Showing Posts For OtakuModeEngage.8679:

Suggestion: Guild Material Collection

in Guild Wars 2: Heart of Thorns

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

As a guild leader I had to coordinate farming, buying, selling, trading, and crafting of mats for the guild hall. During this long process I fought with one very difficult, very annoying, blocks in the road: crafting with soul/account bound mats. And I feel the need for such mats in guild hall upgrades, is not only urksome, but completely goes against the spirit of what a guild hall stands for: teamwork, and couperation.

Upgrading your guild hall is about pooling resources, and coordinating with other guild members to craft the required mats. If one player is a master of cooking, and another is a grandmaster armorsmith, and both can craft needed items for the guild hall to be upgraded, they should be able to share and trade resources with each other to get the job done. Unfortunatley, with many of the required mats being account bound, that is not possible. Every player is on their own to farm/craft the needed mats, and guild suddenly becomes less about working together, and more about working on your own, and the ideals with which the guild hall were created, of working together, using team work and couperation to build a place together, are lost.

I’ve thought about this problem for a while, and came up with three possible solutions, as well as their associated problems:

1. Solution: Make the mats/items that are curently required for the guild hall ‘unbound’ as aposed to ‘soul bound’ or ‘acount bound’.
Problem: many of the mats/items currently required to upgrade the guild hall are account/soul bound for a reason, as they are used for other unrelated craft-able weapons/armors/items, that if they were to become ‘unbound’ and thus tradable, would become much easier to craft/trade and as such, lose their difficulty/prestige/value.

2. Solution: create new ‘unbound’ mats/recipies/items to replace the mats/recipies/items that are currently required for the guild hall upgrades. Thus the current mats/items don’t loose their value/prestige.
Problem: development cost and time. To create all these new items recipies and mats would set back ANET a lot, and we’d have another content drought.

3. Solution: create a new Guild Material Collections tab, for new ‘GuildBound’ mats/items. This would incorporate and merge two current systems that are already in game. 1. The material collections tab you have that you can see every time you walk up to a bank or crafting station. 2. The guild treasury where you can donate items to the guild hall to be used for guild hall upgrades.
If we put the two ideas together, you could have another tab under your material collections tab, known as a guild collections tab. Here you could (if you have the guild permission) donate ‘unbound’, ‘soulbound’, and ‘accountbound’ mats to your guild, at which point they take on the new title of ‘guild bound’. ‘Guildbound’ mats can then be taken out of the guild collections tab, by any guild member with the right premissions, and be donated to the guildhall, stashed back in the guild collections tab, or be used to craft new mats/items to be donated to the guild hall.
Mats/item crafted with a guildbound title likewise become guildbound, so a player can’t craft a legendary weapon with guild hall mats and then sell it on tp. Prehaps even certain recipies (such as are required for legendary weapons) won’t even be possible to craft with guild bound mats. Thus it becomes possible to trade mats between guild members for the purpose of upgrading the guildhall without the market becoming currupted and destroying prestige Items.

(edited by OtakuModeEngage.8679)

Season 1 ever going to be revived?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I can see them maybe make a better video recapping scenes from important sections of the story. However the story itself was too tied to large group content and movement of groups across entire maps to bring it back. It would have to be completely remade to fit the ability of one person to do it, and it wouldn’t really make sense. How could one person solo the map invasions, the fall of LA with its boss fights that took groups working together to win, or the Marionette with its 3 lanes and the boss fight in the middle? It would take up a lot of resources to get even a basic, playable season one to work and it would slow down work on the next set of story and expansion. imo a better video with a narrative telling the story is probably the best that can be expected.

One player was able to solo the defense and recapture of claw island, the defense of Fort trinity, attack on zhaitain, and the defense on fort in silverwast (forgot name)… the answer to that question is simple: npcs, soldiers of lionsarch. This would actually make the story deeper, because they soldiers could have names, and things to say, instead of hundreds of imersion breaking player characers of the original invasion.

[Feedback] The forced feeling Caithe-hate

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

As for whether caithe is good or bad… well, as for her actions in the past: I accept that she was in the tent talking to the cheif centure, and thus did not know that Faolin was the one who initiated the fight. As such, caithe accepted Faolins word in the matter -that the centure attacked first- and did what appeared to be the right thing; she protected (what she thought to be) her innocent lover, faolin. So in that point, I feel she did no wrong.

But here is what I can’t accept: she killed one of the other firstborn, in order to protect the secret from faolin. I’m sorry, I don’t care how much she begged to be killed, if the choice where up to you, would you kill the innocent victim who is trying to protect your race, or kill the criminal who just masacured an entire centure herd, and would use that secret to crush your entire race? There is no question about the morality of Caithes descission here, she chose to kill the innocent victum rather than eliminate the criminal. No matter how you look at it, that is not a just choice.

[Feedback] The forced feeling Caithe-hate

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

It’s ironic, that during the events of living story season 2 when Caithe betrayed us and her dark past was revealed, players raged at ANET for our player character being so accepting/trusting/forgiving of Caithe, and then after the events of Heart of Thorns wherein her betrayal esculated, and ANet adjusted our characters personality acordingly, players now rage at ANET for our player character being so untrustful/hateful of caithe… honestly, ANET can’t win. No matter what they choose for our character to feel, players will disagree. You have to make somewhat of a mental disconnect here guys, the character is not you. They have to tell a story, events have to occure, and those events have to affect our character. So Anet must make a story descision as to how they effect our character. Not everyone will like this desision, but Anet can’t tell a story unless it’s made.

Of course, they could go back to how personal story was done, wherein we get to choose, but personal story suffered in quality of story telling and lack of depth, that the more narrowed aproach Anet has taken since, has successfully amended.

So it’s up to you guys: freedom of choice in exchange for bland storytelling; or deep quality story in exchange for lack of choice? If you choose the latter you have to accept how ANET decides our characters take things.

(edited by OtakuModeEngage.8679)

Can you please fix spawned items?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Fixing client error

Can you please fix spawned items?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Innocent players should not be punished for not breaking the rules. End of story, nothing you say will convince me otherwise. Accidental spawnings, no matter how frequent are not done to grief other players and is therefore not violating any rules.

I’d rather ANet put forth efforts that will make it impossible to grief by blocking interactable NPC’s or Vistas or event required items with spawned items. Because then it’s a win for everyone but those who troll and grief.

