Showing Posts For Milferd.3780:
This is supposed to work with Skritt all over so clearly something is not working that needs a fix as I doubt they intended you to have to do it with the Wintersday Gift Doylack.
I assume that this was intended to be one use of the snowballs you buy.
Can we get a fix so it works like the text.
Anything done for disabilities often makes it to easy for others so it always a problem.
But this is a hand and eye control game in so many areas I don’t see much can be done without ruining for most.
There is even a average vs more skilled or better study players that often results in nerf that makes things boring for players with more skills or willing to study and work harder types.
Yes when possible I like to see accommodations but only in things given to players who need the help not a nerf that makes content boring or less special for others.
The biggest way to insure big fights outside the walls is to have locations receiving no yacks get a surrender timer. I don’t know what the average guild run time is but for example set it at two hours. Or it could be if you build siege works in all the marked locations around a location and each one is occupied by a player the siege timer starts. Building siege works is basically standing in a siege spot and hitting a dig command maybe one supply needed per spot. Breaking the siege is both running the players off but also distorting the siege works so it takes a few minutes to do. Or just stoping the yacks a better system don’t know.
This might not be necessary change if guilds would realize that trebs and catapults at long range from a big zerg can quickly down walls as long as you keep the supply routes cut. Yep ideas like following probably not needed as you start shelling somewhere they going to want to come out and stop you at some point thus fight.
Another guild fighting idea is a guild challenge. If your guild leader makes a challenge to a another guild on map from a challenge field near the challenged guilds location if the guilds are both able to field 10 plus players then a challenge will begin, if the challenged guild refuses there is a honor penalty and challenging guild gets small honor reward. Then the smaller group involved sets size of team and selects it’s challengers who are then tagged for the fight, the larger group then tags and equal number of players then the tagged players are put in the field and all other players placed out side tagged players and field immune to effects from outside. Reward to winner. This duplicates medical and other cultures arranged duals before battle, if this changes ownership of something can be discussed.
Mindless zerging is fun for a short while but except for the grinders not rewarding long term. And we have the edge of mists for players to do it plus the old maps.
Yes most rewards should be off of tracks that you earn by amount of time in wvw doing qualifying things. Eventually there should be map commanders who can assign roles but until that up to a certain percentage say 10 percent can select scout buff, then they earn credit by vote of friendly players on board for each half hour on if they get credit. 10 percent more can get credit for Yack protection again with vote so they protecting and speeding yacks that need protecting and speeding. 20 percent more can get credit for repairs and manning defenses. The rest must show they damaging things and killing things and taking camps or working with zerg.
Reward for holding must always be ,much higher for commander credit and rewards as players are being paid by NPC’s and Leaders are judged by populace way more negatively when they lose something then when they gain something.
Walls should give a stability and defensive buffs to people on them so they can’t be pulled and non siege weapon damage greatly reduced. One defender should be able to hold off 3 to 9 enemy on defense depending on what they holding.
As long as the banners hard to get to and can’t stay up all the time I have no problem with a temporary immune force as long as similar things are available elsewhere.
You just split your zerg and go where the immune force is not in more places.
3 Reverent centaur set ups can produce a continuous missile shield you just have to close to deal with this.
I only bought an outfit under the old system. I have no interest in the current very limited coloring choice outfits. As no polling of players as far as I know was done when the old system was changed ARNET was lucky if new outfit system makes more money and that only because the old town clothes system was neglected in the first place with no lines of separates available.
They let people into battle with the new outfits no reason the outfit section can’t have same slots as armor greatly expanding the possibles and sales of these items. The old tonic now outfits can be brought back and hey let us fight in them too makes as much sense as letting the other new outfits normally light armor looking be used by medium and heavy armor types. Best of both worlds. The monocle and other clothing like skins can be converted over.
I can hope that at least all the great support and healing builds on the new toon’s will be actually needed to do things. Plus Tanks will be needed.
Actually current content probably needs these roles in many places to do things well or at least with less than the huge numbers used to do things. ARNET stated intent was to make different roles not mandatory not make everyone a dps glass.
So I do hope for challenging content that requires more than stack and burn. In fact if stack and burn works anywhere the developers need to fix that.
