(edited by Mattsta.8694)
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I like everything that Merris said with a few alterations:
This is an extremely important point to note, since when people see a sliver is 50s they prefer to sell it instead of contributing to the decorating effort, which I cant blame them fore even tho I wished it was different.
- slivers: keep the drop rates as they are now, but reduce slivers used in bags of powder from 3 to 1 (tier-ing is fine -slivers,fragments,cores and lodestones, but amounts are a bit ridiculous)
The first is why I think the drop rates should be increased. With overall cheaper scribing, more people are going to want to do it, which will raise demand and prices. The slivers should try to be cheap enough that guild members don’t feel like they are wasting money by donating them to the guild scribe. A cool idea was if slivers were actual decorations so guild would actually be donating them to the guild for scribes with the proper privileges can use them straight out of the guild hall.
Also, I think instead of reducing the slivers in bags of powder from 3 to 1, they should be reduced from 3 to 2. Then cut down the amount need for tiering from 3 to 2 as well. This would make the lower end recipes which were never too expensive to still have some cost to them and reduce the out of control scaling as you get to higher level recipes.
I also like this idea for sliver drops:
Perhaps we could get a fixed amount per difficulty type instead of the current random amount. And the other resonance thing that we sometimes get could just be a bonus on top sometimes.
- paper: reduce the amount of planks required to craft 1 paper from 5 to 1 (it makes no sense to craft 1 sheet of paper from 15 trees)
- ink bottles: reduce the amount of pigments needed from 10 to 1 or 2. It makes sense to use more pigments with higher level ink bottles, but again with 10 pouches of pigment I can probably paint an entire building, with 70 pouches one can paint the entire guildhall like a rainbow
I think the paper going from 5 to 1 might be a bit overkill, but this is one of the annoying parts of scribing. 5 is definitely too much and should probably be reduced to 1 or 2 planks per paper.
Ink Bottles are another big problem as they compound on each other. You start off with just brown pigments, but instead of replacing those with a different color you are adding more pigment colors on top of this. To keep the recipes the same and alleviate this problem, I think the amount of pigments should be reduced but scaled based on use.
Brown and Red Pigments could always just use 1. The middle tier (Blue, Orange and Yellow) would be using 2 of each. Ink Sets that use purple would use 4 of them and the highest tier would use 6 of black and white. With a setup like this, the always used Brown Pigment wouldn’t need much per use but get used a lot while the higher tiers use more per use but don’t get used often.
All the other bullet points Merris listed out I agree with.
Hey Irenio,
- Celestial Avatar Form: Entering this form now has a 10s CD. Charging of Astral force by healing has been reduced by 40%. Charging of Astral force by outgoing strikes has been increased by 200%. You now retain half your current astral force if you decide to break form early.
- Celestial Avatar Form: Skills that heal have had their base heals reduced by 15-25% and increased their healing coefficients from 100-145%. This should leave base heals solid while really rewarding players who elect to use healing power stats.
Bonus: Bristleback Pet F2 is no longer the Sharpen Spines ability. The F2 is now Spike Barrage to give you more rewarding control.
I like the changes to Celestial Avatar Form. Is it still going to be required to have full astral force to enter the form? Unless the changes to how it is gain are more effective than I think, the 10s CD seems like enough of gate to keep druids from constantly swapping.
(It might also be interesting where you can enter Celestial Avatar Form as long as you have 50%+ of your astral force, which would play a bit off of the retain half your current astral force if leaving early.)
Iirc, with the Necro Death Shroud running out of life force does not cause the CD to trigger. Will this also be the case where staying in Celestial Avatar Form until all astral force has spent will not incur its 10s CD?
Bonus: Yay!
Had a match Sunday night. All the gates were destroyed. Matched ended and my team was down in points, but the game continued on into overtime as the other team was attacking our Lord. We kept up a good defense and while they were still attacking our lord the rest of my team went and killed their lord.
Us killing their lord caused the match to end, but it didn’t give our team any points and awarded the win to the other team in what I presume is because they still had more points than our team. If one of the lord is killed during overtime, I think it should award win credit to the team that gets the enemy lord killed and therefore should have awarded us the victory.
Forgot to grab a screenshot, but the game was at about 9pm Pacific on Sunday night if that helps. Was an epic finish to a match, sad that we didn’t get credit for a win.
tl;dr We killed the lord during overtime but still lost.
Deflecting Shot: We’re looking at increasing the damage values of this ability, so that it has a bit more impact to it.
