider, scorpion or raptor.

The market
I was really hoping that you would reconsider your market, because it’s a disaster. I were hoping that the new expansion would give more opportunities for stuff like cross region trading. There is no good way to earn money unless you grind dungeons over and over. I look at the market at EVE Online and I see just how ridiculously bad and poorly implemented the market is in gw2. There are no industry because everyone can do everything when it comes to crafting. There are no real roles in the market like gathering, processing, assembly or transport.

Legendary Armor
Nothing I would personally go for but I would still like to know that there is something I could progress towards when it comes to gear. However my personal preference is that legendary should have a stat increase or at least that the ascended armor get a stat boost and the legendary armor have equal stats as ascended.

Mods
Yes please, make gw2 modable. I do no buy the argument that it’s confusing for new players. Please consider players who want that customization and freedom that mods enable, more options is almost always a good thing (the complexity lies in how to ‘hide’ the advance options for advance only players).

A new crafting profession
Something that’s useful and actually is hard to level up. This could also be a good source of material sink for low tier materials.

Map queuing
I have recently started doing tequatle on a daily basis with my friend. However joining each others maps are more difficult than it’s worth because of the lack of queuing into full maps. As it is now you have to spam the join button, just like www before that got patched. I thought that the idea with mega servers was to bring friends and guild mates closer.

More than one specialization
So why is this called an specialization when you have no options? It’s more of an optional upgrade. Sure there will be more in the future but this is an expansion after all. This feature seems unfinished to me, why release it if it’s not done?


It would be very nice to hear your feedback and things that you were looking forward to in the expansion. Remember that this is my own expectations and preferences and all that is listed here won’t appeal to everyone, I know this. There is no need to tell me I’m wrong or this can’t be done because of that etc. This list is for bringing attention to all the things that Arena Net has left to improve and also to bring old problems back to the light, because there seems to be little or no comments from the devs.

EDIT:
This is my expectations, I’ll gladly read what you think about them but my main question and reason for this post is:
Is there something you find is missing in HoT that you where expecting from gw2s first expansion?

(edited by Kings.7491)

My disappointment about HoT

in Guild Wars 2: Heart of Thorns

Posted by: Kings.7491

Kings.7491

I watched the PAX announcement on twitch about HoT and I actually have to say that I’m a bit disappointed (btw the host… it felt like i was watching a kids show). Sure there were some things that caught my attention but really nothing more than that. I just can’t help to think about all the things that I was expecting from the first GW2 expansion. It have been so long since launch that I was expecting an almost complete new game. I did this list because the current announcement makes HoT look more like a feature pack rather than a full price expansion.

Okay so lets start by listing stuff that I expected to be in the expansion:

A new race
I remember that some one said that if you ever were to have a new race or profession in the game it would be a new race. Why? Because of the balancing problems you had in gw1 it is much easier to create a new race. I don’t need to give examples of new races. There have been many wild speculations already but still this does not seem to be a thing.

A true raw support class, like monk
I know how much Arena Net and their fanboys detest the “holy-trinity” but I think that done right it is a lot of fun. I don’t necessarily say that we need a healer but a class that really makes the difference in a dungeon or raid. I find that the problem now is that every one runs full glass canon dps, why? Well it works, and it the best way to do it as it is right now. But if we would have new truly challenging content in this expansion what would that mean for a glass canon dps group? Well hopefully if it is truly challenging that won’t work. So what do we do then? Well if we had one person that acts tank and get all the toughness he could tank, but only he. There is no taunts or tanking in gw2 so there is no way to control who takes the damage. One way to solve that is that everyone is a tank, but now no one deals any damage. So what I’m looking for is a support class that can protect the dps so they for instance heal for the same amount as their damage but the same class can buff the tanks so they deal more damage for instance gain might on each hit.

Quests
I liked the quest system in gw1 and I think it was a mistake to get rid of it completely. You could have made it just a little different and it would fit in gw2 just fine. I imagine something like this:
I wander around in brisban wildlands leveling my character. I stumble upon the mighty skritt king and is curious about who he is. So i walk up to him and talk to him. He says that he is the mighty skritt king and have many shinies but one shiny very dear to him is lost. I a mighty hero of kryta accepts the quest to find the special treasure.
The quest should give some money, xp and achievements depending on the quest. I would also like if there were no quest markers, finding the quest should be an reward for exploring itself.
Quests can be many things like a great opportunity to give some extra lore, endless opportunities to expand and make new epic quest arcs, encourages people to talk and interact to npc’s, encourage people to explore, makes use of all the maps in the game, it’s completely optional, it’s a good complement to dynamic events.

