Showing Posts For Viking.1950:
Of course the best pigs are already bacon but this one is pretty cool and I will be picking one up.
I bought (with gold) the imperial outfit for my main just because she’s been stuck with the same armour since a few month after launch. Didn’t realise it would even take over even the head slot (my Sylvari looks goofy without her Baroque mask). So into the ‘new without tags’ wardrobe it goes. Not a fan GW2 version of onesies and won’t be buying another.
Even GW had at least 2 options for costumes, head and body, can’t Anet at least do that for us?
I agree, I would love to have the ability to have the head slot and the back slot overlay on an outfit.
Another mount discussion?
So please give me the coconuts and the sound effects and emoticons to go with it ;P
I would pay a lot of money to have a mini of a servant banging coconut halves together flowing me around. That is the mount that GW2 needs.
Not an insult as such but I really like it when Willoo says:
“Quaggan hates you and the egg you came from.”
I would like to get material storage slots for runes, sigils and more of the crafted components. A single tab for soulbound items per character is also a great idea.
So…this club is dedicated to the removal of all JUMPING from GW2?….
….a game that was designed around the concept of jumping to traverse the world in general?
I don’t disagree that an option to LOCK the camera (or some other potential solution) from the ping-pong zoom in/out motion it can present in close quarters (that even makes me woozy at times), but to suggest that JUMPING should be removed from the game is simply narrow minded and some bizarre form of political correctness taken to extremes.
But I guess this should not surprise me on these forums…..
No one at anytime in this thread suggested that jumping puzzles should be removed and in fact, many went out of their way to point out that they didn’t want them removed.
We simply don’t want them to be necessary for map completion.
I am also looking forward to seeing season 1 also. I stopped playing during the lost shores event so very very early on and have returned only last week. I have no doubt we will need to pay for it especially considering how much they are going to have to do to rework it. I just hope for two things.
First, I hope they will offer a package price. A discount for buying all episodes at once.
Second, I hope that it will be, as much as possible, playable. I would love to see the instances that once were there and would be willing to pay extra for them.
I too also passionately hate jumping puzzles. I am simply too old and my twitch skills too slow for them. I appreciate that others enjoy them and so I would hate to see them removed from the game but it would be nice if those vistas that depend on them were moved so that no jumping puzzle is “mandatory”.
That kind of misses the point of being able to access those 8 professions from any of your other characters though. Truth be told I wouldn’t have a problem with paying for licenses that allowed just this. I would simply rather not have to level crafting professions that I have already leveled on another character or log that character in every time I want to craft those things.
It would be very nice if this could be configured.
It is also confusing having so many types of trophy items. I had to explain to someone new to the game that not all trophies are the same. Trophy w/ grey name is junk to sell. Trophy w/ white name is probably an event item and trophy w/ white name that also says salvageable can be salvaged or sold.
I would love to see these items simply marked with the types “Junk”, “Scrap” and “Event Item”. Less confusing and easier to tag for mass sale or salvage.
Which also brings up, it would be nice to have, along with this, a mass salvage button. Item types marked for salvage could all be salvaged at once with a single button using salvage tools only up to a configured grade. For example, one might salvage all white and blue items with only crude or basic salvage kits in inventory.
Yes you can cover all 8 crafting professions using 4 characters but it is annoying to have to log a different character to access those skills and if you have more than 4 characters, leveling crafting on them is simply a waste.
I wouldn’t mind having to create or even level 4 characters in order to unlock the crafting slots but it would be very nice to be able to access those professions that you have leveled from any character.
The pve / dungeon crawl night was fun. Looking forward to the next one.
Anyone under 30 is just a kid as far as I am concerned so I don’t know what your going on about.
I just jumped back into the game as well. Great updates. Fun to be exploring Tyria again. And looking forward to our PvE night.
I would like to see a toggle between the two systems. As I understand it so far the new mastery system will have you choose what your mastery “exp” is going towards. Why not also allow it to be set to skill point acquisition as an option. This way you have more flexibility but you also have to make a choice. You cant progress both at the same time. So it shouldn’t suffer in any way from being OP.
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Body type 4 go, go, go!
Sorry, was channeling my SWTOR memories.
More body types would be good though. Mo choices is mo betta.
