Showing Posts For Naeleen.7601:
Please, like PLEASE, I’m pretty sure a lot of players will want this, allow us to dye the Geomancer’s Glider! Even if it’ll be one dye channel, to change the flame colour. I hope more people will support the idea and our voices will be heard
(edited by Naeleen.7601)
Every single event should get automatically reset every X amount of hours. It’s moronic that after almost 5 years players are still forced to wait for a server reset or client update to Hopefully get their achievements/collections completed.
Love the list… especially the blade shards.
If it were possible, I’d love to add to the list gifts and mystic forge stones.
~EW
Usually items used in the mystic forge are ones you don’t casually acquire in large quantities. Mystic Forge Stones and Gifts are not used for crafting (i.e. at a crafting station), thus although somewhat convenient, I doubt putting them in the materials storage will be much productive or useful.
@archmagus.7249: Yes you are correct, I totally forgot how Silverwastes Shovels function. I was just looking the items in my inventory and was like "..and you use these shovels for bandit chests, so they are “keys” " :P. Gonna scratch that out of the list.
Greetings,
I would like to request (and I’m pretty sure a lot of players agree with most of the suggestions below) that certain materials be added to the materials storage. It’s been a long time and we still hoard them in our account banks or character inventories, taking up unnecessary space. And almost all of them mentioned below are used in crafting recipes. Even the mystic clovers, which are not used in any crafting recipe at all, earned their personal slot in the materials storage! I’d like to encourage players who see this thread and agree with the suggestions, don’t hesitate to post your opinion.
The materials are:
- Milling Basin
- Copper Doubloon
- Silver Doubloon
- Gold Doubloon
- Platinum Doubloon
- Bottle of Elonian Wine
- Amalgamated Gemstone
- Shimmering Crystal
- Tenebrous Crystal
- Blade Shard
- Agony Infusions (all +’s if possible, else at least the +1’s)
Lastly, perhaps you could consider converting certain “keys” used to open map chests into currencies in the wallet (I’d assume it’s more complicated to create a new “key storage” window, hence why I suggest wallet currencies), to avoid having to transfer all of them across characters, should a player decides to play a different profession. For ease of use, they could appear as currency at the bottom of the inventory window, depending on which map the character is located in, similarly to how Airship Parts appear in the inventory when we are in Verdant Brink:
- Zephyrite Lockpick
- Bandit Skeleton Key
- Key of Greater Nightmares
- Pact Crowbar
- Exalted Key (why does this still come with a blue name? all other keys have a yellow name :P)
- Vial of Chak Acid
- Machete
If you like the ideas please post below and share your opinions!
(edited by Naeleen.7601)
We got a bunch of items on sale a few days ago. Since ANet stopped doing any kind of sales since the announcement of HoT in January, you could consider someone screwed up and started the Black Friday sales a week or so earlier, because the greed is strong in them, so many items on sale at once couldn’t be something normal.
The server/instances with IP 206.127.146.119 are broken. It’s been 3 days this is happening. Maps I saw affected: Divinity’s Reach, Frostgorge Sound, now Diessa Plateau.
Workaround: Before you teleport to the map, de-represent all guilds, go to character selection, guest on another server (try the ones that are nation-specific, like a spanish, french or german server). Won’t work every time but you have a chance to get on the map.
Greetings everyone,
These are a couple of suggestions I have been discussing with friends and guildies the last days, hopefully many people will agree and we’ll get them implemented. Feel free to provide constructive criticism and feedback.
- Falling damage reduction trait should not be a trait at all; with the new masteries system we’re getting in HoT, falling damage reduction could gladly be added as a mastery with multiple tiers and bonuses for each (because honestly, I don’t think there are many players around who actually have equipped at all times, and try to utilize falling damage reduction traits while in combat; let aside traits are all about combat anyway, and the existence of a falling damage trait defeats the purpose, plus it’s slightly frustrating to remove an entire specialization line, equip another, just for that trait, when occasion requires it, i.e. doing a jumping puzzle). After all, we can have a separate mastery in PvE and WvW as well. This will allow the developers to add content that requires said mastery to be unlocked and a certain amount of tiers invested into. For example, a new PvE jumping puzzle which you cannot use the glider for, but you will also die at that particular spot where you have to fall down from a given height without any water pool to save you at the bottom. Its tiers could give various bonuses which could also help with the “Adventures” system.
