Showing Posts For Loswaith.3829:

Sigils on 2handers

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

The thing is, sigils only work on the weapon skill created by that said weapon. …

Actually this is incorrect… sigils work on any weapons currently equiped (reguardless of the skills it provides).

However keep in mind that two-handers have 10% more weapon strength (also refered to as the weapon damage) than single-handers and 20% more weapon strength than off-handers (weapons that can only be used in the off hand such as foci, shields, torches, and warhorns).

Due to two weapons having their weapon strengths averaged, results in two single-handers being 10% less strength and a single-hander and an off-hander combo being 15% less strength (before skill co-efficients) when the average is taken into account.

Given damage is linearly based increase based on the weapon strength this equates to a damage increase of two-handed weapons above that of the other single/off handed weaponry (by 10% for single/single combo and 15% for single/off combo, again before skill co-efficients are taken into account).

Guesting is Coming

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

Much like many others this puts me in a position of playing with my guild or playing with my RL friends.
Being oceanic my RL friends and I went with EU, because of lower populations (we didnt need to clutter up the NA ones), and a slightly lower lag time. We did this expecting that guesting would let us play with the rest of the world, as a chunk of our time is going to be during higher NA population times (we were happy to wait a while for the guesting playing short term in our on small group). Due to holidays and the like a few of us will miss out on the free transfer window (assuming we could all get on the same server anyway).

What I dont get is how this cant be implemented.
Guild chat happily can link 10+ worlds at once across both regions, we can cross region group (abet we cant play with them however), the trading post is completly global, mail can be sent across regions.

This shows there are obvious data links already between the regions. While sure character data is a bit more heavy than some of the others it is also only being shared between the regional data center and a single world at any one time (the data centres themselves dont need to be synchronised with each other).
I can only conclude that it was a concious decision to do so from the outset.

Enemies respawn too fast in my personal opinion

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

Well it realy depends on how the spawn happens.

If it is actually a global timer (as oppoesed to individual), then it is quite possible to have them spawn in less time, especially if you happen to kill the previous spawn just before the sweap occurs.

That said I’ve had in many places enemies spawn ontop of their own corpse (ones without loot) before it degrades. I have no idea what the time is like on corpse degrading, but it indicates a very rapid respawn rate.

Maybe the timers just need some tweaking, to a timer where a typical players can kill that creature then add to that 60-120s (as in most cases even a 120s respawn is faster than you can kill a veteran).

Even at 120s that is also quite fast for soloing (leaving no room to breath) and simply promotes people to just run past combats rather than engage them.

(edited by Loswaith.3829)

How to make 1 glob of ectoplasm, into stacks!

in Black Lion Trading Co

Posted by: Loswaith.3829

Loswaith.3829

From my blog post:
“The Guild Wars 2 economy (and virtually every other economy in the same vein) is not designed to have any loop that involves creating value for no cost.” …

Isn’t the major cost simply time spent. If time spent isn’t considered a cost then any thing you do that results in a reward is creating “value for no cost”. thus falls into an exploit bracket.


On other matters the cost field leveled out, sure those that got in eairly made a profit. Welcome to business thats what its all about. The share market is all about buying low and selling high, manufacturing is buying raw materials low selling finished goods high. Even salvage works on the basis of buying low finished products (usually damaged or unwanted) and selling the raw materials again high. Sounds like normal business practices to me.

Though doesnt shutting down this potential market now reward the ‘exploiters’ again as they can make even more coin selling off any remaining ectos when the price again rises?

Snowflake Orichalcum Earrings

in Crafting

Posted by: Loswaith.3829

Loswaith.3829

The mithral ones are seriouslly worse than masterwork. you get 1 less stat than a secondary value, 1% less MF and only 1% boon from the upgrade slot.

WTH this isnt worth the 3 jewels, when masterwork is byfar vasty superior, it was worth the 1.

Though I honestly cant see how ANet didnt see that this would be exploited, its kinda obvious.

Operation: Union - Bringing Players Together

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829


The only gripe I have is the lack of practical armour sets. Sure I do like some of the audacious outfits but I love my good set of practical armours. I would like to see more medieval plate armour but with more variations. That’s just my personal preference.

Definatly like more functional looking armours, weapons too for that matter. Im not that much of a fan of the Anime style weapons that seem to be about, thankfully they seem mostly on the 2h side of things so I can happily avoid them.

