Showing Posts For Webba.3071:

Dragonhunter updates, post BWE3 (launch)

in Guardian

Posted by: Webba.3071

Webba.3071

Rather good changes all round and pure of sight is still boring but effectively reframed to include melee builds. Thanks!

seems people like DH

in Guardian

Posted by: Webba.3071

Webba.3071

You’re not reading the feedback thread then…

BWE 3 Guardian Feedback (Core/DH)

in Guardian

Posted by: Webba.3071

Webba.3071

Dragonhunter Feedback

Longbow feels good, polishing up into a very nice weapon, so well done there.

Traps are, well, traps need to be fixed at the conceptual level probably. If you tweak how they fundamentally work in game atm then the dragonhunter ones will be fine. (as an added bonus this gives thief and ranger more possible builds too)

Virtues are getting good too, the core idea of encouraging their more active use is evident and they are pretty fun to use. WoR really should get at least 900 range though.

Traits are… Inconsistent is the best word I can come up with. There doesn’t seem to be a consistent theme or logic to their arrangement and naming, just haphazard buffing of the various new class elements. Some of them are brilliant (Zealots Aggression), others are very questionable (Heavy Light – does a single RNG knockback every 10 seconds really deserve to be grandmaster?)

But the one I personally hate the most, with a passion, is Pure of Sight. There are so many ways this is a terrible trait –
1. Its boring – provides only a %damage increase with no other effects and is always taken (as a minor trait). Meaning you could have just built it into the base damage of the weapon or the class.
2. It limits builds – only benefits specific ranged builds (no close range kiting) but is a minor and cannot be avoided if you wish to play DH any other way.
3. It has framing problems – while I am sure you conceived of it as a bonus to reward players who keep their distance the overwhelming impression it gives is of a penalty to being in melee. Especially considering another traitline has to be given up for this one.
4. Its underpowered – for a grandmaster trait, even a minor one. The effect could easily go into Heavy Light and that trait still wouldn’t be very good.

Honestly, I think the traits still need a lot of work. But if you are going to do only small changes from now on then please, please, let Pure of Sight be one of them.

Core Guardian Feedback

Shield changes are brilliant, thank you so much! Could do with an adjustment to the shield trait, but otherwise thats all really good.

Sword attack 3 continues to have usefulness issues.

Spirit weapons continue to be almost useless, they need a rethink of the core mechanics involved.

Raid team introductions?

in Fractals, Dungeons & Raids

Posted by: Webba.3071

Webba.3071

This is a great thread, thank you to Dlonie for starting it and thank you to all the devs who are posting!

Shield been buffed!

in Guardian

Posted by: Webba.3071

Webba.3071

They still need to buff the shield trait though.

My recommendation is to combine the current shield trait with communal defenses into a single trait. Then fill in the gap with a new trait, or bring back one we lost.

This is a great idea. In the meantime, sounds like there is enough of a reason to keep working on getting The Flameseeker Prophecies now.

Thanks Anet!

the game needs new weapon skills

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

Would love the ability to slot a variety of weapon specific skills into the 2-5 slots (eg having 2-3 different sword skill 2s, skill 3s etc etc), its a great idea. Doubt Anet will go for it though, they are obsessed with balance through simplicity.

Idea for reworking DH traits

in Guardian

Posted by: Webba.3071

Webba.3071

Mostly, I am posting this because its better than having it constantly floating around in my head, taunting me with the possibility of a Dragonhunter that I actually want to play but on the off chance that you, or any other dev, reads this Karl I hope that you find these suggestions of some use in making the Dragonhunter a compelling and versatile addition to the class.

An effort has been made to keep the changes minimal.

Minor Adept: Virtuous Action – The guardian’s resolve has further increased, allowing virtues to be manifested as physical aspects.

Top Major Adept: Crippling Light – Trap hits cripple enemies. Reduces the recharge time of traps by 20%.
Middle Major Adept: Sheltering Wings – Wings of resolve heals for more and creates a shelter upon landing.
Bottom Major Adept: Pure of Sight – Deal bonus damage to enemies beyond the range threshold.

