Showing Posts For Wonloong.7159:

On jute scraps

in Players Helping Players

Posted by: Wonloong.7159

Wonloong.7159

Hello!

I find that the availability of jute scraps is harder than ores and wood. Why is this so? The resources I have found is that I either get them from bags or from salvaging cloth armors.

Is there a better way to obtain scraps? Like a good farming spot that has a higher drop rate for them? Thanks in advanced!

Cooking Utensils As Weapons

in Black Lion Trading Co

Posted by: Wonloong.7159

Wonloong.7159

Dear ArenaNet,

You have given us, the players, many a-wonderfully designed sets and stuff and yet, we still crave more. How dare we, the ungrateful, ask more from your benevolence?

Our audacity knows no bounds. Here’s how: You have given us the Cook’s Outfit. And you have given us a pan that acts as the costume brawl. That’s well and good. But! May I suggest you take a step, nay, ten steps further?

Give us what we really want: cooking utensils to be used as fighting weapons!

Just imagine a mob of Hero-Chefs, wading through the battlefield clad in woks as shields, rolling pins as maces, giant Ginsu knives as 2H swords, and pitchers of water as focuses. Just -- Just imagine it, okay? Done? Good. Isn’t that a beautiful sight to behold? Not only that, it lets us stand around the cooking station in style. We’ll even look the part, too!

You have an unlimited amount of opportunity to milk us dry, O ArenaNet. You have the power to render us bankrupt in ten seconds flat (as a student, I find this strongly true). So why don’t you do that? Give us what we really want. Do the right thing.

Sincerely,
A Very Passionate Cook (Both in-game and out)

EDIT: Another thought just occurred. How do you sell products that matter the most? You get people to endorse them, of course!

Here’s what I’m thinking: We can have the Epic-Orrians run a campaign blitz about the viability of these utensil weapons. We’ll workshop the branding later. We can sell it to the public, but most importantly to the heroes, that it’s a 2-in-1 thing—It lets them cook stuff that they’ve just slaughtered with!

Just imagine them sitting around that bonfire buff (that people really hardly use, in all honesty) and have them whip out their utensil-weapons and cook their roadkill on the spot! Now isn’t that a great idea?

(edited by Wonloong.7159)

Town Clothes

in Black Lion Trading Co

Posted by: Wonloong.7159

Wonloong.7159

My sentiments, chesirefox! I too, would like to see that be implemented somehow! If not, just a minor adjustment here and there would do!

Town Clothes

in Black Lion Trading Co

Posted by: Wonloong.7159

Wonloong.7159

Hello!

We’ve been seeing a lot of pretty and handsome clothes for our characters! But! They’re mostly of the combat armour variant. Are there any news on Anet implementing more town clothes in the future?

Thanks in advance!

An In-Game Lexicon

in Living World

Posted by: Wonloong.7159

Wonloong.7159

An In-Game Lexicon

in Living World

Posted by: Wonloong.7159

Wonloong.7159

What other MMOs have this ingame lexicon of everything you need to know from past events without going outside of the game itself?

You seem to forget Warhammer Online! That game has a BEAST of a lexicon for its lore. Check it out for yourself. It’s pretty well presented, too.

An In-Game Lexicon

in Living World

Posted by: Wonloong.7159

Wonloong.7159

But that storyline is over, why would it be in the game if it is no longer active?
If people want to read up on stuff that have happened they can use the wiki.

Ah-ha! But you see, the Halloween event isn’t just a Halloween event, it’s Mad King clawing up from the depths of the underworld to terrorise the citizens of the surface-world! I think that is a cause for chronicling in the in-game lexicon!

The in-game lexicon, as mentioned, details all the major events of GW2 – from it’s Living Stories, to little bits and pieces of lore, and then tying all of that together into a neat little package the player can access in-game at any time they wish. No more flipping to get to a website (Of course, the website will be there. Likelihood, the information will be pulled from there via GW2’s API, for instance), players can have the convenience of the information at the tip of their fingers! Now, isn’t that just smart?

