Easy solution:
World bosses spawn at the same times across ALL servers, including overflows.
Problem solved, now no one misses out due to overflows, everyone gets boss, yadda yadda yadda. And before someone misunderstands and says “What about EU players or players in different time zones?” Bosses spawn ever X hours or so, so regardless of your time zone you will still have an opportunity.
So many stupid things in this game have such simple solutions…
In LA this morning I came across a player who (for whatever misguided and uneducated reason) was proclaiming the racial superiority of Charr. Offended (but bemused by his ignorance), I spent about an hour enlightening him as to the clear master-status of Humans. Honestly though, how can we be expected to work alongside these lesser races within the Pact if they’re not even capable of admitting that we’re better than them?
LONG LIVE QUEEN JENNAH, RIGHTFUL RULER OF ALL TYRIA
warrior.. simple class.
warrior.. simple class.Can’t understand why anyone actually plays one for real (ie as main).. They are so simple and don’t add much.
warrior.. simple class.Can’t understand why anyone actually plays one for real (ie as main).. They are so simple and don’t add much.but getting to 80 on one is simple.
I wouldn’t say warrior is simple to play at 80. Sure we don’t have any ez mode stealth, clones or spammable AOE circles but that just means we’re harder to play. =P
Warrior is HANDS DOWN the simplest class to play. Skills require little to no timing, high tough and vit means easy to just stand still and spam attack skills. A warrior comes down to “spam skills on recharge”.
While I don’t kick anyone based on class, the engi has been hit hard with the nerf-bat, and they haven’t gained much to compensate for that. They’re definitely one of the least powerful professions, though some of their healing builds are good; basically, anything you want to do with an engi is done better by another class. I abandoned my engi halfway to 80 because of that, and I just didn’t find it fun to play a “Jack of all trades, master of none” class. However, any class played by a skilled player will do fine in Dungeons/FotM (more so in FotM, as player skill accounts for a far greater percentage of your success rate than actual build). Anyone that says necros are lacking in dungeons is welcome to send me a party invite anytime to be proven wrong. Rangers work just fine if built properly for it, though they aren’t as heavy on party support as some classes, they’re decent and can do good damage if set up correctly (see shortbow 1 plus whatever that trait is that makes arrows pierce). Thieves are great in dungeons if played well, and can outdamage anyone with the group’s buffs taken into account. Basically, the problem you run into is this:
It is EASIER to be effective on some classes than others. Warriors/Guardians can be effective if played by a trained monkey. Eles are only a little more complex depending on build, and while Mesmers are a trickier class to get the hang of, their more powerful assets (Time Warp, Portal, etc) are fairly simple, so you can still bring a good chunk of utility to a group even if you suck with the rest of the class.
Necros I find pretty easy to play effectively, I think everyone runs into problems when they try to build for conditions or minions. Sorry for anyone who loves those, but they’re a little slow in general PvE and utterly mediocre (conditions) to fail (minions) in dungeons. Bringing the right setup and traits/utilities is necessary, but once you do it’s pretty powerful.
Engis, Rangers, and Thieves all take a good deal of thought and skill to become effective with in dungeon settings, and that’s the problem. Since none of them have big red “I win!” buttons like other classes, there’s a larger majority of those classes that don’t have the skill required to play them properly. Any class played with a high level of skill will be equally effective in a dungeon; the problem is that leading up to that high level of skill, some classes have higher levels of effectiveness than others.
Noob Warrior: Goes down a lot, does good damage.
Noob Ranger: Is there even a fifth person in this party?
Ok Warrior: Goes down sometimes, does good damage, buffs party a little.
Ok Ranger: Is there even a fifth person in this party?
Good Warrior: Whoah, that’s pretty sweet.
Good Ranger: Whoah, that’s pretty sweet.
well if you read my post you’d see it involves more than just “being imprisoned”.
It involves diviners keeping him imprisoned. Diviners are people who do the bidding of a deity. So a deity is keeping this colossus imprisoned.
Also while it is true the titans weren’t necessarily gigantic, MOST modern representations of them in media DO PORTRAY THEM AS GIGANTIC. (See: God of War, the Titans movies, etc etc). I also think there is significance to the fact that this giant has a human form.
The other reason I believe this is an allusion to SOMETHING is just about every aspect of Guild Wars 2 has been borrowed from some piece of old literature.
I mean the entire elder dragons lore is borrowing off H.P. Lovecraft’s Cthulhu mythos, with Zhaitan basically being a giant Cthulhu dragon. Also the various cult factions (sons of svanir etc) trying to bring back the ancient dragons (a common theme in many Lovecraft books).
