Showing Posts For ValarX.6729:
Would it be possible to add permanent gathering tools as skins to the wardrobe system?
I have several characters now with sets of permanent gathering tools, and new varieties continue to get added to the gem store that I would like to collect. It would be nice to be able to transmute my previously purchased permanent gathering tools to match the style that I like best for each of my characters.
Another suggestion if this gets implemented, add an option in the store to purchase the skins by themselves. So you would have the gathering tool (with skin) for 1000 and then the gathering tool (skin unlock only, no actual item) for 600.
So as many of you know, Arenanet added a new Pick, and this one fits my necro!
But my problem is, my necro already has the pick, I would gladly buy the new pick if I can pass the old one to an alt. So this is my suggestion…
Arenanet should include a “un-soulbound” consumable when players buy the new pick!
Just like buying the backpack items, which they include the straps. They should do the same for the gathering tools…
what do you guys think ?
I was perfectly fine with the soulbind on equip for these when there was only a single skin for each slot, but you raise a perfect point. If you want to use the new appearance with a character that already has a bound endless pick, you just end up with two endless picks on the same character (kinda pointless). There should be a way to unbind and move these items to other characters. I’d personally say just make then all Account bound and call it a day. People will still buy multiple per account because of the convenience of not having to move them around between alts.
If you played GW1 you may recall that there were several skills that were related to organizations or factions. I’d like to see some utility skills that are related to the three factions (Order of Whispers, Durmond Priory, and Vigil) that are only accessible to members of the particular faction.
ArenaNet has stated that they don’t plan to add new professions until they identify new play styles that are not covered by the current professions. A better approach would be to identify play styles that you feel are missing from the current game and how that play style is not covered by the current professions.
I wouldn’t be surprised to see these items returning to the auction house in the future. Your idea of a bundle pack is a good idea, but you are right, 50% off is too much. It would likely be closer to a 20% off discount for buying all three.
No we shouldnt get free percursors, i workeed hard for mne since day 1 and got it last month, i would hate to see someone who played the first two weeks to get a 600g weapon now for free.
Someone who just bought the game today and logged in for the first time could drop a good chunk of cash ($1000+) into the gem store and purchase a fully forged Legendary. At least with a precursor, you still have to put in the time and effort to fill out the rest of the Legendary.
You can’t really equate the weapon to 600g if it is account bound, since it cannot be liquidated via the auction house. It either saves you a large amount of cash for purchasing one or a large amount of time grinding for one. And it doesn’t devalue anyone’s purchase since you’ll essentially be getting two for the price of one.
I’m going to edit my initial post with additional comments to alleviate some of the ‘free’ concern.
I don’t agree with getting it as an anniversary gift, but I do think there needs to be a more clear path to getting a precursor than “random drop in world” or “farm the gold and buy it, but we’re going to limit and punish people for farming by reducing drops.” It’s anti-gaming, forces you to spend real money for gems > gold. It’s obvious it’s just a suited mechanic to the few percent that are high end money players.
Yes, this is where I am trying to go with this. I also agree that random drop or saving up the high amount of gold for the precursor is not beneficial to the game as a whole as it tends to discourage many players.
The advantage of the anniversary gift is that it targets all players (PvP, WvW, PvE) and doesn’t favor one over the other.
The pet is unable to damage the target (elevation, moving target or pet on cooldown or CCed)
These problems manifest itself the most in PvE boss battles where the pet is usually on cooldown (especially in the new dungeons) and WvW where the pet is either dead (zergs) or unable to reach its target (walls).
This is unacceptable and I can’t imagine these side-effects to be by design.
My suggestion is that when the pet is set to Passive that the Ranger benefits from some boost. Either an increase in stats to make up for the lack of pet or some other passive boon (similar to how signets work). This also allows for versatility as the Ranger can conditionally set the pet to attack/passive in the tactically appropriate situations. I’d prefer to avoid traits as not all builds put points into Beast Mastery, but all builds do suffer from the problem.
Why not just mail everyone 500 Gold so that the ones who are not going for a Legendary could get something worth their time as well?
Heck, why stop there? Why not send some universal “Get 1 account bound version of any single skin the game” ticket?
Because part of the point is to give people a reason to actually go for a Legendary weapon. It’s an incentive (or a teaser) to go out and earn the rest of the ingredients needed to craft it. The precursor is always the highest hurdle (unless you just happened to get really lucky at a chest) to the crafting and it has very few and very frustrating ways of achieving it.
You would really kitten of a ton of people, actually. After all, it’s not like the rest of the Legendary is that hard to get. You do that and then what?
I’d have to disagree here. I’ve been playing the game since it released and outside of heavy farming or dumping a bunch of money into the auction house, gathering the ingredients for a Legendary is not a trivial task. Things like the 200 skill points, 500 badges of honor, and map completion means that it requires a certain amount of dedication and work to complete. I’m about 70% complete with my first one, and I would consider myself an average player as far as resource gathering goes.
