Showing Posts Upvoted By Rin.1046:

Playing a toon of the opposite gender?

in Guild Wars 2 Discussion

Posted by: wrathmagik.3518

wrathmagik.3518

I play only female toons. No male ones and i’m male.

It really has to do with how secure you are with yourself. Why does it even bother you? You need to really think about it.

As for me. If i’m going to be looking at something for hours on end I’d rather it be a females rear then a mans lol

Do you feel like playing with alts?

in Guild Wars 2 Discussion

Posted by: Pedroso.4603

Pedroso.4603

Hello everyone!

I’d like to discuss with you an “issue” that i have with main/alt characters:

I main Thief and have something around 2000 hours on it, on the other hand, all my other 7 characters together hardly have 250.

The problem is: i would like to spend time on other toons, specially Elementalist that i really like, however, whenever i log to play with her, i get the feeling that i’m “wasting time that i could be using to do something more productive for my main”, and also there’s gear issue, my Thief is the only one full ascended, and i don’t really want to spend the money/time to craft a second set of ascended armor.

I would like to know if i’m the only one with this “issue” and if there are others, what do you do to mitigate this feeling?

Thanks!!

Loot is excessive and unenjoyable

in Guild Wars 2 Discussion

Posted by: Juliusody.5972

Juliusody.5972

tldr: GW2’s loot system is excessive in quantity and poor in quality. It needs to change before it drives me away from the game again. I want to enjoy GW2, but poorly implemented systems like this make it difficult.

I have been playing GW2 since launch, but over the recent few months I have hardly played at all (I just log in for the login rewards then log straight back out again). The game just doesn’t hold my attention any more. I don’t know fully why that is, I think it is a combination of many minor things that get on my nerves. These issues individually are hardly anything on their own, but collectively they all add up and make the game more frustrating than entertaining. That said, I recently pinpointed one of the bigger issues that is really annoying me and I wanted to express my views on it.

I have started playing again recently, mainly to do the new living story stuff (which I am enjoy… loving Canach!), but one thing really hit me yesterday, something that is really starting to get on my nerves now and I think it is one of the contributing factors that is putting me off the game. And that something is the excessive amount of worthless loot you get. This has always kind of been present in GW2, from the start, but it seems to have been getting a lot worse since HoT.

The problem is you get sooo much crap these days and even though they are trying to make it better, by stacking some of it in bags, your inventory still fills up way too quickly and with stuff that is 99% worthless. I have two major issues with this setup:

1) It breaks the flow of the gameplay far too frequently. I start enjoying the meta events and other activities around the map, but it is not long before I have to stop and clear my inventory, which, thanks to all the loot bags, takes a fair amount of time to process. So by the time I have finished clearing my inventory the event I was in has ended or I have missed out on some other events in the area that started while I was cleaning up the crap. It can take a good 20+ minutes clearing your inventory sometimes, which is not what I call entertaining, when all I want to do is go from event to event having fun. My game time is limited these days and the last thing I want to play is Inventory Manager 2016.

2) Almost all loot is worthless. At the end of the day most of it just amounts to extra gold, and to be honest I would rather just get the gold direct, rather than having to spend time processing it (while adventuring) before I can spend it. The ‘rewards’ are not rewarding, they are frustrating. And even if you didn’t have to clean out your inventory that often, the rewards you get just aren’t enjoyable, at all. Why, at max level and in full ascended gear, would I want to get 50 blue weapons and armour pieces?! If you want to give me materials or money, just give me it directly, don’t force me to perform the tedious task of salvaging and selling huge quantities of junk. It’s just a complete waste of inventory space and a frustrating activity that I do not want to have to do.

Looking at it the other way, the good rewards are so infrequent in GW2 you just don’t FEEL like you are getting rewarded. You know, those rewards that give you a moment of surprise and joy when you receive them, like an exotic or ascended item. I could play GW2 for months on end and get nothing of worth. I’m not asking for an exotic drop every 5 minutes, but you should feel like a few hours of play are rewarding and currently they are not.

To be continued…

I think the same way as you do. There should be loot that feels rewarding. A weapon that is only dropped by a specific boss that is actually good (stats+design) instead of some crafting materials a chest and maybe a trophy. In order to make boss drops ever more enjoyable just make the boss harder.

Loot is excessive and unenjoyable

in Guild Wars 2 Discussion

Posted by: Alexsius.4136

Alexsius.4136

Yeah I know but there really isn’t a difrence between a drake dropping ble leather armor or some piece of hide. The result is you get leather because you are not going to use that armor anyway.

Hide would be stackable and thus easier because it takes less space in your inventory.

They have this system why not expand on this instead of the bags in bags if the result is the same anyway.

Loot is excessive and unenjoyable

in Guild Wars 2 Discussion

Posted by: coso.9173

coso.9173

yeah, mobs dropping leather, scales or mats to craft armor would make much more sense and be stackable too.

Loot is excessive and unenjoyable

in Guild Wars 2 Discussion

Posted by: Alexsius.4136

Alexsius.4136

I think mobs should just not drop as much weapons, armor and trinkets. It would be far nicer if mobs just droped salvagable stuff instead (because in the end all the blues and greens are just a source for mats anyway). And it would also make the game more immersive because they can make it so drops make more sense.

Why so many items/currency in lvl 80 zones ?

in Guild Wars 2 Discussion

Posted by: leasm.1279

leasm.1279

My biggest beef about the various currencies is not that they exist. It’s that they take up space in my bags. If the game is going to award such a thing for every zone (or more than one — looking at shovels and bandit keys), it would be nice to have a key chain/currency purse.

