Ultimate Citizen’s Rescue Bag
in Battle for Lion’s Arch - Aftermath
Posted by: Marcus Greythorne.6843
My personal experience with loot drops in GW2: it isn’t exciting for me any more. I don’t play the game a whole day, playing the game for 2 hours a day gives me 2 rolls on the ultimate bag. I guess my chances for these rare items are below zero.
Trying to be constructive:
Add more non-generic stuff (not crafting mats, shards, bags etc.) to the loot table. You have stuff that drops all the time and stuff that drops for 1 person in 100… rarely. Why not include things in between?
Things with a 10-20% chance per try. Things where not every average player get’s lucky, but having an actually realistic chance to get something you want to have.
examples:
- a new unique mask like the one’s in the gem-store
- a black lion key
- a platinum coin (worth 5g)
- a part of the ultra-rare item – non-tradeable – combine 10 of those to get the rare one.
you could also add more “very rare” drops like the ones we currently have
- rare/exotic minis from the 2-set
- a makeover kit
- a bag of gems (50-150 gems)
- an instrument
One of the core-philosophies of this game is the cooperative aspect. You should be happy to see other players.
GW2 has done a great deal to go in the right direction, but there are still problems. Dragon Bash introduced an activity where it get’s very visual: You compete against other players to do enough damage on a mob in order to get it’s loot. While this is imho a big problem in this holiday-event it can also be a problem in the core of the game.
Lv.80 players who visist low level zones are very powerful. Despite backscaling they can do enormous damage to mobs and if there are 2 or more such players it’s difficult to get the participation next to them.
Now we have mining-nodes where every player can get his fair share. Why not take this concept and evolve it to battles? A solution would be to make corpses lootable by everyone around. If you come by too late you can still get your share. You won’t get the xp for killing the mob but you still get loot.
Wait a minute. Did I just say: I get loot when haven’t even participated in the battle? Yes I did. But… how is it rewarding to kill a mob then? Well, you get your loot anyway. Isn’t this BS, he just watched and did nothing… and still gets loot? Yeah, he’s in our team against the dragons, do you remember?
What do you think? Could you live with such a system? Do you think others just don’t earn their loot if they haven’t enough AOE-power with them?
and to Colin if you’re still listening: a wardrobe / collection alá the pvp wardrobe would be nice for pve too, because bank-space get’s smaller and smaller the longer we’re around collecting stuff is fun, but cooking is fun too (not mentioning the tons of cooking-mats in half a dozen bank tabs)
I’ve forgotten how beautiful the zones are… Divinity’s Reach is stunning, haven’t been there for months. It shouldn’t feel grindy to go back to those zones (like the effigies), the story implementation here is exactly how it should be… awesome!
I’m not here to apologize. I’m here to communicate and right now, the communication is coming in without a whole lot of substance. Over to you for suggestions and constructive input!
I appreciate the will to communicate in a thread full of outcries, but don’t you think there is a huge reason for it? It’s not only a simple design-misstep like creating a overpowered profession. This is a design-decision which interferes with the payment-system. It’s a misstep which costs a lot of earned trust of the community.
There are a lot of things that make no sense here (new players won’t get 80g easily to purchase the first gem-step… it takes months) and a lot of things that just look purely like a cash-grab (400gems is the lowest transfer rate and a costume costs 700gems…)
I honestly lost a lot of trust in Anet this time, I just asked myself “what were they thinking… in the first place??”. You can’t just try anything with us, do you find that fair to the userbase?
I wonder why you need a lot of constructive posts, shouldn’t it be the job of the developer to create a system that is in Anets AND the players best interests? Shouldn’t it be easy enough to recognize that this change is not a good one? O_o
I want to express my thoughts about the storytelling & background info
I like… because:
- it’s very realistic to spread the story/infobits amongst a lot of npcs & 2 unmovable books. You have to find those npcs & objects which adds an exploration aspect to the game, which is great
- most dialogues are voiced & I love the voice-actors – it’s relaxing not having to read everything
- Interesting villain. I love how it’s not black/white, Canach just tried to help the settlers, so I can’t see him as evil creature. I like this character.
