HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: Navi.7142
in Guild Wars 2: Heart of Thorns
Posted by: Navi.7142
I wouldn’t mind to pay that much if I didn’t get the feeling something’s not feeling completely right.
I am not quite sure what would make this feeling disappear, but at least the following came into my mind after reading their advertising/ pricing:
Standard Edition:
a) For all new players: core game + HOT
b) For all existing players: HOT + (at least) 1 additional character slot
This little thing would already make me feel somehow better… seems fairer to me.. hmm..
Yay! Glad to hear it was a bug…. ^^
Undo it.
It is very hard to tell what’s going on after the change to green.
I want to help and rezz my party members, but the change just made it a lot more difficult to see it at the right time.
Red and green have a very good contrast, whereas green and dark green have not!!!!
Red is also very good to use for alarm signals and a downed party member needs attention as soon as possible.
Now it’s really bad designed. After the change it lost a lot of usability, it’s no longer user-friendly and just an unnecessary complication that was NOT needed.
Killing the world bosses needed more time as usual.
We discuss it here, too. https://forum-en.gw2archive.eu/forum/game/gw2/Stats-nerf-after-update-3-16/first#post4887827
I have no idea what they messed up this time… or if it is intended and they ‘forgot’ to tell us…
Anyone else did the bosses after the patch and noticed it took a little bit longer to kill them as usual?
It was creepy and I felt offended by the Great Jungle Wurm.
It seemed as he was not in the mood to dress up properly for us and instead chose to go naked.
Would be great if they would implement them in character customization instead of the make over/ hair style kits.
It does make sense, after all it’s an expansion why not expand the existing character customization for people that bought the expansion.
Most of them got small legs.
This.
How would they be able to run as fast as you do with these tiny legs???
I still vote for simply getting less currency’s in the world and letting the game be less currency driven. If you want an item you should be able (and it should be the most effective way) to directly work for the item. Getting it as guaranteed drop or RNG but in a way you can directly work towards the item in stead of the currency way of doing things where everybody grind a currency and then buys what he wants. That just turns everything into a boring currency (mainly gold) grind.
I would also like to have an reduced amount of currencies. Or at least a currency converter/ exchanger.
But if they go for the ‘the more the better’ way, I would really love the improved wallet thing: http://swalsh81.github.io/gw2improvedwallet/
I would like to be able to turn off other player’s graphic effects, especially just these things that offer no combo options or no other positive effects (like healing from a healing spring) for me.
If that is not possible than I would like to be able to turn off all player’s graphic effects (including those benefitting me) except those from my party.
And if that is still not possible just let me turn off ALL other player’s graphics effects.
What I want to see is
a) my own lovely graphic effects
b) the boss’s graphic effects
c) other non-player graphic effects which I need to see like the red circles on the grounds or whatsoever
Thanks.
A baby quaggan that just found out how to walk. As soon as the baby quaggan arrives it stumbles and falls down. Still lying on the ground it lifts its head, giggles and waves with a letter in its hand.
^^
Accessibility
= make it accessible for lots of people
- for smaller groups (no need to be guild specific) from 5 to xx people
- for new and veteran players
- instanced, so it does not interfere with the rest of the game
Variability
= offer various options we can select from and some random aspects that will vary from time to time
- different goal options (selectable)
- different difficulty level (normal, hard mode) (selectable)
- various landscapes/ settings/ bosses (random)
Fun factor
- raids should be chosen to play for their fun factor
- fun to replay → no tedious or boring “tasks”
- no overdone difficulty (so the raids can only be done successfully by ‘elite players’), this will decrease frustration and increase fun for many players
- fair rewards
I would like to be given the option to convert all these currencies into one another. And they really should reduce the amount of currencies we already have.
Not sure whether there is space to offer content options for small raids.. or if ‘small’ and ‘raids’ already contradicts itself, however I’ll repost a few ideas that I would like for smaller groups:
Proposal Overview
More guild and group content, especially guild/ group vs environment (in instanced areas)
For smaller groups (~ 5 minimum) to medium-sized guilds (no idea.. maybe 50 maximum??).
Goal of Proposal
Increases the diversity of content for groups or guilds and gives us some more options what to do ingame. Now there is still a lack in a few areas where there should be more content.