An In-Game Lexicon

in Living World

Posted by: Wonloong.7159

Wonloong.7159

So like myself and many others that played through the Living Story (LS) contents, we found that the information presented was fragmented, or it wasn’t just there at all times. Players had to get it from blogposts and sites that dedicate on updating the stories instead.

But what we really need, is an in-game lexicon that presents the players all of the stories from previous to current LSes - from the general overview to the details of it. We already have the (rather shallow one, in my opnion) presentation of information about our Personal Story. Why not start with something along that line of parsing the LS information first, and then gradually increase the number of details, like little awesome tid-bits of the who, what, where, when, and hows.

What do you think? Do you agree with this, or do you have an even better implementation of it? Discuss!

(edited by Wonloong.7159)

Your class improvement suggestions - 1 each

in Suggestions

Posted by: Wonloong.7159

Wonloong.7159

Warrior:
A one handed ranged weapon – I’m thinking either pistol or throwing knife. I feel this would open up a lot of options for the warrior in SPVP/TPVP.

The one handed ranged weapon for Warriors could also be a spear/javelin that they can throw, couple that with the shield. It’s a slow attacking weapon (since the user has to do a throwback animation, and then launch the weapon) that relies on crits and crit damage. With the shield, the combination can be quite versatile in handling foes from afar and in melee range.

How to make WvW more attractive

in Suggestions

Posted by: Wonloong.7159

Wonloong.7159

I think it’s not only the rewards that is important, but how the whole defending and assaulting mechanic feels in general. Right now, I don’t feel as if I’m defending or assaulting. There’s no je nais sais quoi in that sort of combat. It feels shallow.

Maybe they should add little feedbacks in hits or implement visual cues, or just something that makes it satisfying when I’m defending or assaulting a point of interest in WvW.

White Armor/Weapon Vendors

in Suggestions

Posted by: Wonloong.7159

Wonloong.7159

I was wondering what is the purpose of these vendors? Is it just to sell white coloured armour/weapons? Wouldn’t it be better if they sell that, but with specific skins in accordance to their geo-locations?

Meaning, a white armor/weapon vendor in Shiverpeaks will sell norn-themed skins that’s different from the ones you get from karma or cultural vendors. And ones that are in Tarnished Coast would then sell sylvari influenced weapons/armours.

They could then be tiered; from simplistic designs (lower levels), to moderate designs (mid levels), to ornate ones (higher levels). And they can then be more expensive as the level increases, just like cultured armours/weapons are.

Maybe not only just that, but novelty things as well! The merchants that sell just salvage kits or harvesting tools can sell knick-knacks that make sense with the geo-locations, or a thing that lets the players grow flowers on the ground (sylvari or florist-type merchants).

Merchants in moot halls or food-related establishments sell special types of food/drinks with bonuses in them as well, and not like the current ones that just sell firewater or ale or cold wurm soup. For example, merchants in Divinity’s Reach’s quadrants can sell Canthan or Elonian cuisines. The possibilities are endless!

Do you have any additions to any ideas in which you wish to be implemented for Tyria’s merchants? Sound off below!

Musical Genres in Tyria.

in Lore

Posted by: Wonloong.7159

Wonloong.7159

I was listening to Thelonious Monk when a thought occurred: Do the Tyrians have jazz there? What about other types of genres like classical, or pop music? If they do, what then do they sound like?

