Showing Posts For Sharshar.1907:
I disagree with this. I mean i saw commanders around just a couple of days after the game went live. That’s 100 gold, 4-5 days after the game started? What happens is commanders are either people that heavily sold gems, heavily exploited something, or heavily relied on others to pay their command.
I feel commander status should be attained after completing a number of WvW achievements, would work in tandem with a title. Once you got said title from completing WvW achievements, you’d go to a NPC and purchase the commander book for 10-30 gold.
I’m fine with that approach too – I just don’t think they should simply lower the cost because we’d have dozens of commanders that don’t understand anything running around everywhere :P
“1. Rankings – we really need a website, or something inside the game with rank info, similar to the achivements screen we have. Rankings by Kills, caravans destroyed, succesfull sieges, sucessfull defenses… etc. etc. This rank could be by player, server and guild.”
I agree with this, excluding individual player rankings – I would love to see World rankings as detailed as possible though. The reason I do not want player rankings is because it would have the potential to become a within-world competition and argument as to who’s better, and that I feel really doesn’t encourage the whole “World pride” thing.
Having a World ranking by kills, caravans stopped from reaching an enemy keep, caravans that reached your keeps, total time holding larger objectives, etc. would be awesome though.
“2. Armor repair, make it cheaper… I still have to better understand it but it looks like we pay more if we do not have the orbs… I am not sure… but fact is 1 silver and some copper is too expensive…. or at least make the armor last longer.”
Personally I actually like that you have to pay for your deaths (ie, mistakes, poor planning, or just losing a fight), it makes everything feel more real and I know (having talked to people about it) it encourages some players to play more intelligently.
What I would love to see however is people being able to make more money in WvW. Right now in PvE you make enough money to cover your repairs and then some, in WvW you (if you’re really good and/or really lucky) you barely make enough to break even.
While I think lowering the armor repairs isn’t a good idea because it would take away from the experience, I’d love to see more balancing done between rewards in WvW and in PvE. I do realise you can get more from being in an organised WvW group, but making a profit in PvE doesn’t require one – and it’s unfair that to just break even in WvW you do need one.
“3. Squads, 100 gold to become commander is way too expensive… we need more organization tools, guilds should be able to create parties with more than 5, or we could see on the map all our members as they were in the same party.”
I like that it costs 100 gold, in my time playing so far I have seen 4-5 commanders. I feel if it cost any less than like, 90g minimum, we’d start seeing 5+ commanders per map simultaneously. Although that doesn’t sound to bad, the problem would be that the only reason people are marked as a commander is because they wanted to be, and not because they really understand strategy and want to lead the World to victory. The 100g is just to make sure people are dead serious about being a commander, and I like that.
That being said, I have no idea how the squad system really works (the one time I clicked on a commander and said join squad or whatever it is, nothing happened at all) but I do agree that guilds should be able to create groups of pretty much any size they feel like (at least more than 5 <_<), or have guild members show up in a significantly different colour on the minimap.
In order to stop people from just bypassing the commander training however I do believe large guild groups should not allow any of the special commander-like behaviour, Ie. the group leader has to invite to the guild (player’s can’t just join), they don’t get squad chat, and the leader of the group can’t use any of the special “regroup” or “attack” commands exclusive to commanders. Guild groups without a legit in-game commander should literally just be a larger than 5 group. This way the commander training would still be valuable to guilds, as you would still gain special abilities.
To be quite honest, I truly see PvE dungeons as the equivalent of what “raids” are in other games – they’re supposed to be super hard and really cater to organised team-play. I would be highly disappointed if the (8?) dungeons in the game were even moderately easily completed by a PUG, even on story mode.
The way I see it, “Story” mode dungeons are the “this is our organised group’s first or second time in here, and we’d like to learn the basic ins and outs of this instance”. Whereas “Explore” mode dungeons are the equivalent of a heroic instance that should require almost perfect execution.
Based on your description in the OP, Story mode sounds like it’s right on track: The moment I see PUG groups being able to somewhat easily complete them I’m going to be disappointed – that’s what the outdoor world event bosses and the like are for. Dungeons should (and hopefully always will be) catered towards organised teams (for Story mode) and highly-skilled organised teams (for Explore mode).
