Showing Posts For daemon.1387:
The new patch didn’t work for me.
But following Sarah’s direction (renaming the application, downloading the .dmg file…etc) worked. Thanks.
You got to wait for them to push out the new build. you’ll know when they’ve done that when you see stuff being downloaded on the GW2 launcher.
Yep. None of the tabs are working for me either. This seemed to have started 2 days ago.
Having mounts makes GW2 look like just another mediocre Korean MMO. That’s probably the main reason people don’t want mounts.
Crappy Korean MMO has mounts, GW2 has mounts, thus GW2 is a crappy MMO. People like to make irrational associations.
Most of the criticism against mounts probably stems from an emotional knee-jerk response. Most run of the mill MMO’s out there likes to emphasize mounts and cosmetics over gameplay.
Having mounts in this game would somehow make a false association with the other mediocre MMOs. It’s not really the idea of mounts itself that’s horrible. It’s the implicit association with other MMO’s that leaves a bad taste in people’s mouths.
I guess this emotional response to mounts is a valid reason not to have it. It’s a bit silly, but I really don’t think it is such of a big deal either way.
I agree with you on dungeons. ANet might as well make dungeons a series of boss events with no trash in between. The word “trash” itself indicate the importance of these mobs.
I’d rather have more mini-bosses than trash.
If not, at least incentivize the trash mobs. Make the dungeon reward bonus tokens/money/exp for each trash mob killed.
+1. Instead of mounts, give us +speed equipment that goes into our weapon slots like jetpacks (although it should probably be a back item to make more sense).
They need to design bosses/events where consistent direct damage is not possible.
Someone in full zerker with 5k dps potential won’t be doing 5k dps if the boss constantly stealths/drop target/make you cleanse/make you block.
DPS doesn’t mean anything if you aren’t consistently attacking.
In these cases where you can’t just run around and consistently auto-attack, a condition build where background dmg ticks even when you aren’t actively attacking might actually be comparable to a zerker build.
Will an instanced map exist indefinitely as long as there is someone in it? So can a map with opened dungeon just exist for months at a time as long as there is a consistent replacement of people?
They should have new trait that gives passive mantra charge. Add a charge to a random equipped mantra every 10 seconds or something.
Or maybe a mantra charge on every kill.
I would be satisfied with a simple chat command system for now if UI changes takes more time. Something like /trait [code] to change your traits.
I suggest trying it out before you quit. Will doubling the amount of people per map really “crowd” out the map? The maps are pretty big in gw2.
>>Maybe instead of an automatic placement system a player choice system would be better.
Give players the choice of what is important to them in map placement. Give us an option to check what criteria we want considered in our placement.
+1. However, I wonder if that would create too much computational load on the servers.
I want a grandmaster mantra recharge related trait. Something like charge a random mantra on interrupt or something.
I don’t really care that PvPers get legendary for winning first place. They probably deserve it if they win.
But to quell all the whiners, maybe ANet should make some new legendary skins that can ONLY be obtained through winning PvP.
I think if they weren’t acceptable, ANet will lower the price. They do want to make money after all. So if you want to lower the prices of these items, vote with your wallet and encourage others not to buy it.
But I doubt the prices are set too high. I am sure ANet has internal data that allows them to calculate the sweet spot for price setting.
He wanted to air out his grievances about the game because he was disappointed by the game. In some ways, it brings him some kind of mental closure. Nothing wrong with that.
But every other class already has weapon switching. I think the OP just wants the exact same system, except to have it only work out of combat. Are you concerned specifically about the weapon switch cool down?
I would love this ability in PvE, it is tiresome to open hero tab and switch out and hope I don’t fall in combat and not have my dagger in off hand equip. I can see the problem with PvP and WvWvW though and I think a CD to it is the same as opening your Hero tab and manually putting it in there.
+1 for out of combat weapon swap for engineers and Ele’s in PvE
LOL, you encourage people to search for infos and stuff yet you dont bother to do it yourself. It is justified why eles and engineers dont have weapon swap option, and its not really that hard to figure that out even if you havent heard why is that.
To conclude: No, no, no and once again no.
Why should I learn to read when your apparently not reading your self. The OP is not asking for a in game weapon switch. He is asking for a secondary weapon slot on the hero sheet so when a character is OUT OF COMBAT he can click one button and switch his weapons. Which is no different from me opening my hero tab and dragging the weapons into slot while out of combat.
Please please read, his suggestion just removes the fact that you have to open a window and manually do it, so instead of taking 5 seconds out of combat you would take 1 second out of combat
You mentioned laziness a few times in different threads. And you regret spending 4 seconds more on manually swapping weapon? Hmm, puzzling to say the least.
Seriously, troll harder, troll harder. You should keep following me around on the forums and trolling me, I obviously have made you look bad somewhere down the line so go ahead follow me please show everyone that your a troll. thanks
- Common Sense is so rare these days, it should be classified as a Super Power
I am far from trolling. Seriously.