Proposal Functionality
Some ideas:
a) defend a building/ place:
you and your guild (or a bigger group of friends/ random people) face waves of mobs; you don’t have to care for picking up loot because everyone will receive it automatically after each wave/ at the end depending on how far and good your group is; mob strength scales on player number and will increase with each new wave
there could be several modes to choose from before it starts like ‘infinite mobs’ (ends when you are not able to kill them anymore) or a limited thing like ‘defend for 10 minutes’ or ’kill 500 mobs" and of course the area, landscape and mobs can vary, etc..
b) attack a building/ place:
you and your group/ guild attack a building and try to capture it, loot should be given at the end, mob strength scales on player number
several modes possible like “capture in 10 minutes” or “kill the chieftain” (for that one you first have to break through the wall, then kill lots of enemies before you get through to the chieftain), different areas, buildings etc…
c) mixed, but overly a friendly game option where your group is building a camp/ whatever and you have to gather things for that; from time to time you have also to ward off a few mobs, but the aspect is more in doing something friendly together
d) boss challenge:
you and your group/ guild are fighting together against random bosses (maybe some of the existing world bosses, too)
there could be also an option for single mode
a), b) and d) could both be offered in normal mode and hard mode
Associated Risks
People might enjoy it. (-;
There are a few threads reporting this nerving bug, but it seems they do not care about it. They already fixed the necro minion issue which seems to had a similar cause, but didn’t say anything to the mesmer one.
https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Bugs-34-Updated-September-29th/page/4#post4457723
https://forum-en.gw2archive.eu/forum/support/bugs/Minions-suddenly-die-moving-between-areas/first#post4477536
https://forum-en.gw2archive.eu/forum/professions/mesmer/Harmonious-mantra-bugged-1/first#post4437495
https://forum-en.gw2archive.eu/forum/professions/mesmer/Harmonious-Mantra-bugged/first#post4407253
etc.
The minion thing is fixed, let’s hope they’ll also fix the mantra issue as soon as possible.
(https://forum-en.gw2archive.eu/forum/support/bugs/Minions-suddenly-die-moving-between-areas/first#post4457718)
Yeah just verified this one’s taken care of now. Still the same bug for Mesmers with Harmonious Mantras though losing charges when changing levels. Thought they’d be fixed at the same time but at least we got one fixed.
Please fix that, too. It seems it is caused by the same or a similar thing.
Please read more about it here: https://forum-en.gw2archive.eu/forum/support/bugs/Mesmer-Bugs-34-Updated-September-29th/page/4#post4446584
Yeah, I like your idea.
Loooong time ago I posted something similar, which could be adjusted to support your idea pretty well. :-) (Just skip the part about minis ^^)
-> https://forum-en.gw2archive.eu/forum/archive/suggestions/Shops-in-Cities/first#post1400657
I liked that in the original gw each profession had its own armor.
As I am also pretty ok with the system how it is now, what about extending and enhancing it a little bit…?
a) put in profession restricted armor for each profession (start with one per profession and include more later) that can be easily obtained
→ that way we have the normal light, medium, heavy system with a new profession system for more diversity
b) let us refine existing armors, eg. by going to a necro npc that would modify pieces of existing light armor that a necro player shows him to a necro armor (which then of course can only be worn by the necro)
→ we would still have only the light, medium, heavy system, but could have these armors (which we already owned) get more specialized (whatever this means.. just visually or also with smaller profession boni..)
I’ll go through these and test them when I have the chance. Frifox, I made a thread a week or so ago listing all the new bugs in this patch. You may want to take a look to see some you missed.
https://forum-en.gw2archive.eu/forum/professions/mesmer/Patch-Bugs-Compliation/first#post4417028
The game tells me I collected two bl weapons (one aetherized, one torment), but in reality I never owned these.