Great Concept Laden With Poor Game Mechanics.

in Super Adventure Box

Posted by: Wonloong.7159

Wonloong.7159

Not trying to undermine your feedback or putting words into Josh’s mouth, but I get the impression that JPs are an exhibition of level design over mechanics. The act of jumping in GW2 is pretty basic and is likely limited by a bunch of other factors (animations, fighting mechanics, etc etc) and JPs are really showcasing how platforming sections can be built up around this very simple ability using the level design alone rather than attempting to play with the act of jumping in itself. If anything, I’m amazed how much fun I have with the SAB considering that it doesn’t involve any of the fancy stuff I’ve come to expect from platforming games over the past decade or so - it’s really an example of how working with constraints can encourage creativity. In addition, I’m not sure how much freedom Josh and his team had over the mechanics in place - there’s clearly been some work on the level design, art and animation fronts, but less evidence in the physics of the SAB, where the team would need to be larger and cover more roles.

So while I agree with you all that the mechanics of the thing are a bit restricted and occasionally pretty off, I’m not sure that playing with these was the intention of the SAB. However, the SAB could well be a nice, self-contained method of experimenting with new jumping mechanics and physics without them spilling over into the main game if the Devs felt like it.

If that is the case, then it’s done quite a good job at showcasing the players of their designing capabilities. I do like some of the Jumping Puzzles’ design. I really do. But wouldn’t it be better if the mechanics were up to par with it? It would make for a holistic experience, I would think.

But yes, the isolation of mechanics and physics of instances from the main world would be an interesting approach to GW2. I think that would really freshen things up for the developers and players alike. Imagine each Fractals having their own physics and jump feels. That’s sort of cool.

Edit: Added second paragraph.

(edited by Wonloong.7159)

Great Concept Laden With Poor Game Mechanics.

in Super Adventure Box

Posted by: Wonloong.7159

Wonloong.7159

Just gonna throw this out there: could the lack of finesse be intentional, mimicking the games of old? And if it is, is it acceptable to do this in a throw-back homage game placed inside a polished game?

I was pointing out the flaw of the jumping feel of the game across the board, not just SAB. If you’ve done other Jumping Puzzles with a norn or a charr character, you will understand where I’m coming from.

Great Concept Laden With Poor Game Mechanics.

in Super Adventure Box

Posted by: Wonloong.7159

Wonloong.7159

Greetings!

I’ve had a blast with SAB thus far with its adorable art design, but what I find disappointing is the game’s inherent flaw in it’s jumping mechanics.

This game, from the start, had really some shoddy feel when it comes to the Jumping Puzzles. What with bigger characters being too bulky to even have a sense of “am I stepping on this pixel of thing right? Nope, I just fell”, to the clipping of feet on the edges when you’re in battle stance, to the bad visual feedback of what can be stood on or not (invisible platforms when standing on a slither of platform), to the imprecise jumping.

I suggest that the developers find a way to improve on the overall feel for the jumping and its puzzles, and then implement more of them.

I’d like to re-iterate that I’ve had a lot of fun with SAB! But the game’s not Super Meatboy-like controls put me off in ever finishing more of them.

What are your thoughts on this?

Uncategorized Fractal story?

in Lore

Posted by: Wonloong.7159

Wonloong.7159

Who is to say that the Fractals run at the same time-duration as those outside of it? The Fractals that we go through are isolated in terms of time-eras/probabilities. Maybe they are isolated from each other’s time-duration?

But that can’t be it. If it exists in that known universe, time will have to be constant even when it it outside of the Fractals.

'sticky' revive and movement

in Bugs: Game, Forum, Website

Posted by: Wonloong.7159

Wonloong.7159

Bumping this thread. I’m doing that jumping puzzle in Southsun Cove today and am finding it really frustrating that the controls feels sticky and unresponsive. They need to really tighten up on the movements of the characters more.

Spvp destiny. An important message

in PvP

Posted by: Wonloong.7159

Wonloong.7159

Please, all of you take a step back and ask yourselves this question: Have you ever been in a development team for a game this size?

Anet has not only PVP to contend with, but PVE. And both are really complex beasts. Coding a product this huge isn’t a walk in a park, I’m sure you’re all smart enough to at least assume that. They can’t just say, "Hey, let’s just do it!" No, everything has to be weighted properly to ensure the players have the best experience they’ll have.

