Showing Posts For Suraknar.1593:

Give Original Guild Leaders Ultimate Authority

in Suggestions

Posted by: Suraknar.1593

Suraknar.1593

Ts Ts Ts…

It is fine as it is… The idea of being able to promote others to Leadership is for Guilds that are not lead by one person and have a Council type structure of Equals.

If you have a Dictatorial/Monarchic type leadership i your guild then you just need to create a new Rank and Call it “Co-Leader” and then promote others who are supposed to have some Leadership authority in your guild to it. That way you can rest assured that you still hold on to your Ultimate Authority.

I do agree that, a Popup up warning with Confirmation would be the Solution here…to avoid accidents.

But this approach is not new, it exists in many MMO’s, and it is a preferred system.

~ Duke Suraknar ~
Order of the Silver Star (OSS)

Multiple tiers of weapon skills...

in Suggestions

Posted by: Suraknar.1593

Suraknar.1593

The system is already like that in my view…. with the same sword and skills you do much more damage at 80 than at 1.

Well at 80 you have went through many kill and used swords in many adventures so it is realistic that you know how to wield it better and do more damage with it. That is what levels are meant to represent in reality…the game already has a realistic approach to skills.

~ Duke Suraknar ~
Order of the Silver Star (OSS)

Multiple tiers of weapon skills...

in Suggestions

Posted by: Suraknar.1593

Suraknar.1593

Well, the game has a realistic approach to the mechanics.

A swing of a sword is the same Swing whether you are lvl 1 or lvl 80… Like in real Life.

However, a swing from a level 1 is much less powerful and precise than a swing of a level 80. Again, like in real life a novice swordsman and a master swordsman.

The bigger issue here with adding tiered skills or any other enhancement to classs weapons. Like I though maybe there should be a more thematic approach, such as a Ranger should be better with a Bow than a Warrior for instance, and a Warrior better with a sword. But then we start deviating from the no Holy Trinity design.

The idea here is for all classes to be able to Tank, DPS and Support equally, if each class starts getting enhancements to certain areas compared to others then certain roles start becoming better for certain classes, and voila we are back to the holy trinity.

It is very difficult in reality, albeit I agree, that it does feel like something is missing.

~ Duke Suraknar ~
Order of the Silver Star (OSS)

STOP SERVER TRANSERS!!

in Suggestions

Posted by: Suraknar.1593

Suraknar.1593

Not yet,

There are issues with Multi-home Guild Gameplay (partying, influence etc etc, not sure if these have been addressed).

Furthermore, no one can really improve PvP in servers that have big PVE populations… it has nothing to do with laziness, it is a matter of preference. Cannot force people to PvP if they do not like it.

The only solution is to transfer.

My guild is considering it and we may move in the coming days. We are scouting for a new Home.

Cheers!

~ Duke Suraknar ~
Order of the Silver Star (OSS)

(edited by Suraknar.1593)

Changing Character Names?

in Suggestions

Posted by: Suraknar.1593

Suraknar.1593

Hello,

Is there a service to change Character names? If not, then let this be also a suggestion.

Thanks you

~ Duke Suraknar ~
Order of the Silver Star (OSS)

I think the combat in this game feels very stale.

in Guild Wars 2 Discussion

Posted by: Suraknar.1593

Suraknar.1593

@Edge
I could easily come up with other ideas that are just single target only. That’s not the point. The point is that the skills we have in-game are just “point at something, do damage to it + condition,” whereas it could do the same thing in a more interesting way, which is what they advertised the game, in development, as being.

If you’re satisfied enough with this lack of imagination to describe the weapon as “favoring support tactics,” then more power to you. But certainly you can understand why some of us can easily ridicule such skills as being lazy and boring to use over time. Whether you agree for your own experience isn’t relevant; just that it can be understood why this is a problem for others.

Please feel free to come up with some. I’m not sure what more you would want with a rifle designed to be a single target support/control weapon. You have a DoT (bleed), a snare, a direct damage attack, a sunder, and a knockback. Every button does something different AND incredibly useful for the role the rifle is designed to play. What more do you want to cram in there?

Sure, you can ask for an attack that bleeds the opponent, in addition to applying a snare effect, while also knocking the target back and applying a sunder all at the same time – and there are attacks that do combinations like that – but the rifle isn’t meant to be one of them. And, frankly, I wouldn’t want it to be. Abilities that cram too many combinations together for player.. I just find them to be boring to use, and you tend to use them often rather than being situational. I would rather get creative with the combinations myself. It’s what helps me look competent compared to that fellow who is just spamming random buttons.

The problem is that this system is not Flexible, if you are using the rifle, you are shoo boxed in to a single role, and then get in to a situation where the rifle’s abilities are not useful at all or even play against you and your done.

~ Duke Suraknar ~
Order of the Silver Star (OSS)

I think the combat in this game feels very stale.

in Guild Wars 2 Discussion

Posted by: Suraknar.1593

Suraknar.1593

I somehow have to agree…

Something is missing from the combat system.

