If you think the amount of work that went into this expansion is legitimately worth exactly 0 of your dollars, then you are both crazy and welcome to go elsewhere…
…The base game went F2P. So what? The time you spent there isn’t suddenly valueless because of it…
I’m sorry, but I just don’t agree and simply can’t understand the problem with F2P. Unless the actual problem is that $50 is outside of your budget. Which is understandable, as that really is quite a bit. But that’s a different issue altogether.
While the requesting amount for the game is more than I want to pay, that certainly isn’t the issue. If it is worth it, that would be one thing – but my issue is that they basically told the veteran players that enabled them to make it where they are now to “screw off” if we don’t purchase their new product.
You see, if they would actually compensate us for our time, that would be different. Instead, our hours of game play seemingly became valueless due to the fact that they don’t even bother to recognize the veteran players other than by merely giving them ONE character slot IF they pre-purchased the game during an allotted time slot. That is where my biggest issue comes into play! When you don’t acknowledge those who got you to where you are, then you have no business being where you are.
You were compensated with an incredible fun and engaging video game. What more do you want? Does there actually need to be more?
After having played HoT all day. I can honestly say there is a metric kitten ton of content here. If you think the amount of work that went into this expansion is legitimately worth exactly 0 of your dollars, then you are both crazy and welcome to go elsewhere.
It comes to this: A game this good (a game of any size, really) requires real actual people to spend real actual hours to make. The cost of that time is the price you pay to get the game. The base game went F2P. So what? The time you spent there isn’t suddenly valueless because of it.
F2P means more people will give the game a chance that otherwise wouldn’t, and will likely purchase HoT after falling in love with the game. That’s only a good thing for literally everyone.
I’m sorry, but I just don’t agree and simply can’t understand the problem with F2P. Unless the actual problem is that $50 is outside of your budget. Which is understandable, as that really is quite a bit. But that’s a different issue altogether.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: adubb.2453
Oh. My post was deleted and will now be merged into this unreadable cluster of a megathread.
Great.
Message received. I’ll just kitten off then.
HoT Price Feedback + Base game included [merged]
in Guild Wars 2: Heart of Thorns
Posted by: adubb.2453
There are a lot of rage filled threads out there right now and I understand why. But I think a lot of folks aren’t explaining or perhaps don’t filly understand why they’re so upset. So I thought about it for a bit this is what it comes down to, for me.
The problem isn’t that HoT is $50. The problem is that Anet announced the price before showing us enough of the game that justifies a price that high. It’s not that $50 for a video game is more then we will pay for a video game, we’re gamers, we’re used to paying $60+ for stuff. But usually we know what’s in that game beforehand. We know roughly, what we can expect in terms of value. But expansions for MMOs are rarely over $40. And a lot of us have played other MMOs and gone through this and know roughly what to expect from expansions.
So, for me, eyebrows raise when you’re asking for more then the average MMOs expansion and have shown next to nothing meriting such a price. Specializations are neat, but worthy of a full priced game? These comparisons may not be fair but when you announce this price within 24 hours at the same event that Fallout 4, Just Cause, Halo 5 are being announced for roughly the same price,you better be willing to show us something substantial.
Tldr: show me what I’m paying for. Quicker. Give us a number as to how many new maps we are getting. A rough square mileage of area. Show me concept art for the other zones and hints at story elements. Give me more then specializations once every couple weeks laced with “maybes”. Give me something to hang my hat on and I’ll gladly hand over my cash.
No rage. I just want some communication here. You’re asking for my money, I’m asking for you to show me why.
- Rally(downstate) (Unlocked at level 5)
- Underwater Combat (Unlocked at level 8 with underwater weapon skills 1 and 2)
- Personal story (Unlocked at level 10 in chapters every 10 levels)
- Points of Interest (level 7)
- Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
- Vista (level 10)
Can I just say… What the actual kitten? No downstate? Why?! Last time I checked there are areas in newbie levels with water, are you just supposed to instantly die?