I agree with this.

Turning map specific items a currency that occupies no inventory space would already fix 70% of the problem. We would still have issues with the lack of excitement of finding new loot, but inventory management is indeed the worst part IMO.

To fix the excitement part, maybe they should do something like adding at least a guaranteed good quality reward after a long chain of events. I have to say I enjoyed when in Diablo 3 they added those guaranteed great drops after killing bosses, since at least this way I had a goal to pursue when logging on.

Loot is excessive and unenjoyable

in Guild Wars 2 Discussion

Posted by: Rococo.8347

Rococo.8347

Ive been working away a lot for the last few months and haven’t had time to stay ‘on top’ of loot – and I realised just how bad it was at the weekend…

I decided to open up all the champion bags, Hot event boxes, PvP track chests and ascended salvager gifts that had collected across all 9 characters

It took me the better part of 4 days worth of play time ( I normally only get 2-3 hours when I do play) all spent moving, opening, sorting ,salvaging and selling and organising results between characters

- and for my troubles I only got 1 ascended weapon box ( I was opening all magic find boxes of which a had quite a few under the Mists buff of 200%) 1 ascended ring, 2 unique exotic weapons worth under 3G each and 1 exotic leg piece worth 1G.

Personally I don’t think 6 items considered ‘good’ from hundreds of chests with magic find buffed up like crazy is reasonable, I also don’t think its reasonable that as my magic find has increased over time ive actually been getting ore and more white items because 1. loot tables appeared to be nerfed when HoT arrived, 2. magic find isn’t worth kitten these days due to Anet deliberately removing most of the loot from being affected by magic find in the first place.

Its the ONE thing that puts me off the game for large periods of time its not ‘fun’ to save all these godkitten boxes up only to get a tiny amount of actual usable items the rest being mats that have to be stored/sold/organised into more items I can make/store/sell

Its just not satisfying….

Bring Back the Desert Borderland!

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Posted by: Xillllix.3485

Xillllix.3485

Would have been much better to implement a new system with 4 different maps, instead of having 3 copies of the old map back.

new scoring poll. uh, k?

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Posted by: lil devils x.6071

lil devils x.6071

It isn’t them fixing everything on the list that is concerning, it is HOW they are proposing to fix them that is the biggest problem here. Before this poll should have even been considered, they should have shown different ways to solve the problem and considered the numerous alternatives that are much better than their proposed solutions. If all of the solution’s being offered are bad and fail to address the core problem, a bad poll is just bad.
end game for the proposed solutions = PvD undefended objective, KIll NPC get Chest, Siege it to the teeth, Zerg avoid fight get i n tower siege hump and kill 5 ppl outside . This only matters during 6 hour period, everyone else outside of that time left game already.

As long as PvD undefended + zerg siege humping is the way to win END GAME is YB 2.0 for all servers eventually, + devalue players outside of prime time = kill the game faster because this is bad/ lame game play that treats players like crap.

[KILL]Killing Tiers Leader [TOON] Toons of Terror Leader [NEWS This Just In Leader
WvW / PVP ONLY

(edited by lil devils x.6071)

new scoring poll. uh, k?

in WvW

Posted by: Tyler Bearce

Tyler Bearce

Game Designer

We do intend to get to all of them, but it’ll be a gradual process, so we wanted to use this poll as an opportunity to gauge the community’s prioritization of each feature, as well as spark additional discussion.

What is holding Sw/P back?

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Posted by: Slim.3024

Slim.3024

What’s holding S/P back is the .75s wind up for the stun. This is the only skill that has a shorter CC than its cast time in the whole game.

If the cast time was .25 seconds, S/P would be competitive instantly.

Pulmonary Impact

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Posted by: alchemyst.2165

alchemyst.2165

Pulmonary is too good not to interrupt every autoattack with headshot. Used to be better when u had to time your headshot to key moments.
Has to be nerfed in some way. I’d accept any of these: much lower dmg / internal CD /rework.

I don’t really have a problem with Pulm as of now, but I wouldn’t mind an ICD. The trait is meant to be very effective at killing glassy classes, which it is, but it isn’t really useful in anything outside of 1v1s. Not very good in actual PvP. Plus, you sacrifice survivability for it, and it can easily be countered by stab. While it is annoying to fight sometimes, it can easily be worked around. So I really don’t think it needs changed tbh.

WTB Ranked Qs

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Posted by: jcbroe.4329

jcbroe.4329

I feel like 24/7 ladder would create a lot of burnout.

Thats correct Evan, off season is very important because it give us time to learn new classes, diff builds, take breaks, mess around, play for fun (the ultimate purpose of any game). Competing all the time is not fun for all the people.

Additionally, many competitive players tend to bee too emotional for ranked and they start their insults rhetoric since first fight of the match is lost. Thus, destroying the community aspect of the game. This is something your metrics don’t show, but people are a lot nicer off-season in comparison to season.

I love the idea of having breaks between seasons. Am I actually enjoying the off season a lot because I’m playing many diff builds on several toons. Its very good experience!

You aren’t forced to compete at all, Unranked Queue is 100% available at all times, on and off season.

However, for the people that do want to be competitive and enjoy a high level of competition, their venue is now removed, and that exact behavior that you dislike and described is now forced to clash with a population of players with different “goals” for playing (if not playing a competitive game mode competitively can be considered a goal).

You aren’t EVER forced to queue into ranked, aka the more competitive setting, so it’s hard to understand why you’d want to take away the venue for players aiming to play more competitively, when with both queues are open, the player base can at least coexist.

