Showing Posts For PhiLL.1746:
GREAT episode still it has some flaws (and a big fail!).
The battle simulation and disguising as a mursaat were spot on.
The dwarf thumb thing was VERY funny also. Hilarious!
But i think you slipped in a few things like making Marjorie accept Lazarus “because she wants”. Very weak reasons to do such thing. Lazarus betrayed other races exactly like that centuries ago…
Also, the new map seems nice overall but why put skritts there? A little out of place since they like holes, tunnels and shiny things. And that circus…man….WTH was that?
When i saw it and realized it was real, i almost wanted to let the whole thing explode. Was the only heart i skipped. That was a big fail but overall it was a nice episode.
(edited by PhiLL.1746)
It was Caithe and she did it because the egg somehow can save Faolain
Okay, all the signs are pointing my mind to this:
Mordremoth is trying to retrieve and assemble the bloodstones.
The drawing in Scarlet’s room/design in the vision looks so familiar to the design on the floor of the Bloodstone Fen/door of the bloodstone caves. That means (if you believe bloodstones are at work here), you can infer that the Master of Peace had a bloodstone in his possession and Aerin (under Mordy influence) was trying to seize it. The MoP, of course, said that what he had was an item of great power. AND he was headed in, what appears to be, the direction of Bloodstone Fen deep within the Maguuma Jungle.
The crystals in the vision, I, and a few others, believe to be a depiction of bloodstones themselves. And you could see rising towers, which looked an awful lot like the Mursaat Towers (with, and this is a stretch, the Ether Seal glowing gold in the middle of the vision). The Mursaat (I’ve forgotten a lot, so correct me if I’m wrong) originally used the bloodstones to keep Abaddon sealed away out of fear that they would be wiped out. If they have the idea that Mordremoth will also be a danger to themselves, they’d want the bloodstones for themselves (as they did back in GW1).
Of course, you need the blood of the true ruler of Kryta to unlock the magic within the bloodstones. And Queen Jennah has that blood running through her. Added to that, we’ve been told of a powerful artefact that can reveal the true ruler’s face. I can see this going three ways. Either the queen will get lost/abducted and the player will use this artefact to find her. Or the queen will die, and the enemies will use the artefact to locate the next ruler to unlock the power. Or, the queen will die while unlocking the bloodstone power (just as it was implied that King Doric died after his blood was sealed to the bloodstones).
Basically the queen’s in trouble. Countess Anise will have a lot of saving to do. Which brings me to the next theory, which a few have also thought of. Anise is Livia from GW1. After getting the Sceptre of Orr, she would have had enough time to learn Mesmer magic (not impossible, in GW1 I was a necro/mesmer), and would have had enough time to fit herself into the Queen’s land. But that’s a completely different story which might be tackled after the story moves towards the Door of Komalie and Soul Batteries and stuff, probably in LS Season 3 (or late Season 2).
Anyways, I just wanna hear what people think about this idea.
This guy pretty much said what I have in mind…
Note that are five beams, with the last one appearing just before scene change and there are five bloodstones.
What the dragon throws inside before the last beam could be the key to open them. Such key must have a connection with royal blood, just like Jennah’s.
That would explain why he was after royal artifacts in Concordia.
Two bloodstones locations are known: one is in Magguma and the other one is somewhere in the Shiverpeaks. The other three are unknown and could be near Glint’s lair, in the Crystal Desert.
(edited by PhiLL.1746)
I wouldnt mind this so much, except if they wanted a game where stats didnt determine playstyle much, why have stats at all, would be better to just use a skill/trait system.
My thoughts exactly. Stats are obsolete. They only existed to represent the flow of combat: how many hits you need to kill your target, how long those attacks will take etc. What we currently have is an overly complex numbersystem that struggles to keep up with the things it’s trying to represent and proves a real pain to balance.
It’s not like racing games or FPS need such a complex system to be balanced / fun / or work properly in the first place. They do have numbers, but you rarely see a player farming for more critchance on his carabiner. And yet they still make the core of every mmo there is, impeding any real development of up-to-date immersion, horizontal depth and dynamic combat / worlds despite what the commercials say.
Yeah…they could just remove berserker and others useless stats combinations and make a universal stats comb, leaving only the vertical evolution.
Nothing will change and the whining about zerker domination will stop.
But this alone cant solve the lack of teamplay. This game needs some hard dungeons with mobs that force you to adjust your traits and skills sets through his mechanics. We have defined roles within traits and skill sets in all classes (we don’t need trinity).
Take a look at a Mesmer for example. He has some skills sets for defense based in confusion condition. Making combos more “gamebreaking” should also help significantly.