I think Guild Wars 2 does a fantastic job of this by the way, but that being said their literary allusions are hardly subtle most of the time. They borrow many other things from greek mythology as well, such as serpents and animals being villains – first portrayed in Greek mythology, a concept the Greeks really drove home where earthly and snake-like things were “evil”, and celestial beings usually carried a human form. Minotaurs (also greek mythology), a woman who becomes a spider (minerva), the list goes on.
The evil nature of serpents predates Greek mythos, stretching back to (most notably from ancient Aramaic sources) the dawn of written history, and probably long before it. Whether you argue from a religious standpoint or a naturalist standpoint (i.e., snakes automatically associated with evil and death since the rise of intelligence, owing to their obvious subtle dangers, and mankind’s subsequent fear and aversion), you cannot attach the “evil nature of serpents” idea to one particular culture, especially one so relatively modern.
I just want to be able to change the names; I’d love to have, say, Khilbron’s Phylactery on my necromancer for flavor/lore, but I need zerker stats. I understand the (possible?) problem with doubling up offensive/defensive infusion slots, but honestly is that really a big deal? Especially with things like versatile infusions which can already go in either?
Since you say it’s the jumping bit and not the figuring out bit that bothers you, I have a suggestion. Believe it or not, the little jumping puzzles oriented around skill points and vistas are much easier than the full-on jumping puzzles; what often makes them so frustrating is the fact that you’re often under pressure from nearby mobs, who cripple/force you into combat, which can make jumps difficult/impossible. What I suggest is this: Wait to do your map completion until you’re 80. At that level, you’re going to be a lot more powerful than the mobs at most of these little puzzles, and you can erase them easily, wait to be out of combat, and jump at your leisure.
Yeah, I love how precursors and even legendaries are sellable, but the shards are not.
/sarcasm
I think what happened there was that the original implementation of Legendaries had them as account bound/soulbound, preserving the “legendary” journey of obtaining them. Then Nexon said: “Oh hey, make them sellable so we can make the moneys on gems”, and Anet abandoned the binding on Legendaries but didn’t bother to go change the binding on all the ingredients.
I just discovered that you cannot transmute ascended items (presumably because they’re jewelry, and you can’t transmute that), and was a little disappointed. Especially with the lore-heavy naming of the Ascended rings and amulets, I feel that it would be nice to allow transmutation so players can get the stats they want with the name they want (I know people are going to call me silly for this, but I’m big on names and lore). For instance, someone might want a berserker ring on their guardian, but not really want a Red Ring of Death; maybe Circle of Light would be more to their tastes. Presto change-o, voila!
Anyway, I think it would be very simple to implement, and benefit Anet in sales of Fine T. Stones. Anyone else with me on this?
@ Devs:
Having to do this after every single update is a pain in the kitten Please figure out what’s going wrong.
Dungeons are my favorite part of the game, and are my primary activity in-game, so I’m currently seeking a large and experienced guild to do dungeons with.
NA based, since that apparently matters for who you can dungeon with.
Please contact me in-game via my account name, or character name: Angrimbor.
(edited by Orion.7264)
I played all the Betas, but I missed the BWE3 finale and had no idea this existed. Looks like it was fun though.
Honestly, outside of Arah I haven’t seen any dungeon paths that are super difficult or require a high degree of teamwork. There’s a few tricks to learn, sure; but I think just about anyone can learn how to do the exp dungeons very easily with a patient group that will teach them.
I don’t consider myself an elitist player, but there are times when I want experienced players for something or I’m looking for a very specific setup. Most of the time, I actually enjoy taking the less-experienced through content and showing them some tips and tricks, and I can be quite patient. But other occasions I’m limited on time or I have something else planned that I want to get to, and I can get a little short-tempered if things aren’t going according to plan. I guess you have to take context into account when labeling “elitists”, because let’s face it: some players ARE better than others, and when you have time constraints to work with, you’re going to want to find those players to complete that content more quickly. Doesn’t necessarily mean that you look down on anyone who isn’t the best or question their intrinsic worth.
For example, the other day I was just trying to get a Frac10 daily so I could be done with it and run some dungeons with my guild. The first group I assembled off of gw2lfg.com, I just accepted invites as they came in and off we went. Sadly, no one seemed to know what they were doing, and when I tried to explain some tricks to make the fractal (dredge) easier, they were very rude. I wasted a lot of time trying to get the group to work, and then gave up. The next group, I made sure to add “Experienced players please” to the advertisement, as I was now down 20 minutes and really just wanted this out of the way so I could get on with my day. The next group failed out of swamp fractal because apparently, no one knew any of the paths. One guy couldn’t even be persuaded to wait for a countdown before just picking up his wisp and charging.