Jroh | Former SOAC Ranger Podcaster | Platinum Division Top 100 Player
www.twitch.tv/itsJROH For stream, stream schedule, other streamers, builds, etc
https://www.youtube.com/user/JRoeboat

(edited by jcbroe.4329)

spoiling star wars in map chat

in Guild Wars 2 Discussion

Posted by: Magical Things.8465

Magical Things.8465

I was struggling with the decision to make a post regarding this. I decided to go ahead so people can understand how upsetting this action is from someone who was witness to these activities and how it affected me.

First off I’m not a young player. I am in my 40’s. I am an avid Star Wars fan. I have seen every movie since the franchise began usually on it’s opening or shortly thereafter. It was something I looked forward to, became a close family activity that endured over the years. With the announcement of Star Wars The Force Awakens, the excitement was rekindled all over again. I have eagerly been awaiting it’s release since the announcement. I was very careful to stay clear of any speculation regarding the movie and I wanted to be fully surprised with a clear head of nothing but the anticipation and excitement of another Star Wars movie.

Well things have changed from when Episode 3 premiered and now. Currently I am permanently disabled. As such there are special needs I have in order for me to actually be able to watch this movie. This limited the number of theaters and showtimes I could see. Only a certain number of auditoriums at my local theater are accessible by me. So this time the earliest available time I’m able to go is tomorrow 12/22. This was the earliest time due to my lack of mobility and disabilities which I have no control over. Remember I’m not looking for pity, I want you to understand.

So recently I was in Lion’s Arch doing my thing. I don’t typically have map chat turned off because I usually answer questions for some new players or even ask for help myself in map chat. That’s one great thing about the community is that there are still people who do want to help one another. Well all of a sudden an individual starts spamming in map chat spoilers for the movie and bragged how he saw it opening night and was ruining it for everyone just because he could as he stated. I didn’t want to cause any drama in map chat so I whispered this individual and pleaded to him to stop that I had not seen the movie, was very excited and would really appreciate it if he would not take that away from me. His reply was a key pivotal plot spoiler that pretty much gave me the outcome of the movie. Then he began calling me names so I did in fact block and report him for “verbal abuse”. But the damage was already done. All I had done to avoid any form of speculation or spoiler was ruined in an instant. For the sole purpose to grief people.

With that said I’m still looking forward to seeing the movie tomorrow because it’s another reason for my family to get together as we’ve done for many years regarding the Star Wars trilogy. But that doesn’t diminish what this person took away from me for no reason but to be a troll.

I have faith that CS will determine an adequate punishment for those doing this maliciously. I know the difference in openly discussing the movie and actually trolling in an attempt to cause players grief. The griefers are the players who should be punished. A ban may be too harsh. But a week long map chat ban I think would really teach people that trolling/griefing isn’t acceptable behavior.

My hope is that people will now have a better understanding of why this type of behavior is just plain wrong. Put yourself in another person’s shoes before you judge.

Thanks for listening! May the force be with you!

Winter's Presence: JP req? :(

in Guild Wars 2 Discussion

Posted by: cocowoushi.7150

cocowoushi.7150

I’m surprised there isn’t more complaints about mastery points hidden behind JPs, which is a more core function right now. Shoulders are a luxury item.

OMG Awesome !!!! Thanks Anet

in Guild Wars 2: Heart of Thorns

Posted by: Vayne.8563

Vayne.8563

Nope you don’t have to say that. Nor do you have to trot out trite words like lazy to express your dissatisfaction which is a lazy way to complain, and an offensive one.

Anet can’t be lazy, because Anet isn’t a person. Anet is a company comprised of people. It is extremely likely that a percentage of employees of any company are in fact lazy, but the company itself can’t be lazy unless you’re personifying it. Whether you’re a developer, a customer or a norse god is not really relevant to the conversation.

You chose to use a word some would consider to be an insult and directed it at a group of 300 people. So unless every single one of those people is lazy, you’re doing a disservice to them, and you’re potentially being offensive.

If I were working really hard on something and someone called me lazy, yes, I’d take offense. Last I’ll say on the subject since to anyone reading it, this was obvious a while ago. Only someone deliberately ignoring what I’m saying would keep going and what I’m saying is factual. You can’t call a company lazy, without impugning everyone in the company.

Really? Are we really talking about how word “lazy” should be used? Ok.

First of all, be honest with yourself. I’m pretty sure you were not running around at release (when reviews were glowing) saying how we can’t praise Anet, because it’s not a person. There still could have been one slacking programmer, you know

Secondly, companies have personalities, in fact, they’re juridical persons. Companies are not the people working for them. For example, 2 of 3 Anet founders have left the company, does it meen Anet is no longer Anet? No. It’s still the same company, even though it changed over the years (people change too, right?). Companies could be good, evil, corrupt and yes, lazy. Its personality is represented by:
1) the people working there. It’s usually the senior officers, but there’re a lot of exceptions. In Anet case, that would be every red post we see on forums. Yes, there’s a living human being with the name who says something on those forums, but in the end, we remember that it was the Anet, who said that thing. Anet can’t go behind that persons back and say: “Dont look at me, it was he who said you that the fractal rewards will be fixed” (yeah, I know it’s still December).
2) its work. It this case that would be the expansion. And if someone, who had the ability and resources to produce something good, presents me a half-finished product… well, I have a pretty nice word to describe that person.