I like Trahearne as well and if the Old Business saying there are seven complaints to every one praise was true Trahearne lovers probably outnumber haters. Actually the ratio of like to dislike in complaints to praise can be lower or much higher you have to do studies to find out. I’m shocked that there seams to be no professional polling being done as that is the only way to find out if complainers are with the majority or maybe a tiny but very active minority. And a true business saw is making changes based on complaints can cause people who were happy with the way things were to feel betrayed and not shop again not complain back.
I did like the character being in the talking and the action. It would have been better if the huge amount of time needed to make the NPC’s as you leveled up as powerful or more powerful than you while still leaving you a role I can understand the busness reasons it was not done.
Although healing the NPC’s though the battles is fun if slower than doing it yourself with DPS>
Love the new content so far even with the bugs.
My sister in law a Psychiatrist at Pensivania State University told me about a study of World of Warcraft players that included people who preferred or only wanted to tank or heal.
Maybe your on the way to actually making tanking, healing and support classes usefull to set up with your group and bring along. The desire to add versatility has of course failed as human nature tends to demand uniformity best example the zerk build only groups.
When the 15 or so man group I was with got ran over in one of the events as a WOW veteran I was already thinking how tank, off tanks, main and group healing, specialty buff up builds like Chronomaster well build would make the fight run way better.
ARNET might not have to make it mandatory to have you complex organize like this but it should always be that a tank/heal/support/dps group clears content faster. That way you can get and keep players who like these roles and jack of all trade players like me who like to tank, heal, support, and dps. What should be rare is anything that one single build for the whole group is the best way to do things.
I’ll add more maybe in a Tank, Healing and Support needed thread later.
This is a new problem did not exist before last patch. On the other hand trading post is way less likely to crash my guild wars program if Safari still open. Does seam to be connected to the Silverwastes Vinewrath but not necessarily close to the peak amount of players and activity. If it was graphics overload than fighting a Vinewrath boss should be when it crashes. No it crashes after a win.
Yosemite 10. 10. 2
Processor 3.06 GHz Intel Core i3
Memory 4 GB 1333 MHz DDR3
Graphica ATI Radeon HD 4670 256 MB
Same exact problem more than one time. This time it trapped me in the Vinewrath tangle on a different server.
Right now the same players end up on the same side every round. I played 10 plus in a row and three players always showed up on the other team.
You can’t allow DC’s when will Arnet get that though their thick skull. Also when someone DC’s the match has to end so you can’t game the system that way.
People who throw the match to their friends on other side are much harder to catch but there has to be a reporting system to point out people who are basically not doing anything much in a battle.
after losing 15 times in a row this is very broken. First you should not be able to leave unless you force quit the program or turn off your computer. Second the second anyone leaves the game is prorated and is over. Third you should not have the same people stay on the same team round after round after round because the results in a elite team that wins every battle for hours. All the special even pvp are broken badly by the failure to at least have a dishonorable feature.
I am very surprised that the massive oversupply of Tiny Snowflakes has not been corrected. Make them 1 copper each to vendors at least so tons of people are not throwing them out. With 10 million of them in the Trading Post they probably will not be worth anything for a very long time thus the benefit of using the winterday gathering tools is a disappointing waste.
The things you set to be purchased with wool items was set up and clearly not adjusted when you made the same items common drops and thus not worth in some cases 1/100 of their wool item cost. Then nothing was added to be purchased that was not a common drops.
You should have tried to model these items in the TP before the event. But at least someone should have been monitoring the TP for the item prices and way before they dropped to worthless do something about it. In example make the item sellable to NPC vendors, or drastically lower drop rate, add things to use large quanities of the item on in example cold drink food items worth useable at 80 as buffs that work with 1 Flawless and different levels of other snowflakes as you go down the tiers to 100 Tiny for the same item.
Forging 10 of each of the tier 2,3,4 and 5 snowflakes it takes forever to work though a 250 stack of each type of snowflake as the giant wintersday presents give you more.
Making the tonics turn into snowflakes was clearly an idea that was botched when you made the snowflake drop rate so high that snowflakes are worthless at the bottom two tiers. And very cheap except the tier 5 flakes.
It seams like you only did half the job ran out of time to make each piece fit then gave up on fixing any of it while it the event is underway.
Anytime you have a reward that becomes worthless like Tiny Snowflakes you both made a major error especially when you don’t fix it fast. It also make ARNET look amateurish. Just because the wars between departments for programers tend to make special stuff like this neglected does not excuse you fight that natural trend and make sure programing hours go to make current content underway work well even if you have to announce a delay in next release.
