Guilds: [AXIS], [TWIN]
Active Characters: Euday (80 Sylvari Ranger), Vox Apeirona (80 Human Ele)
Merchant prices for goods like Salvage kits are the same since the game went live. So are prices for how much Gems costs. $50 still buys me 4,000 Gems. The Gem Exchange rate for Gold -> Gems is due to player demand, so if you don’t like the high exchange costs, consider using your credit card instead.
I think you are missing the broader point. It’s not just about whether to buy gems with gold or with real money.
It’s about the concept of inflation in general. This game (like most MMOs) has a complex economy that is subject to inflation. The price of all kinds of items and materials are subject to inflation, not just gems.
And, if inflation runs rampant, but mission rewards stagnate… there is less incentive to actually complete those missions (from a financial perspective).
It’s like being stuck in a real world job that hasn’t given you a raise in 2 years, despite the cost of everything in your life steadily rising from inflation. Should you keep that job, or find one that pays more?
Same with in-game rewards. If they remain stagnant, while prices of good rise, are people going to keep doing them? Well, some are just for the fun of it, of course, but many others will just ignore those missions/events/etc because they just aren’t worth doing.
You brought up an interesting point about in-game vendor prices staying the same. What if some sort of algorithm was devised that calculated all in-game rewards and vendor prices, to stay commensurate with inflation?
Not that I have any idea how one would make such an algorithm, or if it is even possible. Just spit-balling.
Do the buffs for relocating stack?
No, it just refreshes itself to the maximum duration (10 min IIRC)
Same thing happened to me the other day in Bloodtide Coast. Was asked to change maps 2 or 3 times in quick succession.
I’m guessing the system they implemented still needs some ironing out.
All in all, though, I’m really happy with the general idea (being given an opportunity to leave a low population map) – so I don’t mind if there are a few speedbumps along the way.
I’m all for new titles (especially one for completing every JP – this is such an obvious and worthwhile example that I can’t imagine why they never gave it a title in the first place)…
However, I wouldn’t hold your breath. I made this same suggestion on the old (now archived) “Suggestions” forum over a year ago…
It is definitely not one of their priorities.
Yeah… an entire lake just… empty… and essentially rendered both pointless, and depressing. Depressing in the sense that it’s one less place in the world of Tyria with detail or substance. Same with the bundles that involved feeding cows and watering corn. Little things that made the early experience so much more alive. They drew me into the game and made me say: “hell yeah, I’ve never seen anything like that before in other MMO’s, I’m gonna keep playing this game.”
Sadly they dumbed down the farms and the lakes, and various other places in starting areas… content that was by no stretch of the imagination too complicated for anyone to figure out. All you had to do was the put in a little bit time and effort.
And all these changes are parts of the world now, for everyone – new players and level 80 veterans alike. Every person who visits the Metrica Province lake will find it empty, not just the new players.
Wow, you literally copied and pasted several sentences from a reddit comment I made here:
Honestly, I don’t really mind the plagiarism – in fact, it is a bit flattering. And as long as there is at least a slim chance that the devs might see this, I don’t care who gets credit for saying it.
But in the future, if you like a well-phrased argument enough to plagiarize it, why not just link directly to it and say “this person phrased it well”?
No hard feelings. Just saying.
But yeah, back to the topic at hand: bring back the vibrant old Metrica, Caledon, and other interesting starter areas, please. What they have been reduced to, in the name of appealing to a “broader” audience, is just shameful.
This gets my vote – anything that makes open world PvE events more enticing is a step in the right direction.
I especially like the Forsaken Halls – that is one of my favorite (kind of) hidden areas in the game. I like that they incorporated it into the Mawdrey scavenger hunt, and I’d like to have more reasons to go there (and have more people go there with me)
Let’s all play a new game! I call it, “spot the Vayne post”. It’s even easier than mashing 1 on your keyboard, so everyone can get involved!
I don’t know, my metrics show that “spot the Vayne post” still has a player retention issue, despite the inherent simplicity. Perhaps we could add a huge indicator arrow pointing to each Vayne post? And remove any complex “bundles” of concepts that might be contained in the posts; readers would probably be confused reading them. Each Vayne post should be a single sentence that can be read over and over by clicking the refresh button on your browser (which forum scripts will automatically rebind to the “1” key)
You can also press “F” to “entertain” the Vayne post, if reading it is still too complicated.