What about downleveling deducts one use from the amount of how often you can use a mantra? (Example: If you have 3 charges at lvl65, you lose 1 when you are downleveld to lvl64 (?) on the same map and now have only 2 charges left..)
https://forum-en.gw2archive.eu/forum/professions/mesmer/Harmonious-mantra-bugged-1/first#post4437495
https://forum-en.gw2archive.eu/forum/professions/mesmer/Patch-Bugs-Compliation/first#post4417028
https://forum-en.gw2archive.eu/forum/professions/mesmer/Harmonious-Mantra-bugged/first#post4407253
Quite similar to the necro issue where their minions are destryoed as soon as you are downleveld.. sounds like the same cause..
Any news on that? :-)
- more (instanced) content (like events, activities, missions, raids, etc.) for guilds and guild-like groups (make it easier to access such content for non guild players and especially in smaller or medium-sized groups)
- guild halls
- guild achievements (includes creating new and more rewards to the existing ones)
I am disappointed that the timer for the golem was activated as soon as I put it from the mail into my inventory.
Who designed that and thought it would be a good idea?
There must be a few bugs with these collections..
It tells me I already have collected the tormented trident and the aetherized axe, but I never obtained these, actually.
Did we already have “mesmer gets removed from game”?
Or how about all proffesions removed except warrior? ^^
Do we have a new or updated list for all the bugs that still exists and the new ones that have been introduced with the newest patches?
Can you please tell us if it is a bug that right after the patch…
1) as a necro you lose your summoned minions as soon as you are downleveled
2) as a mesmer you lose your third mantra charge (when traited harmonious mantra) as soon as you are downleveled
………………………….?
Has this been fixed?
Can you please tell us if it is a bug that right after the patch…
1) as a necro you lose your summoned minions as soon as you are downleveled
2) as a mesmer you lose your third mantra charge (when traited harmonious mantra) as soon as you are downleveled
………………………….?
O.o
I think it has the same reason why necro minions disappear.. that also happens when you get downleveled..
Oh boy.. what did they do!?! -.-
Don’t tell me I have to use a waypoint after I died.. not when all my charas are lvl 80 and I am playing since the beginning… noooo… :-(
Proposal Overview
More guild and group content, especially guild/ group vs environment (in instanced areas)
For smaller groups (~ 5 minimum) to medium-sized guilds (no idea.. maybe 50 maximum??).
Goal of Proposal
Increases the diversity of content for groups or guilds and gives us some more options what to do ingame. Now there is still a lack in a few areas where there should be more content.
Proposal Functionality
Some ideas:
a) defend a building/ place:
you and your guild (or a bigger group of friends/ random people) face waves of mobs; you don’t have to care for picking up loot because everyone will receive it automatically after each wave/ at the end depending on how far and good your group is; mob strength scales on player number and will increase with each new wave
there could be several modes to choose from before it starts like ‘infinite mobs’ (ends when you are not able to kill them anymore) or a limited thing like ‘defend for 10 minutes’ or ’kill 500 mobs" and of course the area, landscape and mobs can vary, etc..
b) attack a building/ place:
you and your group/ guild attack a building and try to capture it, loot should be given at the end, mob strength scales on player number
several modes possible like “capture in 10 minutes” or “kill the chieftain” (for that one you first have to break through the wall, then kill lots of enemies before you get through to the chieftain), different areas, buildings etc…
c) mixed, but overly a friendly game option where your group is building a camp/ whatever and you have to gather things for that; from time to time you have also to ward off a few mobs, but the aspect is more in doing something friendly together
d) boss challenge:
you and your group/ guild are fighting together against random bosses (maybe some of the existing world bosses, too)
there could be also an option for single mode
a), b) and d) could both be offered in normal mode and hard mode
Associated Risks
People might enjoy it. (-;
(edited by Navi.7142)
Really? O.o Why????
It has to be a bug. It really has to.
What about a fifth tab which only shows Attributes? You then would have much more space for them. Right now it seems a bit overcrowded.
So… are there some more ideas or suggestions about what you would like to have as content for lvl 80?
Really, really good work.
That would improve the existing one a lot.
As they think one has to unlock nearly everything in this game nowadays, it would be at least a big relief if they would just let us unlock the ‘experienced leveling mode’ as soon as our first character has reached level 80.
lol.. that’s a nice one..
Why do they tell me I already owned two pieces of some black lion weapons (torment trident and aetherized axe) when in fact I did not get them?