I want a plus size Asura. As round as he is tall, and with glasses.
I will call him Professor Omnomberry.
I would have to agree with the assessment that putting a feature like masteries behind a pay wall with the expac is a bad idea. What happens when you reach 80 without buying the expac because you still have plenty of maps left to work on and you just can’t quite afford it yet. Do you simply loose the potential mastery points you could have been earning while still not getting skill points? Way bad idea.
And how kitten will your character be without these masteries? Will there be certain manditory masteries required to do high level instances? How much of the balancing will be done around the assumption of access to these masteries.
I would like to suggest to ArenaNet that they reconsider this idea. Put the new content behind a pay wall but not character customization features.
Mt Hood is in Oregon. But everybody in the NW would know about Timberline Lodge, It is the largest “log cabin” in the world. Or at least it was at the time it was built.
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Seahawks actually license that trademark from Texas A&M and the term goes back even farther. It is not necessarily a Seattle thing but a football thing. But it may still be in the game because of the Seahawks use of it.
I am not even bothering with legendaries. Exotics have all the same stats and therefore good enough. If legendaries were something you could earn, then I would work on getting them. But when they are mostly luck and persistence what does it say… your lucky? You to dumb to know not to gamble? Naw, not my thing. I own a winter home in Las Vegas and I don’t ever gamble. I just like the weather there in the winter months.
Legendaries should be hard to get and take a lot of work. But if you to put in the hard work then getting the prices should be reasonably consistent.
I agree. But I suggest that they simply allow you to keep doing what the heart asks for. So you can keep turning in items. killing the mobs and gathering the widgets but at a reduced rate of reward. Probably make the reward mostly karma and perhaps another mail with cash in it. Just gear it so that it is better to move on to a new heart but don’t make continuing to help the locals worth nothing past a certain point.
The biggest reason I would like to see them do this is that it would encourage people to help low level friends that are in an area that they have already completed. The side benefit being that they would be able to see the heart objectives themselves making it easier again to help friends.
I could see there being a diminishing returns thing added to this though. that would be pretty understandable.
It is funny that they were able to react (overreact) so quickly a problem and get this code into place in nothing flat but now it is taking them days to fix it. I would suggest that since DEs are THE core mechanic of this game that they might want to simply remove this code from production NOW. Seriously, this is like WoW adding code that says you can only do quests for 30 minutes before you have to take a 30 minute break. This is genuinely the dumbest thing I have ever heard of. Again, DEs are the core mechanic of the game. They have made this clear when they have tried to explain that hearts are not the core leveling mechanic and don’t even play a significant role in the ‘endgame’ zones. Go craft for 30 mins? I don’t really want to pay for a round trip of teleportation to and from Orr every hour. Go pvp for 30min? Already been in the queue for 40.
Really, think this though. If people have to take a break every 30 mins to and hour chances are going to get stronger each time that they will log out for a break and just not bother to come back. Keep in mind that everyone’s biggest competitor is releasing an expansion next week. This isn’t a great time to be encouraging people to log out of your game just because they decided to run the DEs in Orr as they were designed.
some people find farming enjoyable, and if you find a decent place to farm mats that are needed for <insert whatever reason here> it shouldn’t be prohibited just because they want to limit bot use.
I know an unpopular, yet useful solution for this would be to have ANet spam a code to the player every hour they seem to be farming and have them reproduce that code back to them within 30 seconds.
Asking a question like a simple arithmetic question would be great. But it would need to suspend the timer while you are in combat. And if they use the almost impossible to read scans of captcha I will drop this game in a heartbeat. captcha makes me cuss.
Mesmers need whips because… If I have to explain this I am going to get an infraction.
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Scythe – of course I could wait if it meant bringing dervishes back. Hope, hope.
Great Axe – my norn wants to chop things, BIG things.
Rapier – I agree, the mesmers would make much more sense using a piercing rather than a slashing sword.
Bo staff – a melee weapon as opposed to a magical weapon.
Orb or Crystal Ball – again mesmers would look great with something like this.