And again a welcome and greetings to any further new members.

Magic find

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

Do keep in mind that MF effect the loot table you end up getting loot from (higher tables, better/different loot chance), not the final outcome, it also is effected by the base % of getting too one of those tables.

For example if you have 5% chance to get to a certain table that 5% * 1.7 making it still only 8.5% chance to hit a better table, that may or may not have a significant increase in potential drop rate.

All in all its hard to say how much better the next loot table up is than the previous one. So while you may be in the next table it may very well have only an increased chance of droping masterwork items by 1% over the lesser table, so still greatly determeined by the RNG gods.

Operation: Union - Bringing Players Together

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

Hail! Unionites.

Welcome to those that are new.

I realy have to read this more often as 2-3 pages goes by so very fast :P

PS: I think I stole the 1111 post :P

Illogical weapons pricing

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

… (i never quite figured out how off-hand weapon actually affects the overall dmg). …

All weapons of a type (2h, 1h, offhand) roughly have the same weapon strength on average (there are slight variances)
Dual weilding you get the average weapon strengthof the two weapons.
2h you obvously get the weapons listed weapon strength

Generally speaking 2h weapons have ~10% more weapon strength and +1 on their primary stat over that of dual weilding (on the assumption the two weapons have the same stat combo).

There is a further breakdown however.
Off hand only weapons (shield/torch/horn/focus) have ~10% less weapon strength than a single handed weapon. Bringing the average weapon power down ~15% to that of a 2h weapon (due to the 1h/off-hand strength being averaged).

The advantage of dual weilding is however a second sigil (which of course has its own inherant cost to purcahse/find) and the flexability of having 2 seperate stat bonus sets.

I do think the factor of having to get/pay for 2 legendaries over just one has some influence on people using 2 handers, though I hope that is the minority of cases, either way the greater weapon strength does have an impact.

It was one thing I thought was odd with crafting was a staff uses 9 wood while both a GS uses only 6 metal, same as a normal sword.

Operation: Union - Bringing Players Together

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

Hello to all the new recruits there be alot of you so apoligies for not listing you by name.

@BongiB
Also Isle of Janthir (IoJ) is a secondary Australian/New Zealand congreation, and I see a fair few guild members on that also. The downsides are Sea of Sorrows (SoS or Sea) and IoJ are often both full and you cant get on them.

I feel too powerful as a lvl 80 going into a low level area

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

Keep in mind that comparitivly the level 1-15 zones are fairly easy, even with you are 1-15 (ie. You can tank most normal opponents, even as an elementalist) individually or in small groups (for some of the tougher classes). While the 15+ zones offer a decent step up in difficulity for characters in the 15-20 level range as well.

This is more noticeable at high levels most likely in that you now have head and sholder armour as well as amulets, even down-scalled you are likely doubling (or more, due to traits, rune sets and sigils) most stats a typical 1-15th level character will have as well (typically resulting in half the incomming damage and twice the outgoing of a character suited to the level).

Any major overhaul of the downgrading system also has the potential to make those areas too hard for those that are meant to be there as well.

All in all the 1-15 areas are meant to be fairly easy, though even just grabing a basic or magic or masterwork weapon (without sigils) of your actual level can likely make a difference to the damage output you do.

Who Got Chest and why?

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

The differences of who got and who didnt can be to do with roll-out time too. Any judgements as to who gets what are likely best held off until about this time next week, as im sure it will take a few days even automatically to go through all the accounts.

enough is enough

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

The bigest joke in GW2 is the “play your own way”

….
….

I want an instant kill button. I mean it said I could play your own way! Where is my instant kill button!

Ohh I also want a button to summon 100 gold! It said I could “Play your own way”, so that obviously means I don’t have to worry about in game gold at all!

Also where are my guns! I want guns and 360lolz no scopes, cause “Play your own way” said so.

GW1 did fairly much let you “Play your own way”, you had a good choice of skills and options to create a build that worked for you (within the confines of a game), you could happily even swap weapons even as an elementalist. So to expect some precedence of Guild Wars 2 to do the same isnt that far a strech given it’s a sequal game.

Aside from the instant kills bit all the other things you mentioned are there, you can summon 100 gold at the push of a button (or rather a few buttons) by buying gems, there are guns btw.