Minor Master: Hunter’s Vigor – Apply vigor in an area when activating a virtue (1 sec IC).

Top Major Master: Zealot’s Aggression – Trap cast time halved. When you cripple an enemy, you also make them vulnerable.
Middle Major Master: Bulwark – Shield of courage is larger, lasts longer and grants stability to allies.
Bottom Major Master: Hunter’s Determination – True shot grants stability for each enemy struck. Reduces the recharge time of Longbow skills by 20%.

Minor Grandmaster: Hunter’s Fortification – Apply protection in an area when activating a virtue (1 sec IC).

Top Major Grandmaster: Big Game Hunter – Traps are larger and do more damage if only a single enemy is affected.
Middle Major Grandmaster: Harsh Justice – Justice lasts longer. Striking an enemy tethered by your spear of justice causes vulnerability and increases damage dealt.
Bottom Major Grandmaster: Heavy Light – Longbow arrows knock back when enemies are within the range threshold (10 sec IC). Enemies you knock back are crippled.

(edited by Webba.3071)

[Suggestion] Bring back 1-time events

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

One time events are fine for the recurring seasonal content, because its rare and exciting and you really feel like part of the community when you participate, but if you do miss out then there is another chance next year. Thats a good compromise.

For furthering the story and bi-weekly content drops the season 2 system is vastly superior in every way.

GW2 Graphics are a Hot Mess

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

Read your whole post and couldnt agree more OP. Thanks for taking the time to analyse it to this level of detail.

What's the point of Pure of Sight?

in Guardian

Posted by: Webba.3071

Webba.3071

Its a computer game, its literally the only argument anyone has.

But nice way of avoiding the actual compelling argument re build diversity and power creep.

What's the point of Pure of Sight?

in Guardian

Posted by: Webba.3071

Webba.3071

And yet, nobody is talking about including melee at the expense of ranged at all. Nobody is saying, for example, replace pure of sight with a trait that only apples under 360 range.

Besides which, while having a ranged-focused trait line makes perfect sense having a ranged elite spec (to the detriment of all melee builds by comparison) is a very poor design choice. This is because there is every indication of power creep involved in the elite specs, meaning they will likely be meta essential, which means you greatly limit the available builds and playstyles for people who dont want to intentionally handicap themselves by playing guardian without an elite spec whatsoever.

Its not that people dont understand that DH is a ranged concept for Guardians. Is that they dont like it.

So, who's going to switch to Revenant?

in Guardian

Posted by: Webba.3071

Webba.3071

So he is. Well, that would be very stupid. But I dont think the rest of us are considering something like that.

So, who's going to switch to Revenant?

in Guardian

Posted by: Webba.3071

Webba.3071

I dont think anyone here is talking about deleting anything.

Your wishes for 2016?

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

No more mistakes like the one we are currently witnessing.

Mordrem Invasion Update: 11 September 12:30 PM

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

The best constructive feedback I can offer is to not rush these things out, and think through how people are going to react more clearly before you implement them, rather than now when it is too late.

You (Anet, not you personally) have been running this game for 3 years now, mistakes of this nature are honestly a very disappointing surprise – it indicates an inability to learn from past experience.

Mordrem Invasion Update 10 September

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

Im sorry Gaile, but whoever gave you this content to do your community interaction event with dropped the ball in a massive way. Its not just the rewards, or the bug, this is some of the driest, simplest and least compelling content that has been released for GW2 (not to mention it most rewards pure selfishness).

I hope you insist that they sort their kitten out and give you something you can work with next time.

[Event] How to get high stacks?

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

Yes, it does seem to overscale as well. Staying away from the zerg probably helps.

So, who's going to switch to Revenant?

in Guardian

Posted by: Webba.3071

Webba.3071

Given that Ive always wanted a Sword and Shield character, and guardian has failed to provide a viable way to do that for 3 years now (now even sword is borderline), probably me.