There is no arguement about this point. I agree 100% that innocent players should never be punished for an accident. However where I simply cannot agree with you, is that such transgressions can possibly be accidents.

Once, okay, twice, maybe; I’ll grant you that possibility. But for this situation to occur, very specific things must all happen at the same time. It’s like the movie final destination. Any one of the things featured in the movie could happen, but for them all to happen at once, creating a destructive chain of events that culimates in mass death, is astrinomical; there’s better chances for a meter to hit and wipe out the earth.

In that same way, it’s possible for you to be standing at a vista, it’s possible for you to have you inventory open while there, and its possible for you to double click on the wrong item, but for all those possibilities to happen on accident at once, is unlikely. And for all of those events to happen multiple times, is impracial to the verge of impossible.

Like in anime where a boy accidently falls down the stairs and accidently locks lips with a girl. The stars would have to align for that to happen in real life. And to happen multiple times… yeah, I don’t buy it. If it’s so rare to the point of being suspicious, then suspicion is well founded.

(edited by OtakuModeEngage.8679)

Can you please fix spawned items?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Just because I don’t want innocent players to get banned for accidental spawns, does not mean that I’m one of the griefers. I’m not.

And the innocent players who accidentally spawn things on vistas aren’t doing it to grief anyone, no matter how many times they do it on accident even after they’ve been informed that that’s a problem. Accidents happen. Even to players who know it’s annoying. And that makes it not against the rules. Players should not be punished for not breaking the rules.

And you’ve seemed to miss the parts where I say that it’s a better idea for ANet to remove this as a means to grief. Which would only negatively affect the griefers and not those who do it on accident. So please, stop to read what I say before labeling me as something that I’m clearly not.

Okay then, explain how you would ‘accidently’ spawn a golem banker on a vista.
*Fact one: you have to double click on the golem banker to spawn it, which means it can’t spawn unless you intentionally make it spawn.
*Fact two: the item you summon appears right in front of you
*Fact three: given fact 2, you know if you spawn a banker when a Vista is in front of you, the banker will appear atop the vista.
*Fact four: you know spawning a banker on a Vista makes it hard for players to use said vista.
*Fact five: if you know fact three, and yet still do it, you are intentionally screwing over other players, which is known as griefing.

Now here’s the benifet of a doubt clause: Let’s say your finger slips, or your computor goes haywire, and you accidently click the wrong thing. Okay, accidents happen. But the probability of a specific accident(spawing an NPC on a intractable object) occuring thrice, when most players don’t even do it once, is all but impossible.

Hungry Hal

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I wish all Mastery Points were this easy to achieve, grindy or not.

I would argue that there are many mastery points that are easier to obtain: ie the pillars of light. Even the mastery points where you have to fight a boss, you can complete that battle in 1/10 the time, and the battle is fun, not overly repeditive grind of running back and forth. Isn’t that why Anet chose to go with hearts instead of the traditional mmo quest, because they didn’t want players to have to run back and forth… hmmmmm

(edited by OtakuModeEngage.8679)

Can you please fix spawned items?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

There’s already a solution in the game. Just click what you want to interact with first. It may be a nuisance if people place a ton of stuff around, but it’s not like it’s impossible to interact with the stuff. Even the infamous Nightmare Chest, because it’s so huge and easily clickable.

Things arnt always easily clickable, especially when you have a zerg of players and/or a mob of enemies. I’ve had times where it has been a real struggle to even target a world boss by clicking. That being said, whether you can click or not is of little relevence, wrong is still wrong, griefing is still griefing, and it should not go unpunished.

Can you please fix spawned items?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

The only reason I could see someone defend not punishing players for a reocuring ‘accident’, when its impossible for it to be an accident, is because they enjoy doing the said ‘accident’ and would like to be able to continue doing said ‘accident’ without facing punishment.

Can you please fix spawned items?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Sometimes it’s easy to tell if it’s accidental or on purpose. Sometimes it’s not.

Sometimes a player makes a mistake and if it was NOT done to grief others, they should not be punished at all for it. No matter how many times they do it on accident.

Now I’m not saying the status quo on the situation should remain. I’d rather ANet make it so that players who do it to grief, can no longer grief others in that manner. That’s a win-win-win-lose. Wins for those the griefers grive, wins for the players who wish to use vistas and npc’s, wins for those who accidentally spawn items on top of things and then feel bad, and a lose for the players who grief.

Im sorry, I cant understand your logic. Unless youre a new player who is completely unaware of how the game works, you would realize that placing a banker golem on a Vista is a bad idea because it will make it hard for other players to use said vista. It’s common sense/knowledge.

That being said, why would you knowingly place a one there, when you know that it will cause other players problems? An accident? I can’t accept this, the vista is directly in front of you, how can you not see it? If you see it and place one there anyways, you are either ignorant as to the harm your actions will cause, inconsiderate to other players, or you are griefing(causing trouble). And honestly, none of those are acceptable excuses, if you break the law, ignorance will not save you.

But because this is just a game, and the accident doesn’t cause serious harm, a little ignorance is within acceptable parameters. Howevery that ignorance should be corrected to prevent further incidents, and that is solved by the first letter, wherein no disciplinary action are taken other than simply letting the player know what they did caused trouble, so please avoid it in the future.

And if it happens three times (especially after you’ve been made awear that it is a problem) I’m sorry, that’s no accident. All you have to do is look at the screen to see that there is a Vista in front of you, to know that placing a golem there is simply a bad idea. It’s not rocket science. So if you did it more than once, and you know such actions cause a problem, you did it on purpose.

Why are you defending this so hard? Most players would get their first letter and from then on be careful, and the lapse would never occur again. So they would have nothing to worry about. The only ones who would actually have to face punishment are the ones who did it multiple times, the ones who actually like griefing… so, are you one of those players? Thanks for identifying yourself. You don’t want us to punish these kinds of players because you don’t want to get punished when you do it?

If that’s not the case, don’t worry too much, the system I proposed would only punish multiple offenders. And it’s only possible to do this multiple times if you do it on purpose…

[FEEDBACK] Rising Flames

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I absolutely loved this patch. The new map was beautiful(for a desolate volcanic island plagued by dragon minions), and brought up good gw1 feels. The story was funny, interesting, fun, and challenging. That last story mission was amazing.