Though feel free to troll more.

enough is enough

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

The bigest joke in GW2 is the “play your own way”

Play a conditions based warrior with axes/greatsword – unlikely
Play a single element elementalist – if you want to be rubish
Use mostly heal skills – nope
Not use elite skills – you waste a slot
Want to be non-condition thief – tough luck
Ranger without pets – wasting the class skill
Play a warrior and use the off hand weapon’s boost – nope
Play a real support character/healer or tank – nope, we removed the trinity
Have a choice of which slots to put weapon skills – fat chance.
Want to run more than 3 utility skills – nope
Want to run without a heal skill – sorry
Want to solo – sure but you will need to avoid half the game
and 100s of other things you cant play because of the inherant limitations.
Sure the skill system of GW1 would have been tough to keep balanced but it was well worth the effort.

I’m guessing people dont want GW2 for the most part to be the same as GW1 (we do want something new), however the playing of GW2 is more like Warhammer online or Rifts (both taking a hand from WoW) than GW1. Sure you get a little more choice than other mmos but coming from the predecessor game (GW1) you have very little choice in comparison.
The cop out that GW1 wasnt an MMO is a joke because that what it is generally classified as since its release (because you could have 100s of characters in the one place at the same time, not just looking at some UI). Thats kinda like saying Half-life wasn’t an FPS because it had a cohesive story.

Dash

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

It would cause anet to eventually litter all the zones with mobs that cause every kind of mobility kill under the sun since I bet it’s main use would be for running away or past things.

That said, there have been many a day that I’ve found myself jonesing for a non-attack sprint key xD

Most 50+ zones have this anyway. :/

Account Bound KARMA

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

I’d like to see it become account bound. or at least depositable to bank like gold is.
When I think of currencies in GW2 I can’t seem to remember a character bound one.

Badges of honor, dungeon currencues, new fractal currency, gold, karka shells all are account bound (or tradeable in case of gold).
As an avid re-roller / altoholic I cringe everytime I had to delete a character thinking of my karma loss.

Why can’t I use one character to farm karma and use it to dress up another character? Like I can do with all the other currencies.

An option is to buy exoitic/rare/exploratory recipies for crafting as those are account bound before deleting to make space for a new alt.

/deaths /age

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

Well the count will be a bit skewed if you look at people that PvP/WvWvW allot compared to just the PvE side of things.

I generally dont care much for PvP/WvW and dont have a ping to realy support it either, so as a PvE refrence;
80 Warrior: 239 Hrs, 62 deaths.

Compared to PvPers:

If you parse the numbers carefully you’ll be able to pick out the people that spend a serious amount of time in WvW.

lol, you haven’t even seen a serious pvper yet. I play mainly pvp on a guardian (tanky class that dies less than dps), and just look at my stats

80 guardian- 686 hours- 1,899 deaths.

I don’t even play as much as other people and I’m only rank 38 while there’s people in their 50’s now, who main thiefs and warrior and such. I can’t even imagine what their deaths and age are

Crafting benefits, extra Signet Slot

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

Signets were in GW1, and if I recall right didnt use energy. The passive/active effect is more the GW2 function (since we dont have energy).

As a purely passive effect only I could see it working (’haps even at the expense of a accessory slot, or an accessory upgrade slot), though doubt it will get added as classes with more signets have an advantage over others in this manner.

I wouldnt tie it to crafting however.

Why Skin Wardrobe should be a high-priority

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

@Targren
Yea I hadn’t considered the data storage cost (though an individual character is less than across an entire account, because things they cant use can simply not be allocated space, but it will still take up more than just the one batch if a few characters get in on it).

We can only hope they hear the number of people interested and believe themselves that it’s worth the effort.

(edited by Loswaith.3829)

Operation: Union - Bringing Players Together

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

I wouldn’t go the mandatory representation, it kinda adds a hardline to the guild that is in essences counter to the casual/helping style.
If Im playing with friends from another guild I’m in I try to represent so its a showing for the guild that people do play togeather, if soloing I represent the guild that I feel needs the influence the most.

Unfotunatly this works good and bad as only those representing see any discussion (though thats alwasy going to be an issue untill ANet adds in the ability to listen-in to guilds your not representing).

Why Skin Wardrobe should be a high-priority

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Posted by: Loswaith.3829

Loswaith.3829

@Blueshield
I do agree that ANet would likely see the better option as doing it per character. Thus more likely to swallow the red pill and heavily consider the benefits of adding in the wardrobe/armoury feature in some capacity.

