Showing Posts For OverlordOutpost.5961:
You can purchase any of the trait guides. Prices depend on tier and whether it’s new or not. So for every trait there will be an option to go out into the world and unlock it via specific content or just purchase it if you choose to go that route.
I hope the moderators aren’t at lunch. They are going to have work clearing up all the rage which will ensue.
Fwiw, Karl and Roy are good guys who do a good job for this game. It isn’t their fault the game has a PvE direction.
Seriously? I think if people would take a second to realize that you get gold from PvP now, they wouldn’t have the knee-jerk response of calling this anything related to PvE.
You can get all the trait stuff you need from doing nothing but PvP, so there’s no reason to get all up in arms.
GW1 was set up in a similar way and it worked out really well. Personally, I’m glad to see them picking up aspects of GW1 that worked and implementing them in GW2.
It then becomes an issue of “Why can PvE players earn our PvP unlocks faster then we can?”
You can purchase any of the trait guides. Prices depend on tier and whether it’s new or not. So for every trait there will be an option to go out into the world and unlock it via specific content or just purchase it if you choose to go that route.
This is a terrible idea that goes directly against the founding principles of your PvP game.
It incentivizes netbuilding and flavour of the month, and decentivizes build creation and experimentation.
I strongly ask that you reconsider this in terms of the structured PvP game.
Hate to break it to you but the glory boosters were removed as in deleted from the game. Yeah it would have been nice if they turned into a consumable 500 glory but it is already gone
My glory boosters are still in my PvP locker so they haven’t been deleted.
Lol I must have done the “deposit to collectibles” and forgot. My bad :P
I did that too, and almost panic’d.
This needs an answer on the future plans of this trait system, and if PvPers are going to be forced into PvE to get traits/skills in a realistic manner.
If this is true, I’d strongly rethink the strategy.
Saying no rewards anymore is hyperbole. That suggests we are not adding a system to replace the old one, which is not true.
And yes, per Colin’s blog post, we’ve now released that the Feature build will be on April 15!
As was said, promising something in the future doesn’t change the fact that in the now there’s not really a likable system for rewarding PvPers in place.
I strongly believe, given the state of the board and concerns on a fair number of threads that this merits at least a placating response.
This game was founded on the principle that all things accessible in the game be automatically unlocked in PvP. Doing so allows easy experimentation and doesn’t put in a cost or wait-time to try something new (thus decentivizing new builds/strategies).
I fear that your new traits system will follow the same structure that your new heals did; force us to do PvE to unlock usage of them, or make gaining the new skills a long and grindy progress in PvP. This is the kind of situation that get exponentially -worse- with each added trait/skill requiring an unlock.
Don’t go down this road.
I like to hold my hopes out on this getting noticed and remaining constructive. I’d hate to get my post locked because it devolved into developer hate.
Remember, these are real issues; with fixes beyond just “rolling back”.
Edited to make the tone a bit less aggressive towards the developers and more constructive.
We have a lot of threads decrying the changes and the problems it brought, not so many providing solutions however. Note that the provided solutions will attempt to use the new placeholder system Anet has given us (as much as I dislike it).
As always, the absolute easiest and fairest solution would be to just rollback the changes until the new rewards system is actually ready… but I don’t see that happening.
RANK CHESTS
Problem – Rank chests provide only PvE rewards. Ranks chests are unfairly skewed due to the Rank XP system towards lower ranks; higher ranks have almost no chance to gain these rewards in any fair manner. The result is that higher ranked players are feeling unfairly punished for having played more before.
Solution 1 – For the rank points awarded at the end of each match, apply a multiplier based on your rank. A Rank 1 will gain 500 points for winning Hotjoin. A Rank 2 will gain 505 points.. so on and so forth.
The purpose of this is to get rid of the steep climb at higher ranks to earn a chest (some higher ranks need to play hours upon hours to just gain one rank.) Alternatively : Flatten the Rank points needed for each level (much like WXP); this won’t be retroactive but it will allow higher ranks to gain rewards realistically.
