Showing Posts Upvoted By Tikky.6231:

For the love of god let us sell ascended mats

in Guild Wars 2 Discussion

Posted by: root.9415

root.9415

PLEASE

It has now gotten to the point where few players are crafting ascended weapons because they actually want one, we are crafting them because our inventories are plagued with materials for which there is nothing else to do.

It doesn’t even matter if it’s vendoring them for 1 copper each, at least it’ll be better than rightclick->destroy

For the love of god let us sell ascended mats

in Guild Wars 2 Discussion

Posted by: Morrigan.2809

Morrigan.2809

I have wondered what the point of making these things account bound is.
I have absolutely no desire to craft ascended weapons- I don’t want this stuff, let me sell it to someone who wants it

Gunnar’s Hold

(edited by Morrigan.2809)

Are You a 'Tweener, Too?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

ANet’s response to the “moar challenge!!!” crowd seems to be to up the mob spikes, up the mob health pools and decrease the reaction window to spikes. Meaning that all they do are increasing the need to reflexes.

There no real alternatives to dodge. Toughness just make you a more appealing chew toy for the mobs, and control do not control anything because of their short effect durations and long recharges.

Totally agree. What annoys me with dodge, is that you just have 2 charges of it (unless you have a dodge/evade built into an ability) and they take long to recharge – especially with mobs that are on turbo speed (READ: risen). I think 3 charges would help a lot. And CC definitely is a bit short, at least for PvE.

(And once again: risen are dead bodies. Dead bodies have rigor mortis. They’ve no business running that fast. It’s ridiculous. It’s also why zombies everywhere else move slow and stiff.)

On the CC, one thing that came to mind recently is that most other games treat CC differently than GW2 in mechanics as well as concept. While they give them a long effect duration, they also give them a chance to break on damage. Meaning that if you CC something and then attack it, you likely wasted that CC.

ANet could give us something similar for PVE CC. Have the current durations be 100% CC, and then give a longer duration afterwards with a high probability of breakage on damage.

The "Out Of Combat" Situation

in Guild Wars 2 Discussion

Posted by: KeybladeMaster.3148

KeybladeMaster.3148

So there have been times where the following has happened:

1) Game does not recognize that I am out of combat leaving me unable to waypoint, have standard movement speed, and normal jumping height.

2) It does not release from combat quick enough, or this happens from anywhere between 10-30 seconds, therefore I miss content in the world (aetherblade events, etc, in the invasions).

3) The “Out Of Combat” scripting mechanism bugs and refuses to release from combat mode resulting in me having to log out and log back in again.

I truly believe that this is a “world polish” thing that needs to change. ESPECIALLY the last time. Sure I can understand it happening a couple times here and there, but when it is happening on a daily basis, it needs to be looked by the team. I have tried reporting it as a bug in game, but there is no category to report it under. This has also been happening for a year now.

Has this been happening to anyone else? Does anyone know what I am talking about? Has there been comment on this subject in the past by Arenanet?

Are You a 'Tweener, Too?

in Guild Wars 2 Discussion

Posted by: IndigoSundown.5419

IndigoSundown.5419

What’s a ’tweener?

There are players who find the open world content to be somewhat difficult, and those who complain that open world PvE is too easy. We also have players who want “more challenge,” and players who don’t. We have players who are regularly downed in events like Dwayna, the giant in Nageling, and what-have-you, and players whose response to any complaint about difficulty is “learn to dodge” — as if to say they never get downed.

A ’tweener is someone in the middle.

I find myself in that rather uncomfortable position. I find open world to be too easy, except when I try to do certain events solo, or with a friend or three. Then, it’s challenging and enjoyable. I find some dungeons to be tuned just right, others to be more than I care for unless my arthritis is having a good day. Old Teq was too easy, new Teq is unappealing.

At one point, GW2 was a good game for me. However, like any game, you can only save Nageling so many times before looking for something new to do. For a time, GW2 offered a lot of options to enjoy a moderate amount of challenge. However, some events that fit my definition of fun have been revamped by ANet to make them more appealing to players on the challenge end of the spectrum. This started with temple events in Orr.

What’s being added lately seems to be large group events (and by large, I mean lag and/or overflow inducing large). Now that Tequatl has been downed repeatedly, I believe it’s only a matter of time before the other world events go down the same route. If and when this happens, the harder-the-better players will have their content (for as long as they care to do it, anyway). The like-it-as-is people will still have most of open world. I (and anyone who may be like me), may find myself with very little content aimed at me.

I’m not saying this just to complain. If it turns out I’m the only ‘tweener, or if there are too few of us to matter, I’ll just stop playing. However, if it turns out this demographic is more numerous, it might be in ANet’s interest to throw us a bone now and then.

Are You a 'Tweener, Too?

in Guild Wars 2 Discussion

Posted by: digiowl.9620

digiowl.9620

ANet’s response to the “moar challenge!!!” crowd seems to be to up the mob spikes, up the mob health pools and decrease the reaction window to spikes. Meaning that all they do are increasing the need to reflexes.

