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Daily achievements

in Suggestions

Posted by: Smajdalf.9475

Smajdalf.9475

The actual concept of daily achievements available has changed several times trough the year the game is up.

For a recall:

- originally, there were 4 daily achieves, always the same
- then they got replaced by the 7 achiev system, when some of the dailies stayed and other changed day after day
- PvP dailies appeared, then got switched to an extremely time consuming version, then got switched back
- actual version of dailies appeared, with 8ish achieves per day changing in 14 day-long cycles, with a 5/8 for daily reward
- couple more WvW achieves for daily added
- daily activity appeared
- even more daily achieves bound to the living story added

Now why I am scholaring on this?

The idea of a reward for playing the game daily is great and makes ppl log in way more, therefore keeping the game alive. However, as time passes by, the amount, overall conception and therefore time demanded for rushing through dailies went from 15 mins at launch to well over 2 hours nowadays.

As the game provides very nice rewards for achiev points, and with the distribution of those ingame, it is really profitable to actually do every single one daily available, and thats for everyone, not only us, achi OCDers.

Guild Wars 2 presented itself as a very casual game, (no subscription fee to start with) available to people who grew up playing games and lost the majority of their free time without makin them feel they are missing something.

The trend of dailies changes is slowly shifting into traditional scheme “do this, that, and some more for 2 hours – now you are free to play the game”. The dailies nowadays make you explore pretty much everything the game provides – which is okay. On the other hand, many ppl already have the kind of stuff explored, completed and they are returning there for the achiev point only (fractals? exp dungeons? story dungeons? costume brawl?).

I personally, miss the old dailies, which allowed me to play whatever I wanted and get the credit. This system is forcing players to do things they dont want to/dont need to, just to give them the achiev point.

The section is named suggestions, so enough moaning.

Although I wouldnt be sad if the original dailies came back, I understand the reasons for the change that happened – to make ppl explore the game more and to bring them to content they might wanna try, or to provide others doing the content someone to play with.

The issue with growing amount of dailies can be solved by:

- making achieve points as a reward for “completing daily and reaching reward”, not for every single daily achiev you can do

This way you can actually choose from the scale of achieves possible the 5 ones you want to do (aka original intention of current dailies system), and the game would stop to make you feel like you have to do them all, therefore allowing you to miss the ones you re really not interested in (again, original intention of current dailies system).

It could go even further, as it is with laurels today – pick PvP or PvE, you get achi pts for that, you can do the other as well, but you get pts only once.

With new content every week, I am not afraid people wouldnt play the game if not told what to do for two hours every day. Such a subtle change would make a huge difference by letting ppl do what they want ingame instead of chasing dailies until bedtime.

Expect a lot of flaming, dont disappoint me ;-). +1s are welcome. And as always, sorry for the wall of text.

Dungeon Patch disussion 12/3

in Fractals, Dungeons & Raids

Posted by: Smajdalf.9475

Smajdalf.9475

dont know if all the patches and fixes were documented in the patch notes, so just throwing in my five cents about issues i encountered while dungeon crawling

CoE explorable, path 2 and 3: as the destroyer was patched, only thing left is bugging the alpha on the final fight. Under mysterious circumstances (should be connected with a lot of ppl in melee range and cc usage) he bugs and stop moving, attacking and using all the skills except of essence release, making it literary a dummy fight. Unless he is ccd again in the state, can be killed afk.

Arah explorable, probably any path (encountered in path 2): Lupicus (as annoying as he is with sometimes invisible red circles in path 2, throwing them in three waves so your evade is likely to end up in the danger zone anyways, throwing grubs in phase 1 on minions, elementals, illusions – not using them – and the NPC – hard to not use – making them unkillable) is pretty easy avoider. Can see when 4 ppl are running from a waypoint and one poor soul kites him all over the room, that he loses aggro and heals up. When such thing happens in phase 1, when all the group is standing still at 900 range hitting him hard, not cool for me. Also, the locust summoning pattern is weird, some attempts there are hardly any, in others they can cause a wipe due to vast numbers of them coming at once.

SE explorable path 1: as i can completely understand, that the pre-patch situation, with one person kiting a single grenadier or waiting out the reinforcements before the first robot boss wasnt cool, dont think the current state is better. Fighting the endless waves before reaching the boss is interesting mechanism, and im totally into it. Damage race with the boss, be4 enough of groups come to wipe your party is not that cool. Tried several ways, speed nuke wasnt speedy enough, with a constant harrass from the boss killing the endless flow of patrolls while dealing only minor damage to the boss wasnt an option as well. Read someting about stealth-cheating it, with multiple thieves, ash legion spy kits etc., tried several times and not worked either. Dont know if you re happy with the way it is now, if its working as intended. IMO the patrols should stop the moment you aggro the boss. Anyways, even if its working as it should, such a challenging fight should be found in arah or some other lv 80 dungeon, having to get through it at dung designed for lvls 65 seems a bit off-the-chart to me.