Examples (obviously the mastery does not have to be as presented below; these tier descriptions are merely suggestions:
Tier 1 = -25% falling damage
Tier 2 = Gain stealth for X seconds when you receive falling damage (XX seconds cooldown).
Tier 3 = -25% falling damage
Tier 4 = You do not enter combat mode when you receive falling damage (provided you were not previously in combat mode with a monster).
Tier 5 = -25% falling damage; upon receiving falling damage gain invulnerability and super speed for X seconds (cooldown XX seconds). Note: This last tier could be utilized for the completion of certain time-based challenges. Also, the passive falling damage reduction on Superior Rune of Snowfall could be reduced to -20% to avoid exploitations of 100% total reduction).
- Unlimited Gathering Tools from the Gem Store: We have had a really nice variety of different gathering tools released so far, some of them having awesome animations that make material gathering runs more pleasant. However, since the release of the Watchwork Mining Pick (which is the only tool having that ~20% chance to give you a watchwork sprocket each time you strike any type of ore node), it really feels not worthwhile to purchase any different mining pick. The overall suggestions about this are:
—> Convert all the gathering tools into “Gathering animation account unlocks” (pretty much like Finishers, Minis, Mail Carriers, etc.), allowing each character to equip any tool animation from anywhere.
—> Might as well remove the inability to equip a new/different tool while in combat, since it doesn’t affect the outcome of the fight in any way.
—> Reduce the price of the animation unlocks permanently (below explaining why).
—> Add special bonuses unlocks as a different feature, each with its own gem price. Example: A character equips the Molten Alliance Mining Pick, Jack-in-a-Box Sickle, Frost Wasps Logging Axe, then has the ability to select ONE special bonus that is unlocked for that account, like a chance to get watchwork sprockets, or a chance to get pristine toxic spores, or a chance to get pieces of zhaitaffy, or candy corn, or … you name it. Materials that are relatively hard to acquire or unavailable. This special effect could trigger on any gathering attempt, be it a plant, tree or ore node, with the chance percentage adjusted accordingly to maintain balance.
- Add layers priority adjustment to the appearances of our characters. In other words, let players choose which armor piece they want to be visible above some other, to avoid the nasty clipping that unfortunately occurs with a lot of beautiful skins.
That is all (for now). Thank you for reading!
(edited by Naeleen.7601)
Basically there are various reasons a lot of players have been greatly disappointed by this event. Having discuss this with my guild and friends, here are some conclusions and feedback that were gathered up:
- The event was set to last for a very very short time frame; it is possibly the quickest event of this type we had in Guild Wars 2 thus far.
- Given the frequency of the events cycle and the rewards available, one would have to endlessly grind these events non-stop day and night, and still would not be able to acquire all available rewards.
- The invasion events were announced as a way to introduce new players to co-op map-wide world events, help said new players find a guild to join, and guilds to recruit more members likewise. Unfortunately, the way this ended up to be, tagging 1-2 mobs and teleporting away just to get credit for the event completion and increase your stacks buff… I do not think it’s a very productive way of introducing map-wide world event content to new players.
- Still focusing on what a new player should earn from these events: mobs did not grant experience, nor loot. Event completion did not grant karma, experience, coins. Really, really repelling for players who still try to learn the game; I was disappointed to see Lv 16-19 players laying dead and asking for help, while everyone (including myself sometimes, I shamelessly admit) were ignoring them because… stacks must be earned.