I don’t like… because
- “who the heck is Canach” – It’s so easy to miss the infos on him and I feel there is something big missing…
- Anet blogposts are great, I really love them. Why are those not in the game in some form? I feel like all these great stories are lost outside of the game and when playing you should have a context at hand. Who was this Canach again? There was a link in the launcher last week but now it’s gone.
- very few scriped dialogues like in Flame & Frost. There were first cutscenes and I thought to see improvements on those… instead no cutscene. Canach isn’t appearing before the finale which seems odd… I don’t feel like I’m hunting him down. Why isn’t Kiel the one who challenges him to the final battle. I’m really confused.
I really wonder (on the dislikes): was time the issue? Perhaps it takes much longer to create cutscenes and implementing a new system which mediates written stories/lore.
speak for yourself, I’m quite excited. The wurm seems to be a new of a kind If I understood this the right way it’s a meta-boss which uses a whole map, so he isn’t static anymore. Not sure if this is true or if it’s just the language barrier that hit me, but in case it is this would be a huge step in making meta event bosses more dynamic.
It’s also stated that the wurm is only a “byproduct” of these mystical probes. It’s only the first part of four of the finale.
I’m pretty ashamed of the GW2 community here on the forums, all I can see is demands.
When I first heard about stealth in GW2 (I think it was long before Beta) it sounded more like this:
When you’re hit in stealth, you will be revealed for a short amount of time. Dots will reveal the stealthed character as long as he takes damage from it.
Wouldn’t this be a more interesting stealth-mechanic and more fun to 90% of the playerbase? What do you think?
First of all I have to say that I really enjoy the new content. Rescuing the citizens is a lot of fun with a small group of friends or even strangers. I see a lot of complaining about the event though. Bad rewards for players who do the rescue missions is one of them. People are angry about players who do the events instead of rescuing citizens. Everyone gets the ultimate bag at the end, whether they helped at the evacuations or not.
Personally I think a lot is very unclear for people who don’t use websites for the game.
- it isn’t clear that the civilians run to the nearest stealthed Order of Whisper’s guy – not the entrance
- it isn’t clear that reviving npcs counts towards the counter too, not only the npcs with the orange marker over their heads
- it isn’t clear what to do in order to get the ultimate bag – not everyone reads the patchnotes.
- it isn’t clear that the npcs which were saved respawn
- personally I didn’t know that you get +20/30(?) citizens for a successful event
a lot of unclear things imho, so the random guy won’t get it if he doesn’t read the patch notes / internet guides. No wonder tons of people are confused… it’s just bad communicated in the game imho. Events have huge orange markers… so everyone goes there.
How to do it then:
But how would I have designed the event then? Tough question. Maybe Anet could have sent the heroes we all love on those mini-rescue missions (including the orange map marker). This would give players who haven’t read a guide an indication that there is something to do besides the “big events”. Braham could patrol one of the escape-routes and people could join him. How many routes are there? 6-8? Well, we have quite a few heroes who could have run these routes.
There could have been a personal revive and encourage counter also. After the event you would see Braham and Roxx telling each other how many citizens they rescued… like Legolas teasing Gimli how many kills he got. And players whould get +10 extra bags for every 10 citizens rescued.
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Yes champion loot bags are both good and bad. Finally we are rewarded for spending time killing those champs, it feels really rewarding for solo-players and groups. The thing is: people tend to do the more rewarding stuff than the stuff they consider fun.
Now we got the dungeon reward revamp. It’s the first step of rewarding players based on difficulty and time spent. There may be some balance-issues and the numbers could need a bit of tweaking, but the idea is the right one imho.
The next step I think would be applying it to the rest of the game. Reward players for all kinds of things they enjoy – based on time spent and difficulty. Not pure rng. This probably would look like this:
- rewards for explorers: randomly spawned artifacts on maps, a bonus reward for doing a variety of different events (like a bonus chest for doing 4 unique events in a row),…
- rewards for people who enjoy grinding: while some people enjoy exploring others enjoy farming the same spot over and over. Give a bonus in magicfind to players who kill an enemy type for a certain amount of time.
the important part: none of these 2 different playstyles is superior to the other. 2 kinds of players should have the freedom to do the thing they enjoy most.