I do what I do in game because I enjoy doing it. That also means I am not going to do what I don’t enjoy. What I don’t want to have to do is pay to go to dungeons, because if I have to pay to go to them then I am going to have to stop eventually and do stuff that is less enjoyable in order to pay for the fun parts. I am not going to play a game that forces me to find a way to farm money so that I can finance my dungeon diving. That is one of the reasons I stopped raiding in games like wow years ago. I am not going to dedicate hours to farming mats for consumables in preparation for raid night.
Right now, GW2 isn’t at that point. At least not that I have noticed I haven’t actually been back in a dungeon since the change. But if the reward gets so low that I can’t pay for repairs I won’t bother going. I am not a hardcore player. I am not a twitch warrior. I am not bad at the game but I am not great either. So far, I die a lot more than I like in dungeons. Hopefully that will get better though honestly I am not sure how.
I am just saying that I don’t want the fun to go away because I can’t make enough in a run to pay the repair bill. I don’t need a big carrot in front of me to make dungeons fun but saying that it is no big deal to have to pay to go is just stupid and unsustainable.
1) Run the same exact chain over twice in a row
2) Complete multiple dungeons in 30 minutes or less each.
Both of these are a bad idea.
Offering variety is great but requiring people to play the way you want them to play is bad. Let people play what they want to play. If they are repeating a particular area over and over because the time/reward ratio is better then fix it.
Don’t punish people for being skilled and finishing something faster than you wanted them to. Forcing people to wait between dungeons is not fun.
How about this. First, either allow people to exchange tokens for other dungeons or just use one kind of token for all of them. Why? so you don’t punish people for choosing variety. Remember that people will do what you reward them for. Not necessarily what you might have hoped they would do but what you are actually rewarding them for. So, in the case of having different tokens you actually reward people for concentrating on one dungeon and then you get upset when they repeat it too much.
Second, instead of punishing people for repeating a dungeon. Why not reward them for choosing a variety? How about a weekly achievement in which at least 5 different dungeons need to be done.
Don’t punish people for playing the way they want to play.
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I have noticed in the mid range zones on up that they seem very sparse until an event kicks off. When one does people always seem to come out of the woodwork. So it may just seem like low population because everyone is spread out.
But it does bring up a good point. As servers or at least certain zones of lower pop server start to empty out, what will be done about it? DEs simply are not as fun with out other people around. I kinda hope something like the opposite of overflow zones will happen. That when zones are very sparsely populated that they could be merged on the fly with other servers. Shared zones. This way we can keep the number of worlds needed for WvW to function without crazy queues and yet our lowbie and mid-range zones would still have enough population to be fun. Something to think about.
Actual server mergers should only happen when there is not enough WvW population during peak hours to justify that number of worlds.
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And this is why free server transfers are adding to the problem rather than solving it. If we could freely guest over to other servers than we could play with our friends at will regardless which world we choose to fight for in the mists.
I don’t mind it taking a long time and saving up to acquire something in game, but we need to keep two things in mind.
First, make sure there is a variety of ways and places to get what is needed. Be that gold or karma or tokens or crafting mats or skill points or whatever. If you don’t want it to seem like a grind then allow us to simply choose what it is we want to do and slowly reward that with what we will need. If you force us to go to a particular place and kill thousands of a specific mob to get say ectos then we will have a problem. As a positive example, the leveling in this game was great in this regard. We could pretty much do what you want and you would get exp for it. That is great design. On the other hand, having to run a particular dungeon’s explorables in order to get a specific token to buy a certain armor is perhaps not the best idea since people will obviously have to farm that dungeon to get a particular set. Let people do a variety of dungeons if they want.
Second. While we want to have choices, don’t punish us for choosing a favorite. That is, if we choose to farm a particular instance because we like it the best then that is our choice. If we want to stay in one area of the world and slaughter a particular mob over and over then that is our choice. If we are doing this because there is an imbalance then fix the imbalance rather than punish the choice. Some people like doing things repetitively. Why? I dunno. Why did lineage 2 do so well for so many years. And yes, it did well in Asia. I played L2 for a while and people would get a group together to go to the ancient battlegrounds and just farm for an hour or two. we would chat and have a great time as a group doing what would otherwise drive me nuts alone. But in a group it was fine. My point is, if people are legitimately playing the game, that is, not using a bot, then let them play they way they want to. Kill the botters but don’t punish the weirdos for simply doing their thing.