First question is are outfits selling better now then before the change? Even if they are is there an untaped market of us who liked the old system and not buying the new. Or did this ended up with someone coming up with make work to justify programing hours based on some customer comments with no polling to justify and making many mad as well as happy.
This is because some wanted to wear their outfits in combat but did they really buy more outfits then those like me who did not want to wear wrong armor type in combat but wanted way more variety and customization out of combat.
The old Town clothes system had been no where close to adequately used as there were few options more than now and almost no selection of separates. Thus is seamed to be disposable. I was very suppressed to join 2 years in a few months before the change and not find 20 different tops, pants, shoes, ectera options for my character in town clothes. And for there to be basically no varieties was a shock. In other games clothes are a major driver of activity.
Game still needs a best of both system where it works like the old system and their be 6 slots each that dyes can be used, and things can be mixed and matched. Some drop items to tempt gem buys also a good idea. I don’t prefer it but let it all be used in combat.
Just a reorganization of the threads and many sub threads were gotten rid of. All the Mac threads got put in support along with PC’s. In this case very annoying as now you have to skim over all the PC threads to find the Mac ones.
There a bug that makes the game crash if you use the TP while your browser is open that is not being resolved and it looks like communication with Mac users has been dropped.
I hope you do realize that dropping from battles is the cheap way for your greater number of friends on the other side to win. As such I hope it is back up as soon as possible.
I in over 400 matches have never won outnumbered. I don’t know why you enrage players by making them stay in outnumbered fights. And outnumbering someone gets boring. If someone DC’s stop the battle and award partial scores to everyone. If you can figure out some way to have a replacement player drop in where the DC was instantly that better but continuing outnumbers fights is stupid. I though balancing where you still don’t correct the outnumbered problem has also been stupid.
Although not always crashing with Safari and TP open it still crashes a lot.
Same thing. Can’t search for anything.
What I call 2 to 1 cheating is when a bunch of people Q together for solo or even worse on hot join. What happens is which ever side has more people from the group on it will win because the lower number of group members side will deliberately not fight well. 2to one is named as all it requires is 2 members of the group on one side and one on the other. Lazy or crude uses of this is by DC when they have not done it enough to get dishonorable. I should have kept records but I have had people on my side dc way more often than the other side going a person short. But you can do this cheat without dishonorable simple by having your members on the smaller side do stupid stuff like only fighting off the points and being slow getting to the fights.
I noticed at it’s worse the few days before the change to the current pvp system when I lost a huge number of matches in a row while leading in capturing points most of the time. It seamed like I was always outnumbered yet the other side kept 2 or all 3 of the points.
I know it will be hard to monitor and fix this. But it should be possible to use pattern matching tools to note win ratios varying by which players are on a players team combined with players who seam to change in performance greatly to often.
My last match I was on with three idiots that ran by an enemy controlled home to fight enemy, yes totally possible just happens it seams way more to me than other side, or 4 or 5 on the other sides team were members of the same group as the “idiots” Yes there were other idiot things and I seamed to always be outnumbered 2, 3 and 4 to one even when all three points were enemy controlled. I know some of this luck but cheating this way is to temping I’m sure to some.
And without Skyhammer more boredom sets in and people find something else new to do. Maps that require a similar build and skill set allow people who like to memorize a set pattern but only one to cope and do well for awhile till they get tired of it and leave. This is the challenge of listing to complaints for making every thing similar. When people get tired of the routine they quit even if they got what they wanted after a time.
Now I have not done Skyhammer on a 5 man team but am mystified almost on the trouble some people have with avoiding being in a spot that they can be pulled or pushed down a hole. I run a Gaurdian with no stability and only one skill Shield of Absorption that can knock someone down a hole. Well I have twice gotten people to chase me and stop just past a hole and got them to drop because they stop behind me.
I just stay aware and avoid being in spots where you get pushed or pulled. This surviving and wining against opponents that can one shot me easier is part of the fun.
Sort of same with underwater combat which needs to come back to give a new challenge to those who are tired of same old same old maps. I learned to handle 3d combat in space fighter and air fighter games and find the space fighter battle the best challenge. Yes it really hard to get used to at first but that is not a reason to avoid adding to the verity.
