Showing Posts For Regenc.9256:
I’m not sure why I can’t figure out how to quote you Just, but how about this. Make the dual’s only in PvP zone! I mean your asking for it by going there so leave it there right?
btw, here’s that video again lol, I really like it
Oh right one last explanation on that, you challenge the player and your ability to accept or not shows in a pop-up. For this reason the game in the video only allowed the duals in towns. No one wants that pop-up while they’re fighting in the world. It should also have the option to be turned off and on for players not wanting to be bothered. and in the game in the video anyone already being challenged could not be challenged by anyone else until the pop-up was cleared.
I like in town duals like this because it creates more community while your just hanging around a place like Lion’s Arch or Ebon Hawk while crafting.
Oh btw, if you could read the chat system in that video you would see it announces the winner to the world. I.e. “Regenc wins in a battle against Ice of Dragons”
Exactly like this please:
http://www.youtube.com/watch?v=gGQSm6DwMaA
I too disagree with this suggestion. Although the battles have become more difficult, I find it much more enjoyable working together as a team. Suggestions on battle style and teqniques are shared more between players to complete areas, players learn the key mechanics the Guild Wars team has put together of skills working together in a party that really make for dynamic tactics over mindless clicking, and when an area is completed everyone feels they became a better player in some way.
The heart of this game is that we are able to feel accomplished for more then just the gear we can aquire for countless hours of playtime. Isn’t that what gaming is about in the begging?
When in your party is only experienced players. But we are talking about all players and from different country. Better think how you will attract more players to buy this game and stay longer? Because we want that GW will be for long time, not like AoEO. Read about this and look dev mistakes.
I agree, that is an issue, and there tends to be more inexperienced than experienced. Especially in dungeon runs. Maybe they can implement something for this if they ever implement the Dungeon Grouping system. If you are graded on how many times you have completed a dungeon maybe they can pair you with inexperienced players looking to learn the runs. Maybe even an entire section for experienced to help out less experienced, I’m sure there are plenty out there more than happy to help and support that.
I disagree and think it should remain the way it is. The only reason to complete the world map 100% is to gain a component required for legendary weapons. These weapons are highly sought after, and obtainging them tells other players you have completly mastered all aspects of the game.
I will say it is impossible to access certain WvW areas from only ONE server. However, if you are able to earn enough gold to purchase the gems required to transfer servers than it is possible to explore all 3 zones safetly. It is concerning that the cost is high, but this is the essence of the reward.
Completionists also want to get 100% zone coverage. Not to mention there’s a little reward thingy on the character selection screen. There’s also a nifty little achievement that you get for getting 100% on one character.
I wouldn’t mind the following:
Once every WvW period, you may toggle yourself as unattackable by all players and NPC’s for a decent chunk of time (2-3 hours). You can’t turn it off until the timer runs down. You also cannot attack players. Once the time is up you are presented with a dialog screen of which you can’t move when it comes up saying: Your period of free exploration is up. Do you want to remain in WvW or leave?
This gives those wanting to explore WvW for map completion can do so safely if they really do not like PvP type play. And keeps the time long enough to discourage enemy players from using it to grief.
@Seera Isn’t that more or less what I was suggesting?
@Regenc Yes you need it for Leg Weap, we all know that by now. But in my case, if you read my posts, you would realise I already have 2 gifts of the traveler and I doubt very much I’ll get to craft 2 leg weaps. In fact I’d be lucky to get one, so no, my reasons for doing 100% on all my chars is purely for completion purposes. In fact, when I originally went for 100% on my main soon after the game was launched, I knew very little about Leg Weaps, or that what I was doing was a requirement to make one.
Anyway, like I’ve stated above, I stand by my suggestion. If Anet wants to keep WvW as part of the 100% then that’s the only sensible option in my opinion.
Flag off = no one can attack you, nor can you attack other players or their defenses.
Flag on = you’re fair game for everyone.
My main point is it is just make something less attainable and more attractive and that is the sport and fun in it.
Here we go again, another rehash of this done to death topic. SEARCH people, its not hard.
Basically your idea is way too easily abused. Best way to defend your home borderlands is to have 0 people on it, then no one else can get on it either.
Well there’s an easy fix there. Make a minimum. Besides I dont know how you would tell everyone in the world to not play WvW. I understand if you think the topic is bashed or needs to be searched before a new topic is posted. I’ll admit I didn’t look through all 600 pages to find the same idea or search it rather. I did assume, however, that if any idea is worth looking at it will be on the first few pages because it is an interesting topic/suggestion and has plenty of views and replies.
The thing is fine stones are gem only and given the abundancy of basic’s then there has got to be a fair amount of them in order to upgrade. Especially seeing as how you only need about 11 stones in the end anyway.
Yea but what if its 3 and a component thats hard to get. You know something that makes it more difficult like lodestones or something.
Then it becomes like this
power>condition>everything else=0
You still need to consider precision+crit dmg, vulnerability, healing power(should this effect repairs?), chill(should repair take longer?), suggested corrosion(do repairs heal less? Is that fair?), suggested Rust(does it have stackcap or flat rate?), Condition removal, Confusion(does it hurt player to repair?), Weakness(should it prolong upgrades?), immobilize(should it prevent repair?) Cripple(slow player aftercast animation after finishing repair?).
Im not sure if it is viable to go into the balance of stats and professions. This data isn’t really released and it is hard to say what is really the best combination. I would say there are builds known at the moment that are the most powerful, yet builds still undiscovered that can be equally as powerful. It is all about what kind of kittentail your trying to prep.
There are people who dont craft and there are people who craft, best to leave it that way. Changing crafting mechs will mess with the economy.