Some people don’t like the statement “force you” and will complain saying that this game was built around “playing how you want”. This kind of people are mostly CASUAL players and they are NOT the total game’s playerbase.
There are a lot of players that want challenge through teamplay and dungeons should provide that. If you want to have fun playing the way you like without nothing forcing you to anything, you should stick with the open world content.
Of course, for this to work, we need also rewards that are equally in power but cosmetically different for open world and dungeon content.
I guess somehow, the game is going on that direction, as incredible as it seems.
They could do it faster, thought….
(edited by PhiLL.1746)
I guess GW2 has now 4 modes…PvE, WvW, PvP and…. forums.
:)
They will transform all sets to a universal stats set (including the one you have), ending the sets stats differences and will promise a new unknown thing to replace it that will never come.
Hopefully people will forget about it and move on.
Simple as that.
=)
(edited by PhiLL.1746)
My contribution…
(Sorry my bad english!)
WORLD MISSIONS (WM)
1) THE IDEA
WM is a system that:
- Advances characters inside their orders
- Brings challenging content to the game
- Gives people a chance to really work together against a common cause
- Can be viewed as a continuation of personal history but now with some world impact
- Encourage alts creation
2) HOW IT WORKS (SUBSYSTEMS)
WM has 4 subsystems.
2.1) VIGIL SUBSYSTEM (DUEL SUBSYSTEM)
The duel subsystem allows players from Vigil Order to ONLY duel between them.
Each victory gives you Reputation Points (RP) while each loss takes RP from you.
After some amount of RP, you win a title that persists through a specific time (Vigil Champion or something like that) and after that, your reputation resets.
As you progress through the system, you can spend RP to buy all the parts of a new Vigil armor set except the head armor.
The title gives you the chance to buy the head armor piece (see 2.4).
To prevent some exploitation, we must have:
- Duel cooldown (you can’t duel the same guy after some time)
2.2) WHISPERS SUBSYSTEM (INFILTRATION SUBSYSTEM)
A new dungeon must be created but this one needs to be different.
First of all, only players from Whispers Order can come in and it must be an individual instanced content.
Second, the dungeon must be timed. You will need to beat it before time runs out or you gonna be ported out.
Once inside, you will have a new set of skills carefully designed to mislead and infiltrate as you walk stealthed.
Also, killing a NPC will decrease the time left.
The mission objective? Steal a mysterious magic hammer and deliver it to Drumond Priory for further studying.
If you manage to do it, you will win a title (The Secret Whisper or something like that) that persists until someone else manage to do it.
This title gives you the chance to buy the head armor piece (see 2.4).
After a fail attempt, the system records your advancement through the dungeon and compare with the last one.
If you didn’t improve your advancement, you will lose Infiltration Points (IP).
Equal or sucessfull advancements awards you IP that can be spent to buy all parts of a new whispers armor set except head armor.
To prevent exploitation:
- Do a real challenging dungeon but exploit free
2.3) PRIORY SUBSYSTEM (EXPLORATION SUBSYSTEM)
Some new, very well hidden and challenging instanced jump puzzles must be created with a real challenging mind puzzle at the end of each one.
Indiana Jones and Sherlock Holmes style.
The mind puzzles if deciphered, must tell you a set of basic craft ingredients.
Each deciphered puzzle, gives you Exploration Points (EP).
If you fail to decipher it after 3 times, you are ported out of the puzzle instance and lose EP.
You can spend EP to buy pieces of a new Drumond Priory armor set except the head armor.
After some EP, you will receive a title (Knowledge Master or something like that) that gives you the chance to buy the head armor piece.
The title persists through a limited time. After that, you lose the title and all your points reset.
To prevent exploitation:
- Mind puzzles need to have some randomness
- Jumping puzzles need to be challenging and exploit free
2.4) GENERAL SUBSYSTEM
If we have a Vigil with enough strength to hold the mysterious magic hammer a whispers infiltration master manage to steal, he will be allowed to craft the secret material from the right combination of basic materials that a wise drumond priory discovered in your epic adventures.
All the three involved, must have the WM titles active at the same time to contribute and craft.
By crafting the secret material, you earn the right to buy the last armor piece.
After that, all the system resets (points too).
3) THE SECRET MATERIAL
The secret material is so secret that even i (the creator of the system) can’t tell what it will be or could do.
I guess you will have to use your imagination….
:)
Please do not add new skills or traits.
This game was made with the philosophy of not having too much skills to simplify class balance and gameplay. Doing it in a game where you alone can do damage and support is even worse.
What GW2 desperately needs now is REASON to use some set of skills.
We need content that pushes us to bring and use support and control skills in battle.