There no real alternatives to dodge. Toughness just make you a more appealing chew toy for the mobs, and control do not control anything because of their short effect durations and long recharges.

Why does /s persist, but /g doesn't?

in Guild Wars 2 Discussion

Posted by: Puddles.6385

Puddles.6385

So, I play on tarnished coast, and spend a good deal of time in Rata Sum. I bring this up because there is a really cool RP community in RS, so a lot of things get said is the /s channel.

So let’s say that I’m hanging about in RS, seeing all this RP text (which I like, but am not a participant in), along with guild chat messages. I then decide to change characters, as I often do.

Upon logging into the new character (who is in a completely different map), all of the messages in the chat log from my guild are erased from my chat log, but all of the “says” and map chat messages persist, despite the fact that I am not even in the same zone.

I’m not saying that map and say chat should not be preserved when zoning or changing characters, but merely that, since it’s clearly possible for chat to persist while changing characters, shouldn’t guild chat be a fairly high priority? I certainly care far more for what is said there than I do for anything typically said in LA map chat, and I doubt I’m alone in that.

I suspect it has something to do with the multi-guild system, but for those of us (once again, I’m pretty sure I’m not the only one) whose characters always represent, and only belong to, one guild, this is completely infuriating. Right before a dungeon run (the time when it seems most people are likely to change characters), any information that needs to get to everyone usually has to be repeated multiple times because anyone in the midst of changing characters will simply never see what has been said.

I can't call it personal story.

in Personal Story

Posted by: Morbridae.8607

Morbridae.8607

hmmm… Well, even as Frodo was “the one”, and was who destroyed the One Ring, LOTR is also the story of the other hobbits, and the rest of the fellowship. You can start with Sam or Aragorn saying “this is my story”, because even if they don’t destroyed the ring or killed Sauron, they helped, they learned a lot of things, they lived through it… So yes, the PS can be “my” story, even if I am not the dragon killer.

The story of the life of a soldier can be told as a war narration, even if that particular soldier didn’t won singlehanded that war.

Once said that… yes, please, kill Trahearne, and make the PS more heroic and close to us.

Morbridae (Norn Necromancer)
@ Sorrow’s Furnace (VE)

Do people prefer limited items or not?

in Guild Wars 2 Discussion

Posted by: Morrigan.2809

Morrigan.2809

Dont you like to look somehow special?

I do like to feel special but to me that means creating an individual look for my character that compliments the concept I have of her.
I use anything from starter gear to karma skins to order skins to event items, cultural gear etc- I don’t really care where they come from as long as I enjoy the look they create in combination with each other.

To that end I think everything should be trade-able, the exception being legendary weapons.
More diversity makes for more unique characters in the world and that stands out much more to me than the armies of “special” skins I see allover the place.

ON the other hand things like the Fervid Censer marks a time in the game that will never come again- and having it shows you were there.

It is a case of on the one hand and on the other hand really.
Maybe make the RNG skins trade-able and the achievement rewards for LS account bound?

Gunnar’s Hold

Do people prefer limited items or not?

in Guild Wars 2 Discussion

Posted by: Fungalfoot.7213

Fungalfoot.7213

Limited anything is bad for an MMO as far as I’m concerned. Discourages new blood while offering little in the way of prestige. No, nobody is impressed over somebody shelling out a hundred bucks trying to score a rare weapon skin from the RNG chest.

That said, it probably works wonders for their gem shop.

A More Visual Mouse Pointer During Battle

in Suggestions

Posted by: Aurrynthea.7581

Aurrynthea.7581

During large fights I find my mouse comepletely disapears in the graphics and when a lot of your skills rely on knowing where your mouse is, or if you want to use the fast casting option NOT knowing where your mouse is can (and does usually) end up proving fatal.

I’ve noticed it turns red in a fight but the pointer vanishes completely when you hold right-click to circle-strafe, so you are always having to hunt for it when you release right-click – I am proposing a crosshairs style or an option to change your mouse pointer in combat to make it easier to pick out on screen during battle and an option to keep your mouse visible when using the right-click.

I’m not lost, I know exactly where I am…I just didn’t want to be here right now.

Retribution is beyond broken right now [Merged thread]

in Personal Story

Posted by: Snapdragyn.1238

Snapdragyn.1238

Yeah, no. Pretty much undoable solo now. Target 1 vet in the cy, tag it, 15-20 things run at me. Meanwhile a steady stream of Pact forces run in 1… by 1… by 1., & die… & die… & die, w/o lifting a finger to fight as I’m standing right there.
If it’s meant to take a 5-man group, that’s fine – just label the quest [Group]. If it’s actually meant to be soloable, then stop bugging the kitten out of stuff. Geez.

let everyone see their own characters on cutscenes (hello arah)

in Personal Story

Posted by: BrunoBRS.5178

BrunoBRS.5178

i didn’t know which board to post it, so i’ll post both on the dungeon and the personal story boards (though i think it concerns all dungeons).

one of the complaints i’ve heard the most on the personal story board about the final dungeon is how, despite being the climax of your story, you may be demoted to a mere henchman of another player during his climatic battle.