This is your argument, against your own idea. How can this be trolling?
You’ve mentioned laziness quite a few times, and what do you suggest here? Convenience solution for super lazy people who don’t feel like opening their hero tab to swap weapons.
I disagree with it, since there is a good reason why you can’t switch weps on ele and engi. Ele has attunementes while engi has utility belts. Thats a big convenience in combat. Inability to switch wepon sets out of combat is minor disadvantage to counter that.Now see my point? That’s not trolling. open your mind :S
And if you ask something like this, then it should be either implemented for all of the classes or noone at all.
I don’t really get what you are arguing here. He just wants out of combat weapon switching. Are you against that because you feel it is not necessary? Are you against it because you feel engineers/elementalist shouldn’t get special consideration (even though all other classes already have weapon switching)? Are you against it simply because you feel like it is an unfair convenience?
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Then what is?
Everything is muscle memory ultimately.Ok allow me to rephrase that, repeated muscle memory in an un-dynamic routine is not an achievement.
Outside of PvP, you can argue anything controlled by a computer is un-dynamic and is just repeated muscle memory, ie super meat boy, dark souls…etc.
The question is what do you think is the appropriate threshold for determining whether something is ‘dynamic’ enough to warrant a reward? What kind of skill does ANet want to promote?
Yeah the warrior that soloed lupicus should probably get a precursor. That’s the type of skill that should be rewarded.
I don’t have a problem with it because its a purely cosmetic upgrade.
You might have a legitimate concern with it making people want to buy gold from a 3rd party source. But should we really change a game mechanic to de-incentivize having gold which can be obtained form many sources, some legitimate and some not including 3rd party sellers. Or should be get to the root of the problem and focus on getting rid of gold sellers in the first place.
I am sure ANet can modify the current system to make dedicated healers more viable. But it is going against their design philosophy.
They are trying to make a game where movement and reactionary skills are used to mitigate or completely block incoming damage instead of a traditional attrition system where you are constantly ‘dying’ and you need someone else to keep you going.
I like the fact that a warrior can solo lupicus or a mesmer can solo Kholer/spider queen (look up the youtube videos). They did that by skillful use of their dodges/blocks/reflects/distortions. Healing is only used as a crutch for when they messed up. I think that’s ANet’s design philosophy.
Does this type of gameplay lead to a more fuzzy definition of combat roles? Yes it does. And does it lead to a less cohesive party experience. Maybe.
I think this system widens the range of the party experience. You can have an extremely chaotic group or a extremely efficient group. Whereas in the traditional system, the scope of the experience is more narrow.
That is not to say the traditional system is flawed or bad. It is just a different type of gameplay that perhaps appeal to a different type of player.
ANet is trying to promote not getting hit in the first place rather than taking hits and healing up. Every class has some kind of ability to block/teleport/dodge/invulnerable/reflect.
LoS and obstructed issues are obviously a problem in this game. In a perfect world, we should be able to visually tell whether the opponent is in LoS, but we cannot always account for buggy terrain or environmental objects.
I suggest a more explicit way to visually let the player know the opponent is not within LoS by shading the character model gray (perhaps not due to dyes) or by some other distinguishing graphical way.
Only do this for LoS and obstructed, not for out of range.
The difference between LoS and not can often be down to a few pixels. I think if you’ve moved your mesmer back a little, you would have been able to hit the harpy.
The warrior was standing back more in the video. You can see more of the lower half of the harpy in the warrior video.
I would attack while moving back a bit in the mesmer video to prove this was actually true.
However, I do agree this shows that there is a general LoS issue with the game, but not discrepancy of LoS among professions.
I wonder how ANet defined LoS in the first place. Is it actually line of the sight of the character? If it is, then that would be significantly different from LoS you get from the 3rd person camera.
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Combat mode (look it up on youtube) would be perfect for a gamepad. AoE ground target attacks will just be cast in the center of the screen. On the xbox gamepad, we could do this with combat mode:
-left stick = movement
-right stick = target reticule movement
-left stick + left trigger = dodge in stick direction
-right trigger = weapon skill 1. It would be cool if we can make it so holding down right trigger will continuously attack and stop attack when we let go.
-x, y, b = weapon skills 2 3, 4
-a = healing
-left shoulder + x,y,b,a = utilities
-right shoulder + x,y,ba = class specific
-left shoulder + right shoulder = elite
The problem is this probably only works well for melee type characters. I can’t imagine trying to create dodge clones on my mesmer for multiple enemies using this configuration.
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Please make a new transmutation stone that will first extract the skin from your current item into a consumable and then transmute the item with a new item skin.
I think a lot of people are in a situation where their current skin took a lot of gold/karma to obtain and they want to save it in case they want to go back to it.
