Showing Posts For Yimiko.8524:

Bauble collection bug

in Bugs: Game, Forum, Website

Posted by: Yimiko.8524

Yimiko.8524

For some reason, the very next bauble I get after 249 will be the last one counted. If I get 50, I’ll have 299 until it drops under 250 again, if I get one it’ll cap at 250. I simply cannot pick any up beyond 250. It shows it being collected, it shows the icon and +1, but nothing goes to my inventory and there’s no message in the log, regardless of the number I was supposed to have received. This will obviously make obtaining any upgrades that cost more than 250 impossible, and I think it has affected the achievements for collection all baubles in a single run.

Simpler Form for Testing

in Guild Wars 2: Heart of Thorns

Posted by: Yimiko.8524

Yimiko.8524

Specializations

Were they fun? Varies by class, but I would like to see more than one specialization per class in the relatively near future, and not simply with each expansion, with years between. After all, the specialization system has the potential to really rejuvenate build customization, but it will never achieve that if there’s only one specialization and your only other option is to just not take it.
Did they Change how you play your profession in a meaningful way?: To some extent. It really depends on the class. Berserker makes warriors use their burst skills much more frequently, for example, but with guardian I didn’t feel that the trap skills, trait lines, or the bow was really any sort of improvement upon what I already had. It was just different, but not better in any definable way. It feels like some specializations were just much better thought out as a clear concept of what it was meant to be, while others seemed more or less to just be mixing various aspects of other classes with no clear goal in mind other than being different from what was previously available.
How were the improvements to the previous Specializations? (Dragon Hunter, Tempest, Chronomancer, Reaper): I didn’t notice much change, but I mostly used reaper. I did notice that I would go to a target instead of flying through it with that one death shroud skill, which was a major improvement given that every fight in HoT is at the top of a cliff.
Feedback on new specializations, as well as any changes to the old: The new specializations seem well balanced, though the staff fighting on daredevil could stand some tweaks to just make it more…user friendly.

Creatures

How is the difficulty of the new hostile mobs, and are they fun and exciting?: The difficulty varies by enemy. Generally speaking, all of them abuse their mechanics to teh point of annoyance. One of those smokewolves is fine, but fighting 2 or more becomes a major chore as they keep laying down evade fields for each other. The same is true of anything using conditions, or knockdowns, or any other mechanic really. You can only reliably fight things 1v1 because each enemy abuses it’s mechanics to such an extent that when you have multiple enemies, it piles on too fast to do anything about it. Tons of conditions and heavy hits being cast on you as you are knocked down repeatedly and have no chance to escape does not make for very fun or interesting gameplay.

World

With the Opening of two new outposts, we are adding in a bunch of new events. Are they fun?: Generally they are fun, but when this content becomes obsolete due to a new patch or expansion, all of it will become virtually impossible. The difficulty is far too high for a small handful of people to get anything accomplished.
Do the new events bring you more into the world?: Into a small section of it, but not the world overall.
Are the new events challenging, meaningful, and interesting?: The endless repetition does take away from it somewhat, as it always will, but the fact that events are not just random standalone bursts of activity and are parts of larger chains instead is a welcome addition.

Mastery System

How is the progression?: Slow. Seeing as this is a beta and all progress will be wiped, it should really have the experience amounts required reduced so we can actually test all of these masteries and make sure they are in fact working. The speed would be acceptable if this were not a beta
How is it using the mastery abilities in the current area?: Interesting.
Is the mastery system providing a meaningful area of progression?: Yes
Do you care about experience and mastery points?: Yes, but at the moment, it’s too much of a grind to truly test them. Not everyone has the entire weekend to grind out masteries.
Does it provide a good framework to add more masteries in the future?: Yes, I could see many more masteries being added in the future for many various aspects of the game
Do you want to learn as many masteries over time to overcome challenges later in the future?: Yes, but that’s less the system and more my playstyle.

Bugs

Necromancer Minions are wiped out upon using bounce mushrooms. If a necromancer uses minions, they will be forced into combat without having any summoned.

Sad Trinity is Sad

in Guild Wars 2: Heart of Thorns

Posted by: Yimiko.8524

Yimiko.8524

GW2’s system allows for build freedom and complexity. You can heal yourself, you can deal decent damage, you can take the heat off of others, you can do whatever you need to do as any class based on your build. The Trinity system prevents even attempting to work outside your locked role with rigid mechanics. Healers don’t deal decent damage, tanks can’t heal, DPS can’t handle taking hits, etc. It doesn’t create challenging content, it creates repetitive rigid content where getting the pattern down means you never lose.

The removal of that reliance on trinity mechanics means they can create more complex encounters and that players can create unique builds. It’s one of the best features of the game. You can play whatever class you want whatever way you want, and there’s a way to succeed.

Fishing in guild wars 2

in Guild Wars 2 Discussion

Posted by: Yimiko.8524

Yimiko.8524

Add it as an activity/minigame, give points based on the size and number of the fish caught, and have little fishermen merchants where ever they have fishing spots that will sell the specialty fish of that area for cooking purposes(new recipes requiring specific fish would be needed), and will exchange some minor goods in exchange for fishing points…or even some really good stuff in exchange for a /ton/ of points(dragonite ore, bloodstone dust, obsidian shards, various crafting materials, etc.)

My favorite fishing system was Breath of Fire 3/4’s system. It was entirely possible for you to neglect it completely, but if you /chose/ to fish, you could work your way to some great rewards, and the fishing mini game itself was fun. Sometimes I load up BoF4 just to fish again.

PVE most used class?

in Guild Wars 2 Discussion

Posted by: Yimiko.8524

Yimiko.8524

I think people generally feel a little too strongly that they are right here. All of the classes are viable in PVE. The question was just which is played most, not even why.