The grind sounds crazier than it was back in Vanilla Aion and Tera ._.
There is no grind crazier than Vanilla Aion. :p
Lineage 2 before the nerf in the months before f2p it took literally YEARS to legitimately reach lvl 85.
In thinking about the problem a bit more I think the best solution would be, as many have suggested, to scale the cost based on the location of the waypoint. By basing the cost on where you are going to rather than where you are coming from it would make traveling to lowbie zones reasonable while still making the trip back a bit pricey. You wouldn’t want the trip from Queensdale to Orr to cost less than a trip across Orr.
Even with this I would still suggest that the cost of traveling in the higher level zones should be scaled back a bit. It shouldn’t cost more than half of what you make from completing a heart to travel across the zone you find that heart in.
Except that in GW2 you have an option for which “penalty/punishment/expense/execution” you prefer. Old EQ had only one option for getting together.
True but either way you are discouraging people from playing together when they happen to not be in the same area and you discourage people from going to help lowbies. Choosing your poison does little to remove the barrier.
There is a happy middle ground somewhere between the extremist clowns who want travel free, and those who have pushed it to its current level.
Being an extremist for your cause is not required to get your opinion on record, nor to get your point across.
I don’t have a problem with a reasonable charge for traveling in relation to how long it takes you to make a similar amount, but I don’t see how suggesting free travel is extremist given that map travel was free in GW1. Seemed to work out fine there.
I was more poking at the extreme lengths some were going to in efforts to try and “prove” their opinion as fact. Claiming the game would end, etc.
Free travel is not required for a game to survive. There is a middle ground.
I can agree with you on this. The game will survive either way. But discouraging people from helping lowbies and discouraging people from getting together with their friends in general will have a less than positive effect on the social aspect of this game.
There is a happy middle ground somewhere between the extremist clowns who want travel free, and those who have pushed it to its current level.
Being an extremist for your cause is not required to get your opinion on record, nor to get your point across.
I don’t have a problem with a reasonable charge for traveling in relation to how long it takes you to make a similar amount, but I don’t see how suggesting free travel is extremist given that map travel was free in GW1. Seemed to work out fine there.
Lvl 80 Player isn’t getting anything out of this zone except the satisfaction of helping his friend out So why are they punished monetarily for being social when That’s what GUILD WARS IS a Social MMORPG
This is a great point. We are being punished for being social. In the past, in games like Everquest back in the day the punishment would be in time spent physically getting the characters together in the same place. Now the choice is either time or much money but the point is that we are still being punished for getting together with friends that are across the map once we have leveled up.
Consider that you WILL get the behaviour that you encourage though the mechanics of the game. And right now you are encouraging people who are already friends to not play together or to help lower level players.
I agree. At 70 I am avoiding teleportation all that I can. I can understand the need to sink money out of the economy but this is a really bad way of doing it since, as mentioned, it it forcing people to choose between money or going to help a friend. I don’t like moving my character away from where he is currently exploring for just about anything.
Also considering how hard it is to make money in this game in general, several silver is significant and is not likely to change significantly as people hit the level cap. The cost of a teleport has to be seen in comparison to what is dropping. Right now a teleport costs me a several of blue drops or probably 2 green drops where I am currently exploring. Further, if I am in a lower level zone most of the drops are low level and therefore low value at the vendor. To teleport across a starting zone will probably cost every blue I will find in that zone for the next hour or more. And also considering the cash reward mailed to you for the hearts doesn’t scale it is hard to understand why travel cost does.
I like the suggestion that way point to way point be free. That combined with teleporting to the nearest way point never costing more than a silver would work well I think. Alternatively have the cost fixed at about what we were paying at lvl 10. A few copper to get to the nearest way point. maybe 15-20 to get across a zone and a silver or so to go all the way across a map would be fine.
Fast travel was billed as one of the advantages of this game. If you want to get somewhere quick it wasn’t an issue. This was supposed to allow you to connect with friends very easily. The disadvantage to using fast travel was in what you would miss in not actually traveling overland. You would miss events. You would miss gathering nodes and so on. Exploration was intended to be the reward in itself for not fast traveling. Further, I remember mentioning in map chat during the beta when someone asked about mounts that there was no real need for them since we had map travel to get places rapidly. I was mistaken in this because I didn’t realize at the time how much it would cost and how little I would use this feature.
