Ehmry Bay Guardian
(edited by Swift.1930)
I love finding and seeing new places in Guild Wars, and as the expansion seemed a little dry on maps for me, I came up with this idea. It’s completely open to discussion, of course; I’m hoping it’s something that gains momentum and catches developer attention, because – as someone pointed out to me – I’m something of an explorer gamer, and I know that other Guild Wars1 and 2 fans are as well.
Some of us love running around Guild Wars maps. We love exploring the land and the layout and encountering little villages and rivers and waterfalls. So I’d like to put it to you guys – what would you think about Anet putting out a long series of explorable “flat maps”?
The so-called “flat maps” are maps that most of us look upon fondly if we’ve followed Guild Wars all the way through from Prophecies to Heart of Thorns. They contain exploration, land layout, and (well, in Guild Wars 1) collectible skills. It’s fine that HoT maps were developed and contain countless events, but some of us would also like to journey and adventure through picturesque places. We’re invested in the world, the lore, and the land.
So although I don’t know exactly how often developers frequent the forums, here’s what I’d like to suggest: a release of exploration maps. They don’t need to contain many (or any, at first) events. They don’t have to contain skill points/hero challenges. They don’t need to be lined with waypoints (the more challenging the adventure, the more interesting it could be). They don’t even have to contain points of interest! (Although they would contribute to lore very nicely.) They just need to contain mobs, villages/towns, NPCs, and landscape. It would make the world bigger and more open!
To clarify: I don’t mean maps that are purely for exploration. I mean maps that we can explore now that Anet can always use later on if they need room for Living World events or updates. For instance, perhaps we would be able to explore a new map, say… tomorrow, and it was fresh and peaceful (uneventful in more than one sense of the word), and then in a living world update in a few months that same map temporarily accommodates a war zone meta chain. Or something like that. That actually adds a second layer of exploration. (Like pre-searing and post-searing maps in Guild Wars 1.)
I’m happy to expand on this as much as required. I, for one, have a very strong, unquenched wanderlust that was fueled by Guild Wars 1 and has not yet been quenched. In fact, I’d like to actually see at least some of the old Guild Wars 1 maps added for exploration. We already have part of the terrain, and some was locked away by lore (Cantha), but there’s still plenty of space we could revisit. Augury Rock, Eye of the North, Ruins of Surmia, Kessex Peak, Talus Chute, and more… so many beautiful maps that we could explore!
The true essence of exploration is taking in the sights of previously untraversed places – or revisiting ancient places in a new game. There doesn’t have to be a physical or tangible reward for exploration.
Do you love exploring in Guild Wars? Please, contribute and query to your heart’s content. =)
Swift
(edited by Swift.1930)
To be honest, I feel like too many things are account/soulbound… So many times when I look at ascended materials (or semi-amusing-looking unique items) I got from events or drops and wonder whether I should delete them to make room in my inventory. Not to mention collectible pieces. I’m not upsizing my bank for 600 a pop just to complete collections…
I for one would like to see Anet add smaller halls as options for smaller guilds – and scaling services/utilities accordingly.
I still remember guild halls in GW1; they didn’t take much at all to purchase/maintain/upgrade. Certainly gold (or rather, platinum), but everyone accumulates that. Not sure why the mechanic changed so much, since it’s the same world/lore/setting. Seriously, this is Guild Wars, not just Alliance Wars or Server Wars; there should be more support for continued guild play for guilds of all sizes.
For you big-guild chaps: come on, you don’t need to act so important. Glad you’ve got a big guild. Good for you. You’re probably getting the best-optimized experience.
For you little-guild/bank-guild chaps: yeah, you’ll probably always be hamstrung by the fact that you need a few more than 1-10 people to get serious progress without being left far behind. If Anet does ignore you, you might need to look into recruiting…
For the rest of us: we ought to be urging Anet to improve gameplay for everyone. It shouldn’t be about giant complaints or about flaming people who suggest changes, it should be about constructive criticism. Glad to see that most people do include legitimate suggestions.
(edited by Swift.1930)
Funniest thing is that mini-games are now called adventures. Used to be a time when we simply called them annoyances…
Perfect world scenario:
You sign in. You listen to the birds chirping outside (real life) and hear the menu music. Life is good. You load up your Level 80 warrior, and you find that he had gone to sleep in your guild hall. You peer around and admire the work of your guild scribe, TalosTinyMouse.
Then you are greeted by the thundering voice of MightySmith04. “Ha! I knew you would be back! I was forging these all night. The hall boomed with the cries of my anvil.”
You nearly squeal in delight. “Aha! Are they ready?”
MightySmith04 /nods and /bows. “I present to you your new chestplate and greaves – may they serve you well in battle.”
You accept the trade and don your fresh ascended armor. The farming was worth it. The whole guild had already pitched in for the lord’s set, and for TalosTinyMouse’s set, since he was usually so busy, but now, finally, your turn had come.
“The rest of the set may take a while,” says MightySmith04, “but for now, I need some rest. Go, go and break those in! And fetch me some more dragonite ore while you’re at it; I’m fresh out.”
Imperfect world scenario:
You sign in. Your guild armorer hasn’t signed in for several months now; he seems to have given up since the WvW changes took place. You go to the forge and half-heartedly pick up the hammer. You’ve only 200 more levels of armorsmithing to go – you’ll get there eventually. You put down the hammer and weave the lining for a pair of gloves. You pick the hammer up again and heat up the furnace – only to find out that you’re all out of platinum. Again. You slump to the floor, /cry, and sign out.
Pitch:
This has probably been brought up before, but Guild Wars really ought to be just that – guild wars. And as such, high-level crafting should be something that players can use to contribute to their guild. You didn’t get that far just to piece everything together all by yourself and all for yourself, did you?
I’m not saying ascended materials and equipment should be sellable – nope, not at all. I’m not trying to destroy economy here. I’m saying that it would be awesome if ascended materials could be passed along to guild craftsmen, after which the craftsman could craft ascended items and select an option to make the creation guild-bound. He/she can then send it to anyone in the same guild, or leave it in the guild bank. This adds value to each player in the guild, and emphasis on self-leveling (trying to get every crafting skill to 500) is not encouraged as much as specialization within the player’s community. It also increases guild-based building and development and encourages guild members to act like a guild outside guild missions/GvG/WvW.