Strike two.
Little surprise then, that an hour after I started assembling a group for this daily, I found myself requiring people to ping an Ascended ring to join the group. People who didn’t, I kicked. This isn’t because I’m some kitten elitist, it’s because I had already failed out twice and wasted an hour of my day because no one knew what they were doing, and having a ring is a decent indication that you’ve done Fractals a few times. Another day, I might not have minded a slow fractal run with inexperienced players, but the circumstances were different, so my reaction to the situation was different. The next day, I didn’t have any time constraints, I hadn’t failed it twice already, so I didn’t require rings. Run went fine. It’s all a matter of context.
(edited by Orion.7264)
That’s sort of the point of Fractal weapons; they’re a status symbol for people who obviously run Fractals a LOT.
No statistical advantage, they’re a pure skin, so I don’t see the problem with the current system. If you really want that skin… keep running.
Sieran, hands down.
Musical Instruments.
This would be cool, but it would pretty much be a rip of LOTRO’s system if it was the way I wanted.
Playing Blind Guardian, Blackmore’s Night, Rainbow, Bad Company…
I would have no problem with ripping off LOTRO’s system. >.>
Musical Instruments.
If you don’t like doing Fractals why do you want Ascended gear at all, let alone on every single character?
The additional stats are not enough to make a real difference in anything else so the only real benefit is the Agony resistance. And if you don’t like Fractals you’re not likely to be doing it enough to need Agony resistance.
The additional stats are a huge increase, between 12-15% per ring and 15-18% per amulet.
Which is to say not even noticable, yes? You will notice the missing AR but not in anyway will the rest of those stats make a noticeable difference.
Are you out of your mind? A statistical increase of 12-15% more effective ALONE is a massive jump. This isn’t the difference between exotic and rare, this is closer to the difference between exotic and masterwork. Gear yourself out in full greens and tell me you don’t see a difference.
0
Have not and will not step in fractals nor shall I equip ascend gear. The grind and what they stand for is what I am against.I hate Ascended gear too, but you really should at least play through some Fractals for fun. It’s excellent content, very fun, and very interesting from a lore standpoint.
orrion; i totally agree with your survey answers. 100%.
but… fractals have…. interesting LORE ?
dude, seriously, there is no lore whatsoever in there….
who the kitten is that asura building mad golem in his “pyramid”??
where the kitten is this swamp located in tyria?
mossman? who the kitten is he?
the grawl prisoners, are humans from queensdale?seriously, fractal are super cool gameplaywise.
but gosh make them gel with the actual events in the world!
and at least give us the option to read some books about their “lore”.
i dont know… each time you complete 5 difficulty in one frac they give you a paragraph about it…
something, geez…
I agree that more information would be nice; but the lore on the Fractals is that they exist in the Mists, and are pasts/possible presents/might-be futures/weird alternat (planets? Realities?). The Urban fractal, for instance, is part of the Searing of Ascalon from GW1; I was happy to see that in there. Others are not as clear, and might (please?) have some info discussed or revealed in the future. For instance, the Ice fractal; is this a present or possible present? Is it a possible future wherein the Sons of Svanir have conquered? The raving Asura was part of an expedition that was abandoned, but what was the timeline on that? He seems to be in a city cube in the upper atmosphere; Asuran space exploration?
AND WHAT IS THE GIANT IN CLIFFSIDE
As much as we don’t know about the Fractals, I think the tantalizing questions are as much fun wondering as knowing the answers. Hopefully we find out later.
Daily chests are account-bound, not character-bound. One daily per account no matter how many characters you have.
That’s a shame. I mean, it’s not like that with other dungeons at all (if I run CoF path 1 on my guardian and warrior, they’ll both get 60 tokens). Not to mention that with the randomness that’s getting the ring you want (and that’s if you even get a ring), it’s not like it would be that big of an issue. It does seem like a bit of punishment for the player that wanted to get multiple characters past level 10, or even 1 for that matter… :/
Yeah, I was incorrect. Statement has been edited.
Daily chests are account-bound, not character-bound. One daily per account no matter how many characters you have.
EDIT: I was mistaken. Fractal daily chests are character-bound as dungeon exp chests. Time to go level some more characters through Fractals…
(edited by Orion.7264)
If you don’t like doing Fractals why do you want Ascended gear at all, let alone on every single character?