Frankly, given the cost of fast traveling. I don’t honestly see the point of having more than one way point in a zone because there is absolutely no point in using the system except to get across the world to join a dungeon group quickly when your guild puts one together. The way points outside the dungeons are useful but I can’t even remember the last time I used a way point otherwise.
Yes, we need to be able to buy a character name change.
Would also be nice to be able to buy a makeover and/or sex change.
I agree that class change is something altogether different. I don’t think we need it.
No need to buy them, Gw2 will feature consistent free content updates and in-game events going forward. Our goal is to make it so you get more from Gw2 for free than you get from a game you pay a subscription for.
On top of a large amount of free bonus content, we will be expanding on offerings in the Black Lion Trading Company going forward, as well as be doing large-scale expansion content down the road.
We’ll cover a lot of the details on the kind of support and plans we have in place over the next month or so on the Gw2 blog and with our press partners.
We do appreciate that you’d like to buy lots of new content, but we’d prefer to give a lot of it to you for free, cause that’s what we think a responsible MMO company does!
That business mentality will keep me as a loyal customer for years to come. Awesome post.
Why not wait and see how its actually put into practice?
I don’t believe it for one second with a cash shop in the game.
Why don’t you go take a look at how they have handle it past already in GW1. All Colin promised here was to keep doing what they have always done. Add small updates for free like “War in Kryta”, “Hearts of the North” and “Winds of Change” updates. And doing large-scale updates for a price like the EotN expansion.
Oh, and the old game had a cash shop also.
There are no horses BECAUSE of the centaurs. They keep freeing and hiding their 4 legged brethren. Once we kill all the centaurs, Anet will add mounts to the game. True story, I swear.
I disagree with the DPS being the problem with wipes in a traditional MMO. I’t been my expirence that the tank is usually the problem. Not being able to hold agro. If the tank can’t hold agro after 10 seconds, they do not know what they ae doing.
If the tank doesn’t hold aggro over the dps then it is the dps’s fault. if the tank doesn’t hold aggro over the healer then it is the fault of the tank or his lack of gear. The dps always has the option of slowing down to keep aggro under the tank but the tank can only do so much aggro and then he is topped out. either by the limits of gear or the limits of skill. But dps always has the option to adjust output. So unless you hit an enrage timer, it is the responsibility of dps to adjust to the ability of the tank to output aggro.
And you illustrate exactly the kind of dps that is the problem coming into this game. dps that refuses to take any responsibility for their actions and expected to be able to go all out all the time. Well, if you are just going to go all out dps in this game, I hope you stick to trivial mobs.
I think given how hard coin is to come by anyway, the price of way points are way to expensive in general. And at the very least they should still be cheap in the low level zones or at least not scaled up as high as they are in the high level zones.
I also don’t mind exploring but if waypoints are going to be this expensive then we need mounts to make overland travel faster while allowing us to run into DEs.
The basic problem is that if you make legendaries better than exotics then everybody will need to be able to get them if you will have any chance at a balanced game, especially in pvp. But then you can’t have them be ridiculously hard to put together. If they are only slightly harder to get than exotics then you simply have another tier to get to. But then if they are not hard to get they are not very special. If you do make them really really hard to get then they are special but having the extra stats creates the imbalance.
This is exactly why ArenaNet came up with this system we have. Exotics take some work to get but they are very attainable. Everybody can get bis. and because there is no progression beyond this you have your level playing field that the original Guild Wars was famous for. However, for those who what something special. Something cool. something with bragging rights that will never get nerfed into being common place because the raid was later made so stupid easy anyone could walk up to the final boss, put a boot up his back side and walk off with the sword of uber. That is why having legendaries that are only cosmetically better is so great. Because they don’t have necessary stats they never need to be made easy to obtain.
The mountain is still there to climb but you also get a level playing field for pvp because scaling the mountain isn’t needed for pvp.