Player housing
Yes, I wanted this a lot. This is so huge of a game changer. Think of all the good it can bring. The end game goals, the prestige, the gold sink, the value increase in low tier materials, the role playing, and the list goes on. Please make this happen.

Heroes
I loved the heroes in gw1, however I see why this is not a thing in gw2. I still really enjoyed collecting heroes and then gearing them up. The best part of it all was the combos and builds I made to complement my own build. Perhaps this could be a thing but in a smaller scale, like if we all could have a mini like hero to company us around tyria.

Templates
Is this so hard to implement? Just an option so save and share different builds is huge. Now that traits are free to change i really don’t see why this is not a thing.

New weapons aka new skills
This is something that we have heard were a thing but is never mentioned. I liked the skills in gw1 and that you were free to put together a set of skills to make it perfect for your play style was a lot of fun. It was a huge disappointment for me when this was not carried over to gw2.

Slow walking among enemies

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

Ummm…. What if I don’t want to stay and fight?

Escape then?

And using my skills don’t always work, sometimes mobs gives me blindness for 30 seconds, which leads to me turtle walking for more than 30 seconds!

Ever thought about throwing 1 random skill and making it miss due to blind? Nope~

Having to ‘stay and fight’ won’t make the game challenging. I am talking about normal trash mobs which can’t even kill me if I stood completely still and was occupied with searching for treasures in my nose. I get nothing from killing these mobs and they are only an unnecessary obstacle between me and the actual fun game play that I’m seeking.

You gain nothing? Oh, too bad for you.
I always drop something nice.

I think you missed the point Tao. It’s not about loot and escaping the fight is what I’m trying to do but I constantly get slowed down for no apparent good reason.

@Jana
I don’t want to go in discussion about the WvW or PvP aspects of this mechanic because there it actually have some use, it’s only in PvE that I don’t see why it exists.

Slow walking among enemies

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

Why does your character slow down when you engage in combat?

I find this very annoying because most of the time when I’m traveling around I do not want to stop and kill every single trash mob I run into. So i run pass them, which works, unless I get hit by something, because now all of a sudden I’m unable to run normally. Why is this? Why does this feature even exist? Why can’t I just be left alone and run passed enemies I don’t want to fight even if some of them manage to hit me.

Just remembered how annoying this was when trying to do jumping puzzles.

Why it is like that? Umm.. Becouse if you are hit you are supposed to stay and fight, or use you skills to get away. It is there to make the game challangeing even when/if you run from point A to B. The game would be pretty booring if you could just run past everything … just look at a few dungeons where players just skip 80% of a dungeon. Meh…

Spirnt, dodge, block and skills to increase the gap between you and the enemies.

Ummm…. What if I don’t want to stay and fight? And using my skills don’t always work, sometimes mobs gives me blindness for 30 seconds, which leads to me turtle walking for more than 30 seconds! Having to ‘stay and fight’ won’t make the game challenging. I am talking about normal trash mobs which can’t even kill me if I stood completely still and was occupied with searching for treasures in my nose. I get nothing from killing these mobs and they are only an unnecessary obstacle between me and the actual fun game play that I’m seeking.

Slow walking among enemies

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

Why does your character slow down when you engage in combat?

I find this very annoying because most of the time when I’m traveling around I do not want to stop and kill every single trash mob I run into. So i run pass them, which works, unless I get hit by something, because now all of a sudden I’m unable to run normally. Why is this? Why does this feature even exist? Why can’t I just be left alone and run passed enemies I don’t want to fight even if some of them manage to hit me.

Just remembered how annoying this was when trying to do jumping puzzles.

Damage types

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

A lot of you like to compare this to GW1. I played GW1 for more than 400 hours and did not even knew there was different damage types that affected mobs, which indicates that GW1s approach was poorly implemented and non significant. That is not what I want to see in GW2.

I want this system to be properly introduces to players early in the game so they know what it is and aware that it exists. You should be able to complete encounters without even having to think about the damage types, however it comes with the cost of more deaths and less damage per second. Keep in mind that no enemy should be immune to a certain damage type, just make it less effective. If you want to make your adventures easier and more effective you should be required to think about the damage type you apply and what resistance to use.

Switching between damage types should not be that hard, but not free. You could for example switch weapons from a sword which has fire damage to a greatsword which has earth damage. Or if you really like that one greatsword that you always carry with you, there can be other alternatives like sharpening stones or maintenance oils that change that weapons damage type.