Why Skin Wardrobe should be a high-priority

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829


I’m not saying that I’m against the idea of a skin wardrobe – I’m fully in favor of it. I’m just indicating that I don’t think it’s realistic to expect one, since there’s more money to be made by not implementing this.

Actually I honestly dont see how they can make more money not doing this as they can by doing it. As it currently stands there is little incentive to use the transmutation stones for pre 80 gear, and aside from a few places here or there and little incentive to use the 80 transmutation on more than just a single (or a handful of different) outfit(s).

Those that want to change regularly will just make a few sets of outfits (or as much as their bank space they can afford), where most people will simply choose the one look they are happy with and stay with it forever more (virtually never using a transmutation stone on that character again).
A good way to look at it is, how often do people (check yourself or your friends) change the colour of their armour? Yet most people still want a good selection of dyes (or even to collect the lot) even if they have the 3-4 colours they would typically use, likely because they know it is a one time thing per character to do.

This is why the dye system change from guild wars one works very well for most people.

(edited by Loswaith.3829)

rich orichalcum vein

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

I’ll take your word for it as I have been able to harvest the same Orichalcum node multiple times in a day (though at this point I cant recall if there were a few server resets at that point too) so assumed they were the same as any other nodes as I rarely keep to the one zone when collecting ore anymore.

Shrug it off: Warrior Tactics Trait

in Bugs: Game, Forum, Website

Posted by: Loswaith.3829

Loswaith.3829

When using the warrior trait ‘Shrug it Off’, I have found this activates anytime (when not in cooldown) a second condition is applied even if it is another hit on a single stack you already have.

IE. If you say, only have bleeding then a hit would give an additional stack of bleed, “Shrug it Off” activates (doing a ‘Shake it Off’ shout effect) and removes the current stack bleeding (the only condition your suffering) then the new stack of bleeding is applied.

I got the impression it would remove when a second different condition is applied, not when adding to the intensity/duration of the first condition.

Is this working as intended or an actual bug? Doesn’t seem to matter where I am, though I havent tested it in PvP only PvE.

Why Skin Wardrobe should be a high-priority

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829


Account-bound skins would mean you need to collect them only once, that’s true. But I truly can’t imagine a person collecting all skins on his main, then switching to his alt and starting to collect all skins there. Only because it’s such a huge undertaking (consider the legendary skins). 99.99% would just focus on the main, and for the alt they’ll just get one or two skins they like the best. So that doesn’t really add anything to replayability. But it does take away from player happiness.

I suggested a higher cost on transmutation stones just in response to those, worried about ANet loosing money on this (which I don’t believe they will, even if it costs 1 stone per 1 unlock).

I’d expect most people to do that to be honest (whether the skin is account or character locked), though there will be a few that would still try and get all skins for all characters.

Also once you have unlocked what you want on a character maybe they will then go to other areas, with that character for a purpose of getting the outfit (rather than just your highest/main/toughest character).
Maybe the outfit is more an added incentive to help out someone as you get something out of it (rather than nothing) even though it’s a minor factor as you may not have realy wanted it but its nice to get something ‘useful’ while helping someone else out too (other than the helping out).

This overall though is more a factor for places that all charcter eventuallly would go (like dungeons/god armours), than realy anything else.
Currently once you have the gear you want your likely to stop running it (unless its for fun/friends/guildies) untill you go there with an alt for the same reason (having only the need to run it with a single character and unlocking the skin, reduces the amount people will be going there).
If you unlock it on an account you only realy need to go with one charcter per armour type (or even just one character).

Take dyes as an example, if they were account bound, there would be much less of a market or trade for them. I can see skins adding to the market as people wll buy armours specifically to unlock skins they may otherwise not take a second look at too.

This also opens up the possibility of having a Master Transmutation Stone that can unlock an outfit for an account (as opposed to just a character). Adding more options to the transmutation stone market.

All in all I don’t realy see a downside to some kind of skins wardrobe/ clothing shop/ personal tailor/smith and allot of potential for both gem and gold spending options.

Which is the hardest profession to play?

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

Id say elementalist, low health, low armour, and mostly no ablative pets/images.

rich orichalcum vein

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

I would think the cost is ever going to drop due to more and more people having atleast one character hitting the 75+ bracket.

Sure the event will cause a single one-time spike (as the event upscalled characters), but the cost inevitably will fall the more people that can harvest ore.