Suggestion: ascended equipment to be given a guild-binding option, and materials to become guild-bound.
Exploits to be covered: guild members could take equipment and then leave – this can be covered/prevented by said items mailing themselves back to either the guild leader or the creator (or depositing themselves in the guild bank if slots are free).
I want to go more in-depth with this, so I may add edits at a later stage.
Thoughts?
(Note: all names are fictional. Any correspondence with real player names/tags is unintentional. Also, no player pets were harmed during the writing of this suggestion.)
(edited by Swift.1930)
But this was always a concern; there are several threads about the sustainability of these maps.
For instance:
https://forum-en.gw2archive.eu/forum/game/hot/Unsustainable-map-design/first
It’s all very well for release hype to fill the maps, but (whether they’re empty yet or not) they’re not going to be full forever.
I could speculate that the latest visual nerfs (coupled with all the other legitimate and non-legitimate complaints) have pushed people into playing prettier games, but that’d purely be speculation.
They’re not ignoring anyone.
cough visual nerfs [merged] cough
They talked to us about visual nerfs. It was in the patch notes. In fact, they nerfed the visuals specifically due to long term complaints about noise in battles and not being able to see what’s going on.
The visual nerf complaints is a tiny minority of posts compared to the noise posts.
The visual nerf thread is now longer than other threads where anet have responded and it’s still growing when just a little communication from anet could soothe the savage beast. Curious, don’t you think?
I think it’s curious that you haven’t bothered to add up the dozens if not hundreds of threads over the years complaining about not being able to see. It’s been a major concern for a long long time.
And how many of the pages in that visual nerf thread are people arguing for it?
You’re missing my point. The subject of the thread is irrelevant. The issue is that a post is fermenting unneccesarily when a little management of customer expectations could guide it to a peaceful conclusion. (And as people have pointed out, the solution to the visual clutter was ham-fisted and arguably didn’t address the issue.)
Totally agree; messages from Anet employees make a huge difference around here. Usually they aren’t met by slander, either (but hey, that could easily be deleted/blocked/banned), and a lot of people sigh in relief when their complaints/concerns are noticed. It can bring big rant threads to calm conclusion.
(edited by Swift.1930)
I’m seeing alot of discussion about how mastery relates to burn out, that’s not the case.
Mastery = Millions of experience
Millions of experience = time buffer so people don’t realize the mastery system is non-beneficial and shallow character progression.
At its core, mastery is just something to keep consumers occupied. You aren’t doing anything original or unique. It’d be a different story if the player actually learned the itzel language (etc.) by doing related activities.Ah, I just made a comment to this effect on another post – you’re exactly right; if mastery was related to trying to do the things you are mastering, it would make sense and wouldn’t be a 9999999999999999XP grind (which is a lot of veteran spiders, by the way). Like trying out jumping mushrooms ~40 times before it actually takes you in the right direction and doesn’t get you nearly killed, or something like that.
The issue with that is it’s easily bypassed. I could literally just stand next to one mushroom in one corner of a map and jump on it over and over again until I unlock that mastery. Same thing with Itzel lore, just talk to the same npcs over and over again. So how do you slow people down so they don’t unlock all the masteries instantly and devalue the point of masteries meaning to be the long-term horizontal progression?
I mean, that’s a viable way of leveling a skill… it’s not a bypass. As the game currently stands, you can stand in one corner and bash a single dinosaur over the head until you unlock every single mastery.
If you want to slow down masteries presented in that fashion, you just need to make sure the people can only gain, for instance, a certain number points in a mastery level from a single NPC or mushroom per day. They can always come back and do it again tomorrow, but if they want it quicker they will need to seek out other NPCs/mushrooms. Gliding would be slightly trickier, but I see nothing wrong with a “total flight time” being the requirement. Makes a lot of sense for glider players, and also encourages using gliders more.
So here’s the real question: why don’t the Guild Wars 2 devs seem to care that the leveling system is completely detached from the actual masteries? I could be leveling mushroom jumping without ever even SEEING a mushroom. By hitting a dinosaur with a pointy stick. In that abandoned little corner you mentioned.
With all the WvW updates and suggestions being tossed left and right, I came up with another idea. Care to hear it? Of course you do. =P
I think it would be really neat if a guild host mechanic was implemented, where a guild in a server currently outnumbered in a WvW map could invite a guild (call for help) from another server using something similar to an LFG panel. When the numbers on the map draw close or even, the invite(s) would come down from the invite panel and would expire for each player from the invited guild when he/she leaves the map.
This would encourage even numbers, encourage servers limited during certain times/days, and give everyone a fair chance at some fun co-op gameplay.
As a balance, if the server that sent the invites outnumbers either of the other servers, a 15-min timer could appear on invited guilds’ members’ screens (one guild at a time, depending on how outnumbered the other servers are) to help keep an even playing field. At the end of the timer, they’re moved back to their own server’s map.
Something like a mercenary idea.
Thoughts?
Honestly, obtaining legendary weapons should be a hunting process, not a gathering process. I’m 100% sure my input is too late (Anet won’t rework the system this much at this stage), but here’s what I see: crafting ascended equipment is a mark of personal prowess, and as such should be a crafting experience. Legendaries, on the other hand, simply can’t be crafted. Look up “legendary” in the dictionary. There should be other processes for obtaining legendary weapons; there should be rumors about them, maps to last known locations, battles, quests, ghosts of previous owners, battles with current owners, and more. Maybe obscenely long and challenging tasks that require groups to complete. But not crafting. Unless, of course, the hunt was to lead us to multiple pieces of the legendary item and the crafting side of things was finding materials strong enough to repair it.
I’ve never really understood the crafting process for legendary equipment, and this system (while interesting and useful for some people) seems to make it even less motivating. By all means, give us “highly-ascended” or “ultra-cool” weapon types to craft, but if it’s legendary it shouldn’t be something we craft ourselves.
(Note: don’t actually give us weapon types of “highly-ascended” or “ultra-cool”.)
out of curiosity… did you need to have a td full clear to get the gerent piece? i was part of a successful lane with an overall meta fail and got nothing
the icebrood quaggan also depends on event failure and i almost screwed that up for myself and a couple others (fortunately i was paying attention to chats just enough).