I didn’t like the repeatable hearts. The concept was good, but the implemenration was lacking. Repayable content should be fun and interesting, with different ways and options to complete it. Instead we just the same old hearts we had since launch. It’s also really rrally annoying how map completion resets daily. I want my 100% without having to redo it every single day. Having the option to redo it is nice, forcing is not.

Can you please fix spawned items?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I’ve seen this a lot too. And I’m sorry, it’s hard to believe spawning something attop an interactive objective is ‘accidental’, I mean, how would you not know that doing so makes it hard for other players who need that objective -whether it be a Vista or a boss chest, or whatever- to get it. If they are not being malicious, at the very least they are being inconsiderate, I mean, you just need to think a little. Players SHOULD have a little consideration for others.

As for how to punish them, there would be no need to suspend them upon their first offense. Lets give them the benifet of a doubt, ANet can just give them a friendly letter letting them know that what they did disrupts gameplay and they need to be more careful. If it happens a second time after the recieved the letter, it’s probably not an accident, in which case ANET could send another friendly letter reminding them to be careful, and warning that further transgressions may result in suspention. And upon the third Incident, there’s no way that was an accident, at which point ANET can suspend them.

(edited by OtakuModeEngage.8679)

Hungry Hal

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I really hate this achievement. Not only does it take 2-3 minutes per apple, running back and forth over and over again, but there’s not even enough apple trees to do it in one day, so you have to come back the next day, and the next. So so sooooooo grindy. I don’t want to feed the lazy bumb, I want to push him off the cliff?

Oh, that would be cool! Make an alternate achievement, where if you press f while you don’t have an apple, you get the chance to send him to the grave. I mean seriously man, I’ve got a couple gliders in my backpack, take one and go get your own apple your lazy bumb!

You can hop to another map instance. It takes about 4 instances to complete it. It may also work by swapping to another character but I didn’t do it that way.

It’s still way too grindy. Making something long, overly repeditive and tedius does not make it hard, just makes it annoying. Achievements like this are what people hate about MMOS, and only serve to incite player irritation. There’s just no need for so many apple runs.

Hungry Hal

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I really hate this achievement. Not only does it take 2-3 minutes per apple, running back and forth over and over again, but there’s not even enough apple trees to do it in one day, so you have to come back the next day, and the next. So so sooooooo grindy. I don’t want to feed the lazy bumb, I want to push him off the cliff!

Oh, that would be cool! Make an alternate achievement, where if you press f while you don’t have an apple, you get the chance to send him to the grave. I mean seriously man, I’ve got a couple gliders in my backpack, take one and go get your own kitten apple, I’ve got dragons to fight.

Guild Trading Aliance

in Looking for...

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

So many things required to upgrade the guild hall are extremely hard to get, can’t be sold on the tp or traded via mail, and tailor to certain playstyles that are difficult for smaller and/or specialized guilds to preforms. A large guild doesn’t have these problems, because if you have 20+ active members, there’s a good chance (even if it is a specialized guild) there will be at least 5 members playing the other types of content. Other guilds like mine however, with only 4 active players, struggle to advance the guild hall, because items like silverwast shovels become a grindy nightmare, and collecting Potions of PVP reward, when none of us play pvp, is all but impossible.

That’s why I suggest the creation of the GTA, or the Guild Trading Alliance. For while these items that are hard for our respective guilds to obtain are soul/acount bound, there is hope, as a temporary guild invite can allow them to enter our guild hall and donate the needed items. Hense, barter is possible.

To make this transaction as flawless as possible, one must post:
1. Character and Guild name
2. the desired item and quantity
3. the next time they will be online and available to preform the guild administrations required to conduct the trade
4. The assests (whether gold or mats) offered in exchange

An acceptance of trade, or counter offer should be posted on this forum with the original request quoted.

*If the transaction did not occur at the scheduled time, the poster should edit their post to their next available time.
*If the transaction has successfully been completed, the poster should edit their post with the word ‘complete’ at the bottom.
*If trade is no longer desired, the poster should edit their post to say ‘void’ at the bottom.

Scribing wish list - new & existing items

in Guild Wars 2: Heart of Thorns

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I would love:

Guild Pride/Representation (why is it our guild owns the entire map, and we can craft 2 dozen different flags, but none of them represent our guild emblem?)
*guild emblem flags
*guild emblem banners

Defensive Decorations (story wise this is a strategic location, so we should be able to make it defensible)
*trebuchet
*catapult
*arrow cart
*cannon
*oil pot
*char cannon
*asura cannon
*pact cannon
*ground spikes

Lorebooks and bookshelf

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I have wanted this for a long time. There are a few ways they could do this.
1. A Lore Page on the Hero Panel, where books you have collected/completed become available to read there.
2. A interactive Book Shelf in your home instance or guild hall, where books you have collected/completed are available to read there.
3. A Library in Lions Arch (this wouldn’t require a big map change, there are many shops in the new LA, just pick one and build a library inside)

(edited by OtakuModeEngage.8679)

No way to access Bloodstone Fen without LS?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

True, though it does add extra expense for those purchasing the expansion at any time after Episodes are no longer current.

But, for those that have purchased any time before the Episodes are no longer current, and with the now extended time period Episodes are current, it does seem that ArenaNet is being more than fair. If ArenaNet wishes to change their model slightly, they more than likely have good reason; if it becomes contentious, they may change it. They may change it with the next release….who knows?

It depends, as long as he logged in and played during the living story chapter release(as either a purchaser of the original gw2 core game, or as a free to play member), even if he doesn’t own heart of thorns, he won’t have to pay for the living story season, he just won’t be able to play it until he buys the latest expansion.

On the other hand if he doesn’t log on during this period, or is a new player to the game who has just created an account after the fact, he will have to pay for the LS episode. In either case, I have little sympathy, for someone in the first senario, it’s your own fault for not logging on, and for someone in the second senario, the math works out like this:

Let’s say they start playing after six living story releases and three expansions, ie; ls2, exp1, ls3 ls4, exp2, ls5, ls6, exp3

Vet: playing since launch, so I had to buy the core game and each expansion for $50 each: 4x$50= $200

New player: has to buy latest expansion of $50 and each living story season for $20: 20×5+50= $150

Player who played since the free to play game became available, and doesn’t buy game until 3rd expansion: only has to buy 3rd expansion and ls2: 20+50=$70

In eithet case, for the same content I paid more, so I don’t want to hear any complaints about the business model being unfair to or ripping off new players. And that’s not even counting the fact that they could just earn the living story season buy converting gold to gems, so all they really would have to pay is $50 for the latest expansion.