Solution 2 – In conjunction with the above, put in a random rank token and crafting materials OR 2-3 random PvP skins up to your rank (skewed higher) into the chest. This will give obtainable PvP rewards over time while not flooding the player. It is important that if this is done. to also remove Bloodstone Dust. No player has ever complained of a lack of Bloodstone and it incentivizes no PvE players to try PvP. Replace it with Dragonite or not at all.
PvP Crafting Materials Unusable without Glory
Problem – You cannot realistically Mystic Forge new PvP skins. Players are sitting on tons of crafting materials, but with no way to gain glory they cannot get the tokens to actually -use- these.
Solution – Put these tokens in the chests, alternatively, allow these tokens to be purchased using in-game gold for the time being. Players can purchase tokens up to their rank level.
No True Reward for Solo/Team Queue
Problem – The rewards for Solo/Team queuing have all but been removed. The effort and dedication needed to be put into these matches, and the requirement to actually win to get any real bonus are unbalanced when compared to the otherwise easy Hot Join. This removes any incentive for people to honestly compete and bring in new blood. Furthermore, it incentivizes bad behavior and early surrenders/giving up due to the low reward for making that push back.
Solution – Place a modified rank reward chests into the victory bonus. A Solo Queue win will provide 3 reward chests; a Team Queue will provided 6 reward chests. These reward chests will have the 5-Skill Point and the Instant Level-Up removed, but should contain a PvP skin up to your rank.
Too Much PvE Junk and no Place To Put It
Problem – We’re now flooded with PvE Junk, and there is no way to easily get rid of it. Specifically bloodstone dust. Some players like PvPing with clean inventories.
Solution – Just add a PvE Bank/Merchant to the Mists to offload these. Why was this not already done long ago?
Glory Boosters
Problem – Players have heaps upon heaps of Glory Boosters that are simply taking up space. The proposed solution of “they do nothing, delete them” is largely disagreeable one.
Solution – Given the removal of glory, the procurement of glory is that much more valuable for players trying to craft out their inventories or gain PvE levels/bags. Turn the glory boosters into a consumable that grants 500 glory. This is not too much. Players that have obscene amount of glory cannot flood the market (as glory-purchased items are account bound) and only serve to act as a gold sink (leveling tomes remove gold from the economy, and puts more demand on level 80 equipment giving the economy a temporary boost).
And thus are my solutions to fix the complaints for this patch and breathe some life back PvP so that it simply doesn’t languish and die until the Feature Patch. This is important. If the PvP community dies before the patch can even hit, the chances of it recovering get more and more slim. It is important to hold on to the players you currently have and not alienate them through patches like the one we just had.
Bump this if you agree, and post constructed feedback. I want the Developers to see this and hopefully enact the changes. I don’t want PvP to die, it is one of my favorite aspects of this game and the health of the community as a whole (my opponents) is incredibly important to me.
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Don’t get me wrong, I think PvP needs some love(I’m always crying about wanting deathmatch) but some people here are seriously underestimating PvP rewards right now. I signed in after being away for a couple months with a lot of unspent glory and found this new rewards merchant in the mists. I bought close to 90 of those instant-level books rightfoff the bat with glory and gold. I also found with glory boosters(which I have hundreds of) I get 3-6 more books per hour if i reque quickly and Nick but in matches(which I do. =) ). This means between the gold and glory rewards in PvP right now I can level any character on my account at a rate of 3-6 levels per hour. It’s super sweet, I can’t imagine why everyone isn’t in PvP right now.
I took two of my characters and leveled them 60 levels in a minute a piece each, it was awesome. They were blasting like little supernovas!
You realize glory got removed so you can’t earn anymore of that?
This is one of the worst thought out decisions ever at ANET.
I’ll give them a big hint as I told them BEFORE they implemented this.
YOU DO NOT REMOVE REWARDS WITHOUT A NEW SYSTEM IN PLACE
The smart approach would have been:
1. Keep giving glory
2. Stop giving glory on the day the new rewards are ready
3. Keep the glory vendors in place for 1 month following the removal of glory.
This guy; this is literally the perfect solution. Someone hire him.
You know, back in my day people pvp’d just because it was fun. Maybe I’m getting old.
Back in my day people had to start the game over from Level 1 if they died. Unless you’re deleting characters on death, I don’t see your point.
