Showing Posts For Stryfer.3978:

Removing Ranks?

in PvP

Posted by: Stryfer.3978

Stryfer.3978

Just like almost everyone said – please leave the ranks. Everything else is fine and even sounds fun. You can take away the glory and the impact a rank has in every respect, but just leave it there for the individual player to work on

Apart from the finishers and the rank number, there is also that lovely medal in the account screen that I wish to maximize

Crash, crash, crash...

in Account & Technical Support

Posted by: Stryfer.3978

Stryfer.3978

Is anyone else having these problems? My game used to crash randomly on occasion before. However, ever since this update I crash almost every 10-15 mins…

Scaling level are awsome.

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

Increase drop rate of hides? That would still leave cloth as a problem.

Scaling level are awsome.

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

Like I said, I’m not sure whether their area level dependent or player level dependent. I just can’t remember because I keep switching between lower and higher level characters.
If it’s at area level, then it’s okay.

Something else crossed my mind. The trading post is a moving economy. So far, with plenty of new players coming in and lots of others still doing alts, they get plenty of lower level gear which they salvage and put the lower level materials in the TP. However, what will happen in the future, when the majority of the populace is higher level characters? Crafting requires more resources than you can gather with a single character by yourself. The price will shift and the lower level materials could become much more expensive because they’re harder to get, since they become scarce as you level up. While the higher level ones will be worth less since they’re easy to come by.

Game pace drop around mid-levels

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

You are completely right, but that’s my point. It’s tricks that you learn after having completed a character or too. Those who don’t know it will feel the pace drop. Especially new players.

Yes, there’s a way to get through it painlessly by managing your leveling, but that still means that there is a general pace drop. I think it can be fixed. I’m not thinking of myself, but new and less experienced players

Game pace drop around mid-levels

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

Yea, then it’s the lack of other players that makes it harder to level area-wise. Sadly, the gap for quests doesn’t decrease until after 60, but by then you’re already back in the fast pace.

Well, in that case, I think it would be nice to add something to those areas to keep them popular too, like the low level places.

Daily achievements turning into a grind

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

Actually, it was mentioned. Yes, you don’t need to do them, but others will and what they do will indirectly affect you. If it was only an individuals problem, I wouldn’t mind how they worked

Scaling level are awsome.

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

The only issue here is that you actually can’t get leather and cloth materials of lower levels, except buying at the trading post. Wood, yes. Metal, yes. Plants, yes.
I’m not sure if the salvage items scale according to player level or area level. I think salvage items should remain strictly area level dependent.

Daily achievements turning into a grind

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

I’m glad to hear that I’ve just gotten worried watching people use ridiculous tricks, coming on “just for the daily” and going to work/school and rushing events from area to area. I don’t want GW2 to turn into that sort of game.

Game pace drop around mid-levels

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

Well it might be just me. It’s just that I’ve noticed the levels between 40-60 tend to last longer than 1-40 or 60-80.
Now I wasn’t taking into account dungeons or crafting. I’ll admit that was an oversight, but then again I haven’t done any dungeons before level 80, or any significant crafting.

Following the areas principle I think I may have found the reason why it feels slower.
Low level you have 5+4+3 areas to explore, mid level you have 2+3 and after you get 3+4. Then again, it may just be all the dredge in the snow area… Or maybe those areas are a bit lacking compared?
There’s several hearts dealing with the exact same problem in mid level areas, while having such similarity between hearts is scarce in others.
Dungeon wise, you have 1 low level, 2 dungeons that are around mid level and 5 higher level dungeons.
Also, there’s only one big boss in the mid level areas (2 counting the hydra queen, but I’ve heard some are having trouble making her appear), while both the lower and high level areas have at least twice that number I think.

Like I said, it may just be me. The thought crossed my mind when a friend felt the game was lacking and their character was level 40 something. Backtracking, I recalled where my characters got “stuck” and how a friend of mine is spending a long time in this level region, despite playing more often than before.

Daily achievements turning into a grind

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

The question is how those dailies will be customized, though. Fingers crossed.

Yes I am aware of some problems regarding my suggestions, as they were just quick suggestions and not elaborated
Expanding and optimizing ideas should be left to the company.
1. You don’t have to scale it seven fold.
2. It’s just like with events, there could be a clear description. The level reduction has been optimized, and there’s several areas of several levels with dredge and centaurs. It doesn’t even have to involve them specifically.
3. Yes, that’s exactly what I meant and if there is a system in the works, that would be great. I just thought it would link laurels to our achievement points from the start. That those of us who had achievement points would get a corresponding number of laurels, while those who are yet to attain them will get them as they progress. With all the achievements in play, all of the game content is covered.