I personally see a large mix. Generally there do seem to be more warriors, though not by a staggering percentage. As for why, I think the reason there are more warriors is simply because there are more warriors. “What class should I try? There are a lot of warriors, so they must be good. I’ll try warrior.” And the cycle just keeps going.

"Mine all Mine!"

in Guild Wars 2 Discussion

Posted by: Yimiko.8524

Yimiko.8524

Ehh, I just hate how every human female suddenly turns into this miserly greed monster as soon as something yellow shows up. No matter what your character looks or acts like, she suddenly sounds like she should be wearing a dark cloak and wringing her hands over her ill gotten fortune, eyes darting around in paranoia, waiting for a thief.

Still better than sylvari females, though. Their lines aren’t always worse, but the voice actor was. I dread running across one in the field and hearing about her kitten ed thorns again, or the strangest way to say protected. There’s a lot of grating voice acting in the game, but only they were bad enough that I refuse to play one.

Lore and NPCs are not sacred dolyaks

in Guild Wars 2 Discussion

Posted by: Yimiko.8524

Yimiko.8524

I don’t think the lore has as much impact on bringing in new players as the gameplay, and the whole RP scene is entirely in the hands of the RPers. Head to the queensdale hunter’s lodge in TC and you’ll see just how little Anet gets involved in that. I will say this, however…If you are a roleplayer, and your character is involved in all sorts of wacky events in the game, and you just dismiss those as not being a part of your story…you’re kind of a crappy roleplayer.

Either way, there is a way to please both parties. You can create instanced “versions” of areas, using that overflow system, where say everyone that hasn’t completed the story is forced into the zombie nightmare Orr maps, while people that have can go into a less cluttered, hellish Orr reflecting the supposedly healing land and dwindling corruption. You could even allow post story characters to choose to go into Zhaitan’s Orr to help out other players or mess around with whatever content might be exclusive to that version.

But if that system is completely beyond Anet’s capabilities, then yes, let’s just start blowing more things up. If a game never changes, it becomes boring and stale. If RPers can’t adapt, then their stories are boring and stale too. They’ll interest and retain more players with exciting changes to the game than they will with a completely stable world, which is what just about every other MMO already offers and why a lot of us aren’t still playing them.

Watchwork mining pick bug

in Bugs: Game, Forum, Website

Posted by: Yimiko.8524

Yimiko.8524

The watchwork mining pick has started returning ruined ore chunks, completely at random, where it never had for me before today. Example of random ruined ore: 3 gold ore, 3 ruined ore, then 4 more gold ore mined off the exact same rich gold vein node. The item was never represented as having any random chance at destroying your ore, nor had it done so at any time before today that I have seen, so I assume it’s a new bug.

Feature Build Balance Preview

in Profession Balance

Posted by: Yimiko.8524

Yimiko.8524

If you want warriors to use healing signet as an active rather than a passive, make the amount the active use heals worthwhile. Or have it remove conditions on activation. Or have it do something else, like healing + lifesteal on the next 5 or 10 hits, or a few seconds of invulnerability + swiftness to get out of combat (chicken signet). As it is, it’s only really useful as a passive skill anyway, since the active heal is simply too weak to be useful in a crisis, which is really the only time you need to worry about healing.

How to make WvW fun?

in WvW

Posted by: Yimiko.8524

Yimiko.8524

Three things: 1) No you can’t because you can’t really see the difference between enemy and ally players, or communicate with them, anyway as long as you are an explorer. 2) None of that would be any less fair than the current system is. All three worlds have access to the same cheap gimmicks, no matter what those cheap gimmicks are. Scouts camping waypoints doesn’t bother you at all, I take it. 3) That’s already possible, you just have a spy on another server and contact each other through skype or vent or whatever. If people want to cheat, they already can, do, and always will.

Ascended Armor Grind

in Guild Wars 2 Discussion

Posted by: Yimiko.8524

Yimiko.8524

Kinda get the feeling that people don’t seem to understand that more grinding doesn’t really mean more time spent playing the game. In general, really grindy content turns players off and many of them will simply ignore it. Or just stop playing the game once they hit that wall where they /have/ to grind in order to proceed; thankfully /that/ is not the issue here.

I personally couldn’t care less about ascended simply because it takes too long to be worth it. I care even less about legendaries because they are simply ugly and ill thought out in addition to taking far too long to obtain. I’ve seen how much effort is required for the minimal rewards this “endgame” content offers, and this “grind” stuff just isn’t /worth/ the time, so I simply won’t do it.

So here’s my question….if the grind makes content too tedious to bother with for the average player, then what’s the point of that content at all? Why make something so tedious when the odds are at least as likely that doing so will simply chase players away from the content rather than cause them to spend more time in the game pursuing it?

How to make WvW fun?

in WvW

Posted by: Yimiko.8524

Yimiko.8524

Add an “explore” option so people can go into the maps without being involved in PVP combat in any way. That would be a hell of a lot more fun for PVE players than being forced into PVP for the sake of a few achieves.

Any player in the explore option only shows up as “explorer” and is counted as a green (friendly) unit by all actual fighters on the map, who would also show up as friendly “mist warriors” to explorers regardless of which world they come from, and all open chat would be blocked from explorers during the time they are in there. No cheap free scouting, no one forced into a game play style they absolutely despise.

Cursed Shore terribly lagging

in Bugs: Game, Forum, Website

Posted by: Yimiko.8524

Yimiko.8524

Was fighting a champ and ended up dying because my character’s location in the server evidently wouldn’t change while I was running around. Noticed extremely slow connections with all GW2 site areas as well…Could be an ISP thing on their end?