[Event] How to get high stacks?

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

Yes, basically be a selfish kitten and tag and waypoint around like crazy. Anet dropped the ball big time on that whole cooperation in PVE thing this time.

Mordrem Invasion Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

- There is no real story there (aside from mordrem attack and priory wants some blossoms. I know not so important then the other stuff, but it doesn`t make me care)

I disagree that this is not as important as the other points you make, on the contrary it is far more important than just about anything else, and yet constantly neglected.

GW2 is an online virtual world, it needs to be immersive and internally consistent, otherwise the fact that behind the scenes it is a set of relatively simple calculations is far too obvious.

Tyria needs to be presented as a plausible place filled with believable and likeable/dislikable characters dealing with interesting events. That presentation is crucial to the whole experience, if it is lacking (and oh boy is it lacking in this mordrem invasion thing) then as you say, there is no reason to care.

In this case its a lose/lose – people who are motivated only by the rewards are angry because they require so much time spent on boring gameplay, and for the rest of us there is literally no reason whatsoever to do these events.

Ive played them for 20 minutes to see what it was, and now that I know I will not be participating further.

Fun idea for Dragonhunter

in Guardian

Posted by: Webba.3071

Webba.3071

Its a spec thats supposed to be about taking down single, big targets, right?

Remove that boring minor trait that does x% extra damage at range and replace it with a trait that allows cleave attacks to hit a single target more than once if there are no other targets within range.

DH fixed, you are welcome.

(yes yes, I know that traps and LB skills and other things need tweaking, let me have my mic-drop moment)

edit – Oh yes, and make the LB auto attack cleave too.

(edited by Webba.3071)

Mordrem Invasion Feedback [merged]

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

Oh good, there is already a thread for this. Nothing about rewards from me, others have covered that well enough, except to say that rewards might get players to participate, but they wont get them to enjoy the content if it isnt fun and/or immersive.

And this ’invasion’ is neither of those, sad to say. Its been said that the definition of a game is that there is a way to win and a way to lose, by that rule this content doesn’t even qualify as gameplay at all.

If players coordinate and do really well and rack up many kills what is the outcome? The event ends after 30 minutes and the map goes back to normal (not that it ever went very far from normal, but thats another topic).

If nobody shows up and everybody there just tries to tag an event and run (to get more personal rewards, because being completely selfish is the only way to achieve that) and no mordrem are killed at all what is the outcome? Exactly the same as if the players did well.

There is no victory and no failure in these events, only selfish grinding for rewards. You couldnt have even done something so simple as a map wide bonus for everyone based on how well they did as a whole?

Its the most simple of farming with an incentive to game the system and not pull your weight (by tagging and running) to earn cosmetic rewards that dont even make any sense. (Yes, they are season 1 rewards, yay! Why do the Priory have access to them and why are they making them available to us now?)

So much for gameplay, what about immersion? These events have only the most superficial connection to both the context of the world they are in, and the story they are supposed to be telling.

No writing to speak of, no real interaction with the zones they take place in – the zones normal events just play right along side them. Not only does it utterly break immersion it actually frequently looks like a bug. You couldnt have at least made the zone mobs and the mordrem mutually hostile? At least then there might have been some sort of cool emergent thing where you temporarily fight alongside bandits (or whoever) against a common foe.

This ties very heavily into the lack of a victory/defeat state. How can this feel like a real invasion, or anything of consequence within the game world whatsoever when it is so blatantly and superficially simple, temporary content with no impact or effect on anything outside of itself.

Its not just that this doesn’t showcase any of the new improvements that are supposedly coming in Heart of Thorns, its significantly worse than almost everything in game already. At least in Silverwastes things change depending on if you failed certain parts of the quest chain, at least in the personal story there are characters and exposition and dialog, at least in the dungeons there are puzzles and boss fights with various mechanics.

This has nothing.

(edited by Webba.3071)

Infusions overhaul and GM Jewellery

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

Yes jeweler has nothing to do with infusions, but if a 500 jeweller crafts ascended tier gems and jewels where do those get put while ascended accessories have no normal upgrade slot?