Support told me that all 4 lanes need to succeed and the item would be in the chest. I’ve been trying to kill this thing for like 5 days now. Nobody is doing it, none of the big guilds are doing anything. I’ve tried to organize a few times now and nobody listens and nuhochs broken and the whole event is a big mess and anet won’t even respond.
Ugh, really? I’m handicapped by this as well… I’ve never seen the meta succeed. To be honest, I haven’t even heard of it succeeding, although it must have happened somewhere, sometime, somehow.
so people you ask in games opinions matter more to you than the thousands of posts on these forums?well each to there own.
Also Reddit, if you want accurate representation reddit is the place to go, also a lot of post are made by a few people posting multiple times so thousand is kind of exaggeration , it is nothing compare to the GW2 population as a whole. The fact is people who are unhappy are way more likely to post on forum, and bad post here can not be down voted to oblivion like reddit.
If posts people simply disagree with are downvoted on Reddit, how is that representative? Doesn’t it simply mean that whoever gets there first, their opinion is the one on top? Be it positive or negative?
Reddit currently agrees with his opinion and so it is an accurate representation. If/When opinion on Reddit shifts so that it no longer agrees with him it will be biased and inaccurate.
Well…
1) there are people who have simply given up on the game and left without leaving feedback,
2) there are people who have simply given up on the game and said so on these forums, but nowhere else,
3) there are people who dislike the changes but grit their teeth rather than voice their concerns, and
4) there are people who dislike the changes and frequent the forums (which are the official forums for the game and don’t require creating a separate account) but don’t use Reddit.
Believe it or not, there are plenty of MMO gamers who simply aren’t social or don’t care to get involved in online discussion.
So I’m not sure why you’ve decided that because one channel (not even an official channel) agrees with an opinion, it is an accurate representation. There are countless people on these forums who are actually going out of their way to say “STOP COMPLAINING” (yep, in caps) in existing – and sometimes even new – threads. Taking Reddit information by itself is a very poor sample.
anyone else beginning to think the whole Masteries system was put in place to create the illusion of content? making you do the same meta events over and over again to disguise the fact that the only real content here is the short, underwhelming story, and the access to guild halls.
It’s been touched on a few times, yes. I think the addition of four huge map-wide meta chains was a far bigger hint at illusion, though – the necessity of so many people to remain at least reasonably co-ordinated for periods of up to two hours on so many maps (Silverwastes, Dry Top, Verdant Brink, Tangled Depths, Auric Basin, Dragon’s Stand) is a pretty big pointer at something chilling: the developers possibly prefer to absorb players into less maps via peer pressure and event requirements than to give us more content with less density. And although gliding is kind of cool, it only exists on the new maps, which is another possible hint at the same thing.
But since I’m sure they still care about their playerbase (cash flow if nothing else), I’m not sure why their business managers wouldn’t have considered us catching on to that. The question is, if they are planning to release more maps, why would they need to keep silent about it? Even just hinting at further maps will give the forums fodder for rumor/discussion beyond complaints.
Require T4 to open the raid, problem solved.
This is a horrible idea. it forces players to play things and ways they dont want to play for the sake of selfish interests. No one should be forced to play a particular way just to access content they really want to play.
Hahaha – oh, wait, you’re serious? Half of HoT is about exactly that, lol. No… more than half. Randomly-tiered masteries, skill circles, specific zones that only level certain mastery XP; the list goes on….
It couldn’t hurt to duck into a couple of events just to start a raid that consists of elite players anyways.
That, or Anet needs to put your lobby in a little lobby map.
Maybe you don’t want a sub par FPS experience in an MMO but it’s not about what you want. I’ve never played an MMO that was about ‘what I want’. Anet wanted a collection of activities for unlock; if the requirement for those activities were based on ‘what everyone wants’, there would be no collection that would fulfill it.
But you can build something based on what the majority of your player demographic wants.
Why would you assume your player base that’s currently playing an MMO with MMO mechanics would want to stop playing that and enjoy your sub-par FPS or Race simulator experience?
Why not make the adventures use the mechanics that are linked to the game type your players are actually playing?
Also, curiously (although I was not on the forums), I’d say that Guild Wars 1 devs seemed to know where the game was going and what its players wanted. I don’t recall any kind of update that added completely unrelated or unwanted gameplay to core areas (unless I’ve forgotten about it). Perhaps that was partially a mood thing, though, because GW1 also had a stronger sense of atmosphere.
As per several other comments… why in the world do people who are happy with how things are bother to come onto the forums to complain about people who are wishing for updates that would not affect the game experience of those who are already happy?
Honestly, it can only benefit you if things are changed to meet the complaints. You won’t face people complaining about the same thing all the time, for one. And then you won’t need to take the effort to complain about people complaining any more.
GW2 is about skins and fun from just playing the game. Addon adds more to these categories. If you don’t like to play (collect skins, achievements, chat with friends, RP), why do you play GW2 at all? You are wrong almost in every point
See, the thing is, you don’t get to define fun for the rest of us.
Not everyone plays this game just for skin collecting or achievements. Others define fun in this game differently. We all have different reasons for playing this game and none of them are wrong.
Yes. But if i don’t like game content i don’t play it, i try another game. Literally you just go to a shop, buy a piece of meat and complain “it is not a candy QQ, add sugar plz”. What the point to play a game based on collecting skins, achievements and relaxed gameplay if you don’t like it?
This is a gross oversimplification of many of the reasons why people come to game forums and express their concerns.
Got to agree with Celtic Lady… perhaps it’s because you haven’t been on board with the series since Prophecies that you don’t understand most of the quality complaints and suggestions.
I don’t believe it was “well known” that the expansion was going to be harder than the core game. It was well known only to the minority who followed the various pre-release announcements. Most people don’t follow the forums and don’t read press releases. I think most players would assume that the expansion was more of the same. “Hey, I like this game and now there is more of it to buy. Cool!”. So it’s hardly surprising that a bunch of players are now shocked at the difficulty level. Telling someone who has paid for the expansion that they should stick to the non-expansion stuff if they can’t cope is, frankly, absurd.
Anet have missed the sweet spot imo.
That only a minority followed the announcements is completely irrelevant. The only thing that is relevant is the fact that the information about the increase in difficulty was made openly available by Arenanet for nine months prior to launch. There is no excuse for not knowing that HoT was going to be more difficult. If you wanted to find out, you could find out.