In gw2, it’s vets who face the pay wall, not new players.

(edited by OtakuModeEngage.8679)

No way to access Bloodstone Fen without LS?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I think the issue is, that even owning Heart of Thorns, the only way to enter Bloodstone Fen (sans Teleport to a Friend) is through Living World Season Three Episode One. The problem, then, would be no access without unlocking/purchasing said Episode One. This would be different than the methods of accessing maps that were added to Core Tyria through Living World Season Two.

We will have to wait and see if other methods of accessing post-expansion maps become available without unlocking/purchasing Episode One (or other Episodes).

Ah, I see what you mean. That even if you buy the hots expansion, you can’t enter the map without owning living story season 3 ep 1, whereas if you bought gw, even if you didn’t own ls s1, ep1 you could still enter dry top. Hmmm, that is a slight difference. But I still don’t see the problem. You merely need log on once during the release period, or if you missed the release (which you have no one but yourself to blame) and want to go there so badly, just cough up the money for the episode… it’s not that expensive…

Replay ls season 1?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

That may be unfortunate, as the Devs stated if they were to bring back part, or all, of Living World Season One, it could/would be in Fractals, and/or other varieties of content.

If they choose to use fractacles, that would be unfortunate indeed, as it is not the right medium through which to tell that story, as it would be imersion breaking. Let’s hope they go with story instances.

Help with apathetic populace

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

@OP my suggestion to start a guild, blog, twitter, facebook, phone app, websight, or the like, where you can announce what game/event you will play/host, and when and where you will play/host it. This will get you in touch with like-minded people who also want to host or partake in such events, and gather you a dedicated following that will do these events together, which will sow growth in not only your participants, but the size of the rewards, and the frequency of said events. In other words: build a community. Do that, and I guarentee your events will become a lot bigger, more fun, and more successful.

Also, I would recomend coming up with new games and challenges, maybe even using what the game has already provided you with (the mini-games, jumping puzzels, guild hall pvp arenas, and adventures) as a platform from which you can host your own turnaments.

(edited by OtakuModeEngage.8679)

[Suggestions] Quality of Life Changes

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Make crafting account bound.

Yes, I know, this will create a big cry of outrage from players who have already grandmastered a specific crafting discipline on more than one character. (Although I cant understand why anyone would do that, as it’s faster and cheaper to just switch characters, but let’s assume such people exist) They will cry that they wasted time, gold, and possibly even real life money. But we should never halt progress, never stop improving the game for all players, just because it undervalues the (pointless) struggles of a few. And to counter their arguement, this change may have lost them the gold they wasted to make a second or third master scribe, but it will have gained them an aditional master scribe for every character on their account for free. So the gains outweigh the loss.

As for the old arguement that crafting should remain character bound because it grants experience and thus helps with leveling, that has been a mute point for a long time, as experience from crafting is all but non-existant now. Really, there is no reason to have it character bound.

As for the benifets of having it account bound, that goes without saying, quality of life, ease of play, not having to switch characters to craft.

No way to access Bloodstone Fen without LS?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

We have to wait until September 20th and until episode 1 is not longer unlock-able for free. Can you still enter Bloodstone Fen with the travel to a friend consumable or not?

If the answer is no then Arenanet changed the paradigm in comparison to LW2. This would be a bad move in my eyes. So far all maps added via LW seasons are freely accessible without owning LW episodes.

The difference here is that the previous living world seasons were part of the core game, so you only had to own the core game to enter their associated maps. The current and future living world seasons are part of heart of thorns, so you have to own heart of Thorns to play them. And when the next expansion is released, the following living world seasons will be part of that expansion, and you’ll need to own it to play them. ANet has actually remained consistant, just the pattern of their business model hasn’t been visible until just now.

Play any other game, and see if you can enter the expansion zones without owning the associated expansion. It wouldn’t make sense to let players freely enter an expansion zone without buying the expansion. To do so would devalue the expansion, and give little reason to purchase.

(edited by OtakuModeEngage.8679)

Replay ls season 1?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Bad news for you, then, and doubly so:

  • Four of the current fractals come from instances from LS1.
  • Fractals take place in an alternate reality: they could be the past, the future, a Tyria that from a divergent timeline, or… all jumbled up by Chaos magic and combine all of the above.

Right, which is why I suggested (in a previous post) that when living story season 1 returns, that they remove the four fractals and return them to their original state as 2 dungeons, or rework them into instances.

As for your second point. Yes, fractals can take place in the past, present, or future. But storywise, it wouldn’t make sense to enter the mist to take part an a event that is occurring in the real world at the same time, when you could instead go to the real world location and actually do something real that affects the outcome of the battle. The original story has you actually physically going to these places and shaping the events with your own hands, rather than watching a replay that you can interact in, but can’t change the outcome of. In the original living story season one, we were the main character shaping the world. In a fractal, the event is already set in stone, and we can define how it happens to US, but can’t change how it ACTUALLY happened in history. A fractal is like playing a video game, you control how the character fights, and slightly alter the events, but in the end, the outcome and the cutscenes remain the same. Ie you cant make the humans win the siege of ascolon, and even if you did, that doesn’t change how the event actually happened. Personal Story on the other hand (from your characters perspective), what your character does is real and palpable what your character does actually shapes the world around him, because you’re actually there, really doing these things, not watching an interactive replay.

So for right now the four fractals you mention make sense, as we are REPLAYING/REWATCHING a past event. But if living story 1 were to return, it would not make sense to have it take place in a fractal, as the people playing living story season 1 would not be replaying events, but actually participating and shaping them in the real world.

(edited by OtakuModeEngage.8679)

Suggestion: Guild Hall Artillery Decorations

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Methods of possible obtainment:

*Crafting

*Achievement Reward

*Collections Achievement: one achievement per weapon type. These achievements could send you across tryia to different forts and encampments as a requisition officer. You help them and they help you ‘aquire’ the artillery you need.

Guild Hall Decoration Vender: known as the aquisition/supply/artillery officer. Once you unlock him you can buy all artillary decorations.

(edited by OtakuModeEngage.8679)

Suggestion: Guild Hall Artillery Decorations

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I remember at one point in time, it was stated that lore wise, guild halls are important strategic points in the war against dragons. If that’s so, I’d love to be able to decorate my guild hall with cannons like the ones you see in Lions Arch, Fort Trinity, and the Black Citidel, or even wvw siege weapons. It would be so epic to be able to place cannons and artillery around my guild hall.