I do like lots the fact that Abilities are tied to Weapons, but this is proving to be limiting maybe because the abilities on a weapon are not flexible enough to be able to deal with a a fast pace changing situation.

I been playing MMO’s since the Dawn of the genre (Ultima Online), and I am not saying this to say that I am good, only mentioning it to say that i have experienced many different combat systems in many of them. And honestly as much as I hate to say this, my favorite combat system remains that of WoW, (Especially vanilla edition).

Because at least any of the classes could react to changing situations and had at its fingertips the tools to deal with those situations. Example I used to play a Hunter, I knew that if I have to fight a Warrior I can use this and this skills in combination to this trap at the right moment, I knew I could counter some of his abilities and tried to avoid falling victims to some others, so lets say I dealt with the Warrior, then all of the sudden up comes a Mage, now I know that there is a different approach that applies to the Mage, he also has different tricks under his sleeve which I have to react to and anticipate, try to avoid, dealing with the Mage now all of the sudden a rogue unstealths on me..flare, scatter shot trap etc etc. different tools for different situations all available…..get the idea?

In GW2…this simply does not happen, I find myself out of tools out of options very often. There is a GAP somewhere…and it is nor the traits nor the extra abilities from the Skills that curb the Gap. As a Ranger, I have found Long Bow just useless in PvP…and many of the other weapon/skill configurations…But even if there was one that could lets say tackle another class or fill in a specific role, you are locked to that role for the remainder until you reconfigure. And I guess this lack of flexibility is what is making the combat feel stale…as the OP is expressing….

~ Duke Suraknar ~
Order of the Silver Star (OSS)

(edited by Suraknar.1593)

Is GW2 as successful as you hoped?

in Guild Wars 2 Discussion

Posted by: Suraknar.1593

Suraknar.1593

GW2 wanted to take the #1 spot for MMO games. It wanted to paint competition as stagnant, stale, dying, while at the same time showing everyone that it was the revolution in MMOs and would change the genre moving forward.

34 days later, Guild Wars 2 is roughly at 2 million boxes sold.

Sales figures for another certain unnamed games expansion pack alone after 7 days (not including china sales) are already at 2.7 million, nearly 50% above GW2.

So the “dying” “stale” MMO is out selling the “revoluton” “genre changing” MMO by leaps and bounds, and maintaining a vastly greater population.

What does this mean to you? To me, it seems to hint at, although not for sure, that GW2 was not the revolution or genre changer that it had hoped, and that people still prefer the traditional style of MMO.

This is not to say that some features of GW2 are a great idea, and could likely be incorporated into the traditional MMO style, but I might say that GW2 possibly threw the baby out with the bath water with regards to just how much they changed, and it was not good for their success.

Thoughts?

Your conclusions are flawed.

you are comparing a brand new game to one that has been there for several years and already has an established following (what was last figures 8 million players)…

What you should really look at is why didn’t they sell 8 million Pandas..and only sold 2.7 out of their 8 million following?

If you want to compare success really, you have to go get the figures of that other unnamed game for 30 days from their own launch and compare the two…to make some more informed interpretations…which will still not be black on white conclusions and will still not mean much either way…but at least will be a more fare comparison.

Cheers!

~ Duke Suraknar ~
Order of the Silver Star (OSS)

DR is good - its the only thing saving the game.

in Guild Wars 2 Discussion

Posted by: Suraknar.1593

Suraknar.1593

Hello Cerise.

A thoughtful reply. But just like it seems that I like exploring (which I do), you seem like someone that is only motivated by getting gear.

Now, normally I do not get bored after having explored the game if there is some type of interaction to participate in that is challenging enough. See, WoW is a game in which I got really bored, repeating instances and Raids to Boot is not my thing, once twice maybe a third time in each of them is enough for me, and then? there was nothing else to do. But that game was designed for the people who are motivated by Gear, therefore were willing to repeat same Instances and Raids day in day out for it.

In GW2, there is WvW, this is my long term challenge, once I seen explored experienced and negotiated the content of the world, WvW is where it is at (not that i do not partake in it in the mean time mind you), but it is an ongoing struggle, adventure and action, teaming up with other people of my server, other guilds, planning, strategising and then putting these strategies in to effect, winning and losing not only battles but wars, trying to come up with new ways to counter the enemies strategies, is where the long terms is for me in GW2.

Gear comes as I go and do the things that are fun, but it is not the reason why I am interested or motivated in playing the Game.

As an Old school type of player, having been introduced to the Genre by an older game (Ultima Online) gear has never been a motivator for me. I am not a “reward motivated” kind of player. At least not a material reward. My reward is more abstract.

I know I maybe in the minority here, but I like to think that part of what makes GW2 different than other Themeparks. The effort that ArenaNet put in to it in eliminating the Tediums and Boring repetitious mechanics from a design perspective and the focus other Themeparks have towards Gear acquisition. All constitute an appeal to players like myself as well, along side the newer Generations of players who may (who have) been accustomed to a different idea of what an MMO should be about.