If you argue that this makes your build or character useless in some situations this is kind of what I want. To clarify, you should be less effective in some situations but if you just stop and think for a moment you can adapt your character and have no problems to complete that specific task. You can’t be jack of all trades without any drawbacks. You should not be able to complete everything in GW2 without having to somewhat customize or adapt your character.

Damage types

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

I don’t buy this too advance, too complex mentality. With that Guild Wars 2 is going to end up more like “My little pony” for carebears rather than a great MMO.

You can gradually introduce this system to new players much like any other system in the game. I don’t think that’s a problem. When I started playing wow many years ago I did not understand much at first ( I was a newbie kid). However that did not scare me away, more the opposite. I wanted to get better at the game and learn more about it.

This is not about gear, think of it more like the dodge mechanic. It’s available independent of your character or gear. This system would bring more awareness towards what you actually is fighting against, and require that you think about your attack approach.

Damage types

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

Why is different damage types not in the game?

What do I mean with damages types? It’s really simple, let’s say that you’re up against the Megadestroyer, which is a huge fiery effigy, and you cast a firestorm on him and applies full damage. This makes no sense. The Megadestroyer should inflict fire damage to players and also have more resistance against fire damage. So if you try to do any fire spells or attack against him he will not take full damage. However he does not have that much water resistance so dealing water typed damage is a good idea.

Every damage resistance should of course have a counter damage type. How many damage types and resistance there should be in the game is really up to the devs, but perhaps the generic fire, water, earth, air (and shadow, holy ?). Every NPC and mob does have a resistance table. For example Megadestroyer have a lot of resistance against fire but very little against water, undead have a lot of resistance against water (primary) and earth (secondary) but less against fire and air. This would mix things up more than christmas and make every single fight more interesting. You have to adapt towards your environment, failure to do so will give you a hard time.

How do you adapt? Every spell in the game will have a damage dealing or damage resistance type. To be effective in combat you need to know not only the enemies weakness but also your strengths. The elementalist is a simple example, switch attunements towards what mob you’re up against. This might seem limiting but in my opinion it’s only so slightly considering that most mobs that is not bosses won’t have neither a great variety of resistances nor will they have a lot of resistance in total. It gives you more of a reason to use all different attunements and think about what you’re actually doing. So what about the other classes? Well all spells have a damage dealing or damage resistance type, so even warriors have different “attunements” when choosing weapons and switching between them. The sword for an example can be of fire damage and the shield can be water damage or resistance.

What about PVP? All players have a base resistance of zero in every damage type (it wouldn’t make any sense for players to have resistance). In this way you could just ignore damage types completely in PVP if that’s what the devs want. However I do think that adding damage types in PVP is a great idea. Think of it this way. You see a elementalist casting a firestorm over you allies so you pop your fire aura that gives your allies more fire resistance, and all of a sudden you have turned the tide in battle. This system would bring more complexity to PVP fights, something that I personally think is desperately needed. With more complexity in the game there is more that you can practice on and master. This system will bring that extra complexity into PVP (E-Sport hint hint).

Some final thoughts. It’s a big system that will require a lot of testing and tweaking before it’s perfect. However starting small and limiting the number of fights using this system will make it easier to implement. It’s just easy enough for anyone to understand but hard for everyone to master. The potential is great as you expand into damage bonuses on weapons (enchantments?) and special damage types only found in dungeons and Tyrias darkest corners. I would like to hear your thought on this and why i’ts not in the game.

Panorama

in Community Creations

Posted by: Kings.7491

Kings.7491

That’s a great idea, will do

Panorama

in Community Creations

Posted by: Kings.7491

Kings.7491

I added Rata Sum to the album, it looks amazing

Panorama

in Community Creations

Posted by: Kings.7491

Kings.7491

Thank you

First I made a fake resolution of 4k, not necessary really, but more pixels equals better in this case. Then I found a spot I liked and took screenshots all around me, making sure that they somewhat overlap. Lastly I used a feature in Photoshop that’s called Photomerge which adds the pictures together. Did some fine tuning and then I was done.

Quite easy but very fun to do

Panorama

in Community Creations

Posted by: Kings.7491

Kings.7491

Hey guys, I tried to imagine how GW2 would look like with VR. So I made some panorama pictures and realized that you miss out on a lot due to the boundaries of the screen

http://imgur.com/a/TXQDI#1

[Merged] Think "Mounts" outside the box!

in Suggestions

Posted by: Kings.7491

Kings.7491

Mounts are a huge topic, the possibilities are endless when it comes to rarity, design and features. I think this would add a lot to the game even if it’s just one or two mounts per race for starters. Make them expensive, feature rich and good looking.