- No one is perfect, that includes machines and game servers. We all have experienced that random kick from the server (sometimes even without experiencing any minor or major lag spike at all). It was extremely disappointing to see friends and guildies losing 20+ stacks because of client crashes, their internet connection loss, or the worst… unfairly kicked for no obvious reason from the game. This system is highly punishing and totally negates time spent on events which are supposed to be, and are, fun, but instead are converted to frustration and anger (i..e. “Oh #(!*#(!@! I lost my stacks and only 1-2 minutes remaining until the time is up, great…”)
- Map-wide events are fun and entertaining, until they are spread across the whole map AND require your personal contribution in most (if not all) of them. Tagging 1-2 mobs, running out of combat, teleporting, loading…loading…loading…, running to next ev… oh it’s already completed :/, teleporting elsewhere, running to the next event, tagging 1-2 mobs, and so on. You probably realize something is not working well
How such events should be:
- Each individual event should give minor rewards upon completion (see Silverwastes, Dry Top, etc.). This greatly decreases any amount of frustration caused by random client crashes, diconnections etc., because the player at least earned something prior to getting thrown out of the instance.
- Slain monsters should always give experience and have a chance to drop loot/coins. I believe a vast majority of players hated Silverwastes events, for example, because mobs would not drop any loot, hence we ended up seeing LFG getting flooded with “SW 50%-90%” groups. Barely anyone wants to bother building up the progress until it’s Breach/Vinewrath time. So yea, please design events with mobs dropping loot.
- Design a map instance player slot reservation system, which will preserve the position of a disconnected player on that same instance for X amount of minutes (I think 5 minutes is a fair amount of time to regain connection and log back in the game), also preserving any possible buffs and stacks the player has earned thus far. However, manual teleportation outside of the map, visiting PvP, WvW, Home instance, Hall of Monuments area, should automatically remove that player from the “reserved instance slot”, to avoid any kind of exploitation. Players will love you so much for this feature!
- Events spawning across the whole map is a nice thing, as long as a player’s attention is not required in every single one of said events. It’s much more fun if the map is divided in let’s say… 8-12 smaller areas, each spawning 3-4 events around said areas, so players just run around from event to event without having to teleport and well, sadly, literally “stealing” event completion from those whose loading times are longer. Best example of this would be how Dry Top organized runs work; groups of players are spread around the map and complete events in a certain order for maximum efficiency and rewards.
I hope this feedback helped thank you for reading.
Same here, this started since last night a bit after daily reset, haven’t been able to login since that time. Even did the -repair on GW2, rebooted PC and router, nope. The game itself is broken.
Hello,
I tried the new Item Booster about an hour ago, on my engineer. I was gathering materials across almost every map, and encountered a rather annoying bug. Every single time my character finished gathering any type of node, the game kept unequipping my Flamethrower kit. I admit I didn’t test other kits, but I did test it after the Item Booster effect expired and the bug wasn’t happening anymore. Could other classes with bundles/kits/conjured weapons test it and provide feedback for the developers’ team here?
Thank you
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Naeleen.7601
To clarify: $50 is the price of the expansion. We included the core game as a free bonus to make it easier for new players to get into it.
$50 for four new maps and class/trait changes all players will enjoy regardless of whether they purchase the expansion or not? Or do you plan to lock them out of the core game until they pay for the expansion?
Are YOU one of the IRresponsible ones we no longer get sales on gemstore items every weekend, instead we’re flooded with new additions every Tuesday and Friday?
There hasn’t been any new content or at least a recycle of a last year’s event since January except the event with the dragon ball, all we’ve been getting thus far was new outfits, mini pets, a couple of finishers and weapon skins.
And now you’re struggling to justify a price on an expansion which should be worth half of its stated price… Give us a break, really. Do not ever post again if you can’t properly admit you’ve all become greedy kittens.
I also thought of April Fool’s, but I’d hoped we’ll get this significantly earlier instead of waiting 10 months :P.
Greetings.
Inspired from the latest mini rock pet release today (https://forum-en.gw2archive.eu/forum/game/gw2/Pet-Rock-is-in-the-gemstore), I’d like to make a suggestion.
Similarly to how we got the Bobbleheads laboratory and Aviator memory box, why can’t we have an item that gives all characters googly eyes? Like the mini rock pet has!
Said item could also affect helmet gear that function like eye glasses (e.g. Monocle, Reading Glasses, etc.).
What do people think? I personally believe it will be hilarious, as eye shapes can differ a lot between character races, genders and player preferences during character creation.