Seriously, read the first post carefully, it explains the premise. If you want to talk about your ideas for new crafting professions can you please make another thread for it? Id rather this one be about what I actually wrote in the original post.

Infusions overhaul and GM Jewellery

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

So Orphael, did you notice the part of my suggestion where essentially every ascended item would get an agony infusion slot? Did you make an effort to understand what the suggestions actually are?

To be honest with you, you are talking only of balance and cost issues, which are easily resolved through adjusting values (eg making each run of FOTM drop more infusions, or drop higher infusions, thus lowering the price). A very simple problem to fix.

The topic here is how to make the infusion system simpler and more coherent while also implementing Grandmaster Jewellery crafting so please try to keep your comments relevant to that particular concept, and be sure to read more than just the word infusions, thanks.

Absconditus, you are right in that defensive/offensive/utility slots make a good gold sink, but they cause a huge amount of clutter to an infusion system that is very muddled in purpose. Are you adding infusions to increase AR or get those extra stats, or increase magic find or all of the above? Why are there two types of infusion slots and 4 categories of infusions?

It could all be much simpler and coherent – Infusions for AR, other upgrades for stats. All equipment from all tiers has the same upgrades, ascended also gets infusions.

And frankly, gold sinks are very easy to make, losing this as one would be no great hardship.

(edited by Webba.3071)

Infusions overhaul and GM Jewellery

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

So, with the release of HOT and the focus on fractals as the primary 5 man cooperative content in GW2 now is surely a really good time to overhaul the rather patchwork and often confusing (especially for new players) approach to infusions, while at the same time implementing a sensible and useful level 500 jewellery crafting system.

These two birds can be got with one stone by doing something along the lines of the following suggestion.

Primarily, remove the defensive/offensive/utility infusion slot from the game completely.
On weapons, armour and un-infused ascended accessories replace it with an agony infusion slot (the +1 to +16 ones).
On infused ascended accessories replace it with an inbuilt +5 AR.
On all ascended accessories remove the inbuilt stat bonuses and replace those with a normal gem/jewel/universal slot (the same as how exotic and lower accessories work).

It is very important that this be done in such a way as to not penalize players for investing heavily in these slots by returning any mats used (the many T6 mats for those +5 power/precision etc infusions being the most important).
Make those of these items that are desirable to keep in the game (utility infusions, WvW infusions) into ascended universal upgrades (with a 1 per character restriction, ala ascended items in general, and minus any AR).

There are many advantages to doing this. Firstly you greatly streamline the AR system, and completely separate it from item stats. This makes it a lot easier for players to understand, and separately pursue both AR and max stats on their gear without having to invest in either one if they dont want to. It also creates more consistency across all ascended gear, and more consistency across all accessories.

Secondly by replacing those AR slots with a normal upgrade slot as seen on exotic and lower accessories you create a space for crafted ascended jewellery items.
T6 precious metal (electrum?) created from lower tier precious metals (silver, gold, platinum etc),
T6 gems, created from lower tier gems,
T6 jewels created from T6 gems and T6 precious metal
T6 universal upgrades – any infusions converted to upgrades (utility infusions) as well as T6 versions of normal universal upgrades (seals, medallions etc) since those are currently useless and unused so this could be a good way to bring them back.

Since ascended accessories themselves are all named and unique and have many methods of acquisition already it doesn’t seem advisable to also make them craft-able, so by doing things this way you have more than enough items for grandmaster jewellers crafting without requiring that.

Its pretty clear that the initial implementation of AR was rushed, and the last revamp (which added the Agony resistance slot and the +1 to +16 AR infusions) is a vastly superior one that was introduced to help fix it. Now that we have had the new system system in place for a while now there is no good reason to keep the old one and as you can see essentially replacing the defensive/offensive/utility infusion slots with ascended jewellery slots would provide benefits all round.