- meta event encounters get their redesign as devs stated. The rewards have to be adjusted. It can’t be that it’s more profitable to teleport from one boss to the next (via. the information from dragon-timers) instead of putting effort in finding different events.
What we also know about future implementation: we get a chance to increase magicfind via. consumables out of blues and greens. What will happen then? Will people farm the same event over and over with huge groups so that more enemies spawn? A lot of players would feel punished to run in small groups. This has to be adressed… I don’t know how though.
TL;DR: Anet started balancing rewards with the new dungeon revamp (time+difficulty=reward). Next step would be applying this to open world content. Spending time doing events shouldn’t feel like a waste of time. Farming shouldn’t feel like a waste of time. Running around on maps shouldn’t. Nothing should
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I think a part of the problem why some people don’t appreciate new events in the old zones is that it’s not easily obvious that those are there and there are little incentives to explore zones again once you have the world completion. A lot of times when you go through zones no events are up near you or just the ones you already know.
If I remember correctly one of the events you are talking about is the event about the guild Modus Sceleris. I tried this event once, weren’t successfull and that’s it. It was awesome but I didn’t came by this area again.
At this time it felt also normal that the world was being expanded with events since it was exactly what Colin told us would happen. (I’m a bit sad that this stopped actually).
A suggestion how I would introduce new ways of going back to lower zones would be frequent field trips with a certain NPC which start in a fixed spot and lead to interesting places all around the world. You could then add this trip to the daily achievement rotation.
example: you go to the center of Divinity’s Reach where a NPC (orange dynamic event marker on the map) calls out: “the next field trip starts in 4 minutes”. He would then open a small portal to the borders of a random zone where you follow him to the start of one of gw2s longer event chains. People now can experience a chain from start to finish. While you stay in the orange field trip event marker during this long chain, you’ll get +300 magic find also, so that people have incentives to stay till the end of the chain + a guaranteed reward.
Some of these events also might be meta event chains which are forgotten by the community. These field trips start every 5 minutes in a known spot in the races home cities.
You also have to keep in mind that we’re pacing the Living World stories such that you may not understand the full picture inside a given release. For example, Scarlet made her first appearance in August but she was hinted at in prior months. Her story has not resolved at this time, therefore we haven’t divulged some significant details about her origins or motivations. It’s understandable why some people would be upset or impatient by not getting these details all at once, but rest assured that we’re not conveniently forgetting about these tidbits—we’re just saving them for later.
hmm… well we still don’t know much about Canach and his living story chapter is pretty much over, no?
I wonder if there was any decision against releasing longer writings ingame because of the needed ressources for translation, voiceovers etc. Almost every text ingame (related to lore or events) is kept short in those dialogue boxes.
Is it that reading is considered as bad now and that most gamers skip those “pages” of text, so those “nerds” should go to the internet instead? The excuse that a good shortstory needs pictures to be strong leaves me baffled. As a teacher I would really support (longer) writings in the game to reach a much bigger audience of players. If only one out of hundred players would find the love for books by playing a videogame, this would already be a huge win.
I understand that ressources are spare though. This means that depth of the game gets lost because of the Living Story format, which makes me a bit sad.
Actually….was about to write it.
- DO NOT FORCE… (Captain Caps)…
You do realize that such a tone only makes devs ignore your posts, do you?
well saying no to Abaddon would equal telling Anet: “I don’t care about Guild Wars 1 lore” which would lead to a decreasing chance of ever setting foot on Cantha, Elona etc.
I think a big problem is the way storytelling is handled. The amount of content where some permanent depth to the world is implemented is quite small. It feels like fast food content and to take whole maps out of the game again (Labyrinth Cliffs)… I don’t get that. This map could have been filled with new events, interesting stories and lore (kind of like Southsun Cove).
