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Ready Up: 4/24 - Specializations AMA

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Posted by: Yumeijin.5439

Yumeijin.5439

My Question

The concern has been expressed before that Elite Specializations will stifle choice by having capabilities that render any core profession as outclassed—essentially that there would be no reason not to pick up an Elite Specialization. These concerns had, to my recollection, been rebuffed. Now that we can see what the intent for Specializations is at the present iteration, my question is as follows:

How are you going to achieve parity between Elite Specializations and Core Specializations when the advantages are clearly stacked in favor of one over the other?

Both have the same opportunity cost, but one allots the player a set of traits while the other allots the player a set of traits, the availability of a new set of weapon skills, a new set of utility skills, and a new heal skill. Are they supposed to be equivalent, or are Elite Specializations supposed to be a no-brainer?

Mounts [merged]

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Posted by: Yumeijin.5439

Yumeijin.5439

I would be all for mounts on the condition they’re not a mindless speed buff with aesthetics attached. There’s an opportunity here to put a twist on mounts that would make them similar with a Guild Wars flair to it.

I’d like to see them take the form of kits that give you slightly varying abilities. Maybe flying carpets and brooms can glide somewhat, maybe horses could jump fences and walls of certain heights, maybe moas can sprint in bursts that could wear them out if overused, maybe Charr designed motorcycles can turn on a dime or blast smoke from their tailpipe. If you’re going to give them speed boosts, make them something you build up to: as in you start at your base speed and accelerate to a maximum speed.

And this could lay the groundwork for other uses. What about activities like jousting, or more races?

Interested in Local Playtesting for ArenaNet?

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Posted by: Yumeijin.5439

Yumeijin.5439

3000 miles isn’t bad for a commute, right? Right?

Challenge Motes are bugged [merged]

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Posted by: Yumeijin.5439

Yumeijin.5439

Going to add my name to the list of those having trouble with this. Mini activated or not, character swaps, relogs, doesn’t seem to matter what I do, it doesn’t show up.

Winter JP goes against the GW2 Mani

in Living World

Posted by: Yumeijin.5439

Yumeijin.5439

They wouldn’t be so bad if they enabled Tixx’s checkpoint before the presents like they did last year.

wintersday jp bug

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Posted by: Yumeijin.5439

Yumeijin.5439

The only thing that’s random is the presents exploding. And yes, that is by far the worst part of the whole JP because of it.

The snowflakes and candy canes appear and disappear on a completely static rotation.

Doesn’t stop people from having to pause take additional dmg ticks partway through.

I’m not sure why they removed the checkpoint at Tixx.

wintersday jp bug

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Posted by: Yumeijin.5439

Yumeijin.5439

It’s happened in prior years. The whole thing needs tweaks. I feel like I’m fighting random respawning snowflakes/peppermint sticks, random present popping and random fall damage running down the last peppermint stick more than I’m actively trying to gauge my jumping distances angles and speed.

The difficult part of the jumping puzzle shouldn’t be “SURPRISE you’re dead now. Isn’t this FUN?!”

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Yumeijin.5439

Yumeijin.5439

Hyperbole is more likely to get your opinion dismissed than heeded.

Feedback/Questions: Town clothes, Costumes, & Combat

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Posted by: Yumeijin.5439

Yumeijin.5439

In addition to armor skins that are easier and cheaper to collect across characters and the account dye system we do believe the options across a players whole account are much more attractive now.

They are, for regular armor. For Town Clothes, they’re far less attractive.

You’ll see more outfits coming out this summer and additions to the game more often usable by your characters.

This doesn’t address our concerns in the least, nor does it ameliorate the frustration of being unable to mix and match pieces from outfits.

We try not to allow too much ‘hoarder’ design where we just keep stacking more and more options on leaving lots of unsupported things hanging around. Yes, we do have to give up some of our current closet space and clothing to fit the new wardrobe in. Again, apologies for that.

I’m not seeing where Outfits, a seemingly superfluous system in its entirety, eliminates that “hoarder” design of unsupported aspects (which, btw, were only unsupported when Town Clothes stopped being released) in a way superior or even equitable to turning the clothes into Armor Skins would.

As always we ask you to try out the new system of customization and see what’s available to you.

Even though it’s inferior. Why would people want to do that, and why would it change their opinions on anything?

I think many people will be surprised by how many pieces have become armor compatible.

A list would be nice. I still believe anything less than “all of them” is unacceptable, though.

We hope the benefits to the outfit system and wardrobe in terms of future support and additions will be clear, and you can look forward to more new outfits coming very soon.

The benefits of the Wardrobe system are readily apparent.

There don’t seem to be any benefits to the outfit system, and as such I don’t look forward to any outfits.

Feedback/Questions: Town clothes, Costumes, & Combat

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Yumeijin.5439

Two poster inbound:

We do understand and sincerely apologize that there are creative combinations of town clothes that will not exist anymore. Many have asked why remove town clothes as a concept. It boils down to we believe better armor skinning and the outfit system is something we can add more options to more often and will produce a better supported RP game for everyone with more variety in the future. In short, a healthier game.