Yes, I am aware that you don’t HAVE to grind them, or that people are doing it wrong, but so far such a problem has not existed in this game. Which is amazing. Everything was so well interwoven that people just played the game without, for example, zapping everywhere asking if events are going on. There were never any numbers to chase except dungeon armor.
With the daily laurels they added 0/x numbers that people will rush to fill. Non-rushing and being casual takes about 3 hours. Even if a person speeds it, it’s still a sort of “must-spend hour”. Monthly events don’t have this problem, because you can complete them in time by just playing and doing what you would do otherwise.
In the end, if you spend more time in the game, playing and helping others, you can get top end gear. If you spend less, you won’t get top end items (like legendary weapons). Chasing numbers could end up with “I don’t have time to help that guy finish the event because I need to get my dodger in”. They’ll go and dodge bear attacks instead.
My point, so far there was little to no need for cookie cutter solutions to the numbers and now it’s starting to spread.

Daily achievements turning into a grind

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

I was one of the first to start thinking that it would be great to turn all those achievement points into rewards and I was happy to finally get it. However, the result is becoming a little problematic.

Giving laurels out only for daily and monthly achievements is making all the players grind dailies. The monthly is not so much of a problem, since you can get it doing what you do regularly in 1/3 of the required time.
Casual friends I used to do quests with now spend their playing time chasing the daily achievement and that’s it. I’ve also seen situations where one person was fighting a bear for a good several minutes just to get a dodger achievement or people jumping off cliffs just so their friend could get daily healer.
While this is hilarious to watch, it’s turning the game into a grind.

I have a few suggestions for this:
1. Swap out the dailies for weekly achievements so that people don’t feel the pressure to complete a certain 0/x tasks every day and rather have it work like the monthly on a shorter leash.
2. Redo the dailies so that instead of several grind-like tasks, you have one more specific one. Maybe “help the humans in their battle against the centaurs”, which would mean you have to do events where you defend settlements against centaurs. More specific, but it would get people to spend time in the area doing what they’d do regularly until and event comes up and they’d get the daily. Maybe thin-out the dredge horde? Kill a certain number of dredge and so on.
3. Make all achievements laurel worthy. For those of us who have done most, there could be a bard NPC who would “grant us laurels for the songs of our achievements”, while others would get those in time. Everyone would have the same achievements by the end anyway and they wouldn’t have to just grind daily events, but they could play regularly and be left behind too much if they choose not to chase the daily events every day.

That’s my two cents

Game pace drop around mid-levels

in Suggestions

Posted by: Stryfer.3978

Stryfer.3978

Beforehand, I’d like to point out that I’m a casual game lover. Not hardcore, not a grinder or a number cruncher, so the pace of this game really suits me in general.

The problem is that there’s a severe drop in the pace somewhere between levels 40 and 60. There’s a steady increase in levels, gear and diversity up until reaching level 40, then it turns into a bit of a grind that only lessens once you get half way into areas like Mount Maelstrom or Fireheart Rise.
As evidence, while leveling my characters, each of them spent a long time in the 40s and 50s. Then quickly reaching max level after 60. I’ve also helped a friend of mine level, and with that we’ve spent the most time in Bloodtide Coast, comapred to all other areas, going from level 45 to 50 for a higher level area. Another friend of mine got put off the game a bit also upon reaching this level area.

I know you’ve begun to add a lot of new stuff, most for the low level areas and the late game, but I hope you’ll take notice that right now level 40-60 areas need some attention. Nothing major, just enough to keep the pace consistent. I don’t really have suggestions for this, maybe add more interesting events, or re-balance hearts.

Password reset on a brand new account?

in Account & Technical Support

Posted by: Stryfer.3978

Stryfer.3978

So, a little update for anyone looking in this thread.
She has recieved new account information via the internet, but it appears the problem wasn’t the password.
When you create an account, you are supposed to recieve two e-mails right? One saying “thanks for registering” and another for veryfing the account or something, or am I wrong? In any case, she hasn’t recieved an e-mail for confirming/veryfing the account. She was able to make a support account though, but that doesn’t get her in the game…

Password reset on a brand new account?

in Account & Technical Support

Posted by: Stryfer.3978

Stryfer.3978

P.S. We tried via the “Ask a Question” option, but after filling it all out, we couldn’t click the “Continue…” button.

Password reset on a brand new account?

in Account & Technical Support

Posted by: Stryfer.3978

Stryfer.3978

So guys, here’s the thing:
A friend of mine bought the game. She made a new account, but she couldn’t use her default password so she used a completely new one. The problem is, now she can’t remember exactly what it was. She thinks she remembers, but every combination she tries returns an invalid log-in attempt, so she isn’t sure.

Since this is a brand new account, she cannot reset her password because of not having a character yet and the reset requires a character name. Is there any way to bypass that field or reset the password?