I agree with some points (can’t say anything to the others since I don’t know if it’s accurate).
Enemies seemed nerved and I really don’t like this. Small groups just melt away mobs and the sense of danger was gone for me personally. It felt really faceroll. I’m not sure how to give constructive feedback on this. It looks like the professions got buffed while the mobs got nerved pretty hard. BWE2 had the perfect balancing in my opinion.
What I like:
- some champions still posed a threat to soloplayers
- amount of aoes seemed to be the same as before
What I don’t like:
- almost all enemies in Verdant Brink (including story instances) are too weak (too little health)
- …and do too little damage
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I would love to see the home instance as a showcase of your progression in the game, just like the Hall of Monuments in GW1. What has to be done though imho:
- give players a portal stone which ports you to the HI and back where you were again.
- Redesign some of the homeinstances. Imho the norn HI is underwhelming compared to the Human and Charr HI.
- add fun activities to the HI which you can do with your friends
- add fun events like the ones from Ebonhawke to the main cities – people should feel rewarded for visiting cities other than Lionsarch.
Time for some crazy ideas. Here’s the first one. It’s called head hunter challenges. Content for 1-2 players.
1.) You buy a signet of capture from a karma vendor
2.) You cast it on a champion in the open world.
3.) Now you return to a Norn fighting arena.
4.) The claimed champion is waiting in the arena to fight you. The arena is instanced but other players can spectate, just like Queens Gauntlet but without the dome. Just an invisible wall.
5.) You can bring along one player to help you.
6.) increased rewards: 5-8 dragonite ore and 3 champion lootbags and 1 skillpoint. Once a day you have +500% MF on that special skin the champ is dropping.
here’s where the horizontal progression comes in:
- there is an achievement for killing every champion in the game. You have a checklist (!!) (including location) where killed enemies got crossed out.
- once you’ve defeated all champions in a family, you unlock a mega-champion of that family as extra challenge.
- rewards would be minis for each killed family, a 22slot bag for each family.
So here horizontal progression is about progressing in difficult challenges, finishing a checklist and getting partial rewards for completing certain categories (killing each champ of a family (e.g. centaurs). This could accompany a reputation-system as well.
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3 jumps and the rest is optional. Lol, 1000hrs and still not a clue that a big part about the game is about jumping… just lol.
this game isn’t for you and you are playing it wrong
the npcs who let you enter the ring could revive you…
made this suggestion before but here the short version:
Reward players for doing a number of different events per zone. So if we have a zone with 30+ events, there would be an achievement: finish 20 unique events in zone xy with a gold-medal. Once you reach the number (here 20) you’ll get a guaranteed loot-bag, which would be slightly better than current champion loot-bags + the achievement resets.
Further idea:
- grant a zone-token for each completion of this achievement. Nice zone-specific skins, bags and gimmicks await your purchase using these tokens.
Why?
- so people won’t grind the most effective events over and over
- so people get rewarded for exploring the zone and finding “new” events
- so people come back to low level zones again, since rewards are unique to the zone (similar to the token-system for dungeons)
A few have asked what we should start with. To re-iterate we should start by discussing what raiding could be in GW2 with the foundation based on the core pillars of our game.
So think about accessibility, how our combat works, how our progression works, and so on.
Thanks,
Chris
One of the core pillars: the end-game starts at lv.1. I’m against any entry-barriers for raids. Getting there in a natural way would be as lv.80 content to me, as soon as someone leaves the “tutorial” (imho 1-80). Why would you lock out a good player who started playing GW2 yesterday? Why would the “dungeon-master” achievement be any indication of being a good player?
GW2’s combat shines with combos. Everyone can spam skills, but combos require a minimal amount of knowledge. Having too big groups trivializes combo-fields since random activations happen often. This is why all of my suggestions were about having small groups of 5 players playing (in different ways) next to each other. (I suggested non-intersecting paths, buffs for limiting damage and ghosts for limiting effect-clutter and visibility of combos). I don’t think we should have 15 people in the same area at the same time since zerging becomes mindless quite fast.