The additional stats are not enough to make a real difference in anything else so the only real benefit is the Agony resistance. And if you don’t like Fractals you’re not likely to be doing it enough to need Agony resistance.
The additional stats are a huge increase, between 12-15% per ring and 15-18% per amulet.
Many things in this game is anti-alts, for example, Ascended gear, soul bound items, DR on dungeon runs (seriously who has time to wait two hours between runs).
DR on Dungeon runs is character-bound. You can get full rewards on all three paths on one character, jump immediately to another, and get full rewards again.
0
Have not and will not step in fractals nor shall I equip ascend gear. The grind and what they stand for is what I am against.
I hate Ascended gear too, but you really should at least play through some Fractals for fun. It’s excellent content, very fun, and very interesting from a lore standpoint.
How would you rate the state of Fractals 1-10? ( 1=pre-alpha, 10=perfect, bug-free, balanced)
9
How would you rate the state of ascended gear and infusions?
2
Do you like the idea of fractals? (Actual quote: “Endless and scaling. The deeper you go, the harder it gets!”)
Yes!
Do you like the new way to access higher levels (now)?
Yes.
Do you like the way they fixed the cap on fractal-levels?
Yes.
Would you like to see more different fractals?
Yes.
Are you still trying to reach higher levels?
Yes.
Do you like how ascended gear is obtained right now?
No.
Do you like the increased (ascended) stats?
No.
Do you like the infusions?
No.
Would you like to see more/ different stats/ infusions?
Not sure what this means, if you mean different stats in relation to infusions, then no. If you mean different stats across Ascended gear, yes.
Asura. Without their gates and teleportation, no one is going anywhere.
Ability to house bases unreachable by enemies + Massively superior mobility = win.
Really, this hasn’t bothered anyone else?
Personally I like earth for the ‘Written in stone’ trait, and whatever trait it is that produces protection when I make auras. Combined with the trait that reduces signet recharge by 20%, the fire trait that grants fire shields on sig activation, and the air trait that gives auras fury and swiftness, I have a fun time running around with perma fury, prot, and swiftness. I don’t have quite the healing/party support abilities that the other D/D eles have, but I find it fun and very tanky due to the protection while also hitting very hard. I’ve seen the ridiculous healing and party healing that their builds do, and it’s fantastic, but for my personal playstyle I like my build.
Am I the only ele that runs 20-10-30-0-10?
Ok, so I’m one of those players that love books (back slots, foci, even the accessories you don’t even see). And while I’m glad that they’re in the game in any form, I can’t help but feel that the book foci are a little silly-looking in combat. I’ve heard them referred to as purses and shopping bags, and honestly I can see the resemblance. Besides, if I’m using this book as a focus, doesn’t it make more sense for me to be reading/casting spells from it than waving it around by a handle?
We know that other books (Guardian elite skills) are animated in such a way as to not only look awesome, but also as if the character is reading/casing spells from them. I think this is perfect to implement with the book foci as well, and would drastically increase the aesthetic appeal and overall believability. What do you guys think?
So your argument is “It’s always been done that way, therefor it must always be done that way?” That’s incredibly weak. The Holy Trinity was established as the de-facto form of MMO combat, do we need that implemented as well? Do we need all the other paradigms of MMO games, or can we get away with making some intelligent new leaps here? As I’ve stated, increasing the level cap is a remnant of skinner box sub games, and ALL it serves to do is slow players down to give the illusion of content being larger than it is. My street isn’t longer because the speed limit gets lowered, it just takes me longer to get to my house. Personal Story can progress just fine without increasing the level cap, as evidenced by the fact that by the time you get to the end of the existing personal story, many players (myself included) are already max level. And yet we still do it! Funny how a story guides itself regardless of reward. Either that, or I only read Lord of the Rings to increase my Literacy stat. As for guiding players through zones, I find the existing mechanics of dynamic events and hearts to be more than sufficient, and boredom with/completion of one zone will naturally lead a player to the next, regardless of being forced there to continue leveling.
Innovation is the key to moving forward, not rehashing ideas that have had their day.
Sure, if they release Guild Wars 3. But this game is already designed, developed and deployed.
THIS IS THEIR DESIGN. It would be far, far more terrible to swap out the core progression mechanic at this stage of the game’s lifecycle. I’d be concerned for their design aptitude and in fact their very sanity if they changed a core element they’ve established.
I don’t expect you to understand, but thems the facts. You just don’t like them.