No personal story until level TEN?! I just can’t even understand why it’s in anybody’s interest to block the actual story of the game until you’ve played up to level 10. If it’s a method of gating key farming, it seems like there are easier ways to do that. Like moving the first BL Key to the lvl 20 quest. Why would you purposefully gate the story content from new players?
I can’t even fathom buying Final Fantasy but not being allowed to start the actual story part of the game for the first 5-10 hours.
I’m without words, some of these things that are gated seem completely arbitrary and serve no purpose. Points of Interest and Vistas? WTF? Why would you purposefully limit either of those things from new players?
Thread explosion! Thanks for all the (rapid) responses. There seems to be a fairly consistent feeling that yes, these fights can be more engaging without becoming as difficult as the jungle wurm.
I like some of the ideas being presented, feel free to keep the discussion going. It’s also helpful to hear not only what’s working but why it’s working for you.
On the topic of using siege weapons as a role mechanic in these fights, is that something we want to see more of? I often worry that siege weapons can be just as boring as standing in the safe corner pressing the same attack. Do you feel that they can also cause some contention between players?
Sorry, I’m late to this discussion so I apologize if these suggestions have already been offered.
I personally like siege weapons as a role mechanic. One of the reasons I enjoy the Teq fight so much is that there are so many jobs to be had. Turrets, Defense, Zerg, Response Team.
It might be cool to add some mechanics to The Shatterer that already exist. For example, he already summons those huge crystals that explode. Perhaps a mechanic where he only spawns those on one side of him, and you have to detonate a massive bomb or shoot him with some specific turrets on one side to knock him into his own crystals.
Frankly this rage that’s slamming the forums and /r/GuildWars2 has been bubbling for awhile. Frankly, the rage never stops on the forums, but the subreddit is usually a calmer, more upbuilding forum for conversation. But when you have an interview where the answers to every single question are:
“No new FoV options”
“No First person view camera”
“No updates to precursor any time soon. But "Soon""
“Maybe no more SAB”
“No developement of tengu”
I understand that they have to prioritize certain things over others. But come on. This is just ridiculous. And frankly, the sudden and unannounced turn towards not interacting with us in any way is disconcerting. Think about it, we went from having a new CDI every two weeks or so where each post would literally have thousands and thousands of posts with a dev responding and having conversations with us, to not having any interaction other then random support ticket posts.
Why? We have no way of knowing. But, in the hopes that they’re still listening many posters continue to make posts on the forums and subreddit with suggestions on things we would like to see in the game. But, after months of suggestions and really good conversations among fans, things we had hoped for are completely ignored. Not only do they not get implemented, they aren’t even addressed.
While game forums will always have complainers, I would argue that when the devs keep the lines of communication open, the fanbase in general tends to be happier and have a brighter outlook for the future of the game. Just give us hints as to what’s coming next. Start a CDI where we can discuss a certain aspect of the game. Give us, the fans, something to talk about with you. Calm our nerves because dangit, our nerves are collectively frayed.
We are all passionate about this game. If we weren’t, we wouldn’t be posting here! Just resume communication with us so we at least know something. If the game is on it’s last legs, tell us. If an expansion is coming, TEASE IT! Bring back the CDI! Bring back red posts.
Okay, I re-read my post and it sounds a lot like I’m just another complainer. So I’m just going to be honest here: I hate that I haven’t been logging on regularly for the last 4 months. I love this game and don’t want it to fail and I desperately want the “This game is failing and going down the toilet” feeling to go away.
It’s really hard to describe but I know I’m not the only one who feels it. The lack of communication for this length of time is downright terrifying as a player. When a company goes from openly engaging it’s fanbase with awesome initiatives like the CDI for months and months and then suddenly disappears for 5 months… That’s not a good sign! How else are we supposed to take it as anything other then the death throes of a failing MMO?
Anyway, there’s my overly frank comment. I honestly just love this game too much to just not say anything. This is the only place I know for sure at least someone with some say reads, so this is where I put it.