Just be patient with things for once. It’s quality over quantity. What a bunch of entitled children.

January updates - Any sources?

in Guild Wars 2 Discussion

Posted by: Wonloong.7159

Wonloong.7159

Hey guys,

Just to help provide some clarity on this, we’ll be releasing within the next couple of weeks a high level summary of our big plans for the first half of 2013 to help provide more transparency into our plans with the game going forward. This will include providing more details about our goals for the game, information about the stories and features that you’ll see in the Jan/Feb/March releases.

To set expectations accordingly, the January release will be a relatively small release that sets the table for the stories and features we plan to roll out with the Feb/March releases and beyond. Also, there will be no new race, profession, or new region with these larger Feb/March releases. One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided. In saying this will be an expansions worth of stuff in these releases, we’re talking about the number of new features that will be rolled out across PvE, WvW, and PvP in early 2013, which usually you’d only find in an expansion for a traditional MMORPG.

More details and specifics to come in the next couple of weeks, but I hope that helps provide some more insight into what to expect at a very high level.

Thank you for being transparent with us! This is very much appreciated!

Beating Risen Priest of Balthazar?

in Dynamic Events

Posted by: Wonloong.7159

Wonloong.7159

I’ve done this three to four times, and once, we had up to twenty or more people. Even then we lost. How do you successfully complete this dynamic event? I just want to help the people in my server to get the skill points for their world completion (and mine as well!).

Redacted! Found some tips at this post: https://forum-en.gw2archive.eu/forum/game/events/Gate-of-Madness-NA-Temple-of-Balthazar-Event

Thanks Dru.6214, and Slender Man from guildwars2guru.com!

(edited by Wonloong.7159)

The little things...

in Suggestions

Posted by: Wonloong.7159

Wonloong.7159

Oh, man. So many chairs, so little ability to properly sit on them! I long for the day when we fully have rights to sit on a chair proper. My poor character needs a place to sit and unwind after a day’s or even week’s worth of murder!

Issues with 'Join In' and playing with party members

in Bugs: Game, Forum, Website

Posted by: Wonloong.7159

Wonloong.7159

Server: Tarnished Coast (main)
Quest: The Sad Tale of the "Ravenous" at Gandarran Fields (personal storyline)
Party members: Myself (80) and a guild member (22)

Increasing amount of non-completable DEs

in Bugs: Game, Forum, Website

Posted by: Wonloong.7159

Wonloong.7159

Lately I’ve had an encounter to something I’ve never had since the launch of the game: Uncompletable events across most of the maps that I’ve been to. From Dredgehaunt Cliffs to Timberline falls, almost all of the events there are in the mentioned state. I know a lot of those who reach 80 had already addressed their issues with Orr, andI hope that’s already fixed.

It’s safe to assume that the team is working very, very hard at this problem. Perhaps we could have little transparency on it? A progress or an announcement that you’re working on the problem, just to give the player base assurance?

Sorry if the post sounds condescending or is contributing to the already myriad of posts regarding this. I felt that I need to let my voice heard in something I feel so passionate about.

Issues with the guild system: please post here [MERGED]

in Bugs: Game, Forum, Website

Posted by: Wonloong.7159

Wonloong.7159

3040:1002:3:1930:101
I’m in the same boat at you, here. It seems that it happened not too long ago.

(edited by Moderator)

In-game notifications

in Suggestions

Posted by: Wonloong.7159

Wonloong.7159

Greetings!

Perhaps this has been discussed in the forums (I tried using the search bar, but for the life of me, I can’t seem to get it working), but I was wondering if there are any news on getting notifications or pop-ups for guild members or friends coming online?

I’m in a small guild of close friends and sometimes I only realise them being online after I open up the guild panel. Since we’re all living in different timezones and all that, naturally we’d assume that we’re playing alone. But that’s not the case for some of the time!

Thanks for the time spent reading. \o/