Nochtli has been horribly bugged since the release of the Gates of Maguuma. Sometimes when you are killing her like a boss on top of the rock and you’re perfectly NOT getting knocked off (because you obviously know how to play and dodge), you have some randoms joining the fight, THEY get knocked off and you are NOT, yet Nochtli’s health starts resetting back to full… although you’re literally attacking her while this is happening. Thus, unless you try veeeery early in the morning (like I did), it might take you several tries until you get the achievement completed.
This has been going on for weeks actually. Not sure why it still hasn’t been fixed. I believe it has to do with the megaserver implementation, since it started to happen at around that update.
Please, no.
There’s enough collect-a-monster crap with just minis.
Yet no one ever forced players to collect every single one of them. It’s something optional. And after all, mini-pets are only decorative (for the time being, at least), you can’t do anything more with them other than fill your bank
Hello everyone, for some reason the Suggestions forum has been removed, can’t find it. So I’m posting here instead, if the Suggestions ever come back forum mods may move this thread there.
I am pretty sure that many players here were fans of the Final Fantasy series back then, the good old classic FF7, FF8, FF9 ones specifically. You probably remember those fun card games you could play against NPCs or even against some main story characters as well.
The general idea of the card game is summed up to enriching your card collection, with the most common cards having normal “stats”, and the very rare ones having much stronger stats. This will motivate all the GW2 players who just love collecting stuff to start killing specific types of monsters in specific areas in order to claim the creature Card, whether it is of common, rare, exotic or legendary rarity, and be able to use that card in the card game against other players. Should the cards be tradeable over the Trading Post, this will offer players one more challenge: sell their cards for profit, or purchase other players’ cards to complete their collection.
How the Card Battle system works: Although the overall idea of this mini-game is to place your cards in the “battlefield” and compare them with your opponent’s cards (card with highest number(s) wins), I will not mention the exact mechanics of the FF series card mini-games, because I want to see something new.
Just imagine how cool it would be, getting extremely rare cards of the GW2 main story characters, which you could also inspect to read more about the GW2 lore and background of each of those characters. Anything could be presented on a card. From a White Moa to Evon Gnashblade, and from a white rarity Dagger to the legendary hammer Juggernaught. Anything! Even the big towns of Tyria can exist on a card! Rata Sum, Lion’s Arch, Zephyr Sanctum (from an older Living Story), even malicious characters like Scarlet and members of the Toxic/Molten Alliance.
I hope the Guild Wars 2 staff will cherish this idea and implement this as soon as possible (because I’d personally be delighted to see this in-game).
Optionally, there could be a special achievements category designed for this mini card game.
I get that this item is account bound and all, but it’s a bit inconvenient to be able to use it only from the character that has it in their inventory. Could you come up with a way to allow all characters to teleport to the Royal Terrace regardless of the presence of the Pass in their inventory?
Nonetheless, I noticed that one thing Royal Terrace is missing is a Traits master NPC. Would be highly convenient if you could also reset your traits there before you set off to a new journey in the lands of Tyria.
Yes, I can confirm it happened to me and a guildie as well. Hopefully we will get a fix for it soon.
It is possible to accidentally salvage a fractal skin, as you get no confirmation dialogue or warning about that action. Despite the fact that all fractal skins have a golden (exotic) name, the game considers their rarity of something between fine and masterwork.
It happened to me, when I was cleaning my inventory. Salvaging blues and greens for essences of luck, and eventually noticed that the fractal shield I got the same day was salvaged as well.
There has to be a confirmation dialogue to prevent this, OR simply… fractal skins should not be salvageable at all to begin with. Please, implement this to protect future mistakes from players, as the player support department claims to be unable to refund lost items.
4)Once you bought it people will respect you regardless of whether you did
grind for it or not.
If you believe that getting a legendary weapon is just to earn the respect of random unimportant people you’ve never met before, I can recommend a good psychologist to resolve your mental issues.
I believe the Gauntlet achievements were intended to be unattainable by a large portion of the player base. So the argument that the Gauntlet should have been designed to make it achievable by regular players isn’t really valid. (I say this as someone who can’t beat the first boss in the Gauntlet, probably.) The goal was to give the really elite players (you can define elite in terms of skill, gear, play time or whatever) something challenging to achieve.