Fingers crossed.
Maybe I’ve just missed it or something, but what ever happened to the Collaborative Development Initiative? I looked in the Master Sticky and it’s been nearly half a year (5+ months) since we had the last one.
For awhile there it seemed like the devs really wanted our input and were working to apply it. But half a year without anything makes it seem like it was just a PR stunt to trick the fans into thinking something would be done. I enjoyed participating in them and felt like I was being heard but with this deafening silence it’s hard not to feel as though I’ve been played.
Devs, if you’re actually reading this: Please. Please come back and talk with us, the fans. Speaking for myself, the CDI made even playing the game that much more exciting because it felt like there was something to come back to. Like the game was alive and being worked on and there was hope for the future.
Future CDI Ideas
Dev/Player Engagement
Public Events
End-Game Challenging Boss Mechanics
Veritical/Horizontal Progression Revisit (With more specific subjects to help steer the discussion. Gear, Leveling, Skills, etc)
Dungeons
End-Game content In General
Guilds
WvW Player/Server Progression
PvP Maps/Playstyles/Progression
RPing within the Megaserver
Games been out a while now, and I think it would be neat to have options when going for a legendary weapon. I love my incinerator but I’d like something to aim for next.
No.
ETA on when this issue will be resolved? This seems like something that should be really easy to correct. Check to see if the WvW season 2 meta flag was flipped. If Yes, give reward.
While Dragonbrand didn’t do all that well, I still want my tokens!
I humbly request that someone skin an AC greatsword with Eternity and post the results immediately! Let’s get dem auras HUGE!
http://www.guildwars2guru.com/topic/47404-how-big-is-the-ignore-list-blocked-list/
If you don’t want to click, back in the beta someone tried to find the cap and they had this to say :
" tested the block list yesterday and managed to block over 270 people before time ran out. The limit is probably 500 (same as guild limit) or more (1k?). Needs further testing.stress test 6 edit: If my calculations are right I managed to block over 500 guys. Having (600+) players in friend/block list (combined?) will cause lag on low-end systems and because of that I don’t want to test it further on this laptop. In the end it took 30 seconds to open the contacts list. "
Good to know. Thanks!
Is there an upper limit to how many people you can block? Because of -reasons- I’ve had to block a SUBSTANTIAL amount of people these past few weeks to the point that I’m getting nervous of hitting some kind of cap.
If I’m not mistaken GW2 has Mumble built into the API. So theoretically, someone could write some code that would capture your location information from the client and use it so you can hear actual people talking nearby. The further they are from you, the further away they would sound.
I could be wrong.
EDIT Confirmed this is built into the game: http://wiki.guildwars2.com/wiki/Mumble
I have two questions regarding the Tequatl event -
1) The large golden chest you receive upon the first Tequatl kill – is it a one-time thing? With the wurm event, I get the Golden Wurm box every run; I’ve yet to get another one from Tequatl runs.
2) Why is there no shot fired from the Megalaser during the fight? It looks ridiculous seeing a giant dragon simply flinching in mid-air and crashing for no apparent reason. It could be so cool…instead, we charge a laser that doesn’t fire or seem to do anything at all. Very immersion-breaking.
As previously mentioned the big chest is once per character per day. The Megalaser no longer fires because it was bugged. So they removed it and Teq simply lands, stunned. Unfortunately if you do too much damage to him during this burn phase and you trigger another battery phase before he stops being “stunned”, he bugs out and the battery phase never actually starts, Teq flies off but you can still damage him. It’s happened a couple times on TTS runs I’ve been on and we promptly leave as we don’t take advantage of this potential exploit.
Could not agree more. Medium and light armor needs so much more variety then what is currently offered.
I humbly suggest these are templates for future armor sets.
Medium Armor
More Awesome Medium Armor
Necro Armor please kthxbye
Anywhere warnhorns blow, doesn’t reaallly matter to meeee. Tooo me.