I’m sorry, what? Your post contradicts itself. First, you say that no changes should be made to the game, it’s too late. Then you advocate increasing the level cap? NOT increasing the level cap preserves the game as-is. Throwing away the core progression element would be redesigning the game to say: “Congrats, you’ve won” upon character creation and dumping every item in the game in your invent. And before you respond, the game is designed, developed, deployed, and most importantly BALANCED around a level 80 cap. To change it would require either completely restructuring traits, attribute points, and scaling, or making the new levels absolutely meaningless. If I kept leveling past 80 and getting trait points, I would have some seriously OP builds going on (read: invincible, champion-one-shotting builds). So which is worse, leaving the level cap as it was when the game was designed, developed and deployed? Or restructuring the entire game, costing players content, and frustrating a large portion of the playerbase?
(edited by Orion.7264)
Whatever.
They’re obviously going to get raised if you follow the interviews, and it doesn’t matter to me. I honestly don’t care since I’m all about content.
It seems like nobody remembers that GW2 was going to have an infinite level cap with diminishing power as you leveled. In essence, that is very likely how it will be.
I’m all about content too, which is why I don’t like the idea of level caps being raised. Now I’m forced to do certain content to level my characters and regear them before I’m again “free” to experience the content I choose. I remember the idea of an infinite level cap, and I was a little skeptical back then, but I trusted Anet because of how well they did with GW1. Now that I’ve seen them screw up a few times in GW2, I’m less trusting and more likely to voice my opinion when I see them doing something that could be bad. As for diminishing power as you go further up the vertical chain, I like the idea, but that hasn’t been how they’ve implemented things so far. The release of the new Ascended tier wasn’t a diminished step up from Exotic, it was an increased step up. The stat difference between Ascended and Exotic gear is equivalent to the difference between Exotic and Masterwork. If they continue this trend going forward, the power difference between 90 and 80 might well be the difference between 80 and 60. Not saying it will be, but because I’ve seen it in one area of the game, I’m less willing to trust them not to implement it in another. And before say to ourselves “it probably won’t be that bad”, we should ask ourselves: “how would it be good?” At the time your players start reconciling themselves to changes rather than anticipating them eagerly, you’ve failed. The game is for the players and (regardless of what the devs think would be a good idea) if the players don’t like it, it shouldn’t be implemented.
Don’t argue negatives. If the level cap needs to be raised, state why.
I’ve done that from day one and ever since.
The level cap needs to be raised because that has been established as the de-facto form of character progression.
Not only does it take you handily through all of the zones, but it also progresses your personal story. With new zones, and presumably an extension of personal story, the well-established leveling paradigm would be used to continue that progression.
Players would be confused if it happened any other way, and rightly so.
So your argument is “It’s always been done that way, therefor it must always be done that way?” That’s incredibly weak. The Holy Trinity was established as the de-facto form of MMO combat, do we need that implemented as well? Do we need all the other paradigms of MMO games, or can we get away with making some intelligent new leaps here? As I’ve stated, increasing the level cap is a remnant of skinner box sub games, and ALL it serves to do is slow players down to give the illusion of content being larger than it is. My street isn’t longer because the speed limit gets lowered, it just takes me longer to get to my house. Personal Story can progress just fine without increasing the level cap, as evidenced by the fact that by the time you get to the end of the existing personal story, many players (myself included) are already max level. And yet we still do it! Funny how a story guides itself regardless of reward. Either that, or I only read Lord of the Rings to increase my Literacy stat. As for guiding players through zones, I find the existing mechanics of dynamic events and hearts to be more than sufficient, and boredom with/completion of one zone will naturally lead a player to the next, regardless of being forced there to continue leveling.
Innovation is the key to moving forward, not rehashing ideas that have had their day.
The “GW2 takes everything you love about GW1 and..” is clever marketing (maybe a little shady)
It doesn’t sound good but forget anything you’ve read in the manifesto.
I wouldn’t call it clever, so much as misleading. Purposefully misleading, at that.
And yes, quotes from months ago at the time they introduced a ton of content that they admitted was horribly flawed and are now in the process of fixing, those are outdated. A game is constantly changing, and viewpoints on it are constantly in need of adaptation.
Then that’s all the more reason to fill the forums with QQ.
That should satisfy whatever part of the rodent brain is satisfied by this illusion of “progression”.
Levels are easy to design and design around; few developers are able to safely abandon them. Anet has shown no ability to do so, either (allegedly did so in GW1, but we all know this isn’t GW1).