Basically, you say that I can’t call Anet lazy, because that would hurt their feelings. Well, it’s the reality talking and guys from South Park even made an episode about this. Saying anything else just gives them a wrong message that they could get away with this. No, they can’t.
Yes, you could say that my critisim is not constructive. But how can I been constructive when all I want to say is “give me more stuff for the money I paid”?

If you’re defending your use of lazy to describe a group of people, my conversation with you is pretty much over. Using a legal fiction to create some type of reality is what lawyers do. It’s offensive to call people lazy if you don’t know how hard the work and doing so only makes your argument weak. Surely you can complain without inventing stuff.

As for getting your money’s worth, you’re absolutely entitled to that opinion. I have no problem with you feeling that.

But using the word lazy? I can have no respect for that argument.

By the gods do I love you. You are so freaking good at this.

But i am curious because he actually makes a valid point. Is there a list of words that you are ok using to describe a company? Just the positive ones then?

I’m not sure it’s necessary to malign the company to critique the game at all. Look, I’m a professional editor and I’ve been in my critique group settings. Nothing like what appears on this forums would be allowed. I’m also older and find a lot of stuff to be disrespectful and rude.

So it’s very easy to say, I don’t feel like the expansion has enough content for what I paid. I expected more. That’s a perfectly valid criticism. It doesn’t impugn the devs. It doesn’t blame or set fault. It states it as a fact.

Saying that the devs are lazy is not constructive, it helps no one, not a single person and it’s almost definitely untrue. If Anet has an issue it’s more likely to be an organizational one than one of laziness.

But again, I don’t work there, I don’t see the devs every day and I think it’s bad to draw conclusions about them based on the game. If I want to critique something an author wrote, I focus on the work. I don’t use language to malign the author.

I could say you’re too lazy to have done the research but who does that help?

Feeling down? Read this!

in Guild Wars 2 Discussion

Posted by: Leohart.4610

Leohart.4610

Directions unclear, rolled warrior in pvp.

Concider getting rid of WvW

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Posted by: PopeUrban.2578

PopeUrban.2578

Personally, I find open world PvP tedious. It lacks overall strategic importance in its gameplay and does not feature any higher level tactical and/or strategic coordination.

Ultimately, I find those games shallow.

So, basically, just like WvW. Objectives that mean nothing, produce no rewards, and can not be held for any meaningful length of time.

WvW is just as shallow as any random open world gankfest. You’re just randomly ganking buildings. That’s the primary problem with WvW. Good siege implementations actually attach benefits to owning and holding territory for the players that hold them.

I can earn more gold losing wvw than winning wvw. Score is pointless and awards nothing of material value. Being attached to allies based on server selection in stead of by choice makes the teams meaningless.

RvR in general is an annoying concept, but its an absolutely stupid concept when it doesn’t even award your realm anything for winning

Ganking people in obsidian sanctum has deeper and more strategic gameplay than the rest of wvw combined. There’s an actual objective with an actual reward that you can actually deny your enemy from obtaining.

Seems we are both playing a different MMO. The MMO I am playing (GW2 and Hot) a reward means to be given something of value or one of the currencies designed by GW2 to be used in game to acquire game items. When I take a camp, tower keep or Stonemist castle with those I run with I am rewarded with several currencies’ within the game. If I hit any of the vet’s or champs I get bags if I kill any player or assist in killing any player I am rewarded with bags. I believe that constitutes a reward by this MMO’s standards. I also acquire wxp and experience.
Their are rewards to your world just very few pay any attention. If you have no idea what I am talking about it seems you don’t play much Wvw (hint even the pve players on your world benefits from how well your server plays without stepping one foot into Wvw so yes there is a server benefit.)
Please by all means losing to gain more gold is new to me please explain that statement in greater detail. I would really like to know how this is accomplished.
Wvw might be an annoying concept to you but to those that Wvw all the time it is not so that is pure opinion.
Please explain in enough detail for me to understand how ganking players in obsidian sanctum has deeper meaning and more strategic game play then the rest of Wvw combined. Sounds again like more of an opinion (which you are entitled to) than an actual fact.

Fact:

Pve Players on your world derive no benefit from WvW. This was how it worked at release, and anet removed this feature shortly after launch because PvE players complained it was unfair. pvE players aren’t even separated by server any more. Megaserver simply dumps everyone in to fresh maps and allows them to taxi around. The only place where server selection matters any more is determining which wvw team you’re on. I’m guessing you haven’t been keeping up.

Fact:

I can get more wxp and loot from murdering people in a field than taking an objective. I can get more wxp and loot from failing to defend a keep than I can get from taking down a keep. The majority of material rewards in WvW are a result of player kills or flipping. The objectives themselves confer zero benefit. In fact, losing a lot of keeps in rapid succession has been the most money I’ve made off of wvw. Just get an arrow cart, aim it at a superior force, and collect bags until they breach the wall, then move to the next one. You’ll make far more money and wxp than the guys that just took over your keeps.

Fact:

You gain score for owning objectives. You do not gain loot for owning objectives. You gain loot for flipping objectives and killing people. You will come out richer from wvw if you do exactly what people do in EOTM. Run around in circles and flip stuff. There is no strategic depth that corresponds with earning potential. There is no incentive to defend objectives. The only incentives that exist are to remain on the offensive perpetually. The only people playing the game as designed are doing so by choosing to play less efficiently in terms of personal reward so that they can maintain PPT

Playing the game as intended, attempting to win the matchup, does not pay as well as attacking undefended objectives or simply killing people regardless of where they are. in any siege game with depth and purpose, material reward is gained from controlling territory, which creates meaningful fights. WvW’s objectives are meaningless from a reward standpoint, and serve only to tick points on a scoreboard that does nothing to award players for their efforts aside from rank up on a leaderboard. This is in stark contrast to a well designed siege game in which the primary motivator for warfare is personal gain which works with rather than against the primary goal structure of the game.