Keep in mind too that normal ore nodes can be harvested about once per hour, while I’ve found it’s atleast 12 hours before a rich node respawns (give or take).

(edited by Loswaith.3829)

Why Skin Wardrobe should be a high-priority

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

I do like the concept of this system.

A few sugested changes:
Make it character based, it makes for armours not to be cluttered for those that couldnt use them anyway (as others have mentioned). It also means that players will keep going to places, rather than just unlocking the skin and never going to that dungeon/area again on any further characters.
It also stops people wearing armour of a faction (Vigil, Whisper, Priory) they arent actually part of.

Gem bought items should unlock the skins for all characters.

As I mentioned in a different post, to minimise the changes of code simply have transmuting an item to look like a skin, would unlock said skin (you can actually transmute an item thats the same as itself by choosing all its properties and none of the other item). Note this soulbinds the item and would only need a trigger added to the code with no other changes needed (on the transmutation stone code end anyway).

We dont realy need a higher cost in transmutation stones given there are 19 different weapon types and each armour set has 6 pieces, for 18 armour pieces. Multiply that by the number of skins.
Just on basic weapons alone there are atleast 5 skins (Ascalon, Steam, Glyphic, Basic and plant, possibly more I cant recall) and then the legendary/unique/faction skins.
So if we assume just those skins thats some 95+ basic transmutation stones(the 1-79 stone) used and 19 of the normal ones (the 80 stones), before we take into account armour (which has many more skins sets than weapons).
If made per character (like dyes, as its basically the same concept), that makes for allot of used transmutation stones.

I’m sure few people would use even close to that amount of stones in the current system. (I personaly would be lucky to have used 5 stones total and I have used only one basic stone).

akamon’s idea of the armoury is a nice concept too akin to the Hero Armour sets in the Hall of Monuments for GW1 (though with more function).

@FateOmega:
Personaly as a programmer I can tell you that given they have the basic system in the game already to change skins, that it would be far less programming (atworst the same amount) than would have been needed than for the lost shores event and no additional art resources would be needed.

It’s posible for them to achieve. I’m sure allot of people would forgo a single event for this to be done too.

(edited by Loswaith.3829)

armor with power, presicion, and vit?

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

Typically they only come in certain combinations of stats, however Im not aware of that combo, though maybe one of the dungeon or god sets do.

Operation: Union - Bringing Players Together

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

Name: Loswaith
Main Character: Aaiden Valsteron (80 Human Warrior)
Current Server: Piken Square (EU)

Interested Activities: Exploring, PvE, RP, Dungeons (though yet to do any), Social Grouping, “Games” (PvP style games that arent about the killing, like keg brawl), and kittening about the crap they made worse from GW1 :P.

Active: Being Oceanic; eairly server time mostly during the week less so on weekends

Are you willing to participate in Operation: UNION’S project, Y/N?: Indeed, wouldn’t be here otherwise (and kudos for giving this kind of thing a shot).
Additional Comments:
Been looking for more social, “smell the roses” style of playing through PvE aspects (I’m an explorer by nature) and tired of the race here, there and everywhere that usually happens in MMOs.
Unlike most, I’m not as fond of GW2 as I was of one (kinda feel they made a step backwards, but thats another lengthy discussion), though am still playing it so must be some aspects drawing me to it. I am fairly sure the strength of the game lies in good groups as opposed to the soloing/rushing I have been experiencing so far.


A note on mumble, you likely dont want to add the SuperUser details. You should be able to set up a client password (at server level, assuming thats not what you have actually given) and people can do the same thing without being able to change the root permission setups.

A further sugestion (and hopefully not oversteping here), maybe to add a list of servers and members on each as it could help members on the same servers facilitate doing stuff togeather easier (atleast untill the cross server invites are implemented).

(edited by Loswaith.3829)

what should i spend my karma on??

in Players Helping Players

Posted by: Loswaith.3829

Loswaith.3829

Rare/Exoitic Crafting Recipies, perhaps.

You could make them and sell them for coin on the trading post though I suspect your fairly flush with coins anyway.

(edited by Loswaith.3829)

More Skill Flexability

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

It would be good to have more customiseability with ‘choice’ skills.

In that allowing skills to be used in a broader range of slots.
For example healing skills used in the heal, utility and elite slot, while allowing utility skills to be used in a utility or elite slot.

This would mean you have a bit more flexability with skills and change the ‘builds’ about more.