The Jubilee achievements were intended to be (and are) attainable by all.
I didn’t mind the high difficulty of those achievements. In fact I had already completed most of them when I created this thread. As I mentioned in the first post, the feedback is collected from guild mates and other friends I’ve been discussing the living stories content with. The frustrating part about Queen’s Gauntlet achievements was the lack of some elegant design pertaining to the battle mechanics and arena textures. I’m quoting myself here:
“…but the whole system overall is awfully designed. And I will explain why:
– Upon death, you are teleported outside the arena and you remain dead, with your armor being damaged. So technically we MUST beg friends or guildies to wait for us outside to revive us. Otherwise we have to pay to teleport, and then run aaaall the way back up there, and wait for our turn to fight if the arena is taken. Fail, just a big fat FAIL for that one.
– The floor inside the arenas is also badly designed, the AoE circles are not visible in some of the battles.
– The time limit to kill some enemies is ridiculously low.
– The camera angle is kittenED, like the person who programmed it. I am sorry for being rude, but the game has been released since one year ago and you’ve still NOT fixed the camera angle conflicting with the ceilings or walls. It’s impossible to see what’s happening most of the time, since those Gauntlet Arenas are in fact cages and don’t resemble an arena at all.”
Nice book guy
I think A-net appreciates detailed feedback. Whether it seems like a book or not, we hope they will look into these issues the living story has.
[Continued from above]
7) The “Support Evon/Kiel” living story was a bit more balanced, players could complete those achievements day by day without having to diverge a lot from their casual daily activities (i.e. dungeons, fractals, dynamic events). The only mistake you did there was the extremely badly designed Southsun Survival. Buggy, when it comes to awarding points for it. Why on Earth would someone get only 10-12 points after dying, when they have actually managed to survive longer than anyone and are among the 2-3 last ones staying alive?! And you expected players to actually get a score as high as 2500 points. Even the 1000 points was an intolerably frustrating task to do. You, dear designers, should keep in mind that not every player can be as effective in PvP content as others. You can rest assured you gave most players moments of frustration instead of the desired goal, which was to offer players FUN.
8) Eventually, we’ve come to talk about the latest living story, Queen’s Jubilee. The first part was fairly easy and relaxing, can’t really complain about anything other than the balloon chests mentioned earlier above. However, regarding the Queen’s Gauntlet… firstly I don’t understand why we “need” two different types of living story achievements to complete every 2 weeks. They take so much time, pulling us off any other game content we’d actually wish to do (WvW for example… a lot of people do not wish to do WvW anymore because the want to complete the living story achievements). Yet, as if the lack of time is not enough, you added these enemies in the Gauntlet Arenas, which well… I admit I like how each of them has their own mechanics, but the whole system overall is awfully designed. And I will explain why:
– Upon death, you are teleported outside the arena and you remain dead, with your armor being damaged. So technically we MUST beg friends or guildies to wait for us outside to revive us. Otherwise we have to pay to teleport, and then run aaaall the way back up there, and wait for our turn to fight if the arena is taken. Fail, just a big fat FAIL for that one.
– The floor inside the arenas is also badly designed, the AoE circles are not visible in some of the battles.
– The time limit to kill some enemies is ridiculously low.
– The camera angle is kittenED, like the person who programmed it. I am sorry for being rude, but the game has been released since one year ago and you’ve still NOT fixed the camera angle conflicting with the ceilings or walls. It’s impossible to see what’s happening most of the time, since those Gauntlet Arenas are in fact cages and don’t resemble an arena at all.
Perhaps some parts of the feedback are a bit inflammatory, but this is what I have collected from friends and guildies, summarized in this post.
Suggestions to improve Living story:
Do not add such time-consuming content in the living story achievements. Instead try to add minor achievements that players can complete along with their daily achievements, and ONLY those. Let’s say, if a new living story goes live, and is supposed to last for 14 days, players who want to complete it should try to play for 5-6 days during this period of two weeks to get their rewards from it. This way you will still allow players to focus on other content within the game and no one will feel they are missing on much by doing e.g. dungeon runs and fractals instead of focusing on living story achievements, and vice versa.