I just think the problem with raids in this game will be the risk to reward ratio. Raids will either be much harder or they will be just an instanced zergfest on a slightly larger boss. Well you can already find DE to fill in for the latter. But if raids are much harder they will need to be rewarded better. Will anyone bother doing raids if bis can be crafted? If they reward raids better than you can make with crafting then you just made raids a requirement and created a gear progression. I just don’t see them doing this. some of the explorables are already close to ridiculously difficult. They are already riding the razor’s edge of that risk reward ratio. Add on top of that the logistics of getting larger numbers of people organized and the multiplication of difficulty factor in boss fights and coordinating combos. I just don’t see lots of people bothering with them without exotics dropping like crazy. Yet people will still want to see these raids so then you will have the call for a story mode raid that 20 randoms can get through. And if you have story mode raids then how do you reward them in relation to story mode dungeons? And if a story mode raid is easy enough for randoms to do then how is that different than zerging a world boss or a difficult DE?
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I think they could but is it really necessary.
The explorables in GW2 are really pretty hard. Players have to coordinate combo attacks and really be on the ball. They really need to know how to play their class to its strengths. It take’s time. It takes skill. It takes practice. This is all that raids really are. The hardest content in a game that takes the most work to conquer.
In games that have a more static combat concept, the only way to make it much more complex is to require more people to step in. Have more phases in an encounter, that sort of thing. I am not sure GW2 really needs that given that the encounters are already pretty tough because of the nature of combat. Further, the more people you get the more harder it becomes to coordinate. That doesn’t so much challenge your playing skills as it does challenge your organizational skills.
So if explorables are one aspect of “endgame” which I think they are, just not limited to end game, then all they really need to so be the kind of hard that requires a team to step it up a noticeable notch. On the other hand, to quench the desire for something big, there are world bosses out there. Those are not limited by the number of people that would be allowed into an instance.
Also, if you have 10 or 20 person dungeons where do you put them? arena has already said they don’t want the game to change dramatically at 80. Would you want to have a 20 man lvl 40 instance? That would be interesting but the problem would be again getting 20 people together to do it. Yes it could be done but to what goal over the 5 mans? better loot? This game doesn’t have loot progression. More complex? as mentioned above there are other ways to do that. Ways that probably better test peoples skills anyway.
I just don’t see raids happening. I think the world bosses in GW2 are meant to fill the big group desire gap.
Exotic 80 can be crafted by crafters at skill 400.
You can also put 4 yellow items into the mystic forge and there is a chance it will upgrade the output item to an orange. Probably better to use a master salvage on yellows that are 70+ to get the ectoplasms though. There are also specific recipies for the mystic forge to make legendaries so you might also be able to make exotics, not sure. Your best bet is to craft or have them crafted since you can specify what you want your stats to be.
The cultural sets wont be the best you can get. lvl 80 exotic(orange) gear will be the best in the game until the cap is increased. Legendaries(red) gear has the same stats as orange, they just look cooler and are harder to get.
There is no gear progression in the sense that once you hit 80 there wont be lvl80 purple tier 1 and tier 2 and so on. exotic 80 is the max and it will stay there. The only thing that changes is exactly what stats the gear has on it and the look of it.
That is not to say that there isn’t going to be a grind to get a full set. And you will will have to grind to get a full set that has exactly the stats on it that you want. That, is the progression in this game. getting your gear just perfect for the way you wish to play.
It is also worth noting that you can get your gear though crafting, or from drops or from reforging it in the mystic forge or from buying it off the TP. Exotic lvl 80 gear that is crafted is the same as exotic lvl 80 gear that is dropped. Again, the only difference being what stats it might have on it, but all exotic quality gear will have 100% of the potential stats for gear that level. Rare(yellow) gear will have about 88% of the stats that exotics of the same level will have.
Here is a list of the item qualities.
http://wiki.guildwars2.com/wiki/Item
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I think I did not ask this question well last time.
I am not talking about transfers. I don’t want to change my home world. Just the ability to be able to guest onto another server for the purpose of PvE play. So you can run around with friends that have different home servers.
I also understand that this doesn’t effect WvW. You still do all WvW for your home server.
I am simply curious if the promised feature of Guesting as described in
http://wiki.guildwars2.com/wiki/Guesting#Guesting
will be available soon or if the idea has been canned or what?
It seems like this could help encourage people to transfer to worlds with lower WvW queues since they wouldn’t have to give up questing with friends they might have made on their current world.