[… snap]
As I posted earlier, we all know that expansions are harder than the core game. I mentioned LOD, EOTN, Reapers of Souls as examples. But in those games you could just continue the way you played in the core game. In HOT you can’t. They changed the game mechanics, making it more Arcade. THAT is what people are complaining about. Its a different game now. If Anet had made it harder just by leveling up enemies with a few levels, like in the expansions I mention above, than gameplay would have stayed as it was and no one would have complained.
You know what Anet could/should have done? I can’t believe I didn’t think about it earlier, hah. They could have given us hard mode instances like in Guild Wars 1 (except that anyone with hard mode toggled will enter the same instance) – where all enemies are scaled to at least level 80. Could you imagine a Hard Mode Tequatl? O.o Well, it’d be cool running around starting maps on hard mode anyways.
But is it fun?
That is, after all, how ArenaNet measures success.
I think a big problem is that Anet gives us a choice on how we progress. In Metroid, if I want the grapple beam, I beat a specific boss. To get to that boss I have to get other power ups from other places and play through chunks of the game. In HoT, if I want updrafts I get experience. I could beat challenges, do adventures, progress throught the story, help others etc. I could also grind my brains out doing one thing. It’s the equivalent of Nintendo letting you buy every upgrade from a shop in Zelda, and players farming grass for hours to buy everything instead of actually playing the game. Is it fun? That’s up to you, because Anet gave you a choice.
On the flipside, it’s a choice without heart. For instance, learning Nuhoch language simply takes killing monsters rather than attempting to talk to Nuhoch. Learning to jump on mushrooms should be something you gain xp for by trying mushrooms over and over (and until you gain a level, your jumps can be completely off-target or something) rather than, again, killing things. Sure, you have a choice, but it’s 1) not an intelligent choice and 2) ends up being more a chore than a choice, because unlike attempting to level multiple skills to level 1, you’re leveling tiers of mastery that cause the next level (even if it’s something completely unrelated) to take twice as long.
One thing that I thought was good about GW2 originally was that to learn new skills on your weapons, you killed enemies with them. It didn’t take a very long time to unlock them, but it was still a progression that encouraged experimentation. (Flip side to everything, though – I still feel that weapon skills were a bit of a cop-out compared to the GW1 skill system.)
(edited by Swift.1930)
Somehow, at the start of Living Story part 1, the core developers left and the people left behind had this idea seeded in their head that everything was wrong with the core game and that it needed to rapidly change to survive.
You completely nailed it. +1
This was my first MMO, except for about 60 hour in Final Fantasy 14 (prior to it’s reboot). I love games like The Elder Scrolls, Gothic, etc. – RPG’s which offer large maps with plenty to explore.
When Living Season 1 was issued, I was completely turned off, and just spent all my time in WvW and farming PvE largely to support WvW.
They threw out everything that made the game such a critical success and turned PvE into little more than a platform game.
Ah, exploration. That was the biggest reason I put 1500+ hours into Guild Wars 1.
Why do you need to grind xp? You need to finish something exactly at particular date? One week later is not good enough, right? You have other things to do? If they are so important, finish them then return to gw2 and play without grind.
Masteries is just another type of experience. Why nobody complains about leveling in MMO? Why don’t you complain about WvW xp and WvW abilities?
If they will remove masteries and add 80 regular levels instead, you will be more happy?
Most GW2 players/fans came straight from GW1, which was designed around a system that capped leveling at 20. Was very quick to the top. The rest of the game revolved around customizing skills, collecting new skills, and figuring out combinations and strategies to take out foes.
Even though GW2 started with a different focus, it still retained elements of that. But the updates directly preceding and during and after the HoT expansion tore GW2’s customization into shreds (especially for new characters, with the skill circle update).
If you’re not sure why people are complaining about GW2’s development direction, you seriously need to look into GW1 and its playerbase. They are invested in the game’s legacy, setting, and world. We’re not just playing an MMO. We’re playing Guild Wars.
I think people from GW1 need to get a perspective that GW2 isn’t supposed to be GW1 Part 2. It’s just boring on lore; that’s where the comparison should end.
Well, sure, you can have your opinion on whether something is boring or not. But you wouldn’t have GW2 without GW1 preceding it. You could just as easily go play ES:O if you aren’t invested in the Guild Wars series, world, and lore.
Also, there was every indication that GW2 was to be GW1’s sequel; players were given vaults to fill up with GW1 achievements while GW2 was being developed, story was set up with the entire EotN expansion when relations between the Charr, Asura, Norn, humans, etc were established, the destroyers were introduced but not completely defeated, etc, etc. Not exactly sure where you got your information…
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I still love the quote on the purchase page for HoT: “Experience combat on an epic scale in our new World vs. World’s Borderlands map.”
I’ve yet to see more than 2-3 people on Borderlands at once in mid-tier, and we used to have one of the most epic borderland-raid guilds in town. Now the guild is on EBG!
But at least we’ll always have the Guild Wars 2 store description to look back at. =)
Remember MMO=Massively Multiplayer Online , it wasn’t designed to do things solo . P
This is so demonstrably untrue that I can’t even believe you actually said this in public. I could fill up 10 posts with evidence that huge sections of just about every MMO out there has solo content – and it was designed to be solo.
This statement is blatantly and embarrassingly false.
The OP is just clueless as to what an MMO actually means.
OP just thinks MMO = must group up with others – which is just his own stupidity, no need to take it too seriously one day he will understand… perhaps.Yeah, and he isn’t the only one. Just about every time someone posts about the difficulty levels in HoT, you get this answer – it’s an MMO, therefore it’s not intended to be soloed. And they usually don’t qualify if by adding something like parts of it aren’t designed to be soloed.
Yep. Usually I can’t tell whether to laugh or facepalm when I see those posts. There are just SO MANY sources that verify content in MMOs being (generally, but not exclusively) soloable.
One could say that HoT was a hint at GW1 gameplay elements coming back to Tyria. Being a CORPG (not an MMO), GW1 was completely designed with co-op/team gameplay in mind – so maybe we will also get more support/co-op skills later along the line? This could become a MMCORPG! Just keep adding letters, haha.
maybe not in mmos, but gw2 wasn’t suppose to be same as all other mmos…
The premise of my entire argument.