There’s no QQ in any of my posts, only in those of kitten fanbois.
Resorting to personal attacks would mean that I’m not offering anything else. The majority of my posts are logically-based; the personal attacks are just a little bonus thrown in for stupid people. "Obviously they (feel) that the “objective” reasons you emphasized do not outweigh the reasons they feel that progression will make the game stronger"… so you speak for Anet now? Or are you still just holding onto outdated statements that may or may not still apply? Of course they’re not going to express whether or not that still holds, because they haven’t even discussed expansion details yet. We didn’t even know that there had been professions called Juggernaut and Warden until they had long been removed; companies don’t feel the need to inform you of every single discussion they make until they reach a decision. I still see no one offering any sound reasoning of WHY an increased level cap would be beneficial in any way, so unless you can actually debate this with me, you can stop arguing. I have offered sound reasoning, you offer opinion and outdated quotes.
As for if I’ll continue playing if they increase the level cap, that would depend entirely on how it’s handled. At the very least, it would just be another mandatory frustration getting all my characters back to max. People don’t seem to realize that leveling =/= content; leveling is a gating mechanism to force players to move more slowly through content. Ever wonder why the story quests are spaced so far apart in level? Because otherwise they’d have had to make a lot more content. This way, you get speed bumps. That’s a remnant of game design left over from skinner box sub games, and GW2 has plenty of content (and good mechanics in place for keeping that content fresh and replayable, if they’d use them) to satisfy players without cheap tactics like that. And as I’ve previously stated, any leveling design and balancing takes away time and effort that could go into producing more actual content for people to enjoy.
A personal attack – Using an abusive remark to judge or define a persons character. You said that my comprehension of reading is questionable and you called me childish. If you are going to try to slander me atleast have the gut’s to own up to it.“so you speak for Anet now?” No, Arenanet speak’s for themselves it’s quite obvious they know all of the “Objective” reason’s why a level cap shouldn’t be raised, but they persisted to say what they did. This opinion was even voiced by the president himself “are you still just holding onto outdated statements that may or may not still apply?” These statement’s occured in November less than 3 month’s ago, If you believe they are outdated then what does that say about their manifesto,Is that also outdated? And why should I debate you? You are the one who responded to me, I’m not here to amuse your sentiments. And your second part of the post, Is just speculation you don’t know what Arenanet is planing to do with level progression it may not be a “Gate Mechanism”.
I did own up to it. You still fail at reading. I don’t know if you’re just mouthing the words and hearing the sounds, but you clearly don’t really know what they mean. All leveling is a gating mechanism; that’s what leveling IS. “You must be THIS high to do the thing.” Otherwise it’s meaningless, which means it shouldn’t exist anyway. Either it’s a gating mechanism, or there’s no purpose to it; either way I’m right.
Don’t bring the manifesto into this, I never said anything about it. And yes, quotes from months ago at the time they introduced a ton of content that they admitted was horribly flawed and are now in the process of fixing, those are outdated. A game is constantly changing, and viewpoints on it are constantly in need of adaptation.
I dont see why you posted such a long response for a post that was only two sentences of my own words. Understand it really doesn’t matter how you feel about a certain situation when the initial design was indeed designed to enforce a functionality. You may feel that it’s a “Treadmill” but you wouldn’t know that till you actually played it, the experiences that you occur from level 80-90 may be the best experience you’ve had with the game. Sure you may feel that level progression may not be needed, but Arenanet feel’s very different to how you feel. Arenanet has implicitly said that Guildwars 2 will indeed have an increase in the level cap with vertical progression, and to deny and complain that it shouldnt happen is simply dubious.
You’re reading comprehension leaves a lot to be desired. This had nothing to do with my feelings, and was absolutely objective. Anet may have designed the game with a certain idea in mind, but as we’ve seen many times in the past, those ideas are subject to change when it becomes apparent that they don’t fit the whole system as well as they had imagined. The game may have been envisioned with an increasing level cap, but for all the reasons I just stated, it doesn’t fit in well now. I’m sure Anet knows this and is more than likely discussing whether or not to go through on the original plan to include a level cap increase with expansions.
However, YOUR insistence that “because they said it once makes it true forever” is rather childish.
So you have resorted to personal attacks? As I’ve stated before Arenanet want’s to increase the cap, and they have the right to do so. Obviously they fill that the “Objective” reason’s that you emphasized do not outweigh the reason’s they feel that progression will make the game stronger. Sure they could change their mind, but they have not expressed this. But what if they dont? Will you continue to play the game if they add a new level cap?