Unfortunately, and evidently, the so-called team devoted exclusively on designing Living Story content is not as well-skilled as A-net would like to believe. Ever since Dragon Bash update, we have been given some ridiculously time-consuming, unbearably boring (or difficult), horribly bugged achievements, which were required to earn the rewards. Specifically:
1) Dragon Ball Arena: We had to win 20 matches (?!), to complete the achievement. I understand that the people who come up with these achievement ideas may have unlimited free time, but some players in Guild Wars 2, do NOT. Also, it’s pointless to add achievements needed for the living story in a PvP-oriented mini-game. Each mini-game should have its own achievements to complete, separately, unrelated to any living story.
2) Open the chests near 30 “UNIQUE” (you forgot to mention that, didn’t you?) balloons. This means that a new player should rush their way to level 60-70 to have access in all the maps, since there are only two balloons in each map. So technically you say to the new players this way, level up within 2 weeks or you will never complete the achievement.
3) Kill 300 holographic monsters. Monsters that spawn from holographic devices, which OTHER players can activate and kill the monsters before you even manage to reach the spot. Then you would need to wait 7-8 minutes until the device was available to interact with again.
4) The part when we needed to kill 250 Aetherblade enemies, which only spawned near the Aetherblade Caches, and only 2-3 per minute. That is a total of 80-85 minutes of forcing us to be semi-AFK, waiting for the enemies to respawn so we can kill them. Brilliant? Nope.
5) Adding Living Story content within the maps of World Vs. World. Not much to say, highly counter-productive and a huge mistake to mix PvE content with WvW.
6) Similarly to the above mentioned issue of the extreme time-consumption of some living story achievements, the “Launch 100 fireworks”, “Pummel 150 pinatas”, “Light 50 effigies”, were just too much. Such achievements should require less time to be completed, and not be annoyingly repetitive like those older ones were.
[Continued below]
I totally agree with the topic title. Who exactly told you or inspired you to blend PvE with WvW in such way? And not just PvE, a TEMPORARY event that will not stay there forever. As if it was not enough I wasted 7 hours today to kill those dam**d Aetherblades, now I have to deal with any moronic german or polish or greek or whatever nationality while trying to complete an achievement, for a game content that actually started very nicely and players really loved it. The last two living story parts were extremely time-consuming, not enjoyable at their most part, and overly frustrating. You asked from us to smash so many pinatas, launch so many fireworks, kill 300 holographic minions (whilst anyone could just ruin your smooth progress by accidentally -or even purposely- run ahead of your casual route and activate the following holographic devices, leaving you stranded and waiting for them to respawn).
As a player, who actually has been with you since Guild Wars 2 was launched, I find this highly monotonous, frustrating, BORING and counter-productive. It is alright to require players to complete such achievements, but the numbers you are asking are a bit astronomical for the time casual players have in their hands to spend. And on top of it all, now lots of players are extremely frustrated with the Obsidian Sanctum jumping puzzle, as it will probably take them hours (if not days) to get it completed.
Please, try to put yourselves in a player’s position and ask these questions: “Do I really find this fun and joyful? Are the rewards worth my time?” I am pretty sure the majority of the players will give a negative answer to these.
Either remove that achievement or change the location of that Aetherblade Cache to a more accessible place, outside of WvW.
(edited by Naeleen.7601)
Update: Thank you for changing the Consortium Sickle animation. The last one fits the item much better, it’s fast and allows use interruption in times of need.
Now, if you’d also consider adding the blood dripping effects to it.. you awesome developers!
I agree! But the cycles shouldn’t be too short.
Off topic: maybe there could be thunder storms, blizzards and rain in wvw too. The ground could be slippery after/during the snowfall or have a movement penalty.
In fact, there ARE thunder storms, blizzards and rain in WvW already. And they are in fact extremely annoying, as you are not able to disable these effects via the graphics options. In some team fights it’s really hard to see clearly because of this.
Firstly, I would like to thank the game developers for fixing the Consortium Sickle animation. Now it is more beautiful and it is highly appreciated that we are once again able to interrupt the animation if needed (e.g. enemies spotting us).