WvW is a system of all gain, and zero loss. It is a shallow system with meaningless objectives that only serve a niche community that cares about scoreboards more than income. It is hampered by weak objectives that are unsatisfying to own, and only marginally satisfying to take over. It is a rapid fire misinterpretation of siege game play designed to creat ’action packed" game play, and does at at the detriment of strategic depth or meaning that makes siege systems compelling to play. It is devoid of any sense of ownership, player agency, or adequate reward.

Until this is fixed it’s going to have population problems. You don’t have to take my work on it. You only need to step in to WvW on any server and see for yourself. Even at T1 per-realm population is hilariously low, often not even approaching the cap for most maps any night after reset. And these are the servers that are “serious” about WvW. I recently moved to gate of madness, down several tiers, from tarnished coast specifically because I no longer give a crap about wvw and can just kick out my wvw guild missions easily on unpopulated maps and move on with my day. That’s how badly wvw rewards “proper” play. So badly I actually left a populated server with competitive rankings because I realized that those competitive rankings did nothing but cost more than they paid out in siege. At least now I can make a few gold a week pvdooring guild missions and don’t feel like I’m wasting my time.

If you want people to care about WvW, and you want people to play WvW in stead of keep flipping and ktraining, you have to make the rewards reflect the intent of play. Currently the rewards are horrible, they reward the wrong things, and there is more incentive to let someone else take ownership of an objective than to claim it for your own guild, as it costs you more to to slot tactics, and pays out nothing for doing so.

I want it to work, but the current reward system isn’t going to cut it. Until the primary method of earning wxp and loot mirrors the primary method of winning matches, nobody is going to care.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Stronghold Temporarily Disabled

in PvP

Posted by: Morwath.9817

Morwath.9817

Not that Conquest is bad but I do prefer Stronghold for most of my classes and wish that would could still play it knowing that there is that glitch, just include a warning “there is a stealth glitch, play at your own risk” or something

…or disable only for Ranked.

On Legendaries from Dev

in Guild Wars 2 Discussion

Posted by: Glenstorm.4059

Glenstorm.4059

The dev already said he would make a post on the official forums as well, and that he picked reddit first because he is more comfortable with reddit’s format. Also, he stated he was doing this because he wanted to, not because he was told to. Looks like OP just beat him to the forums.

Let’s not jump down devs’ throats when they’re actually communicating with us.

Fear the might of SHATTERSTONE.

Anet, please reduce the grind in GW2 [Merged]

in Guild Wars 2 Discussion

Posted by: fireflyry.7023

fireflyry.7023

Agreed.

Keep the grind to titles like you did in GW1 so I can just ignore it. kthx Anet.

If your having adventurer problems I feel bad for you son, I dodged 99 arrows till my knee took one.

Reboot the Base Map Mechanic & Population

in WvW

Posted by: Xillllix.3485

Xillllix.3485

Your idea is great, at least it’s better than the current system.

Personally I really don’t care if it’s Alliances, Globes or all these other things people have proposed… Server identity or not.

All I want is to connect, play and find large fights with 4 full different maps.

Some WvW opinions from a long-time player

in WvW

Posted by: Fozzik.1742

Fozzik.1742

WvW feedback / suggestions… or… Why pretty much nobody plays on your new map.

Having spent considerable time on the new desert borderlands map, I feel an uncontrollable need to provide some feedback. I’ve heard rumors that a major WvW overhaul is under way, perhaps some of this might help those designers to better understand things from a player’s perspective.

A short background – I play WvW a lot. More than most people. Definitely more than the current intended audience that ArenaNet seems to be designing for. I play with an organized guild / skill group. I’ve commanded guilds and pugs. I follow blobs sometimes. I roam in small groups and solo. I used to even take over a tower or keep and just upgrade and defend it for hours sometimes. I play every profession and every imaginable build and role. I have thousands of hours invested in WvW, thousands of WvW ranks, and WvW has been, for the last couple years, the only aspect of GW2 that has kept me playing. I’ve played in both NA T1 and T4 since the expansion, and seen much the same issues in both.

So, for those at Anet or on these forums who might have a limited understanding of the game mode, let me lay out a few things which I feel are crucial to WvW “working”…being fun to play and worthwhile and fulfilling for those of us who primarily enjoy it over other game modes. These may also give a bit of a clue why so few people play on the new map…I believe its design displays an unbelievable lack of understanding about the game mode.

Let me start with a very basic premise that I believe should be true to make WvW a fun open-world large-scale PvP game mode.

My premise is this: It should be about fights. Mixing it up with your opponents. Clashing with red names.

The whole design should start and end with this. Everything about the game mode should encourage, incentivize, and streamline people fighting in large groups, small groups, and duels. Period. Dueling isn’t a dirty word. I have no idea why ArenaNet has always made that so hard. Yes, there’s PPT…but PPT should be about fights, too. Want to take an objective or hold one? It should be a fight!

This idea that WvW is just a place for people who love PvE to dabble in the safest, lowest skill PvP is totally wrong. You should be designing ANY game mode for the people who want to play it well, and be rewarded for doing so. I’m in WvW because I want to play large-scale open world unbalanced PvP battles with attacking / defending objectives as an incentive/focus/variable to the action. I want that freedom to develop builds, comps, and tactics and use them to defeat opponents, so I need opponents readily available along with friends.