Making crafting unnecessary keeps the prices low encouraging people to use real money to buy gold to buy stuff. Making craft necessary would only increase the prices on tp and probably discourage people from spending real money to get gold to buy that gear they really want for example.
Those who dont have real money to spend or just dont want to, craft and make their money to buy the stuff they want.
The suggestion is interesting but doesn’t really improve anything, only complicates matters.
Im not sure I follow you because the trading post is designed so that you do not have to spend real money. That is why there is a currency exchange. There are ways in the game to make the money needed for crafting. However my suggestion here is looking at the well known fact that you will loose money if you craft in Guild Wars 2, and the only real, end, benifit from it is that you can craft items for others or yourself.
Yeah, because everyone wants to play a game that is less rewarding to all for the sake of those who craft? Is that what you are saying??? I don’t craft, nor do I want to and it takes me all day to make one gold coin — maybe I don’t understand what you are saying but it’s not Craft Wars, lol,
Yea that is where the downfall is. Check out the solution to that issue though:
- You get the same stated loot its just not loot that is craftable. So a nice little substitute for those that dont want to have to craft.
I like your idea, that would be a good solution, but I think to a different problem. My point here is that if someone gets a craftable item as a drop, say that item costs 5 gold on the trading post, or for a crafter to make it, the player that obtained the loot has nothing to loose so they may sell it at say 3 gold. This becomes a real issue when many players perform the common practice of “lower by 1 for the top spot” and the price becomes a big loss for the crafters whose materials are still at 5 gold.
I like this idea, that would be really fun!
I disagree with this, you never know when a player will come around that wants some random white item, maybe just for looks.
In addition, you cannot sell an item for lower than vendor price. If the price is at the price for a vendor, which is allowable, then you may either sell to a vendor, or as a buyer purchase from the countless available items until they run out and the demand for the item kicks in.
Yes! Thank you for pointing this out. At least for the objects that are semi-living like the undead fish things or hands that pop up out of the ground and grab your little toes >.<
I think a recipe in the mystic forge to turn them into fine transmution stones would be cool. One thing I would like to see from these stones as rewards would be 100% map completion give 5 fine transmution stones. I was a little up set when every area gave 5 basics and I expected 5 fine’s at 100%, but nothing; it would just make sense.
I’m not sure what the mercenary part you are suggesting means, but I like your “ghosting” idea a lot. It would certainly balance the main WvW battles for structures. In addition, it would be great for players who just want to zerg and mob around without affecting the balance of the controlled territorys.
I do wonder, however, what if the overpopulated world just creates a perimeter around a structure and prevents other lower populated world players from entering the battle zone?
My suggestion is to reduce the drop rates of craftable items drastically and to increase the amount of crafting materials dropped/ available.
What would this do?
- Crafting would become more important and necessary.
- Players that would have previously obtained the drops would undercut the crafters less in the Black Lion Trading Company.
- From less drops, the craftable items would be worth more what materials it takes to craft them than what the price in the market is from the players that obtain the drops.
- The developers might be more inclined to make unique uncraftable, and cooler looking, items that could only be obtained from drops as a replacement
What issues are there that could come of this?
- It may be more difficult for players to get top tiered items if they are not good crafters where they deserve these items because they are good at other aspects of the game
- There would be a large market shift initially from the change in supply given by the game, this could cause issues for developers having to recalculate the prices they have already set at npc’s.
My suggestion is that the amount of players able to battle in WvW should be scaled to the lowest populated borderlands/ battlegrounds. For example, if Green = 25 players, Blue = 50 players, and Red= 75 players fighting in the eternal battle grounds (or some borderlands), than either A.) The amount of players able to battle on any side should be capped at 25 or B.) The higher populated areas power should be reduced to be equal to the lower populated side. For example, if Green = 25 and Blue and Red = 50, then Blue and Red get reductions to all stats by 50% .
This assumes a normal distribution of players.
What would this do?
- No more worlds completly controlling WvW due to either not enough players on other worlds, or not enough participation from the worlds main players
- A more balanced WvW scenario
- A more enjoyable experience
- No more sitting at the starting fort staring at 100 players when you and your world are only 3
Problems with the suggestion:
- What do you do when a player leaves, does someone get kicked out?
A possible solution to this could be overflow WvW zones for higher volumes, or have a range of the number of players above or below. E.g. 5 more or less than the lowest population are alowed in, the rest get waitlisted to get in.
Another possible solution to this would be the demand for players getting in should always be higher then the players leaving. So if the algorithm sees that the population is 25 the cap will stay at 25 until another player enters. Only when all three worlds have an equal amount of players leaving before another enters will the population cap lower; e.g. if the cap is at 25 and 2 green 1 blue and 1 red leave, the new cap will be 24.
- How do you raise the population cap?
A possible solution would be that if all three worlds has equal amounts of players waiting to get in than the population cap is raised by that amount.
I disagree and think it should remain the way it is. The only reason to complete the world map 100% is to gain a component required for legendary weapons. These weapons are highly sought after, and obtainging them tells other players you have completly mastered all aspects of the game.
I will say it is impossible to access certain WvW areas from only ONE server. However, if you are able to earn enough gold to purchase the gems required to transfer servers than it is possible to explore all 3 zones safetly. It is concerning that the cost is high, but this is the essence of the reward.
I too disagree with this suggestion. Although the battles have become more difficult, I find it much more enjoyable working together as a team. Suggestions on battle style and teqniques are shared more between players to complete areas, players learn the key mechanics the Guild Wars team has put together of skills working together in a party that really make for dynamic tactics over mindless clicking, and when an area is completed everyone feels they became a better player in some way.
The heart of this game is that we are able to feel accomplished for more then just the gear we can aquire for countless hours of playtime. Isn’t that what gaming is about in the begging?