Honestly, I wouldn’t be surprised if we didn’t hear a peep out of anyone at Anet until June. And even then it’ll be to tell us “Your complaints have been heard and our developers are hard at work on putting those suggestions into action.” Then we won’t get any actual content until July or August.
I wish I was joking, but the lack of response from anyone lately doesn’t inspire hope.
The World
Along with a more interesting foe with more clear objectives, I desperately want the explorable world to expand. In comparison to Guild Wars 1, the amount of places we can’t access is outrageous. I’m sure the Devs are tired of hearing about it, but I want to visit Cantha, Elona, the Crystal Desert, Maguuma and beyond! My hope is that Arena Net will continue to invest in GW2 and expand the world like they did with GW1, and soon.
We’re nearing the 2 year mark and Tyria is feeling rather cramped. Unfortunately the WP system makes that feeling even worse as I never have to bother with actually exploring or seeing the world since I can simply jump to wherever I want to (after zoning in to the one uncontested WP first). While I like the convenience of the WP system, I do hope that in the future we get some more methods of travel that allow for more scenic routes. I’d love being able to jump in some kind of Asura made air taxi that offered a longer version of Vistas.
I guess what I’m saying is that I love Tyria and all it’s beauty. But I don’t often have an excuse other then leveling an alt to explore it. I’d love a new way to do so and pairing that with some new places to see.
Dungeons
Oh boy, dungeons. Dungeons are part of my daily routine. I login, join TTS for a quick Teq and/or wurm kill, then AC 1/3, CoF 1/2, and SE 1/3. I have literally thousands of tokens for each of those and I don’t imagine that’ll stop anytime soon. They’re lucrative runs and don’t take hardly very long at all with a good group.
Generally I actually quite enjoy the dungeons as they exist right now. But they are the perfect example of the “no trinity” system breaking down. Zerker builds are still the defacto standard even more now after the feature pack because of the way damage works in the down-scaled dungeons (read: almost all of them). What incentive do I have for running a healing build when I don’t get experience for healing people? Why would I run a higher toughness build when I can increase my damage output and kill bosses before they even get a chance to get going? This is a problem, and one I don’t imagine will ever go away.
However, along with that, I AM getting tired of running these 3 dungeons. TA Aether is a great step forward in terms of dungeon design and I hope that future dungeons are just as engaging. However, the rewards for doing these harder/longer dungeons must be looked at. While I do enjoy TA Aether, the rewards do not match the time investment necessary and as such, almost no one runs them regularly.
Gear
I already touched on the Zerker build issue, so I won’t continue to beat that dead horse. But I do feel that it’s worth mentioning that the continued release of armor sets via the Gem Shop should stop. Full stop. I understand the need for money to continue flowing in, but the addition of armors via the gem shop and the complete lack of meeting those additions with in-game content-acquired armor sets is ridiculous.
Making my character looks awesome is great, but it’s better when I feel like I earned that armor. Remember during the first couple months after release when seeing someone in Arah armor showed how awesome they were? Or when you saw someone with a legendary and everyone Oo’d and awww’d over it? I would LOVE to get that back in some way. While I loathe using this game as an example, WoW manages to maintain that sense of “Holy crap that dude is in full raid gear. Step back, bada** walking.”
Personally, I feel like armor crafted from the new unique drops from world bosses would be a great way to start. For example, say you assist in the killing of The Shatterer, and one of the drops you get is a [Crystal Dragon Scale] that you then have to collect and use as a crafting piece to make a Shatterer branded Dragon armor? I would love for something like that because it would be a reason to fight the world bosses other then Dragonite and a way to add more unique armor sets.
Conclusion
Overall, I love Guild Wars 2 and think it’s done a lot of things right. But I do also feel that there are a number of things that can improved on.
So Devs, fellow adventurers; What say you? Do you agree? Have anything to add? Think I’m wrong? Discuss.
I want to preface this post with the fact that I don’t want this to be a “I hate everything about GW2” post. Since we’ve been in this lull between content being released, I thought it would be a good time to collect my thoughts on the game so far and pass them along to the devs and fellow Tyrians.