This topic is already well-worn territory by now, but I just wanted to add one more voice.
I strongly disagree with the general philosophy of dumbing down the game to appeal to the lowest common denominator… and I, too, will never make another alt, or spend another cent on gems, until and unless the design direction of this game changes.
I love this game and see incredible potential in it, and for now I still like it enough to continue playing my existing characters.
But they have made it clear that it is more important to them to attract as many new players as possible, rather than keep the older, loyal players happy. And they are willing to dilute the game in the process, to cater to as broad an audience as possible. And I just can’t financially support that kind of philosophy.
Add that to your metrics – 1 more (former) gem store customer lost.
P.S. I haven’t give up on this game yet, and if they release engaging new content in the future, they may win back my willingness to spend my money. And I really hope that happens. We’ll see, I guess.
I sympathize with your complaint (I hate it when people tell me how to play, as well), however…
a) Since I like to play my own way and be experimental, I generally stay away from extremely high level content that attracts hardcore min-maxers (like high level Fractals, unless I am with guildies/friends who know me). I realize that I will probably get flack for playing my own style, so I just avoid those situations
b) Your complaint has absolutely nothing to do with the Feature Patch complaints. It is a non sequitur. Don’t say “it’s the players, not the patches”, because one has nothing to do with the other. The patches can still be bad whether the players are nice, mean, or indifferent. They are independent variables, for the most part.
It would be helpful if the “ooze love” buff appeared over a player’s head during the Slick and Sparki encounter, much like it does in the ooze escort encounter.
It does. It goes from player to player (randomly, as far as I know), but it’s definitely there. Players just need to pay close attention to their own heads during that fight, and if they have the “ooze love” icon, they need to focus on kiting.
As for general feedback, I agree with you, this is a fantastic dungeon, and I’ve had several extremely fun runs doing it (although they were always with guildmates, and always with Teamspeak – voice communication is so important in this dungeon).
I’ve completed it maybe 3 or 4 times, and all I’m missing is the “Grounded” achievement (that electric room… oh how I loathe it).
But this is definitely the kind of quality content I would like to see more of in the future. The Taco update was frustrating because it required an entire zerg to coordinate (and of course overflow/AFK players could randomly ruin that at any given encounter). This update, on the other hand, is so much more fun, because it offers a great opportunity to bond with a handful of friends.
You can ask team to portal you to the switch or just use invulnerable skill to run to the switch.
When you say “switch” do you mean the control panel at the end of the room (by the exit door)? Does that area stay un-electrified the whole time?
I just wished they focused on colourful and rich content, like the Bazaar. A really beautiful area, achievements that demanded doing a dozen different things, absolutely no need to zerg…
This!
I only started playing GW2 at the very tail end of Zephyr Sanctum, so I barely got to experience that content at all… but what I did see, I loved.
Basically, I was still extremely inexperienced and super low-level, but a few new friends I made took me up to the Sanctum just to show me how to vote in the Cutthroat Politics. It seemed like such a vibrant, magical place. I wanted to explore more of it… but I was still such a new player, that I’d barely touched the core content of the game. So I went back to playing the “regular” game, not realizing that the Sanctum would soon fly away, and I wouldn’t get a chance to truly explore it…
But like the above user said, that’s the kind of content I would love to see more of. Variety, diversity, achievements for doing a dozen different things (either solo or in small groups). That’s what makes GW2 great. More Zephyr Sanctum style living world content please!
But I also understand that some people really like the new Teq fight, and I wouldn’t want to take that away from them, either. GW2 has every right to appeal to different players for different reasons. I think ANet should keep doing what it has been doing – making a variety of very different content for all different types of players who enjoy different aspects of the game.
P.S. So much hate in this thread (and other threads in this forum). Give ANet a break, people. They put out FREE new content at least ONCE A MONTH (usually more). That takes a lot of time and effort that I’m sure most of us can’t even imagine… they’ve made a wonderful game – with flaws, sure – but they continue to polish it, tweak it, and add substantial content to it on a regular basis. Try to be a little more grateful, even if this particular update wasn’t specifically tailored just for you.