While you could run all your heal skills, it’s still unlikey you would gain much more power out of it as you would be loosing out on the utility or elite skills to do so, while still needing to have atleast one equiped for the heal slot.

Likewise the elite skills are slightly more powerful than normal skills though usualy at the expence of cooldown, you still can only ever have one (rather than forcing you to have one).

GW1 let you use the skills you wanted to and honestly felt more “play your own way”, while essentially not needing the holy trinity either (though you did need others, more than GW2, even if they were NPCs), you did have the option to play as one of those aspects as well if you wanted to.

Improvements for Collectors

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

Implementing it like the Dye method could be the best way to go about it. Once you equip a certan item it then unlocks the skin in a tab (add another further categories in the dye tab even). Given most high level gear is bind on use, this means you either use the item on that character, vendor or salvage it.

This isnt an issue too much especially since Anet have stated the game isn’t about the gear grinding, since you would have to get the item equiped to that character in the first place. It also is self limiting to your class that way too, since you cant equip what you cant use.

Much like the OP sugested, the transmutation stones could still be worked in, you just need to drag an unlocked skin into it, much like you do currently, when transmuting items.

Having a skin unlock from transmutating an item to it, could be a good way to go as well and give some more use to the basic pre 80 transmutation stones that you dont often use due to changing gear allot.

Less soul /account bound items please

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Posted by: Loswaith.3829

Loswaith.3829

Personally I thought the way GW1 did the soul binding was a great way as an incentive (the +15%). It used the carrot as opposed to the stick approach, though given GW2 numbers +15% may be a bit high so even just +5% could work.

Unfortunatly allot of things they did well in GW1 seem to have been dropped for the more traditional (though not as good IMO) MMO style. This is simply one of the more minor aspects.

Remove Xp from Crafting Already

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

@Loswaith- I can understand seeing a level difference feels like you’re leaving your friends behind, but that just seems to be a conscience decision every player makes. We all do things for our friends. A lot of gamers intentionally don’t play a specific character or the game entirely just to keep from “leaving their friends in the dust.” If people really wish to get dedicated to being the same level with their friends, then they would need to be more aware of their exp gain from all sources.

Besides the numerical difference in terms of level, exactly how much different is it really to play with a friend simply because you are 10 levels higher? I find friends get more upset when you do things without them that involve party members rather then just being more leveled.

Though while true, you still end up slightly more powerful than the curve (though for the most part level is meaningless), and if you happen to be playing one of the more self sustainable classes it can lead someone to feel they arent realy providing anything to your group (other than their company).

It’s also given the limits on character slots (if you arent buying heaps of extras), it’s better to spread out the crafting skills, you may inevitably only end up with one character that you use for soloing while others are for groups.

Ultimatly though how can it hurt to have a choice, its then up to you whether you want your character to advance via crafting or not, and because everyone else also has the choice it doesnt force them into a way they would prefer not to go.

This would let the OP not gain xp on crafting, other can turn it off and have to grind out their xp more (if they had more options to turn xp awards on or off they could grind as much as they like too), while the majority that like it can leave it turned on.

Everyone wins.

What am I doing wrong and/or missing here?

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

You typically want to hold off on personal quests untill you are around the level it sugests. Usualy for an elementalist its best to be 1-2 levels higher, sometime that may mean comming back to an area you have already completed.

Typically doing events or harvesting nodes is a good way for the extra xp.

Though even then as you change areas there is often a slight spike in difficulity facing enemies and doing hearts/skills points, so you may need to rethinkk your tactics too.

Remove Xp from Crafting Already

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

I wouldn’t want to see them remove it but having the option to turn on or off getting the XP would be nice to have as an option. For the times I have characters I want to play specifically with frineds yet have them make crafting stuff for my other characters as well, without my friends feeling my level is leaving them behind, I can turn it off. For other characters I can have it turned on.

Alternativly it could switched to karma, so you still gaining something, if you have just started crafting at level 80, or hit level 80 at some point before reaching 400 skill.

(edited by Loswaith.3829)

Forum using cloudfront?

in Forum and Website Bugs

Posted by: Loswaith.3829

Loswaith.3829

I’ve been finding that the Guild Wars 2 forum/website recently seems to be loading through cloudfront.net. As such it’s registering occasionally (not every time I load the site) as malware causing the website to be blocked for my virus scanner and script blocker (though the scanner cant seem to find it to remove from my system).

