Showing Posts For Zasa.7154:
This issue has been resolved. Thank you for your patience!
You really need to implement a Public Test Server to prevent issues that you seem to be unable to prevent due to lack of adequate testing. I really like this game but am very frustrated because it seems every time you launch anything new, it is broken before it gets to be used.
I am sorry if you do not like my statements and if you infract me for telling you how I feel about this then you are actually letting yourselves down as well as the community.
An issue that takes all of 10 hours to resolve does not call for a test server. Suck it up and enjoy the now fixed game.
Edit: And I mean that in the nicest possible way
Just popping in to say I like this exchange
No drama, no anger, just understanding. You go, Moe!
IMO, Legendaries were done significantly better in GW2 than the equivalent in GW1. In the original Guild Wars, the hardest to get item was Fissure of Woe armor, which required a very expensive crafting material (Globs of Ectoplasm). It could be entirely bought, though. As such, acquiring FoW armor required no skill – it was just a matter of farming gold. A bot could get it if wanted to.
In GW2, in other hand, the idea behind Legendaries is to require proficiency in almost all aspects of the game:
- Proficiency in exploration: the Gift of Exploration requires 100% world completition.
- Proficiency in WvW: the Gift of Battles requires 500 Badges of Honor.
- Proficiency in Crafting: a player needs two maxed crafting disciplines to get a Legendary.
- Proficiency in dungeons: the dungeon gifts require some dungeon tokens.
- Proficiency in earning experience: more than 200 skill points are needed.
- Proficiency in earning karma: Obsidian Shards require a lot of karma.
- Proficiency in luck: the clovers are a symbol of luck.
- Proficiency in earning gold: Gift of Fortune plus Icy Runestones plus a lot of other things.
It’s definitely more balanced than just being able to farm. The issue with precursors and lodestones is that they are just more of the same, and in fact reward the worst aspect of the game – earning gold. This is something that doesn’t require skill, as any bot can do it. Those saying that they want precursors to continue to be as they are in order to keep legendaries hard to get are lying – precursors are not hard to get, in that they do not require skill. They simply require a lot of time, due to requiring a lot of gold. Having a lot of time in order to grind is not something that deserves a reward; something skill based would deserve it, though.
There are two aspects of the game that are not rewarded as far as Legendaries go:
- Proficiency in the personal storyline
- Proficiency in structured PvP
I would give people the option of getting an account bound precursor after finishing the main storyline (which would laughably break those playing the market). I would avoid giving legendary rewards to structured PvP in order to not make people exploit that game mode (see Hero Battles and the “red resigns” issue in GW1), although I would allow people to unlock legendary skins in PvP equipment through sPvP rewards. I would, too, make Lodestones a reward for some difficult content in the game, rewarding thus skill, not time spent.
This is the best explanation I have seen for the Legendary issue thus far. I agree sPvP should have it’s own legendary system separate from PvE, but for Lodestones/precursors, I’m betting on this new deep-dungeon being the way to go.
“Proficiency in Combat” – Being able to complete what ANet seems to be considering it’s hardest dungeon content, at least to my understanding, would be fitting to reward such a feat with a weapon/lodestone drops.
Hey all, I just wanted to make a point against all the anger rising up regarding Shadow of the Mad King. The Angry Minority here on the forums and in game has pretty much built up the argument that ANet has holidays all wrong.
From Gem-shop requirements for some vanity content to a one time event, insanely difficult content to mob-grinding madhouses, there’s something for everyone (to hate). I’m going to put this into a different perspective:
This is not just a holiday event for Guild Wars 2
This is ANet showing off everything its Live Team is capable of. We have new PvP modes, crafting recipes, weapons, costumes, events, maps and lore.
The range of difficulty ensures there is something for everyone (to enjoy) and nobody misses out. You are not expected or required to do everything. You do the bits you find fun and leave the rest for everyone else.
The one-time event ensures that a ton of players have an incredible time, and everyone gets to enjoy the changed world after that event has occurred. It is not a one-shot where the game goes back to normal afterwards and everyone loses out. ANet has already told us about these and we are well aware of the fact that these events have a lasting impact. In this case, it’s a pretty safe bet that impact will be the next Act.
I for one thank ANet’s Live Team for this incredible event. I also look forward to the promise they are making here. They are showing us what they plan to do with the game moving forward, adding new content and keeping Tyria alive. So those of you who share my opinion or just want to thank the Live Team, let’s try to get some positive feedback going here