While some people have made very good points about why Anet made these changes and what I can do to gain access to the Big-Guild exclusive content, I maintain that none of the anecdotes mentioned are in line with the game I was originally sold. I know Things change over time and understand all good things must come to an end, but that doesn’t mean I can’t be disappointed enough in the current trajectory to speak up. If enough people speak up, maybe their future decisions won’t be so punitive to smaller guilds or individuals.
Well said. And with many of us coming from Guild Wars 1 (where we quite happily chewed through four releases with few complaints other than PvP balances), it’s somewhat confounding to see where things are going with out beloved franchise.
Why do you need to grind xp? You need to finish something exactly at particular date? One week later is not good enough, right? You have other things to do? If they are so important, finish them then return to gw2 and play without grind.
Masteries is just another type of experience. Why nobody complains about leveling in MMO? Why don’t you complain about WvW xp and WvW abilities?
If they will remove masteries and add 80 regular levels instead, you will be more happy?
Most GW2 players/fans came straight from GW1, which was designed around a system that capped leveling at 20. Was very quick to the top. The rest of the game revolved around customizing skills, collecting new skills, and figuring out combinations and strategies to take out foes.
Even though GW2 started with a different focus, it still retained elements of that. But the updates directly preceding and during and after the HoT expansion tore GW2’s customization into shreds (especially for new characters, with the skill circle update).
If you’re not sure why people are complaining about GW2’s development direction, you seriously need to look into GW1 and its playerbase. They are invested in the game’s legacy, setting, and world. We’re not just playing an MMO. We’re playing Guild Wars.
Search up crafting guides and increase your account value by ‘forging’ ascended. How much are we willing to lean on others to accomplish benign personal account/character growth?
You want it. You make it. A guild can send you materials to help. But they won’t give you a shortcut. Earn you stripes.
I believe I mentioned that the names were completely fictitious? So were the scenarios. I was taking creative license. I’ve personally reached ascended crafting on two of my characters (armor and smithing) and have high levels in other crafting areas as well. I’m not looking for a shortcut for myself; I like having ascended stuff, but I seriously want to help my guildmates out. It’s awesome to have the power to forge cool things – but if I could use it to benefit my guild, I would feel that it was also an accomplishment of importance.
And thanks for the support, Kaleban
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As per several other comments… why in the world do people who are happy with how things are bother to come onto the forums to complain about people who are wishing for updates that would not affect the game experience of those who are already happy?
Honestly, it can only benefit you if things are changed to meet the complaints. You won’t face people complaining about the same thing all the time, for one. And then you won’t need to take the effort to complain about people complaining any more.
Often it isn’t about what’s better for a single poster. it would be better for me, personally, if I could unlock every skin in the game and every dye color just by logging in today.
It would, however, be horrible for the game as a whole.
MMOs are not about the experience of single players exclusively. They are about how those experiences add value to and interact with the experiences of all of the other players, both new and old.
This is why people have forum discussions about things, and they’re often pretty productive and occasionally useful to developers.
If every player of an MMO got what they thought they wanted, that MMO would be dead in a week. Players are selfish and often uncaring or ignorant of the long term consequences of their personal desires on the overall health of the game.
Aye, and I understand that; my point isn’t that everyone should be given everything for free (not like $60 USD is free, but this is, after all, an MMO), but rather that when something would not ruin the game on a whole is suggested, why should someone who is cozy and happy in his/her own gamespace go out of his/her way to create a rant?
(I mean, three years of Guild Wars 1 and three years of Guild Wars 2 and I didn’t even start to add my voice to the forum conversations until a couple of weeks ago, when Heart of Thorns made a gigantic mess by being more of a replacement than an expansion.)
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Yeah, gotta agree with Nury on this one. It’s part of the organic nature of the non-instanced gameplay that shouldn’t be removed simply for meta events. However, I do think the Verdant Brink raid queue is kind of in the way – people aren’t really doing anything on the map there, so there needs to be a lobby for them to occupy instead. Unless there already is one now and I missed the memo.
Obviously no one understands that NO guild was meant to unlock everything in the Guild Hall within the first week or even first 3 weeks. The Guild Hall is a LONG TERM investment, which means small guilds NEED to spread the cost out over MONTHS and not look at weeks. That is how it’s set up currently and I highly doubt it will change.
This would be more OK if they didn’t take away our earned guild buffs and make us re-earn every single one of them via a huge grind along with trying to get the other unlocks.
Exactly. Some guilds spent hundreds of hours farming up banners and boosts and guild pieces before the update. Adding new content is fine; confiscating unlocked content isn’t. That’d be like taking ascended armor from people who previously received it from fractals.
I’ll admit, this crossed my mind as well. I’ve been lucky enough to run into groups 50-60% of the time, but anything that requires 3+ people to succeed should be at least called something different – such as a party challenge rather than a hero challenge. Simply isn’t enough DPS to knock the champs out alone within the provided time limit (let alone absorb the full focus of the champ damage without some serious dev modifications to heal skills).
And when the maps empty out, they simply won’t be completable without friends.
Search up crafting guides and increase your account value by ‘forging’ ascended. How much are we willing to lean on others to accomplish benign personal account/character growth?
You want it. You make it. A guild can send you materials to help. But they won’t give you a shortcut. Earn you stripes.
You do know that in the military, each private does not forge their own rifle from solid cast steel, nor does every airman personally assemble their own jet right? A seaman does not build from scratch each boat in the Navy, etc..
This is a GAME .. some people seem to lose sight of that apparently.
I mean… that was still part of Kaleban’s point – as stated at the end of his reply.
Now that I think about it, as an feature, there could be a guild rank check-box for whether certain ranks can use guild-bound ascended equipment. That way (depending on how strict/lax the guild is), access to such equipment could still be “earned”. This would also prove to be a way to balance out the possible issue where a member could take equipment for all his/her characters when he/she doesn’t need to do so or has been forbidden to do so (a single-outfit guild rule).
Also, guild-bound ascended items would not be able to have their skins altered by other guild members. Doing so would only be an option for the creator, and doing so would (as usual) make the item soulbound. This would add a certain uniformity to a guild that builds up full ascended sets for everyone in them – they would be outfitted like armies. But of course people can still mix and match their own equipment with their guild-bound things.