However, like all the Sclerite weapon skins that have that “eye” trademark on them, the Consortium Sickle also has. Why do you not add a blood dripping effect on the sickle (for as long as it remains visible during harvesting), like the Sclerite weapon skins have. They are obviously created from the same “material”. Please consider adding this effect to the Consortium Sickle, you will make it even more amazing if you do.
To all the players that purchased the Consortium Sickle, if you like this idea please post in this thread. Perhaps we can convince the developers to do us this favour ^^.
I always wanted to see a better and more noticeable day/night cycle in the game. Imagine WvW fights in the dark during night time, with random lanterns scattered throughout the maps, more dense around the buildings and supply camps, providing light to the players. I am not speaking of a pitch dark environment of course that could possibly cause discomfort in WvW battles. Just something more atmospheric.
But it’s not a necessary requirement, it’s an optional daily objective, you can’t honestly expect that people with full schedules that can only play 2 hours a day should be able to farm all achievement points easily in 30 minutes and get a place at the top of the achievement leaderboards? No, as you said those kind of people play to relax, they don’t care about being at the top of the leaderboards, they do the other daily objectives.
I was not referring to the achievement points acquisition. Just to the fact that the daily rewards alone should not require activities that take so much time to complete. Regardless of achievement points, a daily reward should be generally easily acquired, since the developers supposedly designed this game in a way to satisfy people with different needs and different amounts of time on their hands.
so you are saying change daily achievment into a half hour achievment right?
It will probably come as a shocking surprise to you, but there are people who actually have a full schedule and cannot afford to waste 3-4 hours just to get the daily chest rewards in an online game. They log in the game to relax, not to get nervous about how they don’t have enough time left to complete the necessary daily requirements.
I really cannot agree more with almost every person that posted here. Please, either…
1) Remove the achievement points entirely from all the daily PvE and PvP achievements, OR
2) Make it so no further achievement points are earned after you receive your daily chest (if you receive PvE daily you will not get any achievement points from the PvP one, and vice versa, OR
3) Change some of the current achievements to make them less time consuming. Suggestions below:
PvP mode:
- Win 2 Tournament Matches —> Play 1 Tournament Match.
- Unique Maps Played 0/4 —> 0/2
- Daily Captures 0/10 —> 0/6
- Daily Player Kills 0/20 —> 0/12
PvE mode:
- Remove Fractals completer entirely. Most groups created are meant to do 4 fractals for the daily chest, it’s just rude to complete one fractal and abandon your group. And if you stay, you need at least 60 minutes for the whole set.
- Remove dungeon story and personal story entirely. Some players have already completed all of them on their most played characters, and truth be told, it’s not nice to nag your friends and waste their time to do a personal/dungeon story just so you can get your achievement.
- Remove the Daily Mists Defense Restorer achievement completely. Take today for example, I woke up and my server just happened to own NO building of any kind. What exactly am I supposed to repair? Killing enemy players and dolyaks is already enough to have as WvW achievements being part of the PvE daily.
- Group Events Completed 0/2 —> 0/1. Due to the long cooldowns these events have, sometimes it’s hard to have the time to find two of them, AND get them completed as well. Takes up too much time.
- Likewise, remove the Keg Brawling achievements from daily PvE entirely. To begin with, Keg Brawling is considered a PvP activity, one team VS another…
- Remove the Daily Food Consumption achievement, 25 pieces of food x 30 minutes duration of each = 12,5 hours. So technically you’re either asking from us to waste gold purchasing the food (even if all 25 pieces cost a total of 5s, it’s still a waste) and instantly consume all the 25 pieces, or play 12,5 hours in one day. Sounds irrational, much.
- Mystic Forgesmith 0/5 —> 0/2 or even 0/1. Sometimes you just don’t have what’s needed to combine in the mystic forge, forcing players to waste their gold into buying random runes and sigils to combine, for obviously no apparent profit whatsoever.
Add new achievements if you still feel there won’t be enough variety after removing the above:
- Split Daily Gatherer into 20/20 any time of material gathering, and 8/8 unique type of materials gathered (e.g. Mithril Ore, Orichalcum Ore, Soft Wood Log, Omnomberry, Elder Wood Log, Vanilla Bean, Ghost Pepper, Copper Ore… achievement completed), alternating these every day.