What does "LS" mean?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Originally, when it first came out, ANet called it Living Story, and then they changed it to Living World. Since then people have used Living World (LW) to refer to the changes the packs bring to the world as a whole, such as map changes, story addition, new feautures. Where as we now use Living Story(LS) to refer to the story aspect specifically.

Replay ls season 1?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I absolutely abhor the thought of living story season 1 being brought back as a fractal, that would break continuity and imersion. Think about this as a new player, you just killed zhaitan, and now the story prompts you to enter a fractal to view a past event, that for your personal time line is actually a current event… that doesn’t make sense. Fractals are where you relive events from the past, whatever personal stroy/living story/expansion step you are on is the present for your character. It makes 0 sense to mix the two.

As for brining it back as it originally was, in open world form, that’s not possible either because the maps have changed. The only option that would make sense and flow smoothly is instances.

No way to access Bloodstone Fen without LS?

in Living World

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Okay, I don’t understand the misguided rage here. Living Story Season 3, Episode 1 is 100% free, so long as you log on once, just ONCE before Episode 2 is released on the 20th. You have PLENTY of time.

Of course, you have to own Heart of Thorns to access LS S3, but there is absolutely nothing wrong with ANet making you pay for an expansion to play in an expansion zone… If they let you access the expansion zone for free, the value of the expansion would lose worth, and there would be little point to purchasing the expansion. Yes, you have to pay money to play the new content… whoa! Crazy concept that is! Ive never seen a single game where an expansion was free, except free to play games. But lets be honest here, most free to play games don’t have expansions, and the ‘free to play’ really means ‘pay to win’, as the only way you can get the best gear with the best stats, is by buying it with real money.

With GW2 all you have to do is buy the expansions as they are released, and log on for each of the living story episode releases. In fact, you dont even have to buy each expansion, if you want to wait 5 years for the third expansion to be released, all you have to do is buy expansion number 3, and you get expansions 2, 1, and core game for free. And as long as you have at least a free to play account during that time period, that you logged onto during each living story episode release, you’ll get those for free too, you just wont be able to play them until you finally purchase the latest expansion. In other words, if you truly wanted to wait, you would only have to pay for the game once and get every single release free. If you don’t want to wait, then quit complaining, and buy the game. If you dont take advantage of the system, you have only yourself to blame. I cant think of another game that has as generous a business model.

(edited by OtakuModeEngage.8679)

[Suggestions] Gemstore Items

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

There are a lot of flag and banner decorations in the guild hall, everything from colored flags, to pirate flags, and even world summit flags, but the one type of flag/banner that is not available, and the one that should be there before any of the rest, is a guild emblem flag/banner. ANet, please add those to guild hall decorations!

Upcoming changes in Spring Quarterly Update

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

So stands firm, the iron fortress of silence.

[Suggestions] Future Masteries

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

If I recall correctly you don’t unlock masteries until you hit 80. Gaining xp boosts for future characters might diminish the replay value. Though the second one seems neat, but I’d say locked out of pvp and WvW.

Yes, you can’t work on masteries until you hit lvl 80, but once you unlock it, all characters on your account, including those under lvl 80, can use them. Ie, I’ve glided with my lower level characters.

And this does not diminish anything, you have to lvl at least one full character to 80, do a bunch of achievements for mastery points, and then level your masteries before you could unlock this new mastery. By that point in time you’ve done more than your share of grinding and lvling. (I have 9 characters worth of it) so creating a system where you can earn lvls or make lvls easier for future characters does not diminish the time and effort you’ve already put into the game. Because honestly, after you’ve leveled half a dozen characters or so, doing another just feels like a chore.

This also provides somewhere for your experience to go, giving you a bar to fill, after you’ve completed all masteries so that your play continues to feel rewarding.

The second idea I got from the hero system of gw1. That wouldn’t work in gw2 because the world maps are open instead of instanced, so there is no need for heroes, and having them would slow down play. But if you could summon them for only a few seconds, like with the summons thieves, I think it could be practically factored into the game

(edited by OtakuModeEngage.8679)

[Suggestions] Future Masteries

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Thanks, I didn’t realize a thread was open already. Can a dev close this please?

[Suggestion] New Build System [Merged]

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Can I up-vote this 20 times? This would be so helpful. No one has room to carry 5 different armor sets in their inventory and still be able to collect loot. This would increase ease of play to a whole new level, and allow us to just jump in and play the game, instead of having to reconfigure it every time we change content

[Suggestions] Future Masteries

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Just a couple fun/useful ideas for future masteries, I’d like to see what everyone else has to put on the table.

Hero Training
~lvl 1 Natural Instincts: characters under lvl 80 get 10% more experience for all content
~lvl 2 Advanced Training: characters under lvl 80 get 15% more experience for all content
~lvl 3 Veteran Discipline: lvl 80 characters get 5% more experience toward masteries
~lvl 4 Refined Techniques: lvl 80 characters get 10% more experience toward masteries
~lvl 5 Master Teacher: lvl 80 characters can switch between the current mastery experience bar, and a new ‘tomb of experience’ experience bar, which grants one tomb of experience after each completion.


Call of Brotherhood
~lvl 1 Hero Summons: unlocks a ‘summon hero’ slot, which can be assigned to any other character on your account. Each character on your account can have a different character assigned to their summon hero slot, but cannot assign themselves to their own slot. When used in combat, this summons the assigned character for a 15? second duriation.
~lvl 2 Extended Aid: summoned hero remains for 10? more seconds
~lvl 3 Redubled Efforts: summoned hero hits twice as hard.
~lvl 4 Unfallable Ally: summoned hero gains invinceability for summonse duriation. (Ineffective in pvp)

(edited by OtakuModeEngage.8679)

MOVE INSTANCE EXIT

in Guild Wars 2: Heart of Thorns

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Please, for the love of the six gods, move the Instance Exit AWAY from the Instance Entrance!!!!!!!!!!! Nothing like playing the last expansion mission(or any mission for that matter) with a group of friends, getting to the last boss, and then accidentally exiting as soon as you enter >.> And then, of course, at that point no one wants to restart.