Is that supposed to be a bug or an ‘incentive’ to buy the remaining 18???
Of course I checked my wardrobe and the skins are, as before, unlocked.
And back to topic, yes I think they could improve the rewards. Some rewards even don’t make much sense.
https://forum-en.gw2archive.eu/forum/game/gw2/Wardrobe-and-Minis/page/5#post4365197
I’ll keep my duplicates, maybe one day they’ll give us something (useful)..
I wrote down a few ideas here: https://forum-en.gw2archive.eu/forum/game/gw2/Discussion-about-New-Content/first#post4371209
Be nice to all the kittens ;-)
Most people are still here/ playing, so it can’t be that bad…
However, communicating on the forums about issues that bother us is very important (even if it seems very Q.Q). Nothing will change/ improve if we do not let them know about it.
Have fun and play the way you want to!
There are a lot of nice things awaiting you.
If you then find things which you don’t feel good about, you might want to share them with us on these forums and will do some Q.Q as well. ;-) Just kidding..
:)
(edited by Navi.7142)
A few ideas..
guild/ group vs environment (in instanced areas):
a) defend a building/ place:
you and your guild (or a bigger group of friends/ random people) face waves of mobs; you don’t have to care for picking up loot because everyone will receive it automatically after each wave/ at the end depending on how far and good your group is; mob strength scales on player number and will increase with each new wave
there could be several modes to choose from before it starts like ‘infinite mobs’ (ends when you are not able to kill them anymore) or a limited thing like ‘defend for 10 minutes’ or ’kill 500 mobs" and of course the area, landscape and mobs can vary, etc..
b) attack a building/ place:
you and your group/ guild attack a building and try to capture it, loot should be given at the end, mob strength scales on player number
several modes possible like “capture in 10 minutes” or “kill the chieftain” (for that one you first have to break through the wall, then kill lots of enemies before you get through to the chieftain), different areas, buildings etc…
c) mixed, but overly a friendly game option where your group is building a camp/ whatever and you have to gather things for that; from time to time you have also to ward off a few mobs, but the aspect is more in doing something friendly together
d) boss challenge:
you and your group/ guild are fighting together against random bosses (maybe some of the existing world bosses, too)
there could be also an option for single mode
a), b) and d) could both be offered in normal mode and hard mode
(edited by Navi.7142)
Here we go.. fire ele… you’ll get those “extra” bags by opening the bonus chest.
From most other bosses you’ll just receive the rare item.
Tequatl and Karka Queen (and Triple Trouble?) give the most loot. Quatl takes 15 min, Karka Queen 5 min.
Jormag and fire ele give two extra chests. Jormag is 15 min (and more), fire ele ~ 5 min.
Maw has high(er) chance for more than one yellow from the big chest and is done under 10 minutes.
Risen high wizard (gates of arah) gives a lot of loot.
Don’t know where you are playing these bosses at but your number are a bit off. And when has Jorlag and FE ever given TWO bonus chests?
How much time do you need for these bosses? (Just for the bosses to receive the reward. Not for the entire event which would include a lot of time for preparation.)
I’ll have to check jormag and fire ele, but I am pretty sure they give more loot/ additional bags compared to other bosses.. you’ll end up with receiving two of these exotic bags/ chests, and I thought they come from within the bonus chest. But might be I do not remember correctly and these come from somewhere else. ^^ (EDIT: But they still come from doing jormag and fire ele.. that’s for sure.)
(edited by Navi.7142)
Tequatl and Karka Queen (and Triple Trouble?) give the most loot. Quatl takes 15 min, Karka Queen 5 min.
Jormag and fire ele give two extra chests. Jormag is 15 min (and more), fire ele ~ 5 min.
Maw has high(er) chance for more than one yellow from the big chest and is done under 10 minutes.
Risen high wizard (gates of arah) gives a lot of loot.
You could put your concerns here: https://forum-en.gw2archive.eu/forum/game/gw2/Game-Updates-Traits/page/46#post4361360
There are already a lot of issues regarding the new trait system and its problems.
The system used now is very player-unfriendly, for a new player and for the existing player as well. Usability is one of some very important things for all players which seems nearly completely forgotten in this (new) trait system.
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