Living Story
Season 1 of the Living Story was an interesting ride. I enjoyed a lot of it, for the most part. I thought the unique open world battles that we got to have, especially towards the end were brilliantly crafted and a pleasure to play. I still wish the Marionette fight was a permanent boss because it was a lot of fun! Honestly it was probably the most fun fight in GW2.
I also felt that the assault on Lion’s Arch was fun and terrifying. Many people complained about the “zerg” aspect of it, but I feel that it was appropriate to the frantic nature of the siege and trying to usher people out. The siege went on long enough that I actually got more angry with Scarlett and enjoyed the final showdown with her. Speaking of, I LOVE Destiny’s Edge 2.0. The characters are interesting, their interactions between each other and we the player is fun and engaging and I find myself eager to see what happens in season 2.
However, I feel like the season dragged on FAR FAR too long and Scarlett, while crazy, wasn’t a particularly interesting foe. My hopes for Season 2 are that we will get an enemy that is more menacing, vocal and has more clear objectives.
This event is impossible to beat.
“We do this daily with our guild.” Good for you! want a cookie? – Not everybody has a populated guild, some people prefer the small guild with close friends.
I’m sorry but time has proven that this event is anything BUT impossible. The reason people say that they do this daily is because a lot of people do. It is a world event and requires a lot of people being coordinated to do it. This is a good thing not something that should be removed.
You don’t necessarily have to join TTS to do it, but their schedule isn’t secret. We do Teq everyday at 6:30pm server time. We usually have at least 2 or 3 maps worth that finish it. WP in around 6 (they fill up fast), jump on to Teamspeak, listen for instructions and enjoy the ride. Do that a couple times in each of the different roles (DPS zerg, defense, turret, ERT) and you’ll know the encounter well enough to try to organize a pug group on your own.
Snarky footnote: If you think Teq is hard, for the love of Grenth, don’t even think about trying Triple Trouble.
Give a man a dollar for a fish, and he stops fishing for enjoyment.
As for ways to make content engaging, well, GW2 goes it pretty good for an MMO already. For an example, the combat is enjoying, I often seek fights in both PvP and PvE not for rewards, but to enjoy the fight. Sadly, most encounters in PvE are bland and boring, with little to feel rewarded about. PvE gives no value through environment to most builds, killing build diversity. Zerg mentality events wash away all challenge and personal involvement, and the only reason to do them is that carrot at the end.
Another such engaging factor is story. A gripping story keeps the player in the game for it’s own sake, not because of a reward at the end. If you play through a short, narrative driven single player game, you know you’ll carry nothing home from it when you’re done. But, if it’s well done, you enjoy it, and thus play it through. There’s no reason such could not be achieved in an MMO, and Anet has all the tools for it.
Third factor is something unique for online games, and something hard to build but easy to destroy. Community. Players who feel like they aren’t just strangers beating a piñata, but instead are a part of the people around them, are less inclined to evaluate activities by their rewards and instead doing them for the sake of playing with others. While many of the biggest issues of the Megaserver have been ironed out by now, it’s still a major inconvenience to well established communities wishing to organize things, and a straight kick to the curb for role players.
So, to sum it up, interesting combat, engaging story and a sense of community are things that keep players in the game without resorting to carrots on sticks.
All excellent points. A clarification: I don’t intend this to be my formal proposal for how precursors should work. I was simply using that dead horse as a vehicle to explain the potential of using said the proposed system.
I agree on all points, As I mentioned in my second post, I want this to simply be a new method to obtain harder to get items. I would very much like to see some new engaging content that sticks around and isn’t gone two weeks later. I can’t think of a scenario in a video game where there wouldn’t be some level of “carrot and stick” though as by their nature, MMOs are about either looks or stats. There’s gotta be something worth going for or no one will play.