If combos would play an important role in enemy-encounters other than having small supportive benefits, this would make combat more interesting imho.
I have no idea why this hasn’t been done… can’t find a reason.
I don’t see a single plausible reason that this can’t be fixed…
The thing is: the damage is already done, if they change it back or not. This huge amount of negative publicity… I haven’t seen such a thing for GW2 yet. Ascended armor had huge outcries but Anet proved that it’s quite a good system, no more new tiers, not a significant advantage over exotic gear,…
…but here this is different. I still can’t believe that this is an idea from a developer who wants the best for the gamers. This simply looks like a management decision…
…and now the whole mmo-industry is talking about how Anet hurts their principles as well as the trust of the players. How can I be sure that there won’t be a subscription fee in the future when I can clearly see the priority money-making has currently?
disagree with the OP, this update is pure fun for me… not because of the rewards but because of the neat design of the gauntlet. I haven’t tried the other features (baloons, torch-race etc.) yet but I really love the solo-player challenge.
And I hate to see it gone soon
just an idea that came to my mind: “expeditions-category”
GW2’s world is huge and has tons of content already, but how do you bring people from your guild together as easy as possible without losing yourself in too much organisation? What about this:
- An adventurer npc in your guild hall launches “expeditions” every fifteen minutes. He just spawns a portal to a random event-location in Tyria. This might be a bigger event chain, a meta-event chain but also a jumping puzzle (talking to an npc next to the final chest the next half hour = complete, debuff which hinders the use of portals, etc.
- Events in the game are dynamic, so the timing should be right… alternatively there should be some “mission” for you that can also be completed when no event is running (e.g. decimate the grawl population in that area and kill 2 of their leaders (champions/veterans).
- doing these missions (you go through the current portal and kill stuff (either event-stuff or non-event stuff if no event is running) will yield guild-currency you can spend personally as well as another currency you can spend for the guild for upgrades.
This could be a “PvE expeditions” category.
Possible upgrades:
- you start with portals to smaller events / lower level areas
- as you progress you unlock a bigger variety of destinations
- as you progress you unlock buffs which are active for the guild in the destination-areas (like +200% magicfind, enemies hit harder but drop more gold, hardmode scaling (a second portal next to the normal portal which is red)
- as you progress you unlock headhunter missions, a new personal collection which adds named bosses (events spawn named bosses (champions with names) when a guild is around, those named bosses could also be killed by non-guildies alike).
This is stuff for small guilds as well as big guilds. If guilds are huge (300+ players) there could also be an unlock to add a second, third,… portal to the adventurer, so that population spreads better.
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I’d suggest to make the cutscenes only skippable, if everyone in the group skips it. And do not show who doesn’t hit the skip-button.
The only guarantee people wait for each other in pugs.
This goes from simple things as coordinating (‘need more people in sector orange’) to explaining those things.
it’s not as simple. What is sector orange? You can’t see the routes on the map ingame. Users have created those maps with green, orange and red routes depending on difficulty.
It has become quite a disadvantage to play the game without a guide. I don’t like this direction. API Websites… no thanks. Finding out when the next Worldboss arrives – dragontimers. Meh. Why not have the sky turn black above the zones on the ingame-map to indicate a world boss arriving?
I like how ascended weapons aren’t tradeable. There is a way in GW2 to obtain huge amounts of money which isn’t fun, and and I have the feeling that a lot of players play like this: Trading Post Flipping. You sit hours in front of your open trading post window, click the same stuff repeatedly and gain a huge amount of money without any real gameplay.
Personally I’ve accumulated so much money that way that I could afford several banktabs, characterslots, bagspaces, expanders, etc. etc.
Even if I’d hurt myself with this suggestion, I’d say: rework a lot of the non-bound stuff to make it untradeable. I’d like to have fun while earning money effectively.
It’s clear to me now why Diablo 3 will remove the auction house. You don’t need to do anything in GW2 other than sitting in front of the trading post in order to get your Legendaries. I wouldn’t be proud to get one this way.