That pushes us to ASSIST besides get the guy up when he is downed or roll to save our own kitten.
And that content needs to FILL the world.They can’t be inside instanced content…
Why some low level areas are nearly empty since we have the down-level system up?
That’s the question….
Other important thing is currency.
Please, do not add too much currency into the game.
It forces people to do content they don’t want to.
If you still think multiple currencies is good, maybe you can have the best of the two worlds by making a currency exchange system.
I really hope all this discussion will bring some good horizontal rewards that comes from new content that is all over the existing world and not in an instanced one.
Sorry my bad English!
I would like to post this link to a nice discussion about the current state of WvW.
They cited DAOC and their concerns are also mine, especially this one:
Posted by Shizu:
- Maps are way too small. A zerg can literally be anywhere on the map in two minutes. This removes any meaningful strategic decision from the equation. We don’t need to keep guild X watching over zone X and guild Y watching over zone Y, because crossed swords, contested icons and minuscule maps remove the need to make difficult decisions.
Difficult decisions are needed to create an interesting scenario in fictional warfare or it quickly becomes too predictable and boring.
Remember the need to keep an eye on all three frontiers (OLD frontiers) on DAoC, or risk missing some crucial action?
Not needed here. Small maps, crossed swords and you can be anywhere in two minutes.
- Objectives too easy to capture. It feels like capturing flags, not taking towers.or keeps. An undefended, fortified tower can be captured in two minutes flat. Make it five for a keep. Sure, important objectives shouldn’t be left undefended. But a fully upgraded tower should not be capturable in two minutes, period.
Also, a keep should not be capturable by five people.
Where are some hard objectives like DAoC’s relic keeps? Or even upgraded standard keeps?
We need some objectives to be impossible, even if undefended, for small parties.
- Too many objectives. Having kitten to capture is cool, but literally everything in WvW revolves around capturing stuff. It gets old fast.
Combine it with the previous point and the result is the current borefest. Capturing a tower is supposed to be a big accomplishment for a faction. Here we just have to recapture it 15 minutes later because we lost it to a bigger zerg in two minutes.
- Objectives too close together. Again, capturing stuff is cool. But so are field battles. For one open-field engagement, we get twenty siege battles. In that rare field battle, there’s some tower/keep so close, it’s impossible to wipe a force completely. Even if you wipe a zerg, it’s back 30 seconds later. Removing a big force from an area has little to no impact on the battle.
We need big, open areas and fortified objectives to be more frequent in deep enemy territory.
- Defenders way too disadvantaged. A small group of smart and capable defenders should be able to hold off a much bigger force for a while. I remember pushing back zergs of 50-60 players with two parties trenched in a keep, with smart use of GTAoE and PBAoE spells. Impossible here with the pathetic cap on AoE attacks.
- No major goals. Never seen a scoreboard mean so little in a competitive game. It could be removed completely with absolutely no impact on the game. One thing is fighting for a +10% melee bonus for an entire server in both pvp and pve. Another thing is fighting for 10 extra points at the next score tick. Guess wich one promotes more coordination, realm pride and will to fight.
- Nothing is persistent. We finally have a three-faction game, wich is the main factor to prevent total domination of a faction. So what’s the point of the weekly resets? Balance the servers in the first month or so, then close the transfers.
I played for years as a 25%-pop hibernian, against 40% albion and 35% midgard. Granted, we had some rough times, but it was part of the fun. No need for garbage like timers and resets.
- Arena maps. Why? Really, why? Three copy/pasted, perfectly symmetrical map. Are modern players so *ing dumb? I don’t think so. Fighting in DAoC’s different environments was beautiful. We had to learn to navigate different maps, different keep layouts, different routes for the relics. Here it’s just copy/paste.
http://www.guildwars2guru.com/topic/84380-improving-wvw-discussion/
Some of my thoughts…
#1: Something close to the actual new dg system with several levels of difficulty of the same content but all of them rewarding in a scale basis. Low difficulty with less rewards and high difficulty with more. To prevent gating, dont introduce progression (you can go to the last difficulty on the first attempt if you want).
#2: Something with a group rank based on time spent to complete the dg. You could have a fixed maximum reward that can only be achieved by breaking the best time. You can have a reward scale towards the best time too.
There are more ideas but the thing here is reward better those groups that are really good without letting farm pug groups be the “right choice”. You can’t remove 100% grind or farm or force people to not to farm/grind but you can reward better those that don’t.
Of course this will only work with a good design of dgs.
What happened with CoF and several other dungeons after launch can’t happen again.
Sorry my bad english….
(edited by PhiLL.1746)
They lied to us for years.