Right now, the game design heavily favors joining a map queue blob and karma training around knocking over objectives with no resistance…never meeting or even seeing any enemy forces except for the occasional blob verses blob press 1 festival of lag. Builds don’t really matter, levels don’t matter…you just stick to the zerg like glue and profit. This needs to change. So here’s how.

-You need to be able to get to the fights.

There are several parts to this, but it really should be a given (for some reason it seems that it’s not). First of all, through scouting or skilled reading of the map, I need to be able to FIND the fights. I need clear ways to see and follow an enemy’s movements. The change to sentries is a step in this direction, and one of the few positive things about the expansion for WvW.

Once I know where the enemy is, I need to be able to get there. Either by myself, with a small group, or with a large group…players need to be able to get to where the action is in a timely fashion. If I have to run a 10 minute obstacle course to get to where the action is, the action will be over. There is little more frustrating in WvW than being late to a fight. This is a PvP game mode and the idea is to be able to mix it up with opponents, and decide things based on attackers and defenders both being present and one side outplaying the other (ideally). Should attackers be able to “surprise” cap an undefended objective? Sure! But that should come due to good strategy, not because the defenders are running 500 miles of stairs to get there.

This is an area where the new map falls down big time. Want to know why few are using the map? Because a large percentage of the time, it’s painful or even impossible to get to where the action is happening. By the time you get there, it’s often over. If the objective of the new map design was to provide a safe way for PvE players to run around and PvDoor objectives, than this is exactly the map for that. It’s totally wrong for PvP. The “verticality” BS that you’re using in PvE maps to make them seem larger than they are because it takes half an hour to go five feet…does NOT lend itself to any type of PvP other than the kind where nobody fights each other. Yeah, that makes no sense.

-You need to be able to get BACK to the fights.

This should also be a given…but perhaps the totally obvious emergent behavior in WvW isn’t obvious to people who don’t play the game mode very much. The behavior is this…fights tend to happen near to waypoints. Why do you think that is?

If you want people to be willing to mix it up and actually engage against other players, it cannot be super painful and time consuming to get back to the fight if you die. If dying creates too much of a penalty (I can’t enjoy fighting for several minutes simply because I got slightly out of position for a second), people won’t fight. This is displayed quite clearly, all the time, in WvW on every map. Fights may start over an objective, but they just about always migrate towards the respawn points. Smaller-scale fighting, dueling, etc…these things happen where both sides have a nearby waypoint. Constant ongoing fighting happens when both sides can easily return if they die.

The new map again is an example of what not to do in this respect. Basically any death on the new map incurs a huge time penalty. It’s too hard and slow to get back to wherever the fight was, so people don’t fight (or fights are fewer and farther between). The new waypoint system is terrible. Most of the time nobody has a reasonably close waypoint to any fight. Things are always contested…it’s just WAY too hard to get back to a fight, so very few people are willing to engage unless they have an overwhelming force. The new map absolutely killed roaming / dueling on the borderlands, in large part due to this problem.

- Defending needs to be a thing.

Anet paid some lip service to this idea, but really misfired with the design. It’s way too hard to get to objectives to defend them (see the two points above), and when you do manage to get there…the new objectives are harder to defend instead of easier. Whoever designed the “kill boxes” around the doors on towers and keeps has obviously played very little WvW, or only plays as part of a blob. A Defensive position is completely worthless if it’s a thin walkway directly above the opposing zerg…because they can just cast all their AoE right under you and murder anyone or anything up there. The “kill boxes” are death for defenders, rather than attackers. Why?

Viable defense for a tower or keep needs to account for a small number of players defending against a zerg…because this is what happens the vast majority of the time. Because joining a giant blob and karma training around the maps is so heavily encouraged and incentivized by the game design (most rewards, easiest play, safest play), very few people defend. In order for defense to be viable, the defender needs to be able to hit the enemy without being hit themselves. Very basic…but it’s the central design of all defenses since tribes started building huts thousands of years ago. I have to be able to hit you without you hitting me.

Now I know it might seem on the surface that it wouldn’t be “fair”, but again, remember how the game is played. The vast majority of the time, a huge blob is running up and bashing down the door of the tower and one or two guys are frantically trying to stop them. The blob doesn’t need any more help, for heaven’s sake. Help the two defenders so defense might be a little fun and worthwhile and then more people might do it and fights for objectives might require a bit more than just getting in a blob and running over everything.

If a large attacking group and a large defensive group show up at an objective, the defenders should have the advantage. It’s a tower or keep, is it not? Attacking forces should be trying to draw enemies out of defensive positions, rather than just beating the door down and having all fights in the lord’s room. Defenders shouldn’t have to sacrifice their wall or door just to create a choke point and actually fight to defend.

- Objective cascades.

To make the play a little bit about strategy and skill rather than just zerg (and to create more fights), objectives should be set up so that siege from one can hit others, and so that objectives block access completely to areas of the map. I should be able to control an area if I own an objective, and forces should be able to “creep”, taking one thing in order to take another in order to take another. This is possible on EBG and was a little bit possible on the old borderlands map, and that style always provides for more actual conflict. The new map is a mess in this regard as well. There should be more of this, not less.

This idea will focus players into areas of the map…allowing them to find the action and keep fights going. This also incentivizes defense, because the value of objectives is more significant than a bit of PPT for a tick or two. It brings the opposing forces into contact so fights happen, rather than zergs just dodging each other and playing ring around the rosy back-capping for karma.