I wonder if condition really does kill slower though or is it just a psychological thing. Seeing your enemy’s bar go down gradually versus seeing it go down a large amount in intervals might make you think the burst damage is faster. Has anyone timed it?
I don’t really get why dungeon armor and token rewards are scaled so high in the first place? Is it just so we would use up more space in our bags?
Make it so we get like 10 tokens per run + 1 per wonderous bag and make dungeon armors around 50-70 tokens.
Combat roles tend to make fights a scripted choreography. It’s more about how much you planned your fight beforehand. I remember seeing big guilds in WoW plan every action down to the seconds on a spreadsheet for some fights. While that can be entertaining for people, GW2 is trying something else.
Are they succeeding? I am not sure yet. But I like that they are trying to make some of their fights mega-man-esque where timing and position is critical.
It looks like this took a lot of planning and skill to accomplish. Maybe ANet should consider leaving some of these extreme jump paths around and litter some champion/boss mobs along the way. Make it so there are many different ways of getting to the boss hidden in the map.
The problem with an OP trait/skill is that it just makes everyone want use the same build. Kinda goes against the idea of build diversity.
You get skill points for every level after 80. You can spend the skill points to buy mystic forge components.
Just add mounts. Seems like most people just don’t want mounts for its association with mainstream MMOs even though it potentially could be a good solution.
They should add a weekly achievement + reward for Orr to encourage people to play it.
Don’t really care either way. Sorry you can’t enjoy the game without it. Perhaps ANet will implement it in an expansion.
It’s very easy for battles to become a clusterkitten in GW2. But when you play with an organized group, it can become extremely efficient and rewarding. Trinity limits the clusterkitten-ness, but it also limits the upper skill bound.
Just wear all MF gear then.
Make stealthed opponents take more damage.
I’ve never had any problems actually. And it runs at a consistent 30-40 fps. I have a pretty new retina display 2012 Mac though.
The only thing that I would like is high res textures. Apparently that’s something reserved for 64 bit windows that the osx wrapper can’t handle.
Make PvE a bit more competitive by implementing a weekly ladder system for each dungeon where groups compete to be on top. Groups on top can be rewarded with karma, coin, or special ladder tokens even.
Each dungeon can have it’s own criteria for ladder placement for example:
-fastest kill time on a boss in the dungeon
-least amount of damage received
-most conditional damage dealt
-most direct damage dealt
What’s important will be to come up with ladder placement criteria that cannot be gamed. For example if a criteria was ‘most evaded attacks’, players can just indefinitely wait for enemies to attack and keep evading to rack up the evade counts.
This ladder system will encourage people to experiment with different group compositions and find synergistic builds in order to be competitive.
I don’t know what kind of metric would best describe someone’s contribution to the fight, but it certainly is not going to be a simple damage meter.
I am not sure if you can really accurately measure the value of the guardian cleansing conditions, the mesmer laying down clones to body block projectiles, the combo finishers that gives buff to allies, etc.
The only metric I can think of that might best encompass all these elements is just simply the time it took to beat a boss. If a group beats a boss 10 seconds faster than another group, then I would say the first group did better. However, that is a group metric, not an individual metric.
Perhaps ANet can introduce competition in PvE by implementing a weekly “ladder” type system for dungeons where groups try to get the best boss kill time.
That would encourage experimentation with different synergistic builds/professions.
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I am sure this has been mentioned before. But we really need a function that let’s us save character loadouts.
Make it a “dressing room” merchant that’ll let you save 1 or 2 equipment/traits/skills loadouts for the cost of trait respec + some fee.
Having both mana and cool downs on a skill just makes mana a long term resource. Meaning it becomes a mechanism that requires you to pause between battles to wait for your mana to fill back up.
Having mana and lower cool downs on a skill will just makes all classes spam their best dmg/mana spells.
The current system is great because I don’t feel like I need to ‘conserve’ my heavy hitting spells (except for my elite) because of resource management. It also makes the thief class unique in the sense that they have the flexibility to activate any skill without cool down, which complements their lore nicely.
Looking through the guild wars 2 wiki, I can get all the armor pieces except chest and gloves that correspond to the ‘rabid’ prefix through karma vendors at the various temples (ie, light arcon helm..). But where can I get the rabid chest and glove pieces?
I know the named Khilbron set also correspond to rabid, but I want chest/glove pieces that I can replace the rune.
Caravan points that do not get contested and cost less but will take longer time for you to get there. /signed.
How relevant is DPS as a measurement of damage output when comparing direct damage and conditional damage?
Are we assuming the direct damage player is constantly hitting the opponent? Is that a correct assumption?
Would conditional damage win in a fight where the enemy moves/teleports a lot, making melee players damage less? Or a boss where projectiles are reflected a lot? A boss where armor is extremely high?
Maybe the problem is with the variety of enemy tactics in this game.