Showing Posts For Trianna.2789:

everything cept ecto's at new lows

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Posted by: Trianna.2789

Trianna.2789

its not brilliant, if everything is trivial to get then everyone gets everything, therefore everything becomes meaningless. As an extreme example, see WOW where everyone runs about with the same legendary, so ‘legendary’ becomes meaningless

Sounds like you spend a lot of time worrying about what other people are doing and what they have. Some of us couldn’t care less.

I would be thrilled to see all mats of every level drop to about 1s for anything you wanted, and a decent amount of cash loot drop from monsters (I mean, seriously, less than a SILVER from level 80 mobs?!?). It’s a shame that in this game you can’t buy stuff that other people sell to a particular vendor.

Enemy density question

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Posted by: Trianna.2789

Trianna.2789

I agree that the mobs should be thinned out a lot just about everywhere, the respawns reduced or have a longer timer, and the aggro range shrunk down at least by 1/3.

Loss of player control.

in Guild Wars 2 Discussion

Posted by: Trianna.2789

Trianna.2789

Agreeing to disagree on specifics is fair enough – any denigration of AD&D won’t be tolerated, though

Our DM took weeks (at least) to prepare his campaigns. The throw of the dice controls all often enough, though, to always make things fun.

That just doesn’t happen in GW2.

Success and failure shouldn’t come down to luck of the roll. That might be fine for pen and paper but not for a video game.

They are talking about saving throws, variation in damage dealt or taken, chances to be attacked, and stuff like that. That sort of variation during play in GW2 would really make this game a lot more fun, I agree. We used to have vestigial traits in GW2 like that (ferocity, charm, and another I think), and occasionally they would determine the course of an encounter.

Another thing that is missing from this game is a real faction system. Being able to earn faction with any group in the game is really a fun angle to develop, but somewhat complicated too. EQ1 had one of the very best faction systems, and I wish more games would copy it.

Loss of player control.

in Guild Wars 2 Discussion

Posted by: Trianna.2789

Trianna.2789

Stuns, knock downs, fears – unacceptable.

Slows, when traversing a zone without mounts – unacceptable.

More mobs (w/Slows) packed into an area that you must traverse, and would die if tried to clear – unacceptable.

Conditions, without enough tools to remove them, while playing solo, and without sacrificing abilities needed to DPS – unacceptable.

These were my thoughts on the new zone. Otherwise, the tree areas were absolutely stunning.

Th constant spam of chill and freezing in the new zone is just a cheezy trick that reduces any “fun” value of the zone by leaps and bounds for most people. I ran through the story, but wont bother playing there any further due to the sheer petty annoyance of it. Those who find it “challenging” need to get out more, or find some hobbies besides gaming.

The immunity timer is a good idea, and should apply to ALL cc for a certain period (like 30 seconds). So if you get hit with any kind of cc, you should be immune to ALL cc effects for that time.

And also dont forget:

Almost instant respawns of killed mobs;

Horrible targeting AI;

Inability to customize the UI, as in, add hotkeys and instant-use items from inventory;

The lack of a proper “hate list” for mobs in this game – in the new zone that is shown by the idea that a guy can half kill a pack of wolves, then run over to Berry Picker 002 and have all the wolves suddenly aggro Mr. 002, so just plain stupid.

I suppose y’all think that’s really “challenge”? Do you tie your wrists and ankles together before going swimming too?