Central Tryian Guild Hall

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

The jungle and desert themed guild halls are all well in good, but Id like to see more options as were available in GW1. GW2’s world is so vast and diverse, from the snowy mountains of the Shiverpeaks, to the deserts of Elonia, erupting volcanoes of the Ring of Fire, the dredged up seafloor of Orr, the island paradise of Cantha, and forested water lands of Kryta; GW2 has so much more to offer, so id like to see more maps and climates to choose from.

Following these simple rules, drafted from the mechanics of current guildhalls, lets think of locations/themes upon which Central Tryia Guild Halls may be founded.
1. The location must be an empty space available within the world map, wherein a guild hall sized map may be placed, as guild halls appear on the world map.
2. The guild hall must leave room for progression/improvement, so a fully fortified keep or flushed out city would not work. Although perhaps it could begin as a small fort or town that you can expand, and does not necessarily need to be ruins such as are observed in HOT.
3. A existing map that sees no current use, as its not possible to visit may be refurbished as a guild hall. Because, why the hell not?
4. This location cannot be used for something else. IE, probably not a good idea to suggest placing a guild hall where we all know the Tengu city is.

From this, I have thought of four locations:
1. Area between Timberline Falls and Sparkfly Fen
-Backstory: an ancient Juten city from the days when they held power as one of the foremost races of Tryia, a ruined Dwarven city, or a Norn Outpost that we grow into a sprawling fortress.
-Climate: Mountainous forested snowy region.

2. Claw Island
-Backstory: with the fall of the pact and many of its allied forces, the Lionsguard has determined that their remaining troops should be pulled back and a guild would be better suited at defending this key location, rebuilding Claw island into a far greater bastion of hope.
-Climate: Krytan Island

3. Hall of Monument
-Backstory: The base of the Eben Vanguard, was an ancient fortress from unknown times, lets restore it and find out its secrets.
-Climate: Snowy mountain of the far shiverpeaks.

4. The Bazaar
-Backstory: with the zepherites grounded, a new guild must move in to secure trade
-climate: cliffs/beach

Am i the only one who's irritated by this?

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

The plural of staff is staves… Or am i wrong?

You are incorrect. Staffs as the plural for staff, stands. The English language is not a stagnant dead thing. It develops and grows with its peoples and cultures, ever changing, ever adjusting. What is seen as the proper grammar today, would have been slang, or nonsense a century ago, and the slang of today, may very well be proper grammar in centuries to come.

A poster here claimed that ANet’s incorrect use of the word staffs comes off as unprofessional, yet Shakespeare filled his plays with an endless triad of slang and indulgent whims, that -prior to his use- were all but nonsensical; but no one called him unprofessional, or thought any less of his work for its peculiar inclusions, and today, many of his creations or their alterations stand as the foundation of proper English.

The simple fact of the mater is, that a great number of English speakers accept staffs as staff’s plural, and therefore, it is a passable alternative. For the truest and purest form of English does not exist in a dictionary, but in the voices of its people, for it, as all languages, lives, grows, and dies with its people. Attempting to stop this by clinging to the rules of the past is pointless and futile. The world wont stop turning just because you want the sunlight to linger a little longer; English will change, HAS changed. We must look to the future and move forward.

(edited by OtakuModeEngage.8679)

Raids NOT Color blind Friendly...

in Fractals, Dungeons & Raids

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

Hand, wrist, and arm disabilities

  • Reduce clicking. Add options like:
    “Open all bags”,
    “Salvage all greens”
    “Sell all minor sigils”
  • Improve autoattack.
  • Separate support and offensive skills. Right now you can’t enable the “always cast AoE skills on enemy” option to radicially accelerate casting, because if you try to use a support skill e.g on the Druid, IT GOES TO THE ENEMY. WHAT.

One-handed gameplay (loss of a limb)

  • Improve mouse support. Allow cycle-casting skills with mouse wheel.
  • Improve auto-targetting.
  • Add in-game voice chat like Blizzard games.

Colorblindness

  • This is easy, add a high contrast mode like most games have. Typically blue and orange are the colors used, but making it configurable would help.
    Neutral: White
    Good: Blue
    Bad: Orange

Spatial focus, problems seeing 3D, etc.

  • Improve the minimap to tell you where you are, rather than just trying to display it pictographically. Physically show the location name, distance to the next objective,whether its higher or lower, all on the minimap HUD as a textural read-out that is easy to follow, not just as ambiguous icons.
  • Make the world map not take up the entire freaking screen. Put it in a window. This would also greatly improve WvW gameplay (no more dying to a Thief or running off a cliff because you were trying to check fort status).
  • Show dots for all players, not just those in a party or guild (like WvW).

Visual impairment (partial blindness)

  • Improve halo support. Add thick borders around all objects.
  • Add a way to clearly mark which skills are more blindless friendly, for example skills that are auras, autocast or otherwise passive, like signets and banners.
    (This could help with one-handed gameplay as well.)

Audio impairment (deafness)

  • Add an option for increased visual queues, like screen shaking.
  • Better subtitle support. Many NPC dialog liines do not appear in chat (bug?).

Epilepsy and similar

  • Tag each graphical effect with a priority, this would range from 1-10. Then add a slider that eliminates everything below a certain level.
  • Smooth out transitions using interpolation curves.
  • Try to use a more consistent color palette, like brown-yellow-white. Don’t flash pink or purple all the time just because a Mesmer is attacking.
  • Add skill icons above players and enemies’ heads to replace graphical effects.

General improvements

  • Add freaking life bars and buff bars to our allies so we can stop freaking spaming everything that we have at random hoping we hit someone who needs it.

Well thought out and consice, first real constructive suggestion I’ve seen on this thread, thanks for that! Well considering everything else they are working on, it might take them a long time to get to stuff like this, but it would be really good to see in game! I hope a dev sees this.

+9,000

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I get your analogy and I know about how the craftable item is cheaper to craft yourself than buy as well. I don’t see the relevance.

This system is Anet’s response to players wanting to give players a more meaningful experience getting a legendary. It does that better than the old ways. Price just wasn’t a factor and I think for the more astute people, they knew it; not because Anet wants to screw people and get them to buy gems, but because it CAN’T.

Let’s be honest … did you think it was going to be different than what it is? Look at what you have to do for current Legendary or Ascended Gear. Think about it.

Ah, but in the end, it isn’t more meaningful, because you have to buy it after all. So all that work that would otherwise make it meaningful is void of purpose.

It’s not less meaningful because you have to buy something. What is this something you HAVE to buy?