- Real, actually fun and worthwhile play for any size group, including individuals.

I know this isn’t easy, but the design should strive to achieve it. ArenaNet should constantly be thinking about the solo roamer / dueler, the small havoc / skill group, and the large group. Unbalanced PvP means that all those play styles are going to occur, especially for those of us who play the game mode a ton. How are each of these play styles encouraged and rewarded? How are they supported? All of the above need to be possible and worthwhile to get the maximum number of people playing the game mode 24/7. We don’t always have a zerg, even in tier 1.

I won’t always have my guild online and raiding. Sometimes I might still want to play WvW. If all I can realistically do is run around taking sentries or killing yaks without ever seeing an enemy player, I’m probably going to log off. This is another reason why the new maps are so lonely.

Objectives need to scale better based on attackers. The auto-upgrading system is not good. It further incentivizes getting in a blob and ignoring anything except the door in front of you. At the moment, camps auto-upgrade just by sitting there to a point where soloing them is extremely annoying and takes too long, and defending anything as an individual is worthless and frustrating. You’re leaving roamers with very little to do. There’s absolutely no reason not to cater to multiple play styles, because more people on these maps is better, right?

There needs to be a super easy way to find and play with others, both enemies and friends. If I want a group I should be able to find and join one easily. If I want opponents to mix it up with, I should be able to find them. I know, crazy. Whatever play style I’m in the mood for, I shouldn’t have to spend an hour looking for it.

Some suggestions -

WvW maps should be designed with the above in mind. Getting to the fights, getting back to the fights, objective cascading and area control, and support for solo, small, and large groups.

WvW needs to be more rewarding, in line with PvE and sPvP. Add reward tracks like sPvP if you want…some method where WvW players can earn everything the other game modes can earn, and in comparable amounts of time. It’s fun to play the game the way I enjoy, not be forced into a game mode I hate to get the reward I need / want. You’ve made steps in this direction for other game modes, it needs to come to WvW big time. Steps in this direction have been far too little and too slow. Stop picking at the edges and tear that band-aid off all at once. Make it rewarding.

Objective upgrades need to be manual. Players need to be actively engaged in fortifying / defending, and it needs to be as rewarding (fun and gold) as attacking. How about a system where upgrades require turning in large amounts of supply…allow players to loot supply from their dead opponent players. This way, fights matter more, and a successful defense against a blob will provide resources to better defend next time, rather than the zerg just slowly beating you into the ground with shear numbers.

There should be objective upgrades which over time create defensive positions in the objective where defenders and siege can function to defend and can’t be hit by attackers until the attackers enter the objective. Yeah, you read that right. Don’t worry about the attackers, they’ll figure out ways to succeed, and the game already heavily favors the PvDoor blob.

There should always be places on each map where at least two opposing forces have nearby waypoints which are not contested. Design with the idea of hot zones in mind…creating places conducive to people mixing it up and diving in to try actually fighting without so much penalty for losing. Bring people into contact with their opponents with less formality and effort.

More strategic objectives which can be attacked / defended by small groups or solo players (like camps).

Populations / coverage need to be more balanced across servers. I’m not sure how you do this, but it needs to happen. Some sort of megaserver implementation that allows guilds or servers to play together? Merging lower-tier servers into higher-tier? Something.

You’ve got to figure out game design ways to break up the blobs. You need to incentivize and support smaller forces acting alone or in concert on a map. Just running in a group of 60 and pressing 1 all day should be the LEAST rewarding and effective method of play. I’ve suggested ways of doing this in the past. It needs to happen.

Thanks for reading.

(edited by Fozzik.1742)

Outfit Bundles... Please Split them up.

in Guild Wars 2 Discussion

Posted by: ZilentNight.5089

ZilentNight.5089

While, I do agree with the overall context here, I will be requesting a refund if the items are split up and sold.

In fear of missing the sale, I went ahead and purchased the bundles as Anet has a knack of not bringing back some gemstore items at all and while they do bring some back, the timing and availability seems to be totally random. So while I do agree these items should be sold separately, in the spirit of fairness a refund to those who purchased the bundles should also be issued.

Outfit Bundles... Please Split them up.

in Guild Wars 2 Discussion

Posted by: Auralae.7482

Auralae.7482

I know, ITA.

The bundles should be an option, for those who want everything (or most things) in them, but not the only option.

Uh… really? Hasn’t work for me any other time; I’ll need to try it again when I get home. I’ve also never seen anyone in an outfit minus the helmet, but maybe I just haven’t been paying enough attention.

Yeah, they toggle off.

I pretty much never show helm with outfits.

Most of them look better without them, IMO.

Several people are using the word “forced” here. No one is “forcing” you to do anything. The items aren’t something you need and no one is holding a gun to your head and telling you to buy the bundle. Yes, it’s a crappy business tactic, but let’s not be overly dramatic. If you don’t want to buy the bundle, then don’t buy the bundle. At least you aren’t being penalized for not purchasing.

They don’t mean “forced” in the sense of having no option whether to buy the bundle, or not.

They just mean that, if they wanted to buy object a) they would be forced to also buy objects b), c) and d).

Which is true and is a correct usage of the word “forced”.

You could substitute the word “obliged”, for the word “forced”, there, if it makes you feel any better; but it all means the same, in the end.

I really think people need to be a little less literal, on these forums.

Words, in English, are often quite fluid and can mean, or imply, many different things and/or or levels of things.