Furthermore, should someone add runes to their armor, the runes would remove upon leaving the guild, putting the equipment in the guild bank, trading to another guild member, etc.
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In less than three weeks, I’ve enjoyed exploring the new maps, testing different builds with the new specs, doing a minimal amount of events, making some easy money off people who have to have everything now, and working on a few achievements. I haven’t really experienced any stress or burnout thus far, and I don’t intend to.
Don’t make things a grind. Play for fun and do what you enjoy. And change things up. Even if what you enjoy is map meta events, running them all day every day is bound to get boring.
I’d say the worst thing is that masteries are a meta-event grind. You simply can’t get them by farming mobs (dare you to try), and unfortunately you can’t choose to level HoT masteries while playing vanilla maps doing random other things to mix up gameplay… plus mastery XP scales pretty insanely per level. So if you want to get anywhere with collections/masteries/HoT progress, you really do have to be on the maps doing meta-events 24/7… =/
Nice detailed post. I’m a little concerned about the direction things are going as well; upon starting GW2 (coming from GW1), it bugged me that half our skill bar was decided by the weapons we were wielding – and that one skill slot was completely limited to a healing skill, and was the only slot where we could equip one – but I grew accustomed to it. Now, though, it has developed beyond that – skills are unlocked in very specific orders, and elite spec skills cant even be equipped without equipping the elite trait line. Customization and choice of gameplay (rewardless dungeons) are being swept under the carpet… =/
I have even simpler idea – cut out every wvw-specific reward out of EOTM. Because it’s stealing players in huge numbers.
Thing is, EotM is still WvW. And cutting out their rewards won’t bring those people back to borderlands – it will just antagonize them. It’s not like they left in search of WvW-specific rewards.
Seriously… how is “hey, he’s enjoying that – quick, take away his loot” a good fix to anything? People are lured by rewards, not confiscation.
I’ve been getting bluescreens with the 64-bit client, and regular 40-60-min crashes with both clients. I’ve got all drivers updated (which was an improvement, because before that I was getting crashes every 5-10 minutes). So yeah, you’re not alone in the boat. Lotta troubles going around. I wanted to think it was my computer and not the game to blame for me having to repeat a mission sequence 10 times, but seriously… the only other game that does this to me is Assassin’s Creed: Unity, and that game dies on everyone.
And The Witcher 3 works beautifully on high settings, so it’s not the quality of my rig.
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His argument is a strawman, that isn’t what those disenfranchised small guild members are upset about, they’re upset because pre-HOT they worked and unlocked many perks for their small guild that HOT simply took away from them and gated them behind the GH many small guilds will never get.
If GW2 had started out with this mechanism then fine, clearly anyone not wanting to put up with large guild drama and having their access to such content at the whim of the leader would not have got used to having it, but GW2 gave them that ability which Anet then moved behind a paywall and gates.
Yep.
Totally ridiculous to remove access to things we earned and put them behind huge mat/pay walls. “Oh you want your banners? Level a scribe, you scrub. And the requisite guild hall buildings and upgrades, too. What you did in the past and the precedent we set are no longer important. F off small guilds – especially small WvW guilds” -Anet
But then I looked at the mats for each upgrade through the end and went ballistic. With good reason. Eventually, I decided just to F it all. I no longer care about this game – It’s simply what I’m doing until something else comes out – the bar for that something else has been lowered significantly with the HoT changes. I’m actually considering Black Desert now (Starting the 16th if you Beta-Qualify/Buy), which I wasn’t before. I’m required to play Star Citizen due to Spouse Threat. So… I have new things incoming. When I’m done with those, I’ll check back in with GW2 and the state of Guild Halls. If it hasn’t changed by then, I’ll look to something else. I’m just being honest here… Anet lost my respect and their top rank in my gaming repertoire. They’re now somewhere in the middle. Lucky for them (cause I’m still giving them money), I’m kind of bored of the other games installed on my box, so I’m alternating between GW2 and Warframe… for another week or so.
BTW, I think people looking for scaling should make their own thread.
Well… Rainbow Six came out, that’s where I am at the moment! xD
Quite a lot of things from the expansion didn’t really add to or click with Guild Wars 2 gameplay. I honestly think they’d have had better reception if they’d purely added like… twenty new maps (and some story pieces) with no new mechanics and features. I’m waiting out the changes now until things smooth out a bit… was honestly hoping to get back fully into the game when HoT launched.
This is a bit of a tangent, I guess, but I’m really confused about why there’s only one profession that is of any use to a guild hall. Why is a weaponsmith/armorer useless in a guild’s hall? It’s cheaper for all involved to buy exotics on the trading post, and ascendeds aren’t transferrable. I wrote a thread related to this issue here: https://forum-en.gw2archive.eu/forum/game/gw2/Guild-bound-Craftable-Items/page/2#post5795093
My suggestion is guild-centered, with the intention of bringing more life and interaction to guilds as a whole. I mean, I could bring up a pretty long list of features for Anet to add (along with detailed plans for implementation), but this is something both simple and beneficial to the community that could revitalize guild gameplay.
These mini-games (you won’t catch me calling them actual adventures) would be functional within a separate and comical environment like the Super Adventure Box. Putting them in the main world… doesn’t feel right. They’re festival-style mini-games with rewards. They can give mastery points for all I care, but they simply don’t belong on the main maps. If finding room to scatter adventures around main maps was something that slowed down the release of HoT, I can only cringe at the development choice.
I dont think Im incorrect but maybe an expert can confirm or correct me but making a set of armour is multiple degrees harder than making an outfit in game.
For each piece of armour, it has to tested to avoid work and not cause graphic issues with every other piece currently in game which makes it a longer and longer process. An outfit doesn’t have those issues.
I think that’s why the outfits are the profit center for anet in the gemstore and not armour. Whether thats a good or bad thing I dont know as Im too lazy to bother playing with armour looks
Well… considering that there are vanilla armor skins that still don’t fit quite properly with others or that clip, I’d say nope. The arguments about skins and outputs (including the “no capes due to clipping” – even though it could be a cultural back piece) are kinda not convincing. Some people couldn’t even care less about mild clipping (who else downloaded the cape mods for Skyrim as soon as they came out?).