While that’s certainly true for the Wardrobe system in regards to Armor, it’s most assuredly not the case with your intent for Town Clothes. You’re not adding more options, and changing Town Clothes into “Outfits” certainly doesn’t change anything that allows you to release them more frequently.

To expand more on what I mean by better support, It helps if you think of town clothes as a 4th weight class of armor. Clothing was meant to offer visual options that break the class roles, however we were never completely happy with the way it was isolated from the rest of the game and still felt largely the same. Many pieces could have easily been mistaken for light or medium armor.

You seem to be seeing a problem here where there is none. Is it bad that clothes could have been mistaken for armor at a glance? Why?

In many ways it was more akin to building an alt character because town-clothes and armor were so separated.

This seems arbitrary. Why is this separation bad?

Additionally, every time we added something to town-clothes, it didn’t really help someone building their light, medium, or heavy look.

Again, why is this bad? Every time you add something to Light armor, it doesn’t help someone build their Medium armor look. Every time you add something to Heavy, it doesn’t help someone building their Town Clothes look.

And there was no way to add combat gear fairly without creating 3 versions on the back end (light, medium, and heavy).

While I can understand this is not ideal on the back end, it’s still leaps and bounds better than removing options on our end.

As a customization platform and sustainable expansion design it left a lot to be desired.

No more so than any other armor slots.

When we started looking at bringing more of the clothing back into armor with mix and match styles there are some fundamental incompatible things between weight classes. (part of how we set up every armor to allow many dye channels and styles per piece)..

You’ve still yet to explain precisely how things are “incompatible.”

There really is no way at this point over six years since we started development to make absolutely everything work together.

This seems like hand waving to me. I sincerely doubt this is a problem the caliber of which is completely insoluble. Of course, that’s difficult to say given you haven’t told us what the problem is other than some nebulous “there’s problems with how they work beyond clipping” or “they’re incompatible.” Elaborate, please.

So we needed something new to continue to grow in the future.

Outfits give us a way to create highly stylized looks that aren’t constrained to armor slots or weight class.

So do armor skins, which can also be used in combat, dyed, and be mixed and matched.

Feedback/Questions: Town clothes, Costumes, & Combat

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Yumeijin.5439

No, because it’s half finished and negatively impacts the majority of players who currently use town clothes.

Why is this more acceptable of a solution than putting it in now and fixing it later?

Because this is how the game has been for a long time. It is better to keep it as is until a fix is made that makes it agreeable to people currently using it as is, than to make a change that upsets the current norm, and pleases fewer people than it upsets – by a lot.

And what about the majority of players who don’t use Town Clothes? You’re willing to delay a feature they want so Anet can fix the Town Clothes issue and release the whole package later, rather than allow those people to have their feature while a potential fix gets added to Town Clothes later?

Feedback/Questions: Town clothes, Costumes, & Combat

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Yumeijin.5439

Could you help us understand what the problem is, then? If I understand correctly, both Light and Heavy armor classes have seams at or near the waist (which explains a lot about armors like the HoM Coat being split) but Medium armor classes have their seam in a different place, so as to facilitate the trenchcoat styled attire.

There are Medium class armor skins that don’t drape as far down, though. Could the same methodology that allows for those to be “cut short” of their seam so to speak not be applied to the Town Clothes in question for purposes of applying the skin to Medium armors?

Medium is still at the waist. The coats are just longer parts of the chest mesh that are rigged to deform properly when you run in it. Nothing more. All the weights have the same break points. It just isn’t as obvious in heavy armor because they don’t have armor with long sleeves or pant legs that deform boots to end at the ankle or gloves to end at the wrist like medium and light do.

If that’s the case, I’m not sure where the problem lies. Is there something problematic about having a chest mesh that doesn’t include a drape?

Feedback/Questions: Town clothes, Costumes, & Combat

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Yumeijin.5439


With that said, you say “not possible”, and that’s just not true. It IS possible, they just don’t want to bother with it, which is incredibly stupid. Skin replacement is one of the easiest things out there in coding, when the skins are already present. It’s essentially like turning a light switch.

That’s not entirely true.

Each of the armor weights in the game is constructed differently, which is probably one of the reasons we haven’t seen mixing and matching between different weights. It’s also likely the reason we see so many trenchcoats on medium armor—it’s specifically designed to support coats that go over pants. Light armor divides at the waist, and town clothes followed the same rules. If you read this blog post, you can pick up some hints as to how things were coded and why going back to change things would be more difficult than just find-and-replace:

In Guild Wars 2, weight classes determine the profession distribution and the seam rules for our armor coordination. We realized there were times when we desperately wanted to break those rules, so we developed a solution to do so. For example, town clothes work similar to the light armor system. There is a waist seam that allows mixing and matching to work relatively smoothly between pieces, which gives the player as much creative freedom as possible. But for clothing, it would be a travesty to never have a long trench coat, which has a seam overlap that would follow medium armor seam rules.