Resorting to personal attacks would mean that I’m not offering anything else. The majority of my posts are logically-based; the personal attacks are just a little bonus thrown in for stupid people. "Obviously they (feel) that the “objective” reasons you emphasized do not outweigh the reasons they feel that progression will make the game stronger"… so you speak for Anet now? Or are you still just holding onto outdated statements that may or may not still apply? Of course they’re not going to express whether or not that still holds, because they haven’t even discussed expansion details yet. We didn’t even know that there had been professions called Juggernaut and Warden until they had long been removed; companies don’t feel the need to inform you of every single discussion they make until they reach a decision. I still see no one offering any sound reasoning of WHY an increased level cap would be beneficial in any way, so unless you can actually debate this with me, you can stop arguing. I have offered sound reasoning, you offer opinion and outdated quotes.
As for if I’ll continue playing if they increase the level cap, that would depend entirely on how it’s handled. At the very least, it would just be another mandatory frustration getting all my characters back to max. People don’t seem to realize that leveling =/= content; leveling is a gating mechanism to force players to move more slowly through content. Ever wonder why the story quests are spaced so far apart in level? Because otherwise they’d have had to make a lot more content. This way, you get speed bumps. That’s a remnant of game design left over from skinner box sub games, and GW2 has plenty of content (and good mechanics in place for keeping that content fresh and replayable, if they’d use them) to satisfy players without cheap tactics like that. And as I’ve previously stated, any leveling design and balancing takes away time and effort that could go into producing more actual content for people to enjoy.
There is no question that the level cap will be increased… It wouldn’t make sense NOT to.
What I don’t understand is, if you enjoy playing the game… what’s the difference if there are more levels? You get them naturally through playing the game you supposedly enjoy.
Maybe that’s the core question here…. do players actually enjoy the game?
Don’t argue negatives. If the level cap needs to be raised, state why.
I dont see why you posted such a long response for a post that was only two sentences of my own words. Understand it really doesn’t matter how you feel about a certain situation when the initial design was indeed designed to enforce a functionality. You may feel that it’s a “Treadmill” but you wouldn’t know that till you actually played it, the experiences that you occur from level 80-90 may be the best experience you’ve had with the game. Sure you may feel that level progression may not be needed, but Arenanet feel’s very different to how you feel. Arenanet has implicitly said that Guildwars 2 will indeed have an increase in the level cap with vertical progression, and to deny and complain that it shouldnt happen is simply dubious.
You’re reading comprehension leaves a lot to be desired. This had nothing to do with my feelings, and was absolutely objective. Anet may have designed the game with a certain idea in mind, but as we’ve seen many times in the past, those ideas are subject to change when it becomes apparent that they don’t fit the whole system as well as they had imagined. The game may have been envisioned with an increasing level cap, but for all the reasons I just stated, it doesn’t fit in well now. I’m sure Anet knows this and is more than likely discussing whether or not to go through on the original plan to include a level cap increase with expansions.
However, YOUR insistence that “because they said it once makes it true forever” is rather childish.
To those who don’t like leveling, why do you play MMOs? Why did you play Guild Wars 2 in the first place?
Because i liked GW1, and the devs promised me that everything i liked in GW1 will be in GW2?
Yeah, i know, they didn’t really keep that promise, but i can still hope.
I don’t think they ever said anything of the sort. It should have been clear the moment that there were 80 levels announced that the game was going to be very different in terms of character progression.
Guild Wars 2 takes everything you love about Guild Wars 1 and puts it into a persistent world that’s got more active combat, a fully-branching, personalized storyline, a new event system to get people playing together, and still no monthly fees.
Mike O’Brian, GW2 manifesto.“In GW1 we never advanced the level cap through four campaigns/expansions. The game design didn’t allow for it. But GW2 was designed without those restrictions, and we’ve always expected that we will someday raise the level cap in GW2.” Mike O’Brien (Not Brian)
“We have never said there would be no vertical progression.”
Chris WhitesideArenanet doesn’t want to keep the same design that they did for Gw1, If they wanted to they would have just continued to make expansions. This game was meant to have those progressions.
I’m sure they always intended for them, but I think that we can all agree that Anet is not infallible. With the system the way it currently is, it just doesn’t make much sense to increase level caps through expansions. What would you gain? A cosmetic number increase. What would it cost?