I want mounts so I can travel faster, waypoints are adequate and all, but they cost money and you just don’t see as much of this amazing in-game world. And yes I do want a speed boost that is more than 33%, more like 50%.

I want mounts so I can skip mobs in the open world, who cares about trash mobs anyway? They are often just placed in a annoying grid pattern that’s in my way.

I want mounts so I can show off how bad kitten I am. Award them as a special reward for achievements, money or just plain luck loot, hell I would even buy them for gems.

Suggestions for race specific mounts:
Human – Horse
Charr – Tank (some sort of machinery)
Asura – Motorbike (In a transforming golem style)
Sylvari – Oakhearts
Norn – Warg (Or a really big wolf)

Some stuff I've thought about

in Suggestions

Posted by: Kings.7491

Kings.7491

Hello everyone, here are some thought of improvements I have. If you agree, disagree, thinks this has been said before or just thinks something is totally absurd or stupid please let me know.

GENERAL

- A gemstore item that will increase the maximum stacks of materials in the bank to 500.
- A use all option. I sometimes want to drink all my karma potions or open all my chests and so on. I don’t want to spam my mouse until my arm breaks.
- A custom buy amount option, so that I can buy all 250 Obsidian shards at once.

TRADING POST

- To be able to sort by light medium and heavy armor types. All filters need a serious reamp, i mean where do i filter dyes?
- I want to be able to see all active orders in the trading post, not just lowest bidder or lowest seller. Give me more information.
- Graphs of recent sell and buy orders, and price trends.
- Satchel armor bags not listed under armor or level, again fix the filtering problems.
- Perhaps a advance UI option where more information is available so it can be noob friendly for those who wants that.

CRAFTING

- A filtering option by stats, this is very needed when cooking or jewel crafting.
- Increase food stats so that food becomes more useful, make it a everyday item and more useful so that the prices can go up.
- Give damage boosts to specific creatures in cooking instead of like huntsman.

HUD

- A fully customizable HUD, movable and scaleable. To be able to deselect which stuff that you don’t want on the screen, like the black frame border for an example. To be able to move around everything or maybe even allow different types of health and skill bars and UI textures.
- Option to see DPS Meter, if not always perhas at training dummys for build tests for an example.

(edited by Kings.7491)

[Merged] Twisted Portal device doesn't teleport

in Bugs: Game, Forum, Website

Posted by: Kings.7491

Kings.7491

I tested again in LA while transformed, with a kite and minipet out, still no luck though.

[Merged] Twisted Portal device doesn't teleport

in Bugs: Game, Forum, Website

Posted by: Kings.7491

Kings.7491

Also, me and my friend were in Lion’s Arc when trying to use it. I noticed that after a while I got overturned again for no apparent reason except perhaps from the portal device I had been using earlier.

[Merged] Twisted Portal device doesn't teleport

in Bugs: Game, Forum, Website

Posted by: Kings.7491

Kings.7491

I’m not getting anywhere with the Twisted Watchwork Portal Device. It knocks me over and then nothing. I have tried two times and my friend have also tried with the same outcome.

Black border frame HUD thing is annoying.

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

From the beta I have wondered why this black frame even exists on my screen. It serves no purpose other than being visual. Which for me doesn’t look that good and blocks my view. I sometimes walk around without the HUD completely to get rid of the black frame, however I can rarely do that for long. I would like to see an option to remove the frame.
Perhaps it could be an option in the fully adaptable HUD that I miss from Guild Wars 1.

Do you use the backpack "compact" feature?

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

There is nothing worse than accidentally pressing the compact feature when you have your own sorting. It have happened to me a couple of times and it only frustrates me when I have to spend 10 min to sort everything again.

Lets figure out some drop rates!

in Super Adventure Box

Posted by: Kings.7491

Kings.7491

~60 chests – 4 Skins
3 Shortbow
1 Longbow

100% map completion not going to happen.

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

As the previous speaker stated. Getting 100% in WvW isn’t necessary hard, it’s not a question about trying either. Because however big your zerg might be, it’s never enough for some of the vistas or skillpoints on the map. I’m starting to believe that the people that say things like, try harder, it’s a pvp achievement as well or just wait for color rotation is either here to troll or just don’t get the point.