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If PvP isn’t properly incentivized, there’ll be no new blood, and thus no new player base. Without a new player base, the game can’t grow. More so, by actively punishing experienced and hardcore PvPers with the new rewards system, they’re removing their most active PvP-Base.
In other words, this is something to worry about because it could lead to the death of the competitive PvP game.
It seems like everyone here has not played any other MMO out there at the moment; that or has no idea how to actively make gold in the game.
In terms of masterwork, which is all that is required to complete and enjoy 99% of the game, it takes barely any work.
In terms of exotics, which is what everyone minimally wants to complete and enjoy 99% of the game, it takes at most a few days of effort spread out (Dungeons, world bosses, what have you) to get the materials or straight up buy a set.
Generally in the time it takes me to level an alt from 0-80, unless I decided to spend hundreds of gold crafting them to 80 (at which point gold is clearly not an issue), I can straight up buy all the exotic gear I need for my first build.
In terms of ascended, which is what is required to complete and enjoy 1% of the game, it’s 1% of the game. And it is only necessary if you are going to spend hours upon hours grinding through FoTM. At this point in the game, you should have your FoTM build, and only your FoTM build. It should be min/maxed, and there should be no need to ever really change it. You are -already this hardcore-.
FoTM is the oddity in that it exists in a circular loop. You do FoTM so that you can do more FoTM, to further progress in FoTM.
The average player will probably try FoTM for the first 10 levels, and probably peak at the upper teens and 20s. That’s all easily obtainable.
For Exotic vs. Ascended; the stat difference barely has any effect on the overall game outside of FoTM. There is maybe a difference of 15-35 damage a strike for most skills. If you are being horribly outclassed by players wearing ascended, it isn’t the armor’s doing. It’s your build or general skill at the game.
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yeah, this is starting to really negatively effect the game.
Some sort of massive announcement on this and plans to prevent, stop, or hinder this would be a nice show of faith.
You know you can still get in Salma District uninstanced rather easily right? I feel bad your guild died, but there’s at least 3 other ways to get in that still exist.
I agree with most else though, we could use some interactable objects, a few more fun emotes, and some nice town clothes (that Anet for some reason decided to remove completely from the store.)
There’s no such thing as dishonorable playing. Hugging pillars, fine. Backstabbing someone who’s dueling in a non-duel server? Fine. Using Knockback on Skyhammer? Fine.
The line gets drawn on the fourth one. That is not dishonorable. That’s just flat out cheating by exploiting a glitch in the game. No one who’s semi-competent would get angry at you for dishonor. Everyone will be justifiably angry at you for abusing a glitch and cheating.
Since you fully admitted to doing so, I do hope you get some sort of account discipline as well.
In what universe did -anyone- think this was a good idea? Do they know what they’re doing? PvP is already suffering, and now you’re going to snuff out one of the actual positive founding principles of it?
This is exactly my issue as well, it’s noticable in Windowed Fullscreen mode and only happens on the first load of the game after a boot.
This needs to be rolled back or fixed, it nerfs the best way to level up alts easily and makes crafting leveling to 80 prohibitively expensive.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: OverlordOutpost.5961
This I believe sums up a lot of frustration people are having.
This sums up nearly all of my complaints.
Is it too hard? Respect the awesome work
in Super Adventure Box: Back to School
Posted by: OverlordOutpost.5961
The huge ramp in difficulty, most of it artificial (lag sensitive platforms, overly precise jumps, horrific and unusable camera angles, being catapulted back to the section start for a missing jumps, etc.) just sucked any and all fun of this.
I probably won’t be touching SAB World 2 until the difficulty is brought back in line to “playable”, as it stands, it’s insanely frustrating.
This happened to me as well.
Mine had disappeared as well.
I used three so far, it transported me to a random zone Vista, then transported me to a vista in Black Citadel; twice in a row.
Then I randomly tripped sometime later.
WoW/D3 didn’t create the fighting monk, that rather precedes them by a thousand years or so.
Hrm… that’s a tough one for skills. I guess we’ll start with the swords.