As others have said, I don’t like the idea of making this more of a damaging skill and would like to see it remain as a utility. What could be an interesting idea is to make this skill do zero damage, but if it successfully destroys a projectile it explodes dealing damage and creates a Swirling Winds/Smoke Screen type of field that continues to destroy projectiles in the area. This way it remains more of a utility and rewards skillful play.
Will converting also unlock the different skins? So if I have a Wupwup dagger and the Violet Antique skin unlocked, will switching it to Zojja’s result in also getting the Crimson Antique dagger skin unlocked?
I like the Gift of Ascalon line of thought. I don’t like the idea of buying it just to find out, though :p
I had a Gift of Ascalon gathering dust in my bank. Zommoros won’t even look at it.
Gandalf.
It isn’t a weird idea to have in a fantasy game, as the staff is like a walking stick that you kindof plant during combat. That is what would make it odd in GW2 combat however, as a staff in one hand would be a little clunky with the more action movement combat.
My impression of today’s blog post makes it sound like guild upgrades will carry across regions including the guild bank. Just curious if this is how it will work and a character on NA and a character in EU will see the same upgrades and items in the guild bank even though they are in the different regions.
It would be cool if this was the case, but I am surprised as I thought the unified guilds would still be region locked.
Yeah, this is the same bug that they fixed for the Concordia Waypoint in a hotix the other day. Like the Concordia bug, it seems to happen whenever you use the waypoint from another map. Using the waypoint while you are in Dry Top will put you a few steps away from the vine.
Was it done on purpose…? :/
EDIT: All shields do it. :O
Yeah, most weapons do this on asura just so you aren’t horribly clipping your stowed weapons thru the ground. I think it is shields and all two-handed weapons that do this.
I like how clean that looks! You know how in the ‘skills and traits’ section of the hero window there are three sub tabs? It would be nice to see two sub tabs here, one for town clothes and one for armor/weapon skins. Or maybe split it into three: weapons, armor, town clothes.
To me it is important to have it be part of the hero window as opposed to using something like the pvp locker because,
1. the pvp locker can only store one object per square (I think…)
2. It should be easily accessible for all characters, especially if you just got new gear and want to keep going in your dungeon/quest instead of dropping what you’re doing to dash off to a major hub. If some skins already are easy to get a hold of (achievement skins) then it makes sense in my mind to do that with the rest.
The tabs sounds like a good idea. For the first reason why you are opposed to the PvP locker, it actually can be set up to be an unlocked with infinite withdrawal (which is why I like the idea of using it since it is already kindof setup to do it). If you go to the sigil/runes section of the locker, once you put one of any kind in you can continually pull the sigil/rune out as many times as you want. You can even hold down alt to withdraw stacks of the item. The armor/weapon skins currently are just one in/one out, but the sigil/runes show that it could be switched over to an unlock once/infinite out set up.
I get where you are coming at on 2, but I don’t think it is that big of a concern to need to wait to go back to town for something like that. I’m not against it being in the hero panel. If it is a locker or NPC, then there could be things like the bank access items for those that want that convenience (or it could just be another tab on the bank itself). I guess I just like the idea of there being a physical closet somewhere in the game that is storing all this stuff for me.
Adding a hanger icon would also be a good idea. I was thinking of having hangers either as a consumable currency (consume 1 hanger to add x item to your ‘closet’ as an ‘infinite’ skin – infinite so long as you have crystals/stones with which to withdraw it) or simply consuming hangers off the bat to add more ‘slots’ to the drawer where you just drag and drop more items so long as you have not yet unlocked that skin. The window would have to be programmed to gray out items you have already ‘unlocked’ so that you can’t drop in the same skin twice.
That said, the view-able inventory in the bottom left should probably only be showing any items with skins you have not yet unlocked since it might be silly to show anything else in that window.
If you have a moment would you be willing to make a mockup of your idea? I’d like to see it!
Ah, I see. I was thinking of the hanger as like buying a bank tab where it would open up slots to use, not a consumable to put things in one at a time. So the number in mine wouldn’t really be applicable to what you were saying.
Having the full inventory depends on what it is you want to accomplish. If you want it to be that you pull out skins that you then use in your inventory, then the inventory probably isn’t needed at all in the window (skins would be used in the actual inventory and the hanger could open a new window like transmutation stones to deposit new skins). I was thinking more of the wardrobe also functions as the skin applier/transumation stone so the full inventory is needed. In that case, even items that have skins that are already unlocked in the wardrobe would need to appear so they can be changed to another unlocked skin.
Here is the mock-up of what I was thinking: http://i.imgur.com/Pzf3Kq8.jpg
You are trying to do too much in one place. I had looked at your mock-up picture before reading your explanation and honestly had no clue what was going on. After reading the explanation I get it, but you have to remember that players are not going to have your forum thread to explain the window when they first see it in game.