Perfect example of this is how PvP all but died when glory was removed. No one wanted to play because there was no reward for doing so, despite the fact that most PvP players play it because the matches themselves are the real source of enjoyment. As soon as the reward track system was implemented, even though we are actually getting less “stuff” it’s even more fun now because you see that little bar tick up each time and every round or two you get a box with some greens in it.
I’d much rather have them focus on making the content itself engaging and fulfilling, as opposed to just adding more carrots to the end of the stick.
What would make content more engaging or fulfilling? In your mind, what does that entail? People, especially MMO players, aren’t going to just play the game for nothing. I’m attempting to offer a way to make it more fulfilling. There’s a lot of content out there that simply isn’t being played because there hasn’t been a good reason to do so. The feature patch has done a good job of getting players to go back to old content, like the assault on Arah and the temples. I’m trying to expand on that.
In addition to using the Reward Track I think it would be great to see some new zones and new quests that relate to the Living World and it’s lasting effects on the world of Tyria.
For example, I would love to see Kessex Hills completely transformed into a construction zone as the human population in the zone try to rebuild, ward off the remaining Krait and repair the damage.
Or what if there were some quests around the world that were member’s of the Lion Guard trying to rally troops, gather materials and find help rebuilding Lion’s Arch? Clearly Lion’s Arch is being worked on, as evidenced by the work being done in the zone, there must be someone going around asking for help!
Ultimately, I LIKE the idea of the Living Story, but I would like it if there were more meaningful effects and quests that are spawned as a result. Having a random spore encounter isn’t what I’m referring to. I want the attitudes and existing quest lines to change.
There are a lot of threads on the forums recently complaining about the current state of the game and the lack of Dev response. Frankly, I agree with a lot of points. Creating so much hype around a release, dropping it in our lap and then going completely silent for a month is outrageous. Especially when you’ve gone to such incredible lengths to get your customer base accustomed to a more hurried release pace and a certain level of interaction.
But that’s beside the point and with the apparent death of the CDI, I want to offer some sort of positive suggestions that we can discuss.
A complaint I see quite often, is that players feel that while the Living Story is great, it is great at the cost of creating lasting content. While the argument has been made that LS is a replacement for expansions, this extended gap in releases is proof that it’s simply not enough.
What I propose is utilizing the new PvP Reward Track system for PvE. Instead of awarding Reward Points for matches, give Reward Points for completing certain PvE tasks like completing a dungeon run, opening temples in Orr, assisting in the completion of some open world quest chain, things like that.
But use the reward tracks to offer new items like new armor sets, unique weapon skins, and perhaps even crafting materials for ascended and legendary weapons.
Why not even use this new system as an alternate method to craft legendaries, or precursors? You could have it so you have to complete different tracks to get different pieces of the precursor. Take Dusk for example, you could have it so completing the Maguuma track awarded you with [Rusted Hilt]. Then you completed the Ascalon Track and you were awarded with [Cracked Sword Guard]. Then you completed the Far Shiverpeaks track and got the [Ancient Blade]. Then you had to throw those pieces and a Naegling (the Dusk look-alike) into the Mystic Forge and it gave you Dusk.
Given the sheer amount of quests you would have to do, it would still take quite awhile, and wouldn’t automatically give you a legendary, but at least it would be something attainable!
Anyway, those are my thoughts. Let me know what you think.
(edited by adubb.2453)
- 7 characters
- 4 lvl 80s, soon to be 5. In order of completion: Guardian, Ele, Mesmer, Engie. Soon to be Necro (currently lvl 54)
- 1 character has completed map completion (guardian). My ele is close.
Your specs are on the low-mid range for Guild Wars. The A8 is great, but GW2 is very CPU heavy as it’s not very well optimized.
I recommend during WvW and boss battles, Check the LOD option, turn off shadows and turn down the character model limit to low or lowest. I typically have my character model limit at lowest during player heavy events and turn on Player nameplates. That way you can still see where folks are moving but not necessarily have to see all the models since they just get in the way anyway.