/Thread
Or, they fully intended to go the route they had “promised” only to find out it wasn’t going to meet the needs financially.
What would you have them do? Just allow the game to crash and burn?
Reality has a way of being a kitten when it comes to lofty ideals meeting a market driven economy.
GW1 was f2p from the start and had multiple expansions. That game was successful enough to warrant a sequel. This game is doing fine.
This isn’t 2004.
The market is a ton more competitive now. Furthermore, GW2 isn’t GW1. Not even close. The design of the game is completely different across the board.
This is a real MMORPG. People expect mechanics that will keep them engaged in their characters.
You can’t get by with MMOG mechanics in a MMORPG in 2012. There has to be a carrot or a reason for folks to keep playing.
And horizontal progression gets older faster than vertical.
Precisely.
Pulling all of the emotion out of this debate, you really have to consider the “Why.”
Why add vertical progression? I assert that it’s because their current model of horizontal progression isn’t retaining customers as they hoped it would. Furthermore, they likely had this entire model in their backpocket if the numbers stacked up this way.
It’s simple, Either you want Guild Wars 2 to be around as a healthy and profitable game for ANet and NCSoft for the next 3-5 years, or you want outdated mechanics from 2004.
They are, in my opinion as ANet has figured out, mutually exclusive, and it’s coming home to roost now as Ascended Gear.
So they add vertical progression just like every other MMO on the market to retain and bring back some players?
I think the 2004 old things here are your thoughts.
I think 2004 old thought is think this vertical progression is the only solution to a problem that MIGHT not exist since you are NOT from ANET.
Complaining about the method of delivery is akin to complaining about the end result.
No, it is not.
Pie is one thing. How you eat it, is another one.Touche.
I’d challenge you to find a quick fix to stop the bleeding that I assert is going on with the player base besides gear.
What I truly believe is this.
ArenaNet underestimated the speed at which the players would plow through the content. Their solution is Ascended gear and (to placate those wanting progression), Infusions (to gate the content and slow down the players).
Why developers continue to believe they can produce content that will “sufficiently challenge” the players to play at the speed they want them to is beyond me, but that’s another discussion for another time.
If their solution to placate those wanting progression is a new tier of gear with higher stats than it is over because it is against everything they told us about this game, like this post points out.
I don’t know why you challenged me since i am a costumer and not a developer.
What i want to see and have is what i paid for and i paid for a game with a different approach on things.
Agreed, people are way in over their heads. Like always, whiny brats. It’s sad, it really is.
In order to be heard, you have to make a noise.
So long as you know what you’re really shouting about ^^
So long as you know what you’re really shouting about ^^
And we’ll “exactly” know that in 2 days, so people whining in advance is quite ridiculous. :p
There is a blog post.
What it says is that there will be a new tier of gear with higher stats than exotics.
If there are other things about it they didnt say, it is ALSO their fault. They should write better their blogposts.
We MUST say what we think about the idea this blogpost brings.
We didn’t want the endgame to be something you could only experience after a hundred hours of gameplay or after you reached some arbitrary number. We wanted it to be something that players got to experience every step along the way, spread out across the entire world of Tyria, so we’ve introduced game elements that you’d normally associate with “endgame” at every level and every possible opportunity.
What the hell happened Mike Zadorojny ?
Complaining about the method of delivery is akin to complaining about the end result.
No, it is not.
Pie is one thing. How you eat it, is another one.
Dear Crackbone,
NOBODY complaining is against more character progression and more high level content.
Best regards,
PhiLL
What the hell happened, Mike O’Brien?
Everything is bad about it…
Clearly, infusion idea and slightly higher stats are against everything what ANET said about this game.
I’m very disappointed…
When this comes out, more people will come to forums to complain.
Just ended TA, the quest updated and we got no reward…
Now we can’t do it because somehow, even loging out, the dungeon dont reset.
Please fix this and give our 60 tokens…..i only have weekends to play and get mine.
PS: I reported while inside with a screenshot att.
I have a different suggestion…
While i understand that an universal token is a bad idea, why not make every set be bought with 60% from its main dg and the other 40% distributed among the other dgs?
EX: Now, you need 210 Arah tokens for Arah shoulders.
It could be something like 126 Arah tokens plus 12 tokens from each of the other 7 dgs.
My thoughts….
1- Close transfers and new chars to servers with long wvw queues
2- Open transfers and new chars to servers with short queues
3- Create something that shows how many are queued and your position on it
4- Create a special transfer that allows an entire guild to move to another server without losing anything
5- Promote transfers by giving influence, karma or whatever is necessary to players and guilds
The game is new…people are getting levels and exploring.
Soon, some will desperately want to do WvW.
You need to do those things ASAP.