I feel like these Achievs. were rushed and just placed because they had nothing else to do , just dropping around random teeth and call it an dragon ’’clue’’, This could have ben way more interesting , like the event long time ago , where you received clues in your inventory and had to find the place after ( I think it was on southsun patch) THAT was a hunt for clues!
I can’t speak to Southsun, since I wasn’t around during that event (I started playing at the tail end of Zephyr Sanctum), but I do agree with you that these achievements do feel rushed and shallow. But I didn’t really want to attack the designers for those flaws – I always give them the benefit of the doubt, because I certainly don’t know how to design and publish continuous video game content, so I have no idea how hard it is to put this stuff out. I just try to make suggestions about what I would like see in the future.
But yeah, along with what I already said in my OP, it would definitely be nice if there were more context, lore, and substance given to the clues (or whatever objects we might be collecting in future events).
I mean, the 3 dragons we are “investigating” already attack the given areas on a regular basis… what good are these “clues” really doing us? The part of me that enjoys lore does take issue with the lack of lore given to the clues… but the part of me that enjoys exploration (which is greater than the lore-enjoying part) just likes to find stuff, no matter what the reason.
So I still enjoyed trekking around Frostgorge, finding claws… but I would have enjoyed it a whole lot more if there had been a solid reason to do so, and/or relevant NPC dialogue from nearby NPCs. (Also, I was kind of mixing my clue-finding together with Frostgorge map completion, which made it feel like much less of a “waste” of time… but for someone who already had the map completed, I can definitely see how clue-searching might feel very tedious – that’s why good lore would really make a difference).
Try getting as close as possible to the underwater tooth. Sometimes underwater camera angles can be tricky, and you look closer to an object than you actually are. Swim around and near it as much as you can until the “F” prompt pops up to let you examine it. It should let you; I found a Dragon Clue underwater in Frostgorge and it let me examine it.
If you get as close as you can and it won’t let you examine it… I can only imagine that would be a bug. But give it another try.
I’ve got two things to say about Dragon Clues; some praise, and some constructive criticism.
1. I love the idea. I’m a huge fan of exploration and discovery (one of the main reasons I love open world RPGs), so an achievement that involves searching for things is right up my alley. I would definitely like to see more of this in the future.
2. The criticism. I have a few suggestions to make:
a) I don’t like to use online guides; I find it much more fun and rewarding to find all the clues myself. However, it would help a lot if the game could keep track of the clues I had already found on the map (put some kind of marker down for each clue I find). That way, I can narrow down my search for the remaining clues. I’ve currently found 8/10 Dragon Claws in Frostgorge, but I’m having a hell of a time finding the last 2 (without help) since I can’t really remember exactly where the other 8 were.
(Note: this suggestion could really apply to a lot of achievements that already exist, too – like Jumping Puzzles and Diving Goggles. Us explorer-types would really love to have a visual record on the map of all the discoveries we’ve made)
b) Add more of a sensory reward for finding the clues. The animation for finding a clue is a bit… disappointing. It’s so subtle, I always press F twice just to make sure I actually got the clue. Maybe add an animation that shows the character taking out a notebook and writing in it? Or add some kind of distinct sound? Maybe some kind of sparkle/aura around the clue you just found?
c) For a little extra help finding the clues, maybe add some dialogue to existing characters in the area who acknowledge the existence of the clues and point you in the general direction of one nearby? This would have the extra benefit of making the world, in general, more immersive, and give you a reason to actually talk to NPCs more than once.
So yeah, love the idea, but it could use a little polish. Please consider these ideas for future living world content! Thanks!
(edited by Nonbeing.5234)
Please implement a system that allows us to save trait builds. The versatility of being able to reset your traits and try new builds is fun, but it is extraordinarily irritating that every single time you want to switch, you have to a) put all the points back into the appropriate traits and b) remember and select the trait bonuses you want.
Obviously characters would need to have a finite number of build slots, but any number would be nice. Even just 2 (similar to switching between weapons).
Except switching in the middle of combat might be too powerful, so it would have to be an out-of-combat thing – maybe even a “town” area only thing.