That being said, if you ARE with an organised team and you keep failing – I’m willing to bet at least 3 people in the group are thinking of dungeons as things akin to dungeons in WoW where you literally just facetank everything.
I really, really, really love that they’re so challenging, and the moment they make them easily accessible to the disorganised (not elite, just disorganised) masses I will be a sad, sad panda :’(
Dynamic Events: Random players in a group more or less rofl-stomping.
World/Meta Events: Random players in a group actually having to pay attention on an individual basis.
Story Mode Dungeons: Groups that are pre-organised and looking for a more structured challenge to test their teamwork (not just “we all individually dodge things and l33t dps”, but “my x will combo with your y ability”).
Explore Mode Dungeons: Groups that are well-seasoned and looking for the toughest PvE content available (ie, players that want to practically have a synchronized dance of skill).
^ is how I feel things are intended to work, currently do work, and is perfect for it to be.
First of all let me say two things about Mesmers:
CLONES are the ones that are supposed to look identical to the Mesmer, don’t do that much damage, and die in literally 1-2 auto attacks.
PHANTASMS are the ones that look ghostly, that do significant amounts of damage, and can take a few hits before going down.
I like to play my Mesmer as a “melee” dual wielding character, and I build very heavy around clones because I like playing the deception games and mind games. The main problem is that even if you’re dual wielding, your created clones only wield your on-hand weapon, they do not dual wield.
I am near 100% sure that this is unintended for two reasons:
1) It makes it extremely easy to instantly distinguish a dual-wield Mesmer’s clones, even if they try to mimic their clone’s behaviour (ie, just find the one carrying the flaming torch, etc. in their off-hand)
2) It really makes the gameplay favour 2-handed Mesmers because they don’t suffer from this, seeing as their clones will be carrying 2-handed weapons.
So my question is: Are clones not wielding off-hand weapons an intentional feature or an oversight? I’m really hoping it’s the latter because it negatively affects how the profession plays.
Before anybody posts saying it would be OP if you couldn’t differentiate clones from the real mesmer: I agree with that completely, but seeing as how 2-handed clones don’t suffer from this, and I seriously doubt clones were intended to be distinguished within half a second of them being created before the clone or player summoning them does anything else, I’m led to believe that this is an oversight in their design.
(edited by Sharshar.1907)
Here’s a huge tip and something I’m totally hating on my Mesmer: about 80% of Mesmers in PvP will dual wield, and clones don’t wield off-hand weapons - so just attack the one carrying the giant flaming torch, sword, etc. in their off-hand.
It’s really unfair imo that clones don’t dual wield, it really makes the game favour 2-h weapon Mesmers, and I’m hoping they fix that issue soon. :P
You can find a complete list of dyes on the official gw2 wiki. I just copied and pasted that list into a text file and I can check it by alt tabbing or using another device (tablet or phone) while I’m at the TP.
I agree that it would be better in the future for them to implement a show only unowned dye toggle in the TP.
I also wish that dyes were account based rather than character based but that’s a discussion for another thread.
Yah, making a text document is probably the best idea – thanks for that
Account-wide would be nice too and I would be a supporter of that, but I’m also not outright against them being character specific because I generally only play 1-2 toons tops. For those that are altoholics though they should definitely do that ^^
A pretty simple question really:
One of my main goals in GW2 is to own as many of the dyes as I possibly can, why doesn’t matter, I just want to. :P
From what I can see, there is no way at all to get a list of all of the dyes and see which ones you don’t own – you can only see which ones you do. Seeing as how there are what, 400ish dyes in the game? It would be really, really nice if there was a way to see every dye and which you have/which you don’t per-character.
ATM the collectable tab where all of your crafting drops go would be a perfect way to see which dyes you don’t own – just have a grid of them all either by colour, alphabetically, or rarity, but I just can’t seem to find a feature like this in-game and I have a hard time believing a game with SO many dyes wouldn’t have one.
The other best way to do this would simply be to have an check box in the Trading Post when you’re searching for dyes that says “List only unowned dyes”. Currently it’s annoying to have to go through my 80 or so dyes every time I want to buy a bunch just to make sure I don’t own them already.
If this is in the game already, please do let me know – if not I’m sure it’s a feature that many people would really enjoy, albeit I don’ see it being important enough for them to focus on adding any time soon.
Thanks!