and it’s not only in arah. all dungeons have a story mode with a story that supposedly relates to your character and destiny’s edge, and yet 4 out of 5 people aren’t experiencing that story firsthand. one of my friends even said, at the end of one dungeon, “this dialogue would’ve made so much more sense with my character, she’s my mentor”. while i disagreed (after all, my character had been the one showing in cutscenes in all previous dungeons), that made me realize how boring it is for the rest of the party to see this dude taking the role that they should be taking.

dialogue cutscenes are isolated from the rest of the game for that very reason, so why can’t each player load his own character’s model and voice clips during them, rather than having to see a person that may even be a complete stranger?

for the record, i’m actually putting off my excursion to arah for a couple weeks, maybe even a month or two, until you guys finish ironing out all the personal story bugs (which seem to multiply the later you get in the story), and hopefully before then this suggestion is turned into a game feature.

LegendaryMythril/Zihark Darshell

let everyone see their own characters on cutscenes (hello arah)

in Personal Story

Posted by: BrunoBRS.5178

BrunoBRS.5178

I was actually quite suprissed that the players in dungeons
A) do not have more lines
B) rotate in cutscenes so that the first 2 lines are delivered by player1 and the next one by player 3, etc.

you mean “do not rotate”, right? :P

and player rotation would be an even better solution. together with my “everyone gets to see their own version of the cutscene” suggestion, and some clever picking by the devs, you could get the player’s character to deliver some key lines, while having the other characters in the party deliver secondary lines.

everyone feels like the protagonist, and the party feels like it’s the party that made the story, not a single person.

LegendaryMythril/Zihark Darshell

let everyone see their own characters on cutscenes (hello arah)

in Personal Story

Posted by: Llawrence.8926

Llawrence.8926

This is the thing that I really hate about dungeons. In fact don’t think I’ve ever been in a run in which my character spoke the lines, which has left me with no connection to the story told there. Funny thing is, I read the book before the game came out so I could better understand and be involved in the dungeons story…look how well that turned out.

let everyone see their own characters on cutscenes (hello arah)

in Personal Story

Posted by: Darkever.9732

Darkever.9732

Sorry if I’m sort of necroing this, but I feel this is a relevant issue.

In my guild there are a lot of people that like to roleplay and feel part of the story (not too good past level 50 to tell the truth), but this becomes a bis obstacle when going into story mode dungeons. Aspecially Arah.

We’d all like to be the protagonist, or at least be the “second in command” of a main character that has no charisma whatsoever, but 4 out of 5 people just can’t. They’ll just become the unnamed party of the second in command. Wow, so epic.

Both suggestions in the posts above are pretty nice:
1. Let every player see his/her own character speaking
or
2. Cycle spoken lines between players.

Option 2 would be very nice, but I guess it’s be late to implement it, since it would mean rewite and re-record most lines to give them some sense and allow all five players to talk.
But first option should be obvious for a game that advertizes it’s great persona storyline! And should also be fairly easy do implement, since everyone is watching his/her own cutscene.

Why does my character run slower when hit?

in Players Helping Players

Posted by: Nalora.7964

Nalora.7964

I take it as soon as you are spotted by a mob, you automatically enter combat mode? But you still run at the correct speed, it’s only when you get hit that you slow down somewhat.

I don’t think you’re actually in combat mode until you get hit. Then you slow down and don’t speed up again until enemies have stopped attacking for like 5 seconds. Taking falling damage is similar… you’re put into combat mode for a few seconds, move slower, and don’t regen health automatically.

I have screenshots of myself laying on the ground sleeping waiting for my combat mode to shut off. The longest I have remained in combat mode not even close to anything actually attacking me is greater than 10 minutes. These screenshots with bug reports have been sent in via in-game bug reports.

DEMAND Bunny Slippers and a bathrobe!

Risen Pirate Captains ninja buffed?

in Dynamic Events

Posted by: lunawisp.2378

lunawisp.2378

Ah, I missed that one. Was wondering why risen had become more annoying again…not quite as much as they were originally but still ludicrously rapid pests with silly powers.

Found pottering around on Desolation (EU).
lunawisp was my peacebringer on City of Heroes – she lives on in memory as my gaming id.

Risen Pirate Captains ninja buffed?

in Dynamic Events

Posted by: Raine.1394

Raine.1394

Yes, I explored risen and krait since the patch and they’ve “improved” them worse. As a Monty Python fan I realize we are always at the risk of becoming silly. Anet has looked at that risk and spit in its face. GG Anet!

(edited by Raine.1394)

Risen Pirate Captains ninja buffed?

in Dynamic Events

Posted by: Florgknight.1589

Florgknight.1589

They revamped many of the risen abilities, I saw a pirate with a flame aura thingy today.

.

Risen Pirate Captains ninja buffed?

in Dynamic Events

Posted by: MasterGeese.4756

MasterGeese.4756

Suddenly, they have this weird new ability that gives them instant 25 stacks of might and frenzy. I’m 100% positive this wasn’t here before, and it’s made the armada harbor event kitten near impossible to solo now. Where’d this come from?