This would be a tremendous benefit and time saver when switching between various areas of the game, like between PvE and WvW, or between solo and group play.
This is an idea for a future content update, since it requires designing entirely new areas.
I would love to see more puzzle areas. Jumping puzzles are one of my favorite parts of GW2 (such a unique idea for an RPG). I’d love to see more areas like this in future living world content updates.
Mazes are an idea that come to mind immediately. Some of the existing JPs are already somewhat maze-like, but I’m talking full-on labyrinths. I’d love to try to make my way through one of those.
You could also have “Zelda” style puzzles – the kind that involve putting objects on pressure plates to keep doors open, or moving objects around in order to reach a certain spot. Stuff like that.
You’ve already set a great precedent with the incredibly fun Jumping Puzzles you put in the game – I think you could take the puzzle idea in a lot of fun directions.
Also, if you do play with this idea, consider hiding them, rather than having them out in the open. That adds an exploration aspect – discovering the puzzle is a treat in itself, then you get to solve it!
I, for one, would love this kind of content.
+1
Seriously, I can’t believe something so trivial was overlooked… how could you put in a feature to name pets, but not save the names?
Certainly not the biggest problem with pets, but one of the most annoying aesthetically.
Each animal type gets assigned a name, then it gets saved to that animal. Very simple. I’m no programmer but I can’t imagine this would be a complicated feature to implement.
this has been covered several times; it wont happen anytime soon, if ever.
Gift of Exploration to name one of the many issues.
I know it sucks starting from the beginning, i have 1 100% map completition, 51% on another, and 16% in the last one, believe me, your problem is not unique.
Personally I dont care too much about it unless I want more than 2 legendaries, in which case i havent even finished 1. The map completition comes naturall for the most part. If what you want is the WP then I can advice you to run around the maps solely getting them, I did this with my 3 toon that way i can be anywhere without actually having to do every single map from scratch.
Hope it helps
, /cheers
-Fortus
Since I’m a fairly new player, I’m not totally familiar with the relationship between Map Completion and Legendaries. But it sounds like 1 Legendary per character with 100% MC (or something similar)?
Well, I have a fairly easy solution to that. Like I said, we could divide MC into Account MC and Character MC.
- Account MC would only count toward the achievement and the player title
- Character MC would count toward anything related to crafting Legendaries
Like I said already, my main concern is with exploration, and the sense of adventure you get from exploring and discovering the great, wide world of Tyria. Forcing that sense of adventure to be restricted to a single character (or experiencing massive redundancy otherwise) really discourages the exploratory aspect of this game.
I don’t think a solution is outside the realm of possibility. I have little hope that ANet will explore this avenue (pun intended)… but an MMO player can dream…
Exploration is one of my favorite aspects of RPGs and other open world games. It may even be my #1 favorite aspect. The sense of discovery is always so rewarding.
But restricting the Map Completion achievement to a single character discourages exploration, rather than encourage it. Let me explain why, with my own personal experience.
My first character (started 2 months ago) was a Ranger; I got her to Level 80, and got about 50-60% map completion with her. But recently I wanted to explore new classes, so I made a Guardian alt. Now I’ve discovered that I enjoy the Guardian more than the Ranger, and I’d rather play that class. But there is now no incentive for me to explore with my Guardian, because obviously if I ever do go for Map Completion, it’s going to be with the character that already has almost 60% done (but the character I like less, unfortunately).
I understand it might be difficult on the technical side, but I think MC should be both character based and account based. Each character would obviously have there own MC, but the overlap would count toward the total account MC.
To see how this would play out in the game, let’s take a Heart quest, for example. Say my Ranger completed it, but my Guardian did not. If my Guardian mouses over it, it would look the same as it does now (uncompleted) but underneath that would be another line of small text, something like “Account completed”. That way I would know not to complete that Heart (at least not for the purpose of MC – I might complete it anyway just for the experience or karma vendor).
As it is now, my sense of exploration with my Guardian is tainted. There are still many parts of Tyria I haven’t fully explored… but if I go to a new place with my Guardian that my Ranger hasn’t been before, my first thought isn’t “wow, look at this interesting new place!” – it’s “ugh, I’m going to have to come here and do all this again with my Ranger when I go for MC”…
Clearly, that thought is not conducive to an atmosphere of exploration and discovery with multiple characters.