Town clothes and toys shouldn’t be there. They don’t benefit from the transmutation system and are just adding clutter. Since this is all about the cosmetic look, you also don’t need to have the stats like what would appear in the normal transmutation window.
A better way to have this window look would be to have 3 areas split into the top third, bottom left and bottom right. The top would have the current armor/weapon that you want to change the appearance of on the left, then a giant arrow point to the right where you would put in the new appearance item. This shows the change from old to new skin. Under this would be the accept button which would show the cost (if there is one) in parenthesis.
The bottom left would be the inventory like you have shoved into the small left on your mock-up. The bottom right would be the closet. Players could then hover over to see the cost of each item like the achievement skins being free and gem store and unlocked costing the transmutation stones (I’m assuming this is why your mock-up shows the transmutation stone counts). Then if you select a skin that has a transmutation stone cost it shows up that value on the Accept button previously mentioned.
This leaves a little room at the top for a little blurb about how the window functions. A little surprised about this being in the hero panel. Would have expected an NPC like the bank, which could have been talked to for more details on how the service functions.
EDIT: I also like town clothes and the dress would be an awesome addition.
EDIT 2: The hanger is a nice idea, but you need to include something in the mock-up to get this idea across. It could be as simple as adding a number above the closet section. So it could say 12/15, when you hover over it a tooltip says you are currently using 12 out of the 15 available closet spaces and clicking on the number sends you to the gem store and highlights the hanger so players can easily buy the expansion.
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The Wintersday Mystery Box didn’t make a return for this past Wintersday. I wasn’t able to get the Minis from this box during the first Wintersday, so during this March sale could we get this box again or maybe have a special Mini-pack for the Minis (Festive Golem, Infinirarium, Snowman and Foostivoo the Merry)?
Some new Waypoints added in Orr (think it was like 1 new waypoint for each Orr map). A new waypoint added outside the three guild puzzles in Brisban Wildlans, Plains of Ashford and Snowdwn Drifts. A new waypoint added to Lornar’s Pass west of the Marionette.
The only new POI I can think of are Cragstead in Upper right Wayfarer, Nolan Hatchery in SW Diessa and the Dead End Bar in Divinity’s Reach.
EDIT: Other POI might be the middle camp in Southsun, and in Kessex Hills the Tower of Nightmares in the middle of the lake and the camp on the hill NW of it.
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I’m having the same issue. Whenever I link something the last A in my name gets cut off.
EDIT: I think it might be tied to our names. It was broken on my character called Elemental Mattsta (17 chars) and yours is My Little Warrior (also 17 chars). Switched over to my char named Mattsta and it isn’t bugged with linked items.
2nd EDIT: Or maybe not. Went and tested on chars that have 15-18 chars and it is only bugged on my Elemental Mattsta. So it is not the length of our names that is causing it and it is not because of the letter that is getting cut-off.
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The eight latest articles have been added.
Added the last five articles to the list.
The effect (water spout and growing vines/flowers) seems to be smaller than it should. If it was like twice as big I don’t think it would be disappointing. And like others have said, the mining pick animation/sounds is odd, but if you get multiple uses from the node then each swing is another gather like what happens with a mining pick.
Updated the list with the last couple articles (and cleaned it up a bit).
Just finished Daily Gatherer which leveled me up for Leveler and took me to 6/5, but didn’t a reward.
Back Middle is MikeZ and bottom far left is Izzy.
Bottom far left looks to be: http://wiki.guildwars2.com/wiki/William_Fairfield
Don’t recognize any of the others.
Doesn’t look like ArenaNet did that well
I am a writer for ZAM.com where I have started a Guild Wars 2 column called The Scrying Pool. In each article I look at what we could see coming to Guild Wars 2 in the future. This could be anything from lore and story to actual game mechanics.
- The Scrying Pool: Ancient Sylvari
- The Scrying Pool: Mounts
- The Scrying Pool: Deep Sea Horrors
- The Scrying Pool: Daily Craze
- The Scrying Pool: Shards of Lore
- The Scrying Pool: Commander
- The Scrying Pool: Transmutation Woes
- The Scrying Pool: A Lively World
- The Scrying Pool: A Magical Find
- The Scrying Pool: Wardrobe Malfunction
- The Scrying Pool: Solo Spelunker
- The Scrying Pool: Will Deeps for Arah
- The Scrying Pool: Get It While It’s Hot
- The Scrying Pool: Too Much Gear
- The Scrying Pool: No Expansion!?