I really don’t see people not buying some of the materials unless they want to wait 2+ years to get them all…

Neither do I, but I don’t think it makes the whole process less meaningful to the person crafting it.

Because why go through all the extra work when in the end you’re just gonna buy anyways…

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I get your analogy and I know about how the craftable item is cheaper to craft yourself than buy as well. I don’t see the relevance.

This system is Anet’s response to players wanting to give players a more meaningful experience getting a legendary. It does that better than the old ways. Price just wasn’t a factor and I think for the more astute people, they knew it; not because Anet wants to screw people and get them to buy gems, but because it CAN’T.

Let’s be honest … did you think it was going to be different than what it is? Look at what you have to do for current Legendary or Ascended Gear. Think about it.

Ah, but in the end, it isn’t more meaningful, because you have to buy it after all. So all that work that would otherwise make it meaningful is void of purpose.

It’s not less meaningful because you have to buy something, no more so than having to get a recipe or vendor only materials like spools, etc… . What is this something you HAVE to buy?w

Forgive me, you don’t HAVE to buy the materials, you can also farm them, but as farming gold and farming materials is practically the same, and the two are interchangeable on the tp, that distinction is irrelevent, as the worth is the same. More to the point, due to the limits and restrictions on where and how one may farm each mat, it is far more grindy than farming gold. Not an optimal choice in the slightest.

That aside the simple fact that the worth(of materials required vrs gold required) is the same yet mats are more difficult to farm AND require all the aditional requirements such as masteries and collections to unlock, make the legendary journey much more taxing on the player and much less rewarding. That’s the simple truth, whether you choose to see it or not.

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

I get your analogy and I know about how the craftable item is cheaper to craft yourself than buy as well. I don’t see the relevance.

This system is Anet’s response to players wanting to give players a more meaningful experience getting a legendary. It does that better than the old ways. Price just wasn’t a factor and I think for the more astute people, they knew it; not because Anet wants to screw people and get them to buy gems, but because it CAN’T.

Let’s be honest … did you think it was going to be different than what it is? Look at what you have to do for current Legendary or Ascended Gear. Think about it.

Ah, but in the end, it isn’t more meaningful, because you have to buy it after all. So all that work that would otherwise make it meaningful is void of purpose.

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

No, it’s part of what is necessary to get those legendary. You might think it’s unfair or unreasonable, but it’s definitely work that needs to happen. Perhaps you think it’s just ‘busywork’ because it’s not part of the tangible set of materials that actually go into crafting, but so is leveling a character to get the mats, leveling your crafting skills, watching the TP, etc… ; point is that there are LOTS of activities you need to do (that you aren’t considering or at least you haven’t mentioned) that go beyond the ‘collect loot, make legendary" that aren’t factored into it’s ‘cost’, so it’s rather silly to complain only about the ones you don’t like.

These extra activities certainly don’t invalidating anything (methinks you don’t know the meaning of the word); those non-materials activities definitely count because you won’t get one without them, including the ones you haven’t mentioned.

… or you could just you know … make a legendary the old way because you have choices. Maybe you’re going to be like that other guy … take the stubborn route and be hyper-focused specific, then complain because you choose to be stubborn, that it’s too hard or unreasonable, or whatever.

I mean, if you think about it, those activities make sense because you can’t deny that simply buying mats and crafting a ‘legendary’ item , or even just buying it directly, is not all that legendary at all. In fact, it’s one of the things that many players complained about. So you see, you might think it’s all just a waste of time, Anet is just responding to players complaints and creating a system where players actually DO something related to their legendary that is meaningful to them; at least more so than buying it outright.

You completely missed what I was trying to say. Yes, these activities are directly part of what’s required to make the legendary, YET the cost for the legendary doesn’t account for them. That is the problem; that because the cost doesn’t acount for this extra work, this extra work is invalidated, because even without it, you could otherwise get the same item for the same coft. Me thinks you must be blind to not see this…

As for leveling your crafting and the rest, while that is needed, its not a direct component to the cost of the item itself; let’s stay on topic, we are talking about what’s required to make the legendary, not craft in general.

(edited by OtakuModeEngage.8679)

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

OK the execution is stupid … that’s still the purpose. Besides, all the things you elude to has nothing to do with what the point of crafting precursors is … you just want em cheap. That’s definitely not what anything Legendary in this game is going to be about. There is no nerf needed: if you want a cheaper, faster or more lazy way, you have options.

The thread for QQ about precursor expensive is down the hall, first door on the left.

No, I just want to earn it, properly; through challenging content worthy of a legendary. I just want my time and effort to be validated, and for methods of obtainment to be worth doing.

You can with crafting, you’ve simply convinced yourself you can’t because reasons. ANet doesn’t cater to opinions.

No, I’ve convinced myself of nothing, I recognize that legendaries can now be earned through farming and crafting, but I also recognize that the other effort we put into the journey isn’t factored into the equation at all, and as such is invalidated.

I’m looking at all the facts, but you’re ignoring one… who’s convinced himself???

You’re just going to have to be more specific; what effort is invalidated in your journey to a legendary? I don’t get it. You earn mats, build your subcomponents, unlock masteries and finally make your legendary. What is it that you have to do exactly that doesn’t go towards earning you a legendary but is part of this journey?

The 3 masteries, 3 colections, and the gold/karma/spirit shard required to unlock each collection. If you take all of that away, all the weeks worth of time spent lvling and doing events just to get to the point where you can craft in the first place, subtract all of that, THEN farming/buying mats and crafting them is equal to purchasing a precursor on the trading post.

Thus, none of that work and time spent is factored into earning it, it’s all just extra busy work, gating, because none of it counts, none of that work is validated in the cost.

Example:
You can learn how to bake appel pie, buy the supplies to bake it, and them do the baking.
Or
You can buy a appel pie.

Granted, this is a poor anology, as you have to spend more on the supplies than one pie, because you have to buy flour and such in bulk, BUT even in this case, you’ll find you get more for your money’s worth, because you now have enough to make ten apple pies instead of one, and after doing the math, each is significantly cheaper than buying one the same size at a store. Why? Because knowing how to bake, the baking itself has monetary value. Also stores have to pay workers, replenish supplies, upkeep equiptment, and make profet.

In this case however we know how to craft and are doing the crafting, but it cost the same as one at the store(tp). That doesn’t make sense, given all the extra work we have to do, given that we are doing it ourselves rather than purchasing it outright, it should by all means cost less than it does in a store. But it doesnt.