Edit: A good way to summarize why this bothers me: MC being restricted to a single character makes it feel more like a chore than an adventure. Opening it up to multiple characters would let MC flow organically just from playing the game, and would hence increase immersion and actual fun.
(edited by Nonbeing.5234)
Sometimes pets can be the best, but other times, they can just be the worst.
Maybe it’s because they aggro monsters the party doesn’t want to engage. Maybe they are just being a distraction during a jumping puzzle. For whatever reason, they are getting in the way.
So you stow them. But then, as soon as you take damage, they pop back out. This happens even in jumping puzzles, since fall damage triggers them too.
Please add an option for Rangers to not only stow their pets, but LOCK them there, until they are desired.
And this request is coming from a Ranger. Even if my pet isn’t being a specific nuisance, sometimes I just feel like being alone, and I don’t want my pet popping out every time a stray arrow hits me or I fall off a ledge just a little too high.
Not needed whatsoever… This is something Anet should really ignore, since there are much bigger things to take care of.
Disagree, small details like this make a game feel more immersive, more alive.
There are, certainly, larger issues that also need to be addressed, but that doesn’t mean nice little details like this should just be flat out ignored.
I find tab targeting very frustrating in GW2. Am I the only one?
No, you’re not. I agree with all your suggestions.
I would love if achievements like Thirst Slayer would give humorous titles like Drunkard (GW throwback, too) and maybe All You Can Eat’s title would be Glutton.
There are lots of achievements that have good possibilities for titles.
Exactly! There are so many possibilities, both fun/silly, and for serious achievements.
To expand more on my original post – I believe that one of the fundamental strengths of GW2, as a game, is variety. There are just so many things to do, places to go, people to meet and/or kill, events and activities to participate in…
…and I really think Player Titles should reflect that variety. Currently, PvE Player Titles do not reflect that variety. You see the same handful of titles everywhere you go… like I already mentioned, basically everyone who has played the game for at least a month or two is a “Combat Healer” or has “Been There, Done That”, so you see those titles everywhere
Just look at how few PvE titles there are, compared to PvP and WvW:
http://wiki.guildwars2.com/wiki/Title
And again, I’m not advocating that earning titles should be any easier. There are plenty of difficult achievements that already exist, but have no associated titles. You could easily start naming those.
People replying to this thread, I encourage you to point out achievements difficult enough to warrant a title, but which currently do not have one.
Disclaimer: this seemed like an obvious suggestion to me, but I used the search function and found nothing in this particular forum for “titles”
I would love to see a greater variety of PvE related player titles. I noticed that I kept seeing the same titles over and over (the most common, by far, being “Combat Healer” and “Been There, Done That”).
So I went to the wiki to look up all the titles, and noticed that the majority of them came from PvP and WvW. There are so few PvE titles!
I’m not asking you to lower the standard for earning titles. They should take a lot of time and effort to earn… that’s part of the prestige of having one. But there just aren’t enough.
One prime example that made me think of this suggestion in the first place: Jumping Puzzles.
There are a ton of JPs, and not only are some of them crazy hard to complete, some of them are hard to even find, especially since they are not officially marked (so you may not even know you are doing one until you get to the end).
I think completing all JPs should definitely earn you a title. Even if some people would just “cheat” and go online to look up their locations, completing them is still a challenge, and completing them all takes enough time that I believe a title reward is warranted.
But whether you bestow Puzzle Jumpers with a title or not, please add more variety to PvE titles in general.
Thanks!
I wholeheartedly agree – but I would generalize this much more.
There are a lot of achievements that could really use location tracking. Another prime example from the current Living World story: the balloons! I must have visited repeat balloon towers a dozen times.
Another example: the Diving Goggles achievement. I know I’ve found 4, but I’d really love to know which 4… In this case, it’s not so much for utility’s sake, but simply curiosity. Also, it narrows down other locations to look for them (so I guess it is a bit for the sake of utility).
Edit: Oh, and the Marriner Plaques! Again, I know I’ve read 6, but which 6? Knowing which ones I’ve found already would save me a lot of headache looking for the rest.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.