Is Guild Wars 2 using the Amazon cloudfront scripting, thus giving me false positives?

Please reconsider the Orr snares, knockdowns and roots...

in Guild Wars 2 Discussion

Posted by: Loswaith.3829

Loswaith.3829

As bad as it is in Orr, in GW1 it was much worse. You had to kill every single thing you saw, in most zones, because they all had an insatiable blood lust for you, specifically, and were loaded with freezes, cripples and so on that you couldn’t dodge or avoid in any way.

As many things as GW1 did better than 2, and GW2 screwed up by simplifying too much or just outright abandoning, I do not miss GW1 mob aggro. It was insane. Orr has nothing. NOTHING. On GW1 aggro.

That said once you killed something it stayed dead too, so you had the option of moving through an area killing stuff (and you didnt need to be alone in doing it with henchman and the NPCs, if you couldnt find other players). In GW2 the respawns are often that fast that you need to run through an area to get anywhere.

@drifter
point 9); from what i can tell most are poison clouds
point 10); poison reduces heals by 33%, most risen do poison (maybe all of then do it, I cant be certain).

(edited by Loswaith.3829)

The multi-guild system & why guilds are pointless.

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

Personaly most of the issues from the OP I have seen in single guilding (typically more so in per character guilds, though you can represent different guild with different characters too), so it’s not so much the multi-guilding being a factor.

I’ve not read every post (there are allot), but have skimmed or read most. For me I dont ever join a global advertising guild because I see it more as they just arent interested in type or quality of people, over the quantity of people.

In fact I think the multi-guilding is a good aspect because in single guilding, people that work well togeather (but in different guilds) can be loath to offer places in a guild they are in so as the guild doesnt get an unfounded reputation for poaching members from other guilds.
An individual may also be happy with their current guild so doesn’t consider asking to join one they happen to be playing frequently with too. However the multi-guilding gives the option to do so without a poaching reputation being formed, it then lets a player try a new guild and see if it offers better optios without cutting ties to a guild they are otherwise happy with.

There is also the aspect for some people of being offered membership as opposed to them asking for it. Being personally offered a position in a guild shows an aspect of some consideration (whether there actually is or isnt varies) as to the current members would desire something the new member has to offer, as opposed to asking to be in a guild is simply showing that you want something the guild has.

All that said, there is some functionality that could help and can hinder it a bit too.

The ability to not listen-in to or chat with the guild in one or even all the guilds you are a part of but not representing. This could mean while you are interested in doing stuff with the guild you may want to be earning the influence for another guild be it your guild of real life friends, your personal one you want to get enough influence for to unlock, or even the snallest guild that you are part of that may need your influence to get even the most basic of upgrades for (especially if you have larger guilds with all the upgrades anyway).
At the end of the day because you dont know whats going on, your not going to do stuff with the guild and not represent.

I do agree something along the lines of last time the player represented your guild (and for how long), would be a usefull too for striping out the useless chaff (though thats likely to have other issues too, though I’d be loath for them to add a tally of influence you did earn them to that).

A big part of it (for testing people for recruitment) is that I’ve found that playing end’s up more like a group of cats, everyone comes togeather for an event or group quest and once it’s over (a few minutes later) everyone scatters (dungeons tend to be a bit different). Which was one of the strengths of GW instances in that you tended to play with the same people for a while (assuming you grouped at all), thus chose to talk, for some of it, getting to know how the player played or what the player was like as a person.

Not many people actually want to explore as a large (4+) groups either, typically running from point to point as people that like to take time to explore (“smelling the roses” along the way) arent that common either. Instead racing from map completion point to map completion point. This makes for less group building (thus guild building) as well.

All in all guilds have generally been either of two factors, used to get something done (thus what you get out of a guild, or what the guild gives ‘me’), and/or a community of similar interests (circle of friends/ social grouping or working as a team).
Guilds often typically had their neiche subgroups too of players that prefered PvP and players that prefered PvE, and a few that did both. These are just realy specialised guilds now so ‘good’ guilds are more likely to be smaller than in other games too.

1-Handed Main-Hand weapons should all offer 5 skills instead of 3

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

The only real thing you would loose over 2 one handed is the extra stats and extra upgrade, as damage is based on the average of the 2 one handers anyway (though it will be more damage than weildng a shield, horn or torch in the off hand, as they have lower damage than weapons bringing the average down).