- Daily Emotions: Use any kind of emotions 0/20 times.
- Treasure Chest Opener 0/3. Add randomly spawning chests on every single map, which will randomly give rewards similar to the small chests of the jumping puzzles. Event chests and Jumping Puzzle chests should also be credited towards completion of this achievement as well. This way, players can choose to either complete JP’s, group events, or try to discover the randomly spawning hidden chests across the maps of Tyria.
- WvW: Spend 0/10 supplies to build siege weapons. Simple and easy alternative instead of having to repair damaged walls or gates.
I am pretty sure you can come up with more fun achievements to be added to the daily chests requirements.
I’ve completed many dungeons, many times, both story and explorable mode. I do enjoy your attempt to make the dungeons more challenging (and thus giving a better feeling of intense satisfaction upon completion), however, you are indirectly promoting flaming, rage-quitting and, to make it short… a rather not-so-pleasant experience in the end. Because some players will become very demanding, expecting everyone in their party to be a professional, never-mistaking player, leading to arguments and pointless hatred.
You should come up with a less punishing way to make dungeons more challenging (as IF some of them were not already insanely hard), because apparently, in the same way you want to make dungeons be closer to what they were initially designed for, you will end up converting an initially designed “fun co-op game”, into a “hardcore, time-wasting frustration feast”.
A recommendation, if I may: Add a new dungeon mode instead, where more dungeon tokens, karma and gold will be awarded from kills and instance completion, and as well there can be a better and higher chance for rare loot (Lodestones, exotics, big karma jugs, possibly legendary precursors, etc.) than what the pre-patch dungeons used to give. Players who want more goodies and a true challenge, will have to opt for the “Hardcore explorable mode” to get these. This way everyone will be happy.
(edited by Naeleen.7601)
I have been recently concerned about the botting plague that greatly diminishes the value of this otherwise splendid game. According to this thread here https://forum-en.gw2archive.eu/forum/game/gw2/On-Botting-and-What-We-re-Doing-About-It/first , Arena-net staff claim to be battling the botters and terminating their accounts.
However, about one month later, I seem to be able to prove them disturbingly wrong.
It’s been a week or so, even before the major Halloween update, that I keep seeing the same bots, at the same locations, no matter what time of the day I go there. Allowed by the forums rules or not, I will share some screenshots I took of the bots.
Frostgorge Sound, a bundle of bots continuously killing a Veteran Arctodus. Some of them are even Lv 18 (whilst the map level range is 70-80), with no gear equipped at all, running back and forth around that spot all the time. Screens were taken on Oct 21st, before the update was added.
http://dl.dropbox.com/u/991647/gw009.jpg
http://dl.dropbox.com/u/991647/gw010.jpg
http://dl.dropbox.com/u/991647/gw011.jpg
http://dl.dropbox.com/u/991647/gw012.jpg
Cursed Shore, I keep seeing these 3-6 bots every time I go to that area on the east side of the map.
http://dl.dropbox.com/u/991647/gw015.jpg
http://dl.dropbox.com/u/991647/gw016.jpg
http://dl.dropbox.com/u/991647/gw017.jpg
http://dl.dropbox.com/u/991647/gw018.jpg
Frostgorge Sound, the same bunch of bots, screenshots were taken not longer than 15 hours ago since this was posted.
http://dl.dropbox.com/u/991647/gw019.jpg
http://dl.dropbox.com/u/991647/gw020.jpg
http://dl.dropbox.com/u/991647/gw021.jpg
http://dl.dropbox.com/u/991647/gw022.jpg
I would like to request from Arena-net to add bot traps in all the maps and towns, an automated system to spot and suspend botters. I am sure you can do it guys, don’t let these toxic players ruin your awesome game! I no longer wish to automatically suspect a player of botting whenever I see a ranger with a Juvenile Brown Bear… That’s what the majority of these bots use, so I suggest to all other players reading this: monitor their actions whenever you see such ranger, try to talk to them and see if you can get a valid response. If not, report them.