Liadri on the other hand, the mini… fantastic design.
it may be news to you, but the event fails if he isn’t killed in 15min. People will adapt
The way progression and rewards work in Guild Wars 2 have changed quite a bit since we initially talked about that feature
Hmm I guess this has to do with the introduction of ascended gear and how we can aquire ascended mats from activities all over the world – a thing that was mentioned by Colin when he talked about Precursor crafting. So this has taken it’s place then?!
What I’d like to add is my perspective: I was excited about the precursor crafting not because we would have gotten a reliable way to get a Legendary, but because there was this glimpse to add some “legendary” backstory to the Legendary itself – something that has been missing for these epic items since forever. To me personally a Legendary feels more like a gemstore item than any truely legendary artefact rooted in Guild Wars lore. A toy for rich people mostly, not something I’ve earned through a worthy adventure.
Gold is more important than Karma (something which isn’t affected by real money). I feel karma is quite broken because of this.
hm thoughts thoughts thoughts…
Anet: We work on precursor crafting because we want to take out the rng factor to obtaining one
Us: Yeah, great!! Can’t wait.
Anet: (later) we had to scrap that feature because it doesn’t work with system xy
US: booo
alternative Anet answer: we had to scrap that feature but as you know it’s still a high priority for us to take out that rng factor here. We had to scrap it because… problem x, y, z.
Us: well that actually sounds like a legit problem.
Anet: yeah. We think that because there are that many problems with implementing that system we should admit having made a mistake by not implementing it in the first place.
Us: oh. Well this sounds like we’ll never see precursor crafting then???
Anet: We looked at what needed to be different to implement such a system from day1. We want you to get that epic experience so our teams are working on new legendaries with that in mind. We will put in parts of that new system for new craftable pieces (like the vine backpiece) and will collect your feedback about those. This will help us to find the most satisfying precursor crafting system that we can create for you (and us).
So admitting mistakes, acknowleding current problems and at the same time showing that the intentions to make someting out of it… even pointing to some smaller steps that will be done and collecting our feedback …
… I can’t think of how this would anger most of the playerbase.
they created the most fun dungeon experience I’ve seen so far in GW2. Agreed, thank you Anet
ok my suggestions in short:
1.) dungeons scale down to 1 player (like the story missions)
- makes dungeons viable for small groups also
- makes hardmode possible (1 player can switch hard mode on)
2.) content release pacing a mix between season 1 (something for everyone) and season 2 (focus on story and single player instances)
- a dungeon as a season-finale instead of 2-3 final missions
- a worldboss in between
I’m also close to having Krytan Explorer but I have no idea on which of my characters. Most of them have quite a lot explored but it feels impossible for me to find out who has the most.
lol, now is there any creature in Tyria which hasn’t seen the Eternal Alchemy??
I use twitter also, but I don’t understand why the forums aren’t priority 1
haha, the ability to watch it again and again. I can’t wait to buy my favourite TV show on DVD/Blueray.
The Walking Dead did the perfect thing to bring my favourite TV show on the gaming-medium. Interesting characters, your character as the main protagonist who has a deep bond with the rest of the cast. You feel like the story changes through your decisions.
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Rotate the art 90 degrees.
would be quite a wild sideways-strafe then ^^
For me personally the masteries didn’t quite deliver what I expected. This bleeds into content.
When I heard about unlocking Itzel language I expected that whole new storylines/dynamic events would get unlocked. When I heard about gliding mastery I expected reaching new areas with new dynamic events.
Instead masteries are mainly good for one thing: unlocking more masteries. The Itzel doesn’t tell you interesting things about his culture, he doesn’t start a new event… he just gives you a one liner and a hero point. Gliding mostly helps you taking shortcuts or unlocking more points.
TLDR: Masteries don’t unlock new content/ interesting stories but more hero / mastery points.
I hope stupid hatred like this doesn’t get to close to the devs. Seriously Anet, you’re doing a great job, keep doing it and don’t listen to that part of “the internet”. It’s for the best of all of us when it’s delivered to us when it’s actually ready.