1 would be your basic auto attack, with Slash→Stab→Twirl. Twirl could potentially be a projectile finisher. At melee range it’d really only hit who you’re targeting.
2 could be an evasive leaping swing that does more damage the closer you are. At a distance, it’d do less damage but carry you to your target. At close range (under 200?) it’d operate as a quick evade. In both cases it’s a leap finisher.
3 would be a flurry of 10 weak attacks, with a twirling sword motion. Each attack would have a 20% chance to activate a projectile finisher. For the purposes of the class, this entire set would be under the gimmicks “combo field”; so you could proc fire or other skills multiple times.
I assume most attack sets would do overall weaker DPS then say a warrior, or a ranger; but make up for it in the number of finishers they have and can activate.
I’ve had an idea for a monk clkitten based on the traditional healing monk, and more on a fighter-esque monk.
The monk class would be a speedy melee class, with skills focusing on multiple strikes per hit. They would also have a large number of finisher attacks that would play into their class gimmick.
The class gimmick could be called something such as… Inner Strength, Chakra, Ki, or what have you.
How it would work is when a Inner Strength skill is activated (By F1-F4); the next finisher the Monk uses will count as a combo.
So for an example list of skills.
F1 – Way of The Soul – Your next finisher activates a Light combo.
F2 – Way of The Body – Your next finisher activates a Water combo.
F3 – Way of The Mind – Your next finisher activates a Ethereal combo.
F4 – Way of The Heart – Your next finisher activates a Fire combo.
This would tie directly into their large amount of finishers, and multi-hit finishers. So if there was a situation where you needed healing; you would activate Way of the Body, then use a Whirling finisher or a Burst finisher.
A trait line would be dedicated to the monk’s combos, and strengthen combo effects as a whole for the class.
Weapons would have a number of play styles. Swords would have flurry-esque attacks, with a focus on Leap finishers. Axes could play off heavy blows with defensive strikes and blast finishers.
The big difference would come from allowing the monk to use a staff as a melee weapon. The staff attacks would hit a much wider arc around the monk and operate as a whirl finisher, though it would do less damage overall.
Any suggestions or additions?
rant (rnt)
v. rant·ed, rant·ing, rants
v.intr.
To speak or write in an angry or violent manner; rave.
v.tr.
To utter or express with violence or extravagance: a dictator who ranted his vitriol onto a captive audience.
n.
1. Violent or extravagant speech or writing.
2. A speech or piece of writing that incites anger or violence: “The vast majority [of teenagers logged onto the Internet] did not encounter recipes for pipe bombs or deranged rants about white supremacy” (Daniel Okrent).
3. Chiefly British Wild or uproarious merriment.
You’re not ranting; you don’t even remotely fit the definition of ranting. Just SAYING you’re ranting and then stating an opinion in a polite and calm manner doesn’t make it a rant.
Why the hell would you ever complain about too much money.
If you get everyone in the US a million dollars, you just devalued the value of the US Dollar by a lot. That million is now worth a TON less, as well as any money and savings you had before. That’s why.
(edited by OverlordOutpost.5961)
As of the patch today, 3/15, this is -still- broken.
As though to rub salt into the wounds, the very same item I purchased 2 months ago and could not use is now on sale.
This is getting ridiculous and out of hand, especially with sales on now unusable and broken items. Will we see any sort of ETA or compensation for lost money/time with our items?
I for one would like the sale difference in price of the Inventor’s Sunglasses credited to me in gems, since I haven’t been able to use them since I purchased them regardless.
As stated above; this issue needs to be sorted out, especially with the 30-day sale going on.
This bug is actively discouraging me from buying from the gem store, when I honestly would have. Today I would have jumped in line to grab the Aviator’s, but with this bug and no ETA on a fix; I’m not.
I’m getting the same issue.
This is -still- broken as of the big patch today.
Most of us paid real money for this stuff and can’t use them; it would be nice if we could get compensated or a refund for this considered how long it’s been going on now.
I hate to necro a thread, but I found this while googling after noticing the same issue.
Is this ever going to be fixed or looked at? It’s very off-putting and makes little sense. It detracts enough for the visuals that I run the Shaders at a lower setting just to avoid this.