If someone is just sitting there Googling word meanings and taking a word to only mean meaning number 1, all the time, of course people may look like they’re being overly melodramatic.

But, that isn’t how the English language works.

Thank YOU for the lecture on how the English language works. I’m well aware of how it does and have made a living off it for a very long time. Perhaps I should break it down for you, since you seem to have missed the point.

No one is being forced, whether literally or figuratively, because they hold all the power in this scenario. As a consumer, they can buy it or not buy it.

As someone previously said, “It is your perception that this is forced they are counting on.”

Being forced or other such terms imply that the consumer is a powerless, hapless victim who must just go along with it. Not only is English fluid, it’s also powerful, and the appropriate choices can make a difference in perception. There is no obligation or being forced to buy. There is choice, and in that choice, the consumer has far more power to change Anet’s practices.

The Sandwich (Deincentivising Thief)

in Thief

Posted by: Snow.2506

Snow.2506

  • The news goes out and Chef Anet is opening a new restaurant. It’s like the old restaurant only it looks better and has a big 2 beside it’s name.

(I promise this will make sense)

  • We learn that this new restaurant won’t have all of the same meals, some of our old “usuals” will be replaced. Ok, this is reasonable. New horizons and all. Still many of us wonder what will become of the old Assassin Burger. Will it be replaced? It was hard to find on the menu anyway and kept changing it’s location.
  • Thief sandwich? Ok. It’s like a burger, fills the same role, has similar fillings. The hype hits.
  • Some lucky kittens get to try the sandwich first. And oh, is it brilliant. It kicks hunger in the teeth and is such a joy to eat that one minute it is there and the next…gone. Sandwich lovers everywhere are optimistic and trust in Chef Anet runs high.
  • But things change, ideas change. Some time after launch of the restaurant, Anet receives complaints about Thief Sandwich, specifically during it’s food competitions. It’s just there and gone, so tasty that the people eating it just won’t stop. The Soup loyalists and pasta die-hards suggest that the sandwich is broken. It must be fixed.
  • In response Chef Anet rips out the tomato and lettuce. Ok, we can deal right? That’s not even the main part of the sandwich.
  • But the complaints don’t cease and the Chef gets heavy handed, having their own doubts about the meal. Out comes the meat. The kitten kittening meat! (This dramatisation is in no way a reflection on it’s vegetarian author) So we sandwich lovers take a step back and look at our meal. Some of us even get up and walk away from the table or order something else. But not us survivors, no, we persevere. We take our bread and cheese and we grill that kitten! We make grilled cheese, we make the best of a bad situation. And grilled cheese works, against all reason it works. We find our niche. I mean grilled cheese is a staple. No one does cheddar like grilled cheese.
  • And then a new wing of the restaurant is announced. We have high hopes but we know everything there is going to be expensive and hidden behind a wall. A wall we have to pay to get around. And holy? All the salad! What is Chef Anet thinking? Didn’t we have enough salad as is? Ok, I can ignore that. I can even ignore all the potted plants and greenery they are adding to the wing. The customisable bar where groups of friends can hang out looks neat. I also hear our meal is going to have some special sides added to it maybe? Maybe some new elite bread? Maybe a long range straw for our cups? I mean seriously, the short utility straw we currently have won’t even reach the bottom.
  • And there goes our cheese. What?? Why?! Why Chef Anet? That…. that’s all we had to make us work. Who will order this meal now?
  • Oh they… they just gave the new elite Daredevil’s Club Sandwich our cheese.. only they aged it some.
  • And a toothpick. They jabbed a stick in it.
  • The new wing launches, and it launches with a few sandwich lovers less to be sure. But some of us hopefuls, we pay to get into the special wing. The menu is a jungle of options and it does some to hide the fact that they only added 4 slightly smaller tables to the wing. I can overlook that, though, where is my new sandwich? Oh right pulls the toothpick out useless thing.
  • Everywhere people are flocking to the Revenant Sub; hey it has a toothpick too. And the DragonHunter Burger Delux can be found at almost every table. Our table is a bit small, those of us that remain. But we try our bests to find our way around this new meal (Maybe we shouldn’t have tossed the toothpick after-all).
  • But ultimately it all just seems so….hollow. The Mesmerising Desert disappears just as easily as our sandwich does. And it tastes so good that it’s like time slows. The burger and the sub both hit hunger harder. And I mean, we have this improved cheese just jumping all over the place in terms of flavour….but where is the rest?

A few facts to point out. When Anet wants to get rid of a game feature, they de-incentivise it, (Dungeons) they basically make you go, “Why bother?” Anet prides it’s self on being “different” And “thief” is about as true and tried a fantasy trope as the holy trinity. Anet has absolutely no problem with retconning things such as how old lore has been changed by current lore canon. And WHEN they retcon, they just give you something they feel is better. Revenant has a melee staff, Mesmer can stealth, and now everyone seems to have improved mobility.
We are the fading. We are the retconned.
This is why Anet won’t address thief flaws and core class issues. They just want us to fade away. Sure we will still be there, on the menu. But now we are just two soggy slices of bread beneath barely readable type.

Here Lies Thief.

But I’m not giving up. I think there is something viable in all this mess, and I will not quietly stealth into the night. I will not dine on some meal I can barely stomach. I will take this toothpick and jab into my enemies eye defiantly. I will keep hotjoining with different builds and gear until that old mantra, “Holy crap, there is a thief on my kitten!” will be heard again.

For the love of the high damage, high mobility, glass cannon. Thief to the bitter end.

(edited by Snow.2506)