(edited by benverheven.4587)
Showing Posts For benverheven.4587:
Suggestion: make it so that we can preview a one handed weapon and an offhand at the same time. Bound to have been noticed/suggested earlier but if so, let this be one more cry.
There are many aspects of gw2 that i’m in love with, but the one that stands out is the way it can be compared to a card game such as magic. In magic a large part of the game consists in chosing the cards you’re going to play with, that is, in creating your deck. Because of the way traits, skillpoints and weapon skills are organised in gw2, there is a high component of ‘choosing your deck’-style of gameplay, which i find fantastic. Add to this combo fields and teamplay synergetics, it’s not only limited to individual players but a team itself can be seen as a deck which has to be finely attuned.
The problem is, being mainly a pve player, that i do not feel there are many ways in which the game actually forces you to invoke this kind of strategic thinking. The content is simply not hard enough. Now, even if you disagree with this last statement, it doesn’t matter for the suggestion i want to make because then simply see it as a suggestion to add more of what there already is.
My suggestion is to add to the game titles that would correspond do the finishing of a set (or sets) of dungeon achievements. These achievements would be of the form of finishing certain boss fights in hard to achieve ways. I’m thinking of wow ofc, where these titles are already in place. There seem to me to be all kinds of ways this could be implemented, and it also seems to me to be a cost effective way for the devs to add a sense of progression topve play without infringing (and actually being nicely in line with) their philosophy of making end-game about prestige.
There is one element to rng that is by some overlooked. I do not think a solution lies in somehow capping the max number of keys required or any such mechanic. (1) You cannot cap it at a hundred keys because that would guarantee ‘rich’ people to obtain the item solely (i mean: they are the only ones that are GUARANTEED to get the item).(2) But you also cannot simply sell them (‘cap them at 10’), for I guess arena.net wants to keep them really rare. So the question is: how, through a rng mechanic, can you still keep items rare without getting the fuss we are now seeing?
A possible solution would be the following.. Cap the number of items you can buy per day/week/total that give you a chance of getting an item. In this way people wanting to spend a lot of money will not spend way to much (you protect them from themselves, and to this arena.net is morally obliged in my opinion) while still allowing other players ‘to take chance’. The nature of rng is that there simply is no guarantee you get the item. If you do it like this, the gambling can remain fun and remains transparant with respect to the fact that quite possibly, you will not get anything.
This ofc only applies to rng ‘events’, not to permanent rng-gambling mechanics.