That’s what you’re reading wrong. There is a period. They are two separate statements, and a thing that ANet should be notorious for. They make a statement, and then they follow that statement with another one that seems to imply they’re linked contextually. They’re not. They have to be taken separately.
There will be craftable precursors. Period. End of statement. No timeline, nothing.
I don’t recall any new legendaries by the end of 2013, though, so that one does still seem like a lie.
Yeaaah, I’d totally buy that excuse if the very next sentence wasn’t …
Building your precursor will require a large amount of the new crafting material rewards listed above, 500 in crafting, and likely a combination of other items earned for completing more specific content in the game.
Those sentences (all in the same paragraph under the sub-heading “Legendary Gear and Precursors”) are clearly meant to be taken together and under the same timeline.
A system that we were told in July 2013 would be changed, and yet hasn’t. Being lied to about something like that sucks to people less fortunate then you.
Um, no? They never said, even once, they were in the process of changing anything. They only said it’s something they plan to do. No deadlines were given. They specifically said it would not happen before 2014. No one lied to you, you simply hear what you want to hear.
Oh? Please, let me know what part of this I’m read incorrectly. https://www.guildwars2.com/en/news/looking-ahead-guild-wars-2-in-2013/
…what I can say is you will see a specific way to build precursor items on your way to a legendary. On top of this, you will also see new legendary weapons and new types of legendary gear in 2013.
What I see there is a statement that we would see a way to build precursors in 2013. I’m not sure there’s much room for misinterpreting that. And unless the meaning of the word lie has changed in the last year, not delivering that change would constitute just that.
4.4k hours still no precursor drop in open play.
(52 from forge though)
Mmm. Yes, I see. http://i.imgur.com/CgrMo.gif
Because apparently a lot of people find it hard to understand why “2,000 hours (83.3 days. 50 full work weeks) 0 precursors” is frustrating to a lot of people: Because legendaries, contrary to popular forum troll opinion, are cool looking and desirable gear. They are a goal that a lot of people strive for and want. But when attaining that goal is dependent upon (A) spending a significant amount of real world money to get the necessary gold in a reasonable amount of time or (B) pure, dumb randomly generated luck… people tend to get frustrated.
Just because you were lucky enough to get a precursor doesn’t entitle you to talk down to people who are frustrated with the system that many feel is unfair. A system that we were told in July 2013 would be changed, and yet hasn’t. Being lied to about something like that sucks to people less fortunate then you.
Long story short: People (myself included) are frustrated because we want a legitimate way to obtain precusors besides dumb luck.
As far as I’m concerned, crafting a precursor or the supposed “scavenger hunt” quest is something that will never happen. Save up the money and just buy it. You’ll spend less money on buying it then you will gambling for it.
I will admit, I want some actual content to come out. This wait has been painful and the lack of communication from Arena Net in regards to any of the issues raised by the community and the lack of information as to more content is frustrating.
I’m sure they’re tired of hearing us complain about more content, but this is what happens when you commit to not releasing expansions and insisting on the two weeks Living Story releases. It means we become dependent and expect content at a certain pace. When you suddenly strip that away with no word for months on when/if there will be more, you frustrate and enrage your passionate fanbase.
(edited by Moderator)
The lack of response from ANet on any of the criticisms regarding the 4/15 patch is unnerving. Here’s hoping we’ll get at least some form okittennowledgement soon
As a member of TTS I totally agree with this.
Honest question that I’d love to have answered by a dev involved in the decision making or is privy to the answer:
What is the reasoning behind limiting Teq/Wurm/Karka to only once during “primetime”?
I don’t mind the new timers for the regular bosses. But the new timers for Karka, Triple Trouble and Teq are absurd. The times as they are now are absolutely punishing. If you fail even once (which is likely if you’re not in a group that does them all the time) you can’t try until the next day, in most cases. Because while they do run 3 times a day, I would venture to say a large portion of your fan base have jobs/school/whatever. If you want them done less often, for whatever reason, just have them happen once every 3 hours on permanent rotation.