If I had a large guild and scaling were an option I think the best option for me would be to make a smaller sister guild, get a hall and have the larger guild donate items to build the smaller guilds hall until completed. Then just move everyone.
How could this be prevented? It would be an irresistable loop hole for everyone involved so I don’t see how scaling could work. The only way I can see it working is if they added a high cost to maintain the hall like coin+influence based on the level of development. And i guarantee you the complaints from everyone would be ten-fold more than the amount we have now if that happened.
Price-scaling’s always been a bad idea. I really want something viable for smaller guilds like mine, but I’ve opposed the idea of scaling halls like that since I first saw it suggested… it’s way, way, way too exploitable. Big guilds would simply (as you said) start small guilds and build them fully before moving everyone over – and it’d be a dirt-cheap price for a big guild.
Nope, I’d prefer scaled services or specialized halls – such as Arena-only halls or Tavern-only halls or something like that, where upgrades are cheaper but more focused, or where they can only reach a certain level, and the guild would have to start again if they wanted a different focus or an all-rounder or a more upgradable hall. Could big guilds exploit focused halls? Possibly. If they really want to be swapping guild representation all day. But little sister-guilds wouldn’t carry the same prestige as a single, fully-upgraded hall. Think exotic lvl 80 equipment -> legendary equipment; they both provide very similar stats, but while exotic is dirt-cheap, legendary is more flexible and (for most people) will take months or even years to obtain.
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Yeah, we should be able to buy pieces – or at least to choose which sections are shown via the outfit panel. I hate hats/helmets quite a lot, and most gem store outfits include hideous ones. (Also, Guild Wars 1 sold outfits, and you could choose which parts you used. Come on, Guild Wars 2, catch up already…)
I dont understand the OPs post.
If the game was so much fun prior to HOT, and now playing HOT isnt fun , then just dont play HOT.
Play the part of the game that was fun before HOT.
In an MMO its not compulsory to do everything.Thats what i do .. but it still also sometimes simply sucks the fun out of that if you
know that you payed for an expansion and you simply dont play it because it
is no fun for you.It simply often makes me feel torn that i on the one hand think i really should do
some of the HoT stuff, but on the other hand feel absolutely no motivation to
ever go there again.
Not to mention the fact that the HoT update completely upended WvW (which housed something like 30% of the playerbase) and changed a number of other core features. Even people who never paid for the expansion were hit by those changes.
Couple things:
1. I find it weird that people who LOVE the HoT content and ENJOY it SO MUCH spend most of their time posting in the forum about how much exactly they love and enjoy it. Personally, if I really like the book I read or food I am eating, I do not stop reading or eating to post about it in the forum. I think people who actually love HoT are playing the game instead.
2. If you find game too easy, there is endless combinations to make it harder and more difficult for you. Have you tried to complete everything without wearing a weapon? Using only blue items? Implementing permadeath, deleting char and all items it had every time you die? You are not forced to get best possible equipment, or use some broken skill that one-hits everything and then moan how easy the game is, demaning more difficult content for everyone else. Thats just selfish.
3. Players who really want very difficult content have not played GW2 for many years because there was none. Those players have played other games instead. Players who only want to raid have not played GW2 for many years because there was none. Such players, too, have moved on to play other games. The players who actually played GW2 for many years, are actually the players who liked the content the way it was, who did not mind lack of difficulty or 0 possible raids. So, the HoT expansion is not created for GW2 players in mind, it is created to attract players who did not like GW2.
Haha, yeah… people who love fantasy, casual gameplay, and the lore of Guild Wars… they play Guild Wars. People who pretty much only love challenge… play Dark Souls.
That aside, it wouldn’t be amiss if Anet added a “hard mode” toggle like in Guild Wars 1, which scales every foe up to max level (bosses higher) in the instance. Anyone with it toggled on will enter with you (so not solo instances, just scaled instances).
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For me it seems you only dont want to spend the mats to level your crafting but still would like to have access to the perks it provides.
Then you read it wrong, he already has a view crafts on 500.
It is all about sharing.
Yes, leveling from 400-500 eats up a lot of resources, but you do it for what? One or two armor sets and a view weapons, only for your character, after that, you don’t need that craft anymore.The Point of that Guild-Bound System is to make high level crafting useful for more player then just you, give you the opportunity to help others with the results of your hours of work.
But as said, there should still be reasons to level up your crafting yourself eventually, maybe to replace the Guild Smith, for a special Item/Gift or whatever. Maybe limit the stuff one can craft at a “Guild Forge” limited, so you can only make a hand full of stat-sets but not all, or maybe just one, celestial.
There are a lot of clever people here with a lot of ideas to keep the resource and money sink, or even build in more AND make high level crafting more useful.There is so much to share between guild members, i dont think ascended armor or account bound mats in general should be one of them, just for the sake of being able to share more as it would have too much impact on other parts of the game.
The way you put it sounds like you just don’t want an extra feature in the game. Plenty of similar systems already exist in guild/clan/outfit-based games: Warframe, for instance, has weapons and frames that you could create your own personal clan for and put aaaaaaall the materials into the research for – or you could join a clan of players who all farm up the pieces and chip in. Either way is acceptable and either way directly affects players and gameplay. Ascended equipment in Guild Wars doesn’t have crippling affects on gameplay, so I’m not sure what exactly you mean by “too much impact on other parts of the game”. For a game called “Guild Wars”, not “Craftsmen Wars”, I’d like to see Anet making guild interaction and collaboration and community a focus with increasingly-interesting and evolving features.
A system like this would also encourage the recruitment of new players who are long-standing friends of current players. (Yes, Anet, I just suggested that you could even market the idea. Uhoh.)
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Agreed, show us a list of all the megaservers with a bar that shows the population in %.
In other games these are usually called channels, but it’s not exactly the same.Guild Wars had a feature like this that, like many others, didn’t carry over. It was called “Districts” and it was a drop down menu and you could choose which map to join. They were very simple as well. North America – English – District 1 or something to that effect, as I remember.
Yeah, I remember that. You could even switch into different server zones within game.
You’re certainly not the only one who thinks this; it’s been a very common request, haha. We’re still waiting on a response.
As there were so many other threads like this, I imagine it will be merged shortly.
Alas, the latest patch cut my fps down to 40-45 and caused more crashes than before… Even with the previous build’s crashes, my computer was running cool and smooth on high settings at a pretty solid 60fps.