- The Scrying Pool: The Sixth Race
- The Scrying Pool: Hall of Guilds
- The Scrying Pool: Cantha
- The Scrying Pool: Housing Story
You can also find all and future articles for the column here.
Also, feel free to comment on any ideas you would like to see as topics for future articles.
(edited by Mattsta.8694)
Just got a Mending Zweihander (Masterwork level 32 Greatsword [don’t know how much info you need]) that has one of the more generic Greatsword icons.
http://wiki.guildwars2.com/wiki/Zweihander
Leatherworking: The Outlaw Shoulders (made with cotton insignias at 175 Leatherworking) has an icon that doesn’t look like the armor and the icon doesn’t match the icons of the rest of the set. (Rest of the set has yellow background highlights while the shoulders have blue.)
(dang… stupid post limit. And a time between posts to boot!)
10. I don’t know how you fix this, as what I think is happening isn’t an out of whack loot table it just appears that way from our perspective. I would set it up with something like normal mobs drop something 1/10 times, veteran 3/10, and Champion 6/10 times. The problem then is that players are killing 10 normal mobs and getting that 1 time to proc while only killing 1 or 2 veterans and only 1 champion and getting slammed by the rng. If you then change it to 8/10 vet and 10/10 champion, why would you want to farm 10’s of the normal mobs when you can just kill 1 of the harder mob (even if they are harder to kill)? Just going to stick this in here since it fits: Magic Find needs to die. Give importance back to the real stats and other foods.
Dyes – I’m pretty sure what happened is that account-wide dyes weren’t working. Up until BWE2 we were told it was going to be account-wide and we had those seeds and the dude that took 24-hours to turn them into dyes, a system made to account for only need to get each dye once (24hr wait to account for only needing it once instead of 5+ times). After it was confirmed it was character based all of the waiting stuff went away and left us with the overstocked dye section in the TP. And in regards to your “as though it’s a move primarily designed to help increase Gem Shop sales”, it is almost the opposite as the speed up item to instant give you the dye from the seed would have sold wonderfully for them and only needing to get the dye once would have made it more worth it to buy the dyes from the shop since it isn’t something the loose if they want to play another character.
Additional skills/weapons/traits – I agree, but I don’t want them throwing them in there like crazy. If they added skills every 3 months then eventually we would be buried by all of the skill we have, so I don’t mind them taking it slow and making them good. I would like to see a 6-10 weapon skills, not on the bar but as alternative to the current weapon’s skills. So after you unlock 5 you would start unlocking the 6th skill. This would then be an alternative for the 1st weapon skill (so you can click the arrow like with Utility skills and either select skill 1 or skill 6 for the first slot, skill 2 or 7 for 2nd slot, etc.) to give more diversity to the actual weapons. Traits they need to be careful with since there passive/changes other skills nature could be easy to make things unbalanced.
Waypoints need to be cheaper, think traits should still have their cost but make it payable in the UI not needing to go to the NPC, and not have it charge a fee for listing (which sucks if you need to bring it down and relist it).
—Calls OP’s wall of text.- Your bet.
I’m going to start off with a disclaimer as the OP did. I don’t usually post in these unless the OP makes some really good points to begin with. If I don’t agree in part then I almost always just hit the back button and move on. So:
1. Agree
2. Agree
3. I agree that they need to be revamped but I don’t think your way is the best. Reducing it to only 6 is still a grind (though not as big of one at 1/4th the length) but it also makes the dungeon obsolete very quickly. If you are there for the gear what makes you want to go back after the first 6 runs, which is why I think it is set up with the 23 runs in order to extend the play experience.
What I would like to see instead is a Reputation system set up where you turn the tokens in for faction. I don’t know how many tokens you would need to gain the faction (and won’t throw out a random number for persecution), but the idea would be similar to other games. There would be tiers (like how wow has Friendly, Honored, Revered, Exalted) and at each tier you unlock more stuff. At friendly you might just unlock that lowest level generic armor that is on the first tab that no one buys. The top tier you unlock the dungeon armor/weapon sets that people run the dungeons for. After unlocking a tier you can buy the stuff for Copper/Silver/Gold. Now after capping the faction (or maybe after unlocking the next highest tier for use with the lower tier) you would unlock token exchange. This works similar to how tokens work now, except you would be given the option to pay for something straight up with money, with some money and some tokens, or with purely tokens. Why I think this would work is that it extends the play time as was I believe intended with the multiple runs of tokens per armor piece setup, it gives a progression meter that is missing in almost any area of GW2, it gives a way for people to get what they want after gaining the rep without being required to run the dungeon more, and it gives people a discount so to say should they enjoy continuing running dungeons (which gives additional reasons to continue running them after capping). This would also make consumable items from the vendors not a waste of tokens and progress towards getting the dungeon sets.