Thank you for taking the time to read this feedback, hopefully it was of use to you and I wish you the best for the Heart of Thorns release, and that it be as successful as your hard work deserves.

are guardians threatened by reves?

in Guardian

Posted by: Webba.3071

Webba.3071

I know that mine is, 3 years in and it might be time to switch mains…

Join the Dragondurrhurr

in Guardian

Posted by: Webba.3071

Webba.3071

Mesmer has always been an iconic profession in Guild Wars and will always get that kind of attention. It is the “Love Child” profession of the game.

Not even remotely true. Mesmer was bugged, underpowered and neglected for the first 2 years of GW2. Not to mention being completely different to what the Mesmer was in GW1.

Describe the Dragonhunter in 3 Words

in Guardian

Posted by: Webba.3071

Webba.3071

Don’t force ranged.

Join the Dragondurrhurr

in Guardian

Posted by: Webba.3071

Webba.3071

If I am understanding correctly then what he is saying about Pure of Sight is that because you have to take the Dragonhunter traits to even use the longbow in the first place any minor traits in that specialization line may as well be baseline because you will have them all anyway.

Personally I think anything that applies to either specific weapons or weapon types (ranged/melee) should be a major trait, so that players can choose or not according to their weapon choices. Its hard to enter melee at any point with a dragonhunter without feeling like you have hurt your dps thereby.

Id rather like to see the minor Dragonhunter traits all relate to how the core gameplay of Guardian is shifted by going Dragonhunter.

For example, core guardian has a lot of damage mitigation through blocks, invlun, aegis etc, Dragonhunter minor traits could be about damage mitigation through evasion or mobility. You could have a trait that grants vigor to your allies every time you dodge (allowing them to dodge more), a trait that granted you swiftness whenever you applied aegis to allies etc etc

There are lots of possibilities there. But unless the intention is to say Dragonhunters should be an entirely ranged class (something GW2 has always avoided) then the current minor traits are very poor.

give us warrior elite spec next!

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

This assumption that two elite specs cant get the same weapon…

Different skils, different range, different animations. Might share the same appearance but in every way that matters staff on ranger and staff on thief would be two different weapons.

Which is not to say what will happen one way or another. Just that we dont know yet.

Tome of knowledge=Ruining the experience?

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

That is what they call passive writing. Passive writing is for the weak.

You don’t need to add IN my OPINION unless, because anything other than fact is your opinion.

You are labouring under serious misconceptions if you think the internet is where the strong hang out.

Tome of knowledge=Ruining the experience?

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

Do you honestly expect everyone to add IN MY OPINION to absolutely everything they type?

Its not a bad idea.

Revenant Test Weekeend Questions

in Revenant

Posted by: Webba.3071

Webba.3071

Also, soulbound.

The Mystery Cave - Impossible to Solo?

in Living World

Posted by: Webba.3071

Webba.3071

I found the sweet spot to be 3 players. Enough bodies to run around setting off all the bombs and chasing down the bug things to keep the fires lit without scaling the boss up too much. But it’s definitely soloable if you have good active defense and high dps.

Just Completed Personal Story... WHAT???

in Living World

Posted by: Webba.3071

Webba.3071

This is exactly why LS1 should be unlock-able and purchasable like LS2.

I don’t disagree. We’ve stated before that we hope to one day rebuild LW Season 1, but we’re focused on HoT development right now.

This makes me sad because it means that rebuilding season 1 is not only not a priority but not even a certainty.

I know you do your best and there are always too many things to work on that some of them are going to be left out but from a storytelling point of view its really sad that this isn’t considered essential content.

A new player who comes into the game with HOT release (and I’ve seen more than a few around lately) is going to get the personal story → weird gap where a bunch of stuff happens that is never explained (not to mention introducing ALL the important subsequent characters) → season 2 → expansion. Its a very large hole that will create a weirdly disjointed experience at best and a horrible one at worst.

But I know that you know all this. I just hope someone with the authority to do so insists on this getting made. The game needs it.

Tome of knowledge=Ruining the experience?