Verified on both 32- and 64-bit clients.
Crashes occur between 10 and 30 minutes apart. It’s not possible to progress story like this. =/
Computer = not a potato.
Desktop, grill-style case allows for good air flow
Win 8.1 64-bit
16Gb RAM
4Gb vRAM
… and all drivers up to date.
I’ve pretty much had every crash in the book, ranging from crashes that leave the game running with an error message on-screen (the game eventually dies anyways) to full-on bluescreens (one way to make my nice computer a potato/doorstop).
To the mods/devs: I’ve been submitting the prompted error reports where possible (sometimes that window either doesn’t show up or doesn’t respond), so hopefully some of that info is making it through successfully and is helpful.
Concerning armor numbers, I am every bit a Fashion Wars 2 enthusiast as anyone, but one should keep in mind that many of the easy-to-acquire skins in the core game are largely reskins of each other. At least in style if not in detail.
As much as I love new armor skins, I would rather 2 with some thought put into them than 10 that look like copies of the existing skins.
That said, it constantly frustrates me that they are stuck on things like trenchcoats for medium armor and buttcapes for both light and heavy. It’s such a common theme, even in new skins, that I have to believe they’re got a rulebook pinned on the wall somewhere telling them to stick to the theme. I’ve heard all the stuff about models and races and whatnot, but there is no “technical constraints” excuse for having a handful of skins that break the theme while most of them stick to it, i.e. if some can break the theme, they all can.
I get the argument for wanting to keep armor classes in line with a particular artistic feel and I get that there’s a portion of the playerbase (a portion I vehemently disagree with) who thinks armor class themes, and even profession armor themes, are something important. I feel very differently. Personalizing a character’s look to fit with my perception of the profession and armor class is very important to me.
My feelings too. I would say that some degree of armor class theme is still reasonable (an elementalist in full plate “light” armor would be kind of odd), but limiting styles based on class is just closed-minded.
-World Meta events take HUGE amounts of time (2 hr+ each meta), fail regularly, and the game spawns dead maps faster than then the U.S. Treasury prints money. Either I never have time to finish an event from 1 hour of map hopping to find an organized one, or spend 40mins before realizing there is no hope at all that the map is even going to make it to the end phase. Rewards like the bladed armor chest are RNG at the end, so you can go through it all and get nothing.
-General focus on world events creates this feeling that I don’t have control over my own progression, that I’m sitting here waiting on 200 people on a map to do their stuff right so that I can get anywhere. As player, I generally don’t feel important anymore. Getting anything in this game seems to be just sheer luck. Whether is getting a precursor drop or getting into a good map. There is no player control over their growth at all.
This. So this. And this is mostly what we have to do in HoT. Very long meta events in which we have to rely on lots of other strangers for progression and rewards.
I’m tired of fighting with the megaservers, tired of searching for “good” maps. I’m tired of spending 2 hours in Verdant Brink, in a map I joined advertising t4 push, where I worked really hard to do my part in advancing events and reclaiming and defending rally points, only to fail to reach T4 and yet again receive no bladed coat box. I don’t like my rewards being tied to others who can’t be bothered or aren’t capable of participating in the meta events.
Or when I try to join with gw2 community, spend literally THIRTY minutes trying to get in a map with them, spamming ‘join’.
I do like the meta events, but to realise this is pretty much what the game is offering right now is… deflating. When you look at all the new collections, masteries, it’s all tied up with grinding the same four maps, over, and over, and over, and over.. and over.. and over. Then add all the bother with megaservers and finding a decent map. Or crashes/DCs near the end of the events. (Seriously can we have districts already?!)
I do like this game. It’s gorgeous, I love the game play, I like the lore, but these event-only maps, they’re not what I want to do with the majority of my GW2 time. And with no new dungeon cluster (instanced group content has always been my bread and butter. I’m still doing fractals, but.. those are all old. :/ ), I’m often finding myself thinking “huh.. I’m not sure what to do”, I think because I don’t want to struggle with map finding, don’t find it so fun to play with a map full of strangers, or want to spend 2 hours straight keeping up with same events I’ve already done more than a few times now, all with a decent chance to fail and feel completely unrewarded for the effort I put in because maybe there wasn’t enough people on the map or enough people simply didn’t care.
HoT was just released. I don’t want to be feeling like this yet. :/
Yeah, you can have more than 150% participation and get nothing. I’m also not convinced that participation should be determined by the number of events you complete; sometimes you put in tons of effort but were glued to a single long event rather than many little ones. Pretty bad feeling when you get 40-60% when you gave it your all for a whole hour.
I like to mention it a lot, but finally I’ve found someone else who has stated the same thing about event-only maps! Yeah, seriously… there are so many event-only maps now. It started with basic meta events in vanilla maps, but those were okay. Southsun Cove was the first one I remember that was just a massive jumble of (mostly) unrelated events. Hard to see them through the karkas latched to your face, but still… And then The Silverwastes. Dry Top. And now the expansion. I’m plenty sure that the event-rich maps require huge dev investment and budgets, and I feel that a lot of that is a waste of budget and dev time. What happened to all the open space in Guild Wars 1? I know it was instanced, but seriously, there was a lot of land to explore, and I’m sure I’m not the only one here with serious wanderlust for the various lands in Guild Wars. It couldn’t be hard for the devs to devote a couple of people to creating maps that are simply landscapes with towns, villages, and maybe two or three small events. But mostly landscapes to traverse. Light-content maps are cheap, and still encourage all of us players from Guild Wars 1 to remain invested in the game. And seriously, they could always use those maps later to add living world content or something. But more maps, more maps, more maps… I’ve got serious GW wanderlust that I really hoped would be quenched in this title. The cost of HoT really got my wanderlust hopes rising (even though I’m not a fan of jungles) – I thought there would be as much territory to cover again as vanilla.
Fingers crossed for the future…
I really hope that if it’s changed it becomes only a WvW change… not a general change… because that skill is very useful in PvE. (Maybe something like a crit nerf in WvW or a delay before damage?)
“You are going to play revenant and you are going to like it, because we say so!”
-Arenanet balance teamSure is a funny coincidence then that revenant’s behind a paywall.
Ah, yes – a little thing called marketing. Same as elite specs like dragonhunter/chronomancer.
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