Constructive criticism is one thing, a lot of happening here is a whole different kind of beast and should be banned without thinking twice. It’s poisoning the community.
At the moment there is little incentive to visit old zones again. The idea:
Give each zone a monthly achievement (it gets reset after a month):
-) find & play 12 different events in that zone (get gold-medal for each)
-) defeat 3 different Champions
-) 2 levelups without dying, (not xp, to make it interesting for low-level players too)
(this would also show people that there can be a great variety of events in a zone instead of them believing that 100% Map-completion is all there is)
the reward should be really good, and most important: it should scale to your level.
-) a lot of T6 crafting- material for lv.80s (to make it seem not so important to farm only high level zones), craftingmats scaled to your level
-) Skillpoints scaled to your level (lv.80 -> 8sp; lv.30 -> 3sp)
-) a part of a Zone-related non-statistical gear-set OR a zone-token
so this could work as a shorttime goal (T6 mats etc) as well as a longterm-goal (you need at least 6months to get a complete set (e.g. Frostgorge Sound —> Corrupted Ice Set)
(additional idea: make a very epic optic set. To get the helmet of that set, you’ll need 4 helmets of zone-related gear sets.)
example: To get the “Knight of Melandru”-Legendary Shoulderpiece, you need 4 Shoulderpieces from different zones (Queensdale, Frostgorge Sound, Kessex Hills & Wayfarer Foothills).
EDIT 1: forgot to mention: These pieces should be bind-on-pickup. Else people would just buy them on the tradingpost
there would be one problem that would come up: Zergs. There needs to be a certain Anti-Zerg mechanic which favours 3-8 players but encourages groups to stay below these number of members, otherwise zergs would trivialize the content.
The big number of zones is one way to split up big groups, since everybody would want another cosmetic gearset, but there has to be something else.
EDIT 2:
ok some problems might come up with the skillpoints and legendaries:
-) 10 skillpoints for a lv.30 charakter is too much. Maybe 10% of the level —> lv.80 character gets 8 skillpoints; lv.30 character gets 3.
-) Legendaries might be a bad description, because the Armorpiece should be cosmetic-only, and not Endgame-gear. A lv.30 character shouldn’t be rewarded with Ascended Gear. Make the new Items like the HoM-Rewards: Skin only + integrated Transmutation-mechanic.
-) 4 different zone-helmets ? mystic forge ? legendary-helmet … this would be a bit shallow. Better: Bring those 4 helmets to a certain Priory-NPC who unlocks a Legendary-Questline for you (similar to the Halloween Event Questline to get to know the story of Mad King Thorn). This would lead you through old zones and gives you lore + at the end the new Legendary Helmet.
EDIT 3:
on a further note I would say that you should find 12 (or so) different events, so that you can’t spawncamp events and do the same on and on. You should be roam around and explore the area to find new events.
This way the players would really learn to know the content Anet has designed for us, other than the content near hearts and PoI only. + it’s more difficult to do
I think Anet shouldn’t be afraid of quests like this Legendary-Questline. To make this working I would suggest a individual interface for Quests like this one and the holiday-event quests. It was very strange to get the new Questhelp/Questtext via Ingame-Mail. If you want to keep the lore-text, you’d have to give up Mail-Space.
Call it a notebook your character uses to keep track of certain things. This way the holiday-Event-quests could stay in there to make it rereadable. Scavenger hunts are fun, if done the right way.
(edited by Marcus Greythorne.6843)
The evacuation of LA,
I was quite impressed that there is content which makes people work together in that big scope. Getting the best reward after having good evacuation runs was quite satisfying to me.
Woodenpotatoes would give this thread a new push with part 2 of his lore series on Cantha ^^
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probably because it has a bigger variety of events?!
I’m confused, wasn’t the next CDI supposed to be about communication?! O_o Well I guess I wouldn’t have had a lot to say anyway except: please rethink the policy.
why designing a new profession when this archetype is already in the game? Give the Necromancer a greatsword and/or dual swords and that’s it.