Look at any other craftable item in-game sellable on tp, each and every one to the last, is cheaper to craft yourself than buy.

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

OK the execution is stupid … that’s still the purpose. Besides, all the things you elude to has nothing to do with what the point of crafting precursors is … you just want em cheap. That’s definitely not what anything Legendary in this game is going to be about. There is no nerf needed: if you want a cheaper, faster or more lazy way, you have options.

The thread for QQ about precursor expensive is down the hall, first door on the left.

No, I just want to earn it, properly; through challenging content worthy of a legendary. I just want my time and effort to be validated, and for methods of obtainment to be worth doing.

You can with crafting, you’ve simply convinced yourself you can’t because reasons. ANet doesn’t cater to opinions.

No, I’ve convinced myself of nothing, I recognize that legendaries can now be earned through farming and crafting, but I also recognize that the other effort we put into the journey isn’t factored into the equation at all, and as such is invalidated.

I’m looking at all the facts, but you’re ignoring one… who’s convinced himself???

You’re just going to have to be more specific; what effort is invalidated in your journey to a legendary? I don’t get it. You earn mats, build your subcomponents, unlock masteries and finally make your legendary. What is it that you have to do exactly that doesn’t go towards earning you a legendary but is part of this journey?

The 3 masteries, 3 colections, and the gold/karma/spirit shard required to unlock each collection. If you take all of that away, all the weeks worth of time spent lvling and doing events just to get to the point where you can craft in the first place, subtract all of that, THEN farming/buying mats and crafting them is equal to purchasing a precursor on the trading post.

Thus, none of that work and time spent is factored into earning it, it’s all just extra busy work, gating, because none of it counts, none of that work is validated in the cost.

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

OK the execution is stupid … that’s still the purpose. Besides, all the things you elude to has nothing to do with what the point of crafting precursors is … you just want em cheap. That’s definitely not what anything Legendary in this game is going to be about. There is no nerf needed: if you want a cheaper, faster or more lazy way, you have options.

The thread for QQ about precursor expensive is down the hall, first door on the left.

No, I just want to earn it, properly; through challenging content worthy of a legendary. I just want my time and effort to be validated, and for methods of obtainment to be worth doing.

You can with crafting, you’ve simply convinced yourself you can’t because reasons. ANet doesn’t cater to opinions.

No, I’ve convinced myself of nothing, I recognize that legendaries can now be earned through farming and crafting, but I also recognize that the other effort we put into the journey isn’t factored into the equation at all, and as such is invalidated.

I’m looking at all the facts, but you’re ignoring one… who’s convinced himself???

(edited by OtakuModeEngage.8679)

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

TLDR of this thread (which is the TLDR of so many) is that some groups of people don’t like how the economics of supply and demand work and some people accept it for what it is. Understanding the economics of it is key.

The meta TLDR of this thread is that in order for an economy to actually exist in a manner consistent with how people actually OPERATE in any system (video games, the real world, stock markets, etc), supply and demand is the only process through which that system can maintain and balance itself to any reasonable level.

If you don’t understand the above two points, or simply don’t like the fact that the balance means very very few wealthy and many many poor, it’s impossible to explain it to you, unless you actually study economics. Even what I wrote above is actually insufficient to explain it, as many economists will tell you (and on some levels not even accurate, but I’m trying to communicate the gist, not the exactness). Supply and demand is just one way to operate an economy, but none of the alternatives sustain and balance themselves as reasonably as this one.

Many people appreciate you John, even if economics is drab, and we may only barely understand certain concepts. Now the haters of economics might vilify me by way of justifying their lack of either understanding, or lack of appreciation for what you are trying to accomplish. Much love to the Anet fam.

TLDR meta of my post is: it’s a game. Play it to get gold or play it for fun or don’t play it. In any case, you have choices. And as Neo observed, “The problem is choice.” Realistically, though, many of you just find it easier to try to argue a complaint and troll the forums instead of just moving along.

https://scontent.cdninstagram.com/hphotos-xaf1/t51.2885-15/s480x480/e35/11849778_1623877987850883_1954501041_n.jpg

I understand that if a little more forethought was put into which mats were required for which legendary, and how many of each mat should be required, while the supply could still significantly be lower than the demand, it could also be a little less so than it is now, so that while still expensive, the aquisition process wouldn’t completely invalidate the masteries and collections. Ie, planning matters.

They put items in the game knowing the strain it will put on the economy, if they had planned a little differently, this could have been so much better.

Likewise, seeing the devisation they caused, they can now make little adjustments to even the balance… and that’s all I’m asking for.

(edited by OtakuModeEngage.8679)

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

OK the execution is stupid … that’s still the purpose. Besides, all the things you elude to has nothing to do with what the point of crafting precursors is … you just want em cheap. That’s definitely not what anything Legendary in this game is going to be about. There is no nerf needed: if you want a cheaper, faster or more lazy way, you have options.

The thread for QQ about precursor expensive is down the hall, first door on the left.

No, I just want to earn it, properly; through challenging content worthy of a legendary. I just want my time and effort to be validated, and for methods of obtainment to be worth doing.

If I have to spend a crap ton of gold or do endless farming I will, but only on fair terms.

(edited by OtakuModeEngage.8679)

So what IS the point of precursor crafting

in Guild Wars 2 Discussion

Posted by: OtakuModeEngage.8679

OtakuModeEngage.8679

The point is simple; allows you to track your progress to a pre-defined goal. That’s all it was ever intended to be.

Regardless of the intent, it pointless, stupid even to complete the legendary journey when you can just buy a precursor for less money, time, and work.

Good thing not everyone feels that way.

I’m not saying the concept of the journey in itself is stupid, but the execution is. They need to do at least one of four things: drop prices on materials, drop amount of materials required, make the aquisition of materials more abundont, or make it so not every legendary needs the same materials.

Any of these alterations if done on a small scale will still make the precursor expensive, but less so, giving value to our hard work and making this method of obtainment more fair and equal with the alternatives.

Basically, this system needs a nerf, not a big one, but it still needs one


edit in responce to your edit
And no, that’s not the point of a crafted precursor, this method was added because players wanted a way to earn a precursor, instead of buying one or just getting lucky. As it is now, this method fails to serve the audience it was built for.

As to seeing how far you are progress wise, what’s the difference between 178/264 tooth picks and 452/600g… nothing new about this…

(edited by OtakuModeEngage.8679)