I do feel for ARNET make the people who like uniformity happy but lose the players who like a more varied challenge or make the more varied challenge happy and risk losing the uniformity people. My guess it the uniformity people are more likely to stay and deal and complain about un uniform maps than the people who like different things but or more likely to quit than complain. But that just my opinion.
Thought Skyhammer would not be included and that is true. I love the map and I run a guardian with no stability and only one effect that can knock people down a hole and it’s Shield of Absorption with limited range and long cool down. I really don’t get grabbed and pulled down a hole or pushed down a hole much because I pay attention to where I’m at. I would like a much greater verity of maps for normal play. And would love to have a set of water maps for people like me who greatly enjoy the challenge of 3d combat. Sticking to a very limited set of maps for normal play because some players can’t deal with a extra challenge risks driving the rest away from boredom.
Quite Mad that I told Twich about this weeks ago and they did not fix a broken sign up screen that required a captcha code to use but the captcha part of the sign up screen was missing. I also posted a thread on these forums about this also but it was clearly ignored.
So I can not participate or win the prize unless I give Twich my entire Facebook friends list using a Facebook sign in. That is assuming a Facebook sign in would even work. Not all sites require the ability to spam my friends to gain access and many of my friend list are not gamers so would not like me having them get spam from a gaming site.
I am highly disappointed the ARNET is using a poor service provider like Twich and not providing good service to it’s Mac customers in this area.
Well I never get a llama as I can not sign up with Twich as the demand that I enter a captcha code that does not show up on sign up screen at least using Safari keeps me from signing up unless I give them my friends list on Facebook sign up.
I told Twich weeks ago and posted a thread here about the problem but it was never fixed and I am mad about it.
Thanks all for advice.
Yes this is not for leveling more I just like to get things fully done only mats (gold) for new weapons is keeping me from 500 right now but closer.
It does bug that recipes in the wiki that I have mats for I can not make them as items do not show up have to assume wiki missing recipe required note.
Also bugs that with things like iron have one undiscovered recipe but nothing in wiki. (yes know the iron one just for completionist urge as it gives basically no experience to find out)
Thanks on recipe sheets wiki does not note that.
Should I infer that I have done all the recipes that Mithrill, Candy Corn and Orichalcum that do not require a recipe sheet. I had not seriously tried to find out and do discovery of recipes as I leveled up so sort of surprised that I have nothing but a very hard to discover what to mix with it Gob of Ectoplasm and Destroyers Lodestone along with hard to figure one left in iron and steel as finding nothing in wiki that I have the mats for.
Strange that it let me discover a minor sigil now but not the major or superior versions although I have all mats in inventory. Is this normal behavior? or should I contact customer service?
I have 471 on Weaponsmith and only ^ items showed up Iron Ingot, Steel Ingot, Darksteel Ingot, Gob of Ectoplasm, Candy Corn and Destroyers Lodestone. I wanted to use to help level up and finally found Minor Sigil of the Night to make. Then Candy Corn dropped from discovery area even though I have all the mats for Major Sigil of the Night I can not discover it.
Iron Ingot show one recipe left to find but I have all 4 Sigils listed for Weaponsmith and see no other options on the Wiki. For Steel Ingot made Minor Sigil of Doom and only one possible recipe shows even though Minor Sigil of Renwal in the Wiki shows I have the mats for it and don’t have recipe yet the mats other than Steel Ingot will not show.
I have Mithril and Orichalcum Ingots but they do not show even though there are undiscovered recipes I could use with them.
Do I have a bug and need to fix something to get more mats to show up or do I have to try to figure out what unlisted in Wiki mats I need to combine with Iron and Steel and Darksteel along with Distoryers Loadstone to clear them out so the higher level Ingots will show up?
Yep many mostly fantasy armors have things that are for show and intimidating the enemy when they would be dangerous. Sort of male version of the boob cups.
Now the hard fantasy part of me would have both men and women wear historically accurate medium and heavy armors. Yes you could take off your helmet but only out of battle. Plus you could actually tell what your opponent is armed with in PVP like you could in real life.
Sexy outfits should be confined to light armors and bringing back town clothes this time with lots of individual separates so that more people like and use it.
Light armor is sort of a mistake as in the dice and paper games this all based on there was no light armor just clothing. And there no light armor in real life examples used by non hand to hand fighters, padded armor not sexy looking, not really light as it was bulky actually similar to some of the medium armor and a poor option used mainly by second class troops. Instead of armor you had rings of protection and other protective magical jewelry where items like those to help non magic armor users were rare to non existent.