Mandatory replacement of all gear. (assuming they introduce new gear for those levels)
Either horrific imbalance of power due to OP trait combos available with more trait points, or a time-consuming hassle of figuring out how to rebalance traits (assuming levels offer trait points)
More complaints of “treadmill” and “gated content”, especially by players with multiple characters who now have to go through several times the work of one-player characters to stay relevant.
Possible further tweaks to scaling system.
More complaints of “stale content” and “no endgame” by players, as development has spent more time working on leveling content and less time working on content for max-level characters.
That’s just what I can come up with off the top of my head. Honestly, the game is designed in such a way that increasing level caps wouldn’t really add anything. It’d be more hassle than it’s worth, and it’d make a large portion of players frustrated. Even assuming that we can knock off those two conditional possibilities I listed by saying there will be no new gear, and no new trait points awarded, that just means that leveling becomes absolutely meaningless as there would be no difference between a level 80 and level 90 character (except possibly for base health, which I think increases independently of attributes directly via leveling). The only crowd that this would appeal to would be the compulsive hamster-wheel players who don’t know what to do with themselves if they’re not constantly leveling, and I’m not sure how much of the playerbase they represent, but I’d bet gold to copper it’s a very small portion.
I’d REALLY like to get an official response on whether the Ascended books will ever have unique skins as their icons seem to indicate, or if they’ll simply share the same generic skin. Not going to make or break anything for me, but it would be nice to know.
NO.
Adding levels does not add content, and adding levels in addition to new content is meaningless in the level scaling system they have implemented. It’s just another gating mechanic that no one likes.
There is no such thing as player or account specific random loot rolls/odds. It’s the same for everyone, only magic find can alter your chances.
Thanks for the comment. It helps diffuse the conspiracy theorists. It is correct to say that there is no account specific information that is used as a seed in the random number generator?
That’s the only way that I could see any difference in drops for accounts.
That is correct yes, there is absolutely no account or character specific data used in loot rolls what so ever, can debunk that theory. The only thing you can do to alter a specific characters chances is magic find which is a stat visible on your character from gear/food, for loot drops specifically.
That being said, we’re trying to offset some of that random chance by implementing systems like our new laurel system (and other additions down the road) to help give players more opportunities to earn specific rewards as well over time. This gives the capacity for those exciting “jackpot” moments of getting a big reward, while also helping provide a more clear long term timeline when you can earn the same reward for those who don’t hit the moment-to-moment jackpot since for those who are extremely unlucky, it can be very frustrating.
Thank you for taking this direction. As one of the extremely unlucky people, I’m a huge fan of the laurels/tokens and similar systems you’ve implemented to help us out.
Currently, 4 Zerk GS Wars and a mes (or, better 1 Guard, 3 Zerk GS Wars and a Mes) is the easiest fast way to farm CoF p1. There are other ways that are just as fast or faster for more skilled players, but the reason this has the most demand is because it’s button-mashing easy. It’s not that warriors are an inherently better class, or that they’re even all that effective in other areas of the game; it’s just this one path that it’s easy to utilize them effectively.
There will be no laurels awarded for the January monthly achievement. Laurels will be awarded for monthly achievements starting in February.
rtfm
Be sure you’re looking in the Library under your username, not the general library. Users/username/Library/Application Support/Guild Wars 2 (by the way, if you’re having trouble locating these folders, they may be hidden. Open Terminal and use the following codes:
defaults write com.apple.Finder AppleShowAllFiles TRUE
then
killall Finder
To view hidden files. To reverse the process, change TRUE to FALSE).
(edited by Orion.7264)
It looks like it existed at some point, but I cannot find reference to it anywhere in game anymore. Was it removed? If so, can we have it back?
So is my mind lost or has players in this game gone crazy, not saying the game is perfect but give Anet and Play NC a break. They do happen to be operating on PST (even though play NC is based in TX). So guys the world does not revolve around your time zone if it did we would all be on time for work and all other matters in real life.
You’re mind is lost, PST is a poor man’s excuse. Didn’t you know Devs live in an alternate plane in which they operate in all time-zones simultaneously. Don’t be fooled they are probably playing tiddlywinks and caning chairs those sneaky squabs, all the good folk of this thread are doing is keeping them on track.
This is true, I have visited Devania myself. It does in fact exist in all time zones. If it weren’t for our vigilant efforts keeping these slackers on track, they’d be jousting in rolling chairs all day long using the excuse: “My code is compiling!”
At the end of this quest, fighting the Krait Priestess to free Warden Hywel, the Priestess’s poison cloud AoE consistently kills Hywel requiring a restart of the quest. Tried twice now, twice Hywel has died and the quest cannot be completed.