To solve this dilemma, we have created sets. Sets are two or more sections of armor fused into one to prevent mixing troubles that allow us to design with far less seam constraints. For example, we could have an outfit with a large trench coat, an inside vest and shirt, and pants. You’ve seen this before in my previous clothing blog post. That outfit is one piece.

I suspect this is why many town clothes pieces, such as the pirate captain’s outfit and Bloody Prince set, operate as one piece. And although I have zero technical expertise in this area, I think it probably follows that in order to make town clothes body pieces wearable in combat at all, it either works as an all-or-nothing system or they have to go back and change all of the armor in the game to follow the same seam rules (which might break several current armor sets, too). That would be a massive undertaking, and in the end it’s probably better that the lesser-used system takes a hit.

I’m not exactly happy with it, and I wish things hadn’t been designed that way in the first place (mostly because I’d like to see mixed armor weights), but establishing outfits as an overlay allows them some freedom to keep releasing costumes for holidays and making some sets of “universal” armor which don’t necessitate revamping the whole of GW2’s armor system. Since outfits use a separate system from transmutes, they can also probably be disallowed in PvP if it becomes a problem.

I can only speculate as to the choice to make some pieces tonics, but that might be the place to lean—respectfully—if we’d rather see them as outfits which can be dyed and used in combat.

Bonefield has a pretty good understanding here of why some mix and match is not easy at all. Some armor and clothing combinations are fundamentally not mixable, (for more than just clipping reasons)

Could you help us understand what the problem is, then? If I understand correctly, both Light and Heavy armor classes have seams at or near the waist (which explains a lot about armors like the HoM Coat being split) but Medium armor classes have their seam in a different place, so as to facilitate the trenchcoat styled attire.

There are Medium class armor skins that don’t drape as far down, though. Could the same methodology that allows for those to be “cut short” of their seam so to speak not be applied to the Town Clothes in question for purposes of applying the skin to Medium armors?

Feedback/Questions: Town clothes, Costumes, & Combat

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I’m not sure what’s honestly preventing them from giving the treatment they intend for individual pieces to outfits. If they’re going to turn things like the Wizard Hat into a helm slot item in the wardrobe, why can’t the individual pieces of each outfit receive the same treatment? This whole outfit/tonic system seems unnecessarily convoluted.

CDI- Character Progression-Horizontal

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Yumeijin.5439

Late to the party, perhaps, but these are my three areas of focus I’d like to see improved in horizontal progression:

  1. Skill Diversification
  2. Player Housing
  3. Character Aesthetics

To elaborate on each point:
Skill Diversification
There’s one thing I’d like to see less of, and it’s Traits, Runes and Sigils that add something simplistic and static like “+10% Damage” even if it’s conditional. For one, they become entirely necessary and in doing, reduce options, and for two, they’re boring. My personal favorite runes and traits are those that change things up, the ones that add options. “On heal, allies gain Swiftness” and “On Interrupt, apply confusion” are examples that come to mind.

I’d like to see more options opened up, the ability to retool utilities, heals, and weapon skills. Give me the option to pull allies with Scorpion Wire, add a Blast Finisher to Spirit Weapon finishers, make my Symbols into Fire/Ice/Water fields, use Arcane Thievery as a support on allies by giving them my boons and taking their conditions. Instead of traits like “Nearby allies gain toughness based on your effective level,” give me “10% of nearby allies’ incoming damage is siphoned to you,” which would also make Altruistic Healing less of a selfish build. Increase the byplay between traits.

Furthermore, I’d like to see traited avenues, so that people aren’t locked into certain trait lines if they want to play with certain utilities. As it stands, if I want to play a Ranger with spirits, I better grab the Spirit related traits. If I’m playing a venom Thief, I should be grabbing all the traits that affect Venoms. Spirit Weapon Guardian? Not viable, but less so without the Spirit Weapon traits. It’s…stifling.

Player Housing
I don’t really have much to go on here, as it’s likely already been said by players more eloquent than I.

Aesthetics
I’d like to see weapons and skillsets decoupled. It’s a little frustrating to see NPCs exhibiting this behavior (There are Charr wielding swords using Guardian mace skills, for instance) and feel as though I’m locked into a weapon to be able to play a certain style. While this may be problematic from a coding perspective, given the bundling system, I feel it would be beneficial in the long run, as it would allow the developers to add skillsets independent of weapons, and visa-versa.

I’d also like to see items gain dye slots. There are some with preset colors that, as a result, clash with whatever my desired coloration might be. Conjurer leggings come to mind, with its omnipresent blue.

As others have mentioned, a skin locker would be nice. Especially since we already have one in the achievement panel. I’d like to be able to use the skins I’ve earned through meta-achievements more than once, after all.

And lastly, I’d really like to be able to change weapon sounds/projectiles/swing arcs. It’s a little odd to have a weapon like Super Hyperbeam Alpha, Levvi’s Detector, and Spectral Wave Modulator shoot bullets.