So non armor users could use a wide selection of town clothes into battle or just their more sexy than the bland underwear the game has now. Instead of armor slot way more ring and accessory slots. And clothing makers could make town clothes and useful non armor things like flying carpets some day. Not expecting a light armor change like I just stated.
This was never a problem before the combining of PVP with the rest of the dailies. Reason was daily activity was always on the dailies list. I whip out my dailies fairly fast now maybe just add this daily and one more everyday. Arnet used to think using the mystic forge was helpful for reducing number of items add it somedays. Maybe bring back more of the normal dailies rotation and make it 6 of 6.
Alternative there is a monthly recycle achievement so no need to have both it and recycle every day. Make doing activity on the list every day like recycle is now.
Just went into Keg Brawl and group of players were not playing the game instead they were cooperating in doing achievements. To me achievements earned this way are worthless so I have no interest doing them that way. So basically I am robbed of the chance to enjoy a good Keg Brawl round of competition as these achievement without earning it types hog the game. I guess I could stay and be a troll and interrupt what they are doing but I choose not to.
What to do about this? Now that daily does not contain activities this might be a problem.
As a WOW refuge I miss the thongs or close to thong like bottoms. At least somewhat less blocky less conservative underpants with clothes off. The bra tops on armor are way less covering than the no shirt bra.
(I like thongs on females but I’m sure some male options are needed to and the male thongs have justification on light armor in some cultures and history)
Maybe a toggle on or off parental control for the more skimpy stuff. (also could be toggled off in countries you could not use it in)
Bringing back a mix and match option town clothes panel would be great too assuming they actually design enough separates to get better interest. I believe why they dropped is there was not enough demand for it to put time into including panel in change. But the lack of demand was caused by the very limited selection of outfits especially separates.
I not to fond of skimpy medium and heavy armor as armor with holes in it don’t work as well taking me out of the fantasy nature of the story. (yes magic can make it work but then it does not even need to look like armor) Thus I would prefer skimpy for characters in the medium and heavy classes be in town clothes like outfits.
Making things account bound gave players way less to do like account wide achievements and other shared between characters changes. It might have not been a very good idea for developers to give players way less to do even if players like it.
This game probably needs a explorer type slower leveling more detail version. Look up types of MMO players. Explorers like detail and don’t want to level up fast and enjoy the story. Advancers probably be best to just give them their 80’s and let them skip leveling up as it just a pain to them and they push changes that make leveling faster and remove details like visiting trainers every few levels and remove things like repair costs that make Explores feel like being in a fantasy story that Explorers love.
Yep it was useful for color at least. And it does change some NPC relationships. It would be better if they went even more into it on questing to make questing more repeatable.
As a former WOW player I agree. WOW battles were less often unfair or total blowouts.
Number one is no outnumbered battles. Waiting is less infuriating than having to suffer though a being outnumbered battle.
Is there supposed to be a coward status where if you leave a match before it ends you can’t Q for a new match for awhile. This was very necessary in WOW otherwise you find your side way to often losing players and opens up the game to more cheating.
Right now I suspect a group cheat is too easy to do where if one side has more of your group than the other the low side quits or even worse stays and throws the match by mostly fighting off points.
Yes last two days I have lost most of my solo Q when before I was winning more than losing but not by huge amount. Very few battles are close most are blow outs. Have a few times seen my side all of the sudden stop going for points.
Have had a lot of battles where one player my side quits.
Well under the old fashioned 7 complaints to one praise rule there actually might be more lovers than haters of Skyhamer. It actually does run at some level of way more complaints to praise on most subjects but actual level depending on subject gets very involved in behavioral statistics.
I like Skyhamer run a Gaurdian with mostly meditations no stability and it rare I get dropped almost and even drop a few with my shield record two in one match. It a matter of paying attention to where your at.
Now to figure out why yesterday and today my side almost always forgets to fight on points or have one quit.
Play a Gaurdian normally with no stability on Sky hammer and it fairly rare to be dropped and I occasionally knock one off with my shield. Just got to know where your at.
As a search on the term Personality did not find anything posted this one.
Changing how NPC’s talk to you and having minor benefits of each type of personality and or personality derived PVE content to make playing each new character different especially if you decided to take same race and class is a good feature.
Wiki says seams to be removed but can’t find with search or in release notes that it actually been removed or is it ust hidden in background?