Wurm: Midnight, 3am, 6am, 9am, Noon, 3pm, 6pm, 9pm… repeat.
Teq: 1am, 4am, 7am, 10am, 1pm, 4pm, 7pm, 10pm… repeat.
Karka: 2am, 5am, 8am, 11am, 2pm, 6pm, 8pm, 11pm repeat.
It’s not as often, and for most people who work 8 hour days or go to school, they’d still only get 2 MAYBE 3 shots a day if they wanna stay up crazy late. And even with this, they’re still limited to the reward they receive per day.
Please rework these timers.
(edited by adubb.2453)
The update will roll out when ANet decides to roll it out. All we know or are likely to ever know is the date on which an update will roll out. They never make guarantees on exact times.
Here ya go.
I decided to see what Destiny’s Other Edge looks like. Braham, Taimi and Rox crack me up!
I’m excited with the possibility that we’ll be venturing into new zones in Maguuma with the Wyld Hunt, Peacekeepers and Seraph. Those camps in Brisban Wildlands give me hope.
Please ANet! New zones! New bosses! New dungeons!
I know it won’t come out with the feature build, I meant that I hope the Living World season 2 starts up soon after April 15. I’m just looking forward to new stuff to try out my new traits on.
This feature build coming out on April 15th is shaping up to look amazing! Today’s news about Account Bound WXP, Legendaries and Ascended armor/weapons is really exciting!
But along with all of these changes, I hope we get some new PvE content to use it on. It seems like such a shame to have all these new rad traits and cosmetic armor and, for some of characters, access to ascended armor/weapons but have no new content to try it out on. Granted WvW season 2 is starting soon, but none of that is new content. It’s just more people on the same keeps/camps/sentries we’ve done before.
Don’t mean to sound negative, I’m actually genuinely excited about the future of GW2! I’m just really hoping for some new zones to explore too. Some new bosses to kill, new dungeons to conquer.
You are correct. As mentioned explicitly in the video, LW rewards such as the Tempered Blades backpiece will be in the wardrobe. ANYTHING you put on your character, armor, weapons, town clothes will be in the wardrobe.
you will all change your tune in a few months when dyes are a few copper each legendaries r common place and everyone has every skin you worked for…..all i hear from most of u is greed greed greed
Wait, hold on. You expect me to be upset when dyes are cheap and acquiring more of them is less expensive to me? What kind of bizzaro land are you living in, dude? My guess would be a land where selling dyes on the TP is your sole source of income. If so, time to change with the times!
Think about what you’re saying here. You’re complaining about having more options available to you.
We’re getting a cool new feature that makes dyes so much simpler and overall cheaper in the long run. So a couple fortunate people are having a brief windfall. Who cares?
I don’t mean to be contrary, but no. Across the board, no.
Your suggestion to “reduce” hp and increase toughness would make battles (some of which are already quite lengthy) take longer and would make my numbers, as a player, go down. That’s almost never a good thing
On top of that, your suggestion to make might and weakness a push and pull sort of situation would further magnify the issue of lengthening fights. A lot of champ/legendary mobs dump A TON of conditions on players as it is. If you made that a simple binary push and pull you would make all of the battles take EVEN LONGER (because make no mistake, a full stack of might is a HUGE increase in DPS, especially in large groups) It would render most world bosses near impossible with their current time limits.
Let’s just wait and see what comes of this feature pack and how ferocity will effect Zerker gear overall before suggesting sweeping changes like this.
How about we NOT start guessing and speculating so that we aren’t disappointed and enraged when it inevitably does not meet the wild speculations we had prematurely formed?
I’m ALREADY excited about the trait changes alone. This feature pack is going to big no matter how you slice it. I would much rather be excited about a game I love, then perpetuate this constant state of negativity that seems so prevalent on these forums.
Come on guys, it’s okay to think new stuff is cool! Even if it turns out to not be exactly what you thought it would be, it’s still new stuff for a game we’re all clearly passionate about!