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

Im pretty sure the OP is asking about using scrolls to level new characters once HOT comes out. Anet has announced (go read the announcement again), and everyone knows, that the BETA character will come as level 80 with a selection of gear and be temporary only.

Datamining has nothing to do with this, THAT is about the speculation as to what the remaining weapon and legends will be for the class once it is finished.

Tome of knowledge=Ruining the experience?

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

I do a key run every time I get 8 of them. Levelling in this game is so easy, it’s much better to convert them into money imo.

But yes, the NPE is restrictive in a way that makes it very hard to not feel like your intelligence is being insulted. Is weapon swapping so complicated that you have to play for several hours before getting access to it? Are new players really going to struggle to use more than 2 skills at level 1?

It is possible to introduce mechanics gradually without actually restricting their use before the point you explain them. By all means explain how weapon swapping works at level 10, but dont restrict its use before then, etc etc.

(edited by Webba.3071)

Challenge Motes are bugged [merged]

in Bugs: Game, Forum, Website

Posted by: Webba.3071

Webba.3071

Some perspective -

Attachments:

Hero Points & old characters: breach of trust

in Guild Wars 2: Heart of Thorns

Posted by: Webba.3071

Webba.3071

They should just base unlocks for existing characters on what has been unlocked already. If that means for some legacy chars that certain skill challenges/hero challenges only count towards map completion and dont award a hero point (because that character effectively already has it) then thats hardly a problem.

Guardians are the weakest profession

in Guardian

Posted by: Webba.3071

Webba.3071

This is a very weird thread…

CDI- Character Progression-Horizontal

in CDI

Posted by: Webba.3071

Webba.3071

Thats the VP side of the list done though, I guess the HP stuff is much more relevant to this thread.

There are also 3 main types of horizontal progression in GW2 that I can see. Theres the story stuff that is based on your choices before the character is made, and then there is the stuff that becomes horizontal after a certain point, like traits and unlocked skills and finally there is the collectable stuff like minipets or titles or AP.

Of the first type I feel that it is very unfinished at the moment and by far the most interesting part of it happens before you even start playing the game. Choosing race and class, and personality , it seems like these things were planned as being the start of something that would be much more involved during the game but it just sort of peters out after about the first 30 lvls when the personal story starts to merge together. I find it quite strange that unique skins are regularly handed out for living story participation but nobody thought to do that for the different choices during personal story. This is an area which could be a very immersive part of the game, great for roleplayers or even just people who like to feel their characters exist in a consistent context.

Of the second type of content, the things that essentially provide different builds or play styles beyond a certain point I feel that it suffers by being divorced from the story and context of the game to a large extent. For example, the recently added healing skills simply show up in your interface and, if you have the sp, you click twice on it and there you go, horizontal progression complete. But this is the sort of interaction you can have in a web browser. Why couldn’t we have unlocked that skill by, at the very least, talking to a merchant within the context of the game world? A merchant who appears in our home instance after we complete the dynamic event to rescue them from destroyers in a cave under the shiverpeaks and they agree to show us their secret knowledge in return.

There was a similar thing I felt when ascended crafting began. Suddenly, bamf, everyone is able to craft better than before and when you get to 450, whooosh, new recipes magically appear in your interface. One of them, the deldrimor steel rang a bell. I realised that this is the same material referred to by a blog post talking about Scarlet, how she studied under a master Norn blacksmith who recently rediscovered how to forge deldrimor steel.

So instead of just having that recipe appear on our crafting screen why couldnt we, after lvling crafting to 450, get a msg in the mail directing us to find this guy so we can learn his secrets. Except he is wary after how Scarlet turned out and wants to test us. So we do some quests for him as well, some of which involve bringing him the required materials for the recipe and at the end of it we not only have a bit of hp, but we have had an interesting, multi-mechanics game experience along the way.