As two handers are typically about double +1 on stats (the +1 being on the primary stat typically) but more damage.

Simply it could just double the stat bonuses of the primary weapon when having an empty off hand. It would, all in all still be weaker as you have less damage than a two hander, while loosing out an upgrade from 2 one handers.

(edited by Loswaith.3829)

Underwater Combat is Unplayable: "Invulnerable" NPCs

in Bugs: Game, Forum, Website

Posted by: Loswaith.3829

Loswaith.3829

Agreed.
While prolific underwater, it also occasionally happen on land too. Shattering any immersion that there otherwise would be.

I understand that its likely implemented so players dont drag enemeis to points where they can simply expliot a melee enemy thats unable to target them (though there are posibly more immersive ways that could of been handled).
It does however throw out the posibility of intelligent play style and using the terrain to give you tactical benefits (more a land issue than underwater). If you happen to be tactically minded in the way you play, this can stop you “playing your own way”.

Dislike quantity controls for crafting

in Crafting

Posted by: Loswaith.3829

Loswaith.3829

Was there something wrong with the original? Seems like a case of the good idea fairy fixing what’s not broken…

The old system could only let you input a number up to 999 possible crafting results at a time. I believe a number of people thought that number was too low, for some obscure reason.

Increase Healing Power Effectiveness

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

While it may be annoying if a battle is drawn out just because someone decided to go all life and healing, that is at the expence of offencive power, so they should realy be getting the benefit of it.

It just means thinking outside the box of just whacking the hell out of them, and likely the need to actually use poisons/knockdowns/stuns on such a character to defeat them. Though I suspect the cooldowns on most healing skills will generally not make that much of an issue anyway.

So Oceanic Players are screwed?

in Halloween Event

Posted by: Loswaith.3829

Loswaith.3829

So why should we be forced to watch youtube just because we couldnt attend a specific time?
It could have just as easily been achieved by having an instance you can trigger right near the statue, or an instance triggered by an NPC that shows the cinematic.

Please go back to old crafting UI

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

Agreed.
Even if you hit enter it wont always actually save the new number instead resetting to just 1, it’s also not that abundantly clear that you have to hold left aand drag as opposed to just clicking on it.

While sure it removes the 999 cap but realy how often are you ever needing to craft more than that amount (or even close to it, and not just using craft all) of any one item unless you are a heavy farmer (sure you could buy the matts but are you outfitting an army)?

Downscaling should account for gear

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

Actually gear is scaled (though weapon damage I can’t be certain of whether it caps at the low damage point on them or not) as its the end numbers that are scaled. It appears that the scalling is roughly done on a percentage of your current level to your reduced level to your maximum value. (so if your level 80 reduced to level 40 your maximum stats will be roughly halved).

Of course because high level gear has higher and more stats on it as well as having more trait points in stats you will be somewhat ‘tougher’ than a character of the actual level.

However if your finding those areas trivial, use lower level gear, that will make your totals lower and thus less powerful when you are reduced in level.

(edited by Loswaith.3829)

Reducing costs of being downed: Waypoint fee PLUS repair costs?

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

Allot of the time you can actually replace your armour for less than the repair costs as well (ie. Items that vendor/buy off the TP for around 50ish copper while to repair that one same item costs you 70+ copper, while a net replace would cost maybe 10-15 copper).
Repair costs appear to be scalled to level not the ‘value’ of the damaged item.

Though overall yes double paying for a “death” seems a bit much, prticularly if you have no option (due to low population for your area/ play time), or simply actually being an explorer type player that likes to go everywhere (allot will be alone due to explorer type people being in the general minority if it doesnt have some kind of map completion factor).

(edited by Loswaith.3829)

Reward for Effort; Non-Existant

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

A simple solution is to have unique themed account bound mini-pet rewards (atleast for the jumping puzles), champion and other events should have the normal loot. For example a mini Griffon for the Griffonrook Run.
It covers most bases.
– The graphic is already in game, it just needs some scalling
– It’s a reward that can symbolise the puzzle itself, thusly unique.
– It’s desirable and an alternate incentive to do them.

Sure it doesn’t cover the re-playing of them but that isnt there now anyway.

Mini-Pets

in Suggestions

Posted by: Loswaith.3829

Loswaith.3829

Safe box is what works like the invisible bags. The equipment box is the one that fills with armour and weapons first.