4. I agree. Also not have these ridiculous weapons be the most heralded items in the game. I don’t mind there being a unicorn shortbow in the game, but having the holy grail of shortbows be so ridiculous seems insulting to me. There should be the Legendary items and those items you get just because they are plain fun.
5. I agree. Especially after the iOS app for the gw2lfg.com is being sold for $0.99 on the iOS app market. I don’t mind the site making its due, but I don’t like this core needed feature being sold by an outside source.
6. I thought this system was a good idea, as with GW1 you weren’t considered broken into the market until you had been scammed, but it does prohibit honest trading the lack of multiple used icons I’ve seen in GW2 would limit scamming almost completely. Now you just get scammed for being too trustworthy which just sucks.
7. I agree they need to be reworked (especially some of those ridiculous/unbalanced ones like needing to drink 100,000 drinks or the off-hand weapon slayers needing as many kills as the main-hand ones). I also think that daily, monthly, and the HoM need to not be counted towards the achievement points. I like your idea of achievement points giving rewards, but with daily and monthly giving a never ending supply it will either become you needed to have been around since launch to get the awesome new stuff or getting the rewards is just another grind. Make the one time achievements (and maybe keep the repeating ones like the dungeon and salvage ones) so that getting those rewards become an achievement unto themselves.
8. I think the problem with Trehearne is not that he shows up and takes charge, but that he takes charge in the story but you are still in charge of leading him around and deciding what to actually do. I think they looked at Nightfall and tried to do what you are saying and not just making you the sidekick, but what happens is that you are in charge and he just has a large ego. I agree keep a bunch of the story about you, and if you do bring in someone else to take charge actually have them take charge. Have them tell you what is happening and have them running through the mission (smartly and not like an idiot) where you are there as a sidekick helping him/her clean up. One thing that bugged me about the order missions is that you get paired up with a superior and he immediately turns around and goes “Whelp, what should we do?” I don’t know what we should do! I just joined and you are my superior in charge of teaching me the ropes!
9. Agree
I am getting the same bug and it is happening at the same exact location (except I have the Starving the Beast quest instead of State of Decay). Went and completed another quest last night and the added quest in the list had no effect on where the list disappears. (It went blank after Starving the Beast both before and after.)
The 2nd Bonfire from the bottom is not removing the frostbite debuff and adding warmth. All of the other Bonfires work as intended, but both times tonight my party got this fractal the same bonfire didn’t work.
The Wintersday patch added Bar Brawl achievements to the under the activities category (which previously only held the Keg Brawl achievements). I haven’t had any luck in finding the activity, so it might be that the achievements were slipped in on accident. Bar Brawl in the near future possibly!
Are the Black Lion Chests supposed to only give the Mystery Tonic for the tonics now? I had never gotten one of those from the chests before and now I have opened 12 and have gotten 3 Mystery Tonics from each of those 12 chests. It is also only the “Singed fur and feathers” version of the Mystery Tonics.
I am in my guild, but it shows everyone else offline even though I am talking to guild members who are online. They are getting the not being in a guild message when they try to talk in /guild but I can talk in guild but nobody can see it apparently.
Reviving dead people takes a while and I usually end up just sitting there humming to myself waiting for the person to get back up. The Quaggan that hums some of the Guild Wars 2 music made me think that it would be cool if your character hummed a bit of it too while reviving dead players.
Just make sure it stops humming when you are finished/stopped reviving. Don’t want it to turn into the character screams that go on forever when you jump off a ledge into the water.
Dwarves were turned to stone to combat the Great Destroyer in the EotN expansion for GW1. Dwarven lore however says that their race was created by being hammered out of the stone. So why they can’t go through normal reproduction after being turned to stone, maybe they have learned how to create new stone dwarves.
So maybe in the expansion where we go underground to fight Primordus there could be a Stone Dwarf race…
I’ll just place this here: http://wp.me/p2l6Yp-1n
Been saying for a while that Guild Airships would be super awesome. If you have done Arah SM then that one airship would be good.
I have the same problem with the character I was playing on right before it went down for the new build. Stuck on the loading screen for Sparkfly Fen with my main. Can get into the game with all my other characters just fine.
Someone else in my guild is saying they are having the same problem.
I have had this happen multiple times with the #2 downed mesmer ability. I have had it happen on multiple maps, so maybe there is something with this skill?