I feel the same sort of separation between game world and progression with the collectables and miniatures as well. Too often this stuff just appears in the gem store at the same time as new content without a word of explanation, except the obvious one that you would like to make some money. I dont think anyone would begrudge you that but when it is done so regularly and with so little subtlety I fear the community gets cynical rather quickly (see recent flame armour for example). How does Gnashblade come by all the stuff anyway? You could add some more content into living story stuff to explain this, or at least give him some dialog options so we could quiz him about his nefarious business practices. He is an interesting character, sure people wont object to seeing more of him.

My overall suggestion then (and this is your TL/DR section folks) is to try and get your living story teams and your content/balance teams to work more closely together to integrate this stuff into the game world. Maybe at the start of each development cycle the teams get together and brainstorm how to integrate new features into the story in a plausible and immersive way. (like the signet of capture in GW1. I just remembered this but that was really good game design. I was very disappointed it didn’t return for the elites in GW2. Maybe it isnt too late?)

I will post some more specific suggestions in each of these three horizontal progression areas over the next few days and hopefully they might give you devs some good, or at least useful ideas.

(edited by Webba.3071)

CDI- Character Progression-Horizontal

in CDI

Posted by: Webba.3071

Webba.3071

I recently made a list of all the different types of vertical and horizontal progression in GW2 to try and clarify exactly what we would be best talking about in this thread and it gave me some interesting thoughts.

Vertical Progression (Things which make characters more powerful)
Stat increase from lvl 1-80 (with level adjusting this might not count for much though)
Gear increase from lvl 1-80
Gear quality increase from Common to Exotic (at game release)/Ascended (since Nov 2012)
Agony Resistance (especially since Oct 2013 fractured patch but applies to fractals only)
WvWvW XP (applies to wvw only, obviously)
Skills/weapon swap/class features unlock (up to lvl 30)
Trait unlock (lvl 20, 40, 60)
Trait stats (up to lvl 80)
Horizontal Progression (Things which make characters more interesting and versatile)
Skills (weapon, healing, utility and elite above lvl 30)
Traits (after lvl 60)
Trait stats (after lvl 80)
Gear variety (Zerkers, Soldiers, Clerics etc etc)
Skins (Character Appearance)
Collections (eg minipets)
Achievement Points
Personal Story (including race, gender etc)
Class

First interesting thing is that there was a lot more vertical progression than I had expected, and most of it has nothing to do with ascended. This is because almost all of it takes place before lvl80, is relatively easy and doesnt require a lot of time to complete.

Second thing is that there are a lot of items which appear on the list twice. This is because a lot of what is vertical content while a character is lvling pretty seamlessly becomes horizontal progression after a certain point. This is great design imo and much more like GW1 than I have previously given GW2 credit for.

Third thing is that of the time consuming post lvl 80 vertical progression items 2 of them are limited to a specific part of the game, ie they dont affect overall char power. WvW xp and agony resistance are specialized, long term vertical progression which works fine in a HP focused game because people are not obliged to participate in those areas beyond a point before where the progression starts. This is good.

This leaves the stat increase on ascended armour very much alone though. It affects every area of the game, it is a long term progression and it is exclusively post 80. This is the problem with it. If ascended just added an infusion slot and came with unique stat combinations (rather than stat increases) it would have provided long term horizontal progression coupled with fractals only vertical progression. I cant help but think thats much better. Ah well, too late for that now I guess.

List of GW2 Features that are either HP or VP

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

I was trying to catch up on the important points of the recently closed CDI thread for Vertical progression and it struck me that a lot of the discussion there could have been more effective if people had more of a clear idea exactly what elements of GW2 constituted either vertical or horizontal progression.

To prepare for the next CDI thread I thought it might be an idea to compile a list of GW2 features and what type of progression they embody so going into the next discussion people are more likely to be on the same page regarding the definition of these things.

Here are some examples to get us rolling. I will add everyones to this post so that there is a handy summary here when we have made some progress.