What I watched the top servers doing to succeed. A lot of good tactics and a good overall supply and defense plan.
As in the example the permeant WVW introduction thread. Supply is the key. With supply you upgrade and build defenses and can repair damage and push out offensive siege anytime needed. Without supply you lose everything your offensive zerg grabs plus more shortly after the zerg quits.
The top servers most of the time constantly keep you from having supply and aggressively defend their supply.
In example before the tourney against lower servers I regally solo killed caravans and went around rear area’s normally without being caught. Run a guardian so had no stealth for aid. Top servers most of the time I can count on not living long in their rear because of defenders coming out of fortifications, scouts warning of me and quick reaction of players sweeping supply routes of attackers when I do get something. Supply camps are often defended.
I recall losing the keep in Eternal Battle ground because even though we drove off the first two attacks we could not repair or build new siege as we held no supply. We got one camp and the cut the supply first habit was so great the enemy zerg went way out of it’s way to take that camp before they hit us to win this time. (rather just out of cut the supply first habit or maybe the use captured supply not our stored supply habit)
Top servers also have scouts and defenders and make a priority of upgrading fortifications. In example was told oil was useless and I believed them until I was in a zerg that lost our rams and was thrown back by oil backed up by enough other wall defenses we could not take out the oil.
Many more examples of good tactics I can recall. It smarter play that is wining. Before I complain about numbers I ask what are they doing that we are not doing.
I both room and zerg and also give speed Dalyak to move supplies so when rooming and especially guarding caravans I get killed by bigger forces. But I report what is happing giving important information to my side for us to take advantage of.
Right now the rewards for the zerg to capture locations seam to be much greater than that of defense so under some commanders defense or reports of enemy forces are ignored even though that greatly harms that sides performance as captured locations are quickly retaken and the side with only offense loses even more areas than they took.
Now actually a zerg coming back to defend gets the zerg vs zerg battles most seam to enjoy plus if with help of defenses you crush the attacker you get a lot more personal kills than a totally offensive zerg.
But still getting people to harm themselves by the much less rewards given by running caravans, acting as scouts and manning defenses takes constant effort to sell people on sacrificing for the team.
A water set of maps could be used to balance what ever is considered unbalanced just like on land. Of course just like on land there will never be total true balance it just to hard to do you just have to keep fiddling.
An having this separate from the normal solo ladder was a key part of my suggestion. Map or maps you can add to your custom maps sets would be nice. And a overall PVP master title would require you rather master both land and water areas or a special solo land and water combined latter for a short time but only when water is balanced to a level approximate to land battles.
But please in balancing as often as possible just increase or decrease damage effects and times on boons conditions instead of total reworking of abilities. (In WOW I thinkthe total rewordings were programing department avoiding layoffs or trying to justify more programers. Look up Empire building and how it hurts companies)
I recall reading there was a transition issue so water was removed.
Hope work to fix this so water maps are usable is ongoing.
I know some dislike water fighting maybe even for the reason I love it. Water fighting is 3D so I can go over and under an opponent not just side to side.
Maybe the water maps would be separate track for the most part going for the water pvp achievements that should be added with the maps.
I find the skins and if you could fight in town clothes take away from the fantasy realism.
I would have no problem though having this on a toggle on or toggle off basis for custom arena
But a serious hard fantasy fighting mode you should be able to look at someone and have a rough idea both what class they are and what type of that class they are in a serious fighting mode just like you would back in history for the non magical parts and in hard fantasy for the magical parts. Of course you would have to study to recognize what armor set and weapon combos do but that why I say serious for the player who wants to put study into fighting.
If your unfamiliar with term hard fantasy it similar to hard science fiction look it up.
I was very disappointed when I started the game and found out there were no other sets of town clothes to buy. Fighting in many possible outfits is fairly stupid looking to me. Still can’t think of good reason to get rid of town clothes switch.
Had money making idea for town clothes. I think one reason for lack of demand was no space to put them in when you spending gems. Other reason was there were no outfits need at least 10 or 20 sets with mix and match to find different presences for demand.
Ether make town clothes drops and make money off of people buying bank slots to put them in. Or make a tab in bank like crafting materials and the old pvp locker so that gem buys don’t take up space.