Surely it is not a Sandbox, but it is not boring as other Themeparks either, and I am willing to adapt to it, experience it fully, and do not expect it to be what it is not.

It seems like some players expect it to be and behave the same way as their previous popular MMO, and I do not think it was the idea behind it.

In any case, as I said, I do not like the DR per se, it is artificial to boot, but I understand why it was put in place.

Two main reasons come to mind actually.

1st To incite people to participate in all aspects of the game, including WvW which is a big feature of it. And not all cram in the same area killing the same mobs day in day out. Not to mention interaction with other players through, lets say the market, you know, it is an MMO it is not a single player game, if everyone can get what they want by themselves hen why even play it online?

2nd is a business one, if players can acquire what they need by grinding for 8 hours+ a day in the same area all that they need to get what they want. then who is going to buy Diamonds, why even bother? So I beleive there is a financial reason behind the decision, it might be a game to us but it is a business to those that made it too.

Finally, I do not think that DR makes for a grind.

Grind is doing the same activity over and over for long periods of time, if DR prevents you from doing the same thing for hours on end it actually discourages grinding.

But, DR does make the process of reaching that goal, longer that is for sure, as it imposes a certain pace to the game, Then again, this is not a Sub kind of game, so what is the rush?

Now the only real argument against DR might be the imposition of a Paced game, since this is the same mechanic as the other Themeparks which GW2 wanted to differentiate itself from…so, for sure it is a dilemma that the Devs will have to think about, yet due to reason two, it may be a justifiable decision nevertheless. And also, at some level, I think we the players may have forced their hand by the way we play it, focusing on a single goal and playing the game as if it was a Singe player one, forgoing the option available at us of reaching our goals through interaction with all the other players we share the world with.

As far as I am concerned as a player it does not bother me more than that, for me there is no rush, it is not a sub game I intend on playing it for quite some time, so when the set is complete it will complete. Furthermore my motivation is more abstract than yours, my fun will come from the adventures in WvW mainly it is what drives me to keep playing and that is something that really has no end. But in your case since gear is your main motivation and gear sets are limited, what happens when you completed all your sets? What do you do next? Are you going to move to another game?

~ Duke Suraknar ~
Order of the Silver Star (OSS)

(edited by Suraknar.1593)

DR is good - its the only thing saving the game.

in Guild Wars 2 Discussion

Posted by: Suraknar.1593

Suraknar.1593

Well, I am not happy that such a solution was put in place, maybe it is temporary until something better comes along.

On the other hand, I understand it. This game was not supposed to be about “Epics” and the monotonous repetitive grind to them. It has so much more to offer, people playing it with the sole goal of getting Exotic gear, in my opinion are experiencing the game the wrong way.

So the solution while it may seem “poor” in implementation is necessary because of the singlemindedness of some players who dismiss all of the content and experience of GW2 in order to get gear…this was not meant to be a game for Gear junkies. Or at least it was meant to offer a different experience than having to become a Gear Junky of games we have had till now, this is why gear in GW2 is relatively very accessible in comparison. yet it is assumed that one will actually partake in all it has to offer, WvW, Market, Dungeons and many other events. It was not meant for everyone and their dogs to stay in the same area grinding mats and gear for the sole purpose of getting better gear. And so DR is now in place, accept it, live with it, and try to have some fun doing something different for a change too.

Get off the addiction of gear for crying out loud, get some Pride for yourself and your Server, interact with your fellow players a bit, participate and help them in the many aspects of the game, and like, while having fun doing many things and participating in many various activities earn also the rewards which will in a more paced way give you the gear too.

What is more cool to say “I played GW2 and got my Exotic Set”…or is it cooler to be able to have many different stories of adventures to share with your experience in the world? “I helped achieve Victory for my server”, “I helped to kill Epic Dragons menacing the realm”, “I went in to the deepest reaches of many Dungeons and fought many different foes”, “i explored all of the world seen every corner, discovered every secret it held”…“and through it all I had much fun with my friends and mates, as well I met many new and fun people.”

What is the kick with repeating and grinding over and over the same mobs in the same area just to get a set of gear? If someone came to me today and flashed their exotic set, to me it would simply mean that they have not experienced the game, because I know that this is all they did in the few weeks the game exists in order to get that set and nothing else. The value of the player is actually low, even if they are wearing that set as it stands. It is a single minded approach to playing a game, and it takes a single minded player to play like that.

Sorry to be blunt, not mean to personally offend anyone but that is what it really amounts to at this time. At least with DR achieving Exotic Set gear will mean much more than what it does now since we know that this player did not grind 8 hours a day killing the same mobs in the same area knowing practically nothing about the game beyond how to get that gear.

So boys and gals, go out and play, explore, adventure, have fun!

Cheers!

~ Duke Suraknar ~
Order of the Silver Star (OSS)