First of all, I don’t necessary have a problem with WvW being part of world completion. My problem is that because of WvW I can’t get the 100% world completion. I’ve worked really hard to explore every corner of Tyria only to get stuck in WvW and being forced to wait for color rotation. This could easily be fixed by simply remove or relocate the vistas, skillpoints or points of interest that is located inside a fort or tower.

Secondly, this is a explorer achievement. I don’t know what that means to you but for me it means exploring new areas, not doing the same thing on a identical map three times. That’s why I think Eternal battleground and one of the borderlands is sufficient for WvW map completion.

100% map completion not going to happen.

in Guild Wars 2 Discussion

Posted by: Kings.7491

Kings.7491

Hello everyone! I currently have 99% World completion. The only thing I have left is one bloody Vista. ONE VISTA, and it’s inaccessible to me. Why? Because it’s locked up in a silly fort which I yet have not been able to capture. The only reason I got it on the other maps is because when WvW resets we get the fort on our home border. But somehow this one bloody vista is placed in a borderlands that we never seems to get. I have waited for this to happen in several weeks now. This is starting to kitten me off. Badly.

So please for the love of god and all that is holy, Put the Vista elsewhere. Someplace in the open world where it can be accessible. Don’t lock it up behind walls. Please!

[Poll] Should the SAB stay permanently?

in Super Adventure Box

Posted by: Kings.7491

Kings.7491

1UP

I don’t see this as event material, I see it as a great mini-game. Lots of fun and potential for something even bigger.

(edited by Kings.7491)

Idea: Legendary greatsword (MoonLight)

in Suggestions

Posted by: Kings.7491

Kings.7491

I agree with Kraeje. Thumbs up for the work you put into this but I really don’t want another greatsword in the game, considering there’s only one of all the other weapons.

Don't nerf me, nerf them!

in Suggestions

Posted by: Kings.7491

Kings.7491

I do not see that some classes need to be nerfed and others improved. They all have different pros and cons, play your character correctly and make the best of the benefits you get.
For me it’s a question about how to counter attacks and pros of other proffessions instead of nerfing everyone/everything that makes the game hard and challenging. In PvP for example I play with a build for anti conditions. It makes me particulary good at counteract classes that focus on conditions but weaker against those who don’t. So I have to pick my targets.

What I would like to see more in the game is more ways to do this. More spells to counter cc (I can’t find a single one that breaks cc on my guardian) and more combinations of spells (the build system in GW1 was really good). I more than often find myself in situations where my character is uncontrollable (due to stun, fear, polymorph or whatever) in several seconds and I’m sitting there watching him die.

Reward Laurels to Level 80 Characters

in Suggestions

Posted by: Kings.7491

Kings.7491

This is absurd, just because you level 80 you should get ascended gear for free? What’s the point of doing fractals then?

In game party finding tool please

in Suggestions

Posted by: Kings.7491

Kings.7491

That page is great but not all people know of it. It also have some flaws because it’s stand alone from the game. One example is that once you found a group you have to manually remove your search, and some forget to do so, which leaves outdated search results.

Guild Wars 2 already have the ground to stand on for this kind of tool, cross server party and dungeons are already possible. The fact that you get suppressed by the chat system when you try to search a group in-game is very obnoxious and just another reason for me to have a dedicated looking for group system. May it be a separate chat channel or a real nice GUI, but something that makes it easier to find a group would be great.

Uncontested Temple of Balthazar

in Dynamic Events

Posted by: Kings.7491

Kings.7491

Uncontested at Far Shiverpeaks (EU) atm

Difficulty level for non-tanking classes

in Personal Story

Posted by: Kings.7491

Kings.7491

I’ve played the personal story on both my guardian and my ranger, and the way I see it is the opposite. Instead of making it easier for the “non-tanking” classes, it should be more challenging for the “tanking” classes. I found the story way too easy when playing on my guardian, and just made me annoyed because the waves and waves of enemies wasn’t difficult, it just took so long time.

Please Reconsider Legendary Weapons

in Suggestions

Posted by: Kings.7491

Kings.7491

Wow, that was a really good post. When I firts read the title I thought “oh another wining post about legendarys”. But you proved me wrong, and you really summed it all up. I escpecially like this part"Those of us who have done all the dungeons, finished our personal story, maxed our crafting, polished off 100% world completion, and even amassed a pile of skill points, karma, laurels, etc. — do we not deserve a Legendary?". After all then we have done all that the game has to offer on the PvE side, and that does require some dedication to the game.