As you have non combat type potions developers understand many town clothes outfits especially dresses would be silly as combat skins in battle. So give us a swap like old again. Maybe even give us a armor alt set to switch to or even a whole secondary combat set up swap. I’m tired of swapping out gear manually to switch form zerg equipped set for WVW (staff healing stats) to my solo and small group set of gear more resistance no healing with scepter and focus to go with my sword and shield alt.
I would add death matches should have white flag option so that if one side loses say two out of three the third can concede the match.
Idea of Solo play I thought from description was to balance out teams and for new players. And so if there are two new and 8 old players each team would have 4 old and 1 new. I actually did custom 10 times before doing solo. And actually have won one on one solo fights but am fairly new.
In fact I though Solo was going to try to balance out each side as much as possible so a one side having all the best players should not be possible.
Right now Custom seams very new player hostile as well with very unbalance sides the norm. I got no problem with a new player area and would stay there if their was an option assuming I would get enough players to actually have a few fights an hour.
Role playing is a explorer type player thing. The type of thing that built WOW and hurt WOW when it was harmed. Advancers tend not to care as much about role playing. I think we can have both but it needs two different types of game inside this game. What is Explorer vs Advancer see next.
These changes are Advancer friendly type of changes. Yes just like in entertainment business giving the audience what it thinks it wants can backfire when you hurt the other part of your fans. These changes are Role playing hostile as explorers are your role players.
It seams that developers here and at WOW are ignorant of the many articles on the four traits of players. These being pvp, Social, Advancers and Explorers. There is even a quiz that ranks how much of each of these traits you have. The key to this distinction is though is what makes Advancers happy makes Explorers unhappy and even worse makes Explorers quit. Advancers are the players who want to level fast, grab achievements and don’t care much for anything that gets in their way to max level. Advancers typically don’t like story quest type things. Advancers want things that make them level up faster and if they have to will grind the same thing over and over to get levels and achievements they want. Advancers will buy things like experience boosts, crafting boost and things that make getting to their goal faster. A comparison is players who like cheat codes or people who seek out spoilers telling them secrets of what is coming up in a story they following.
Explorers don’t want to level up fast (even if new player Explorers think Advancer wanted changes like faster leveling or exp boosters good the Explorer player will then find the game boring and quit) Explores like to role play and love story quest things. Explorers want a challenge as they level up and are in no hurry to make max level. Explorers need to hit heart merchants at the level intended. Explorers like me will explore current LA even though there is no reward for doing so. Explores like things like having to visit a class trainer frequently as it makes them fell like they are in fantasy story. Explorers want to talk to all the NPCs and a pure Explorer has no interest in 80 level content after last story quest wanting to start a new character that levels up in a way that a new player would. Thus no help from their earlier characters. In fact for Explorers having leveling up for later characters should be harder. In example a new player Explorer might need free repairs item 50 uses and a better set of starting items. But later characters need repair costs both to make the story feel real and make it more of challenge. A comparison to explores are the people who would never use a cheat code and people who hate spoilers.
Yes we can please both but Advancers proved that they will complain but play a explorer friendly slow leveling game like WOW at start. But explorers proved with WOW’s massive player loss they will not complain just leave when things go Advancer friendly. Actually proved a Business degree maximum be careful giving complainers what they want because complainers can be a small part of your customer base and changes to make complainers happy often make the other customers quit not complain. Thus poll and study before you make changes not just read suggestions.
Now this game probably does not have that many explorers to begin with as leveling up a boring fast leveling Advancer friendly heart system where you just need to go to each place and kill something without even a story make you feel in the story first visit to the heart vender. Advancers just want to kill and go to the next. Explorers want to do all the different tasks and don’t want to complete a heart by accident doing nearby event.
My suggestion just let the Advancers after a few weeks start one or two 80 already characters and buy more max level characters and skip the story quest system all together. Maybe have something so you can tell how a character became 80 but tell complainers about slowness of leveling sorry that part of game not designed for you. (some achievers will grind it anyway to get the leveled up indicator on their 80’s just don’t change things to make it faster or less achiever annoying) Keep combined achievements but also keep a separate character achievements. Have each character have their own currency instead of combined with rather a money transfer function or just let players mail money and currency to their other characters. And if possible keep a tally of which of each players characters gathered what and expended what resource so if your a purist like me you can not use another characters gathering. Yes right now I am tracking how much each of my two characters make in Karma and money so I can avoid having the higher level help the lower level.
(edited by Milferd.3780)