Vertical Progression (Things which make characters more powerful)
Stat increase from lvl 1-80 (with level adjusting this might not count for much though)
Gear increase from lvl 1-80
Gear quality increase from Common to Exotic (at game release)/Ascended (since Nov 2012)
Agony Resistance (especially since Oct 2013 fractured patch but applies to fractals only)
WvWvW XP (applies to wvw only, obviously)
Skills/weapon swap/class features unlock (up to lvl 30)
Trait unlock (lvl 20, 40, 60)
Trait stats (up to lvl 80)

Horizontal Progression (Things which make characters more interesting and versatile)
Skills (weapon, healing, utility and elite above lvl 30)
Traits (after lvl 60)
Trait stats (after lvl 80)
Gear variety (Zerkers, Soldiers, Clerics etc etc)
Skins (Character Appearance)
Collections (eg minipets)
Achievement Points
Personal Story (including race, gender etc)
Class

No doubt Ive missed many, please point them out to me so I can add to the list.

Cheers!

New CDI?

in Guild Wars 2 Discussion

Posted by: Webba.3071

Webba.3071

Chris, copying this over from an old CDI thread in case you missed it. Given the OPs question it seemed relevant.

I dont know if this is the right place to post this but its the best I could find, which in itself is relevant to the suggestion I would like to make.

It seems that CDI does not have a home, so to speak, but is spread out across the various forums the different threads are related to. This makes sense, but for someone who doesn’t visit the forums everyday its quite difficult and time consuming to find where the various threads are.

I would suggest a stickied post in the suggestions forum listing all the CDI threads, current and completed, in chronological order and with a short paragraph describing the purpose and contents of each.

This would allow participants very convenient access to any topic they might want to contribute too or read up on without requiring you to move any existing threads or reorganize anything else on the forums. It might also help people to grasp the big picture of CDI, which might help them appreciate what you are trying to achieve with it, something that is hard to see if you only see one or two threads every now and then.

[TTS] Go to TTSgamers.com 4 info

in Looking for...

Posted by: Webba.3071

Webba.3071

an invite for kae.5467 and myself to any open TTS guild would be awesome. (we are on SOS server if that is relevant)

Far Shiverpeaks Tequatl

in Dynamic Events

Posted by: Webba.3071

Webba.3071

Is there a particular time or schedule you do the kills on? My server is rather less organized and motivated than yours, it seems.

Being Kicked From My Own Instance

in Bugs: Game, Forum, Website

Posted by: Webba.3071

Webba.3071

If more examples help fix these issues quicker I can provide one. We were on 3rd fractal lvl 38, dredge when the instance creator got a dc. When he tried to re-enter FOTM it created a new fractals instance with just him in it and booted the rest of us back to LA, destroying all our progress. Game breaking bug.

CDI- Process Evolution

in CDI

Posted by: Webba.3071

Webba.3071

Chris, I dont know if this is the right place to post this but its the best I could find, which in itself is relevant to the suggestion I would like to make.

It seems that CDI does not have a home, so to speak, but is spread out across the various forums the different threads are related to. This makes sense, but for someone who doesn’t visit the forums everyday its quite difficult and time consuming to find where the various threads are.

I would suggest a stickied post in the suggestions forum listing all the CDI threads, current and completed, in chronological order and with a short paragraph describing the purpose and contents of each.

This would allow participants very convenient access to any topic they might want to contribute too or read up on without requiring you to move any existing threads or reorganize anything else on the forums. It might also help people to grasp the big picture of CDI, which might help them appreciate what you are trying to achieve with it, something that is hard to see if you only see one or two threads every now and then.

Fractal weapon drops

in Fractured

Posted by: Webba.3071

Webba.3071

just shy of 300 for a pistol and a focus. I consider myself extremely lucky.

Karka Shells

in Crafting

Posted by: Webba.3071

Webba.3071

There are the ones from the karka queen chest. Then there are always the extra vets that get pulled in.

The increase in price would seem to indicate that this event, and general activity in Southsun is creating less karka shells then people are buying. On my server that zone is dead, people only drop by occasionally to farm ori and the meta is always at 0/4 camps. The rewards are just not worth it, I would be very surprised if other servers were different.