And besides, if you start a trend like this, you’re gonna have to keep it up. What about someone who gets two years in, eventually? Three? Seven?
I was expecting this response, and I have prepared rebuttal. The precursor can be given as a reward for ONLY the first year (once again, acting as an incentive and enticement to play). I’m sure ANet can come up with viable options for the following years. However, I personally don’t feel this is needed, because as the road map goes we are likely to see legendary armors, legendary jewelry, and new legendary weapons in the coming years. With the influx of new Legendary options the once a year precursor is unlikely to ever catch up to the growth of the Legendary options.
It might be better to have separate story lines that will take some time (weeks~months) to complete with the result of a soulbound precursor, this way you get to see more of the game, get sucked into story and have something to show for it in the end. (All story quests regarding the precursors should all be solo too, so it wont be easy to get precursors).
The approximate length of the story line for each precursor should be well adjusted to the current precursor price, if you consider the same time spent on farming certain areas or dungeons. To avoid precursors drop in price too much.
Certain difficulties should also be added, like fighting a legendary or epic boss all by yourself. Other features can also be added to kill time and add more variation to these story quests (Like jump puzzles, a vast amount of riddles, mini dungeons, quest around tyria, obtain certain artifacts from specific bosses..)
Just to kill the experience of farming CoF p1 all day everyday to buy a precursor.
This will then allow players to enjoy more aspects of the game and still build towards a legendary if they want to.
To avoid no-lifers to complete these story quests in a minimum time, there might have to be certain intervals between these quests, like a 24 hour timer or something.
I’d love to see a ‘scavenger hunt’ style experience like this to achieve a precursor where a series of quests/jumping puzzles/stories are required. The problem with this approach is that it requires a lot of development assets for content that is largely solo and does not contribute to the social experience of the game. It’s also an avenue that is likely to be locked down to a single precursor per character per completion. What if you want one for the off-hand? Or what if you want one for your underwater weapon?
I believe that Anet has stated that they are working on something like this already.
My suggestion is that on the anniversary of an account that a gift be delivered to that account (via mail) that contains a ticket that can be redeemed via a quest to obtain a precursor of choice. The quest would be a single solo quest and have the following requirements:
1. That the character be the highest level (80 at the time of this post).
2. That the character have reached certain achievement level in game (either WvW Rank, PvP Rank, or PvE Achievement).
3. That the one-year achievement ticket be turned in (ticket is only destroyed when selecting the precursor at the end of the quest).
4. The achieved precursor will be either soulbound or account bound (preventing it from being auctioned).
[[Original Suggestion: My suggestion is that on the anniversary of an account that a gift be delivered to that account (via mail) that contains a ticket redeemable for a single account bound precursor of choice.]]
This would alleviate much of the frustration of having to save for the ever increasing in price precursors in the auction house or to spend months running dragon events hoping to get lucky enough to get the drop. And it is a nice way to commemorate the anniversary of account creation, something that was historically done in the previous game.
Does this hurt auctioneers? It will not create a huge influx of new precursors as the gifted one is account bound and cannot be listed on the Auction House. It will lead to a decrease in precursor purchases as some who are saving may decide to wait it out for the anniversary gift. Overall, it benefits many and only hurts a few (those listing precursors). The market will still exist for anyone attempting to achieve more than a single Legendary a year. And the market will likely increase on all other ingredients for Legendaries as more people see them as a viable path.
Does this mean a huge influx of easy to get Legendaries? Not necessarily. Remember, this just gives one of the many items needed to craft the Legendary. The player will still need to work to achieve the rest of the ingredients in order to craft their Legendary. It’s not an easy, automatic Legendary, but a stimulus to play and collect the ingredients needed.
Overall this is a simple way to reward players of the game, increase the interest in crafting Legendary weapons, and provide Arenanet with an easy fix to a tricky problem without having to introduce a bunch of new content.
(edited by ValarX.6729)
With the recent introduction of content for Guilds, many small/casual guilds fall below the requirements of being able to do many of the missions.
I’d propose a Guild Alliance option, whereby guilds may choose to ally with one another to tackle Guild Events. Rewards would be given out based on the participation (similar to world events) and the number of participating guilds would be limited (similar to dungeon parties) to keep this from being just an open PvE group event. However, this would allow smaller/casual guilds to participate in the content and develop relations with larger guilds without sacrificing or compromising their small/casual guild status.
If you would have read the notes on Ascended items, they are between Exotic and Legendary. Legendary will always be better than Ascended and Exotic.
The original post has a valid point. The question isn’t whether or not Legendaries will continue to be best in slot, but rather will Legendaries be updated if they are no long in their original form (i.e. someone has transmuted them to a different skin, or has applied a different sigil to them). I imagine when Ascended weapons come out that a query will be run on the database to update all existing Legendaries to different versions. However, items that have been transmuted may be stored under a different id than the original Legendary since they are not exactly the same and the query may miss them.