Showing Posts For derLoko.2185:
There seems to be some confusion.
The steam wall leads to a dungeon interface providing both story and explore modes, while you can talk to a nearby NPC to go directly to a single player gimmick fight with Canach.
really? i had no idea.
i think a lot of players are going to miss this…
Agree. FotM is overly grindy as it is, there are simply too many difficulty levels that barely make any difference. But making FotM-levels character bound in addition to that while not even handing out additional daily chests is just over-the-top. It’s neither casual-friendly nor hardcore-friendly.
molten facility CAN be soloed if you really want to solo it that badly…
http://www.youtube.com/watch?v=QOSoOHZ3FCc
edit: and some other dungeons can be soloed as well.
Can You please explain me how matchmaking works?
It doesn’t.
thx for that info! i had no idea there is a recipe for dyes..
too bad we have to resort to something like this because there are no actual rewards for a PvX Player…
TBH, i thought Super Adventure Box was much better xP
Agree, dailies were just fine before.
Still no gold/karma/xp/whatever for PvX players, but it was also faster than PvE dailies, and certainly a lot more fun.
Now, doing dailies via sPvP takes me up to 2 hours, which can be quite a chore indeed. Pointless change imo.
@OP: Maybe you should try to get ascended gear & fractals first?
And hard mode will be there for that niche within a niche who have good ping and want to punish themselves.
Oh yes, punish us, Josh! -
Apparently, hard mode is totally niche these days, and normal mode is just a slightly bigger niche. Unfortunately, regular GW2 doesn’t handle this any different. Even if something happens to be difficult, speed-running some easy-mode content instead is usually more rewarding. What happened to good old “skill > time spent?”. Both should be at least equal imo.
So, yeah.. Give us hard mode, make it hard, but also make sure that punishing ourselves feels rewarding enough. You know, most of us aren’t THAT masochistic, either…
gold/gems may be a problem because pure PvPers may give all their gold to friends playing PvE. Sounds like it may cause inflation.
But sPvP vendors could sell various account-bound currencies & items, like f.e. Jug of Karma. Can’t go wrong with that. Adding laurels was great, Anet needs to add more stuff like that.
Don’t agree. 1 round “tournaments” were a great change. Just needs better matchmaking & faster map rotation. Adding laurels was another step in the right direction.
Enough QQ already. Did you really have to start ANOTHER thread on this?
No clue why people make such a fuss about 10 laurels more or less, anyway.
sPvP:
- added rewards that are useful for PvEThis will never happen.
I wouldn’t say that. I mean, when we had paid tournaments, there were pretty big rewards for it (300 gems or something?).
And let’s face it: sPvP is not an esport, and won’t become an esport anytime soon. GW1’s competitve scene felt much bigger than GW2’s. If ArenaNet has any interest in keeping sPvP alive at all, PvE rewards are the way to go. It won’t hurt sPvP, that’s for sure. Just make sure players are rewarded for actually winning and improving their rank. No glory farmers and metagaming, please…
March patch sounds like another “meh”-patch, tbh.
This is what the patch I’m waiting for looks like:
PvE:
- reworked dungeons to make them more balanced & challenging while making sure that rewards are appropriate *cough*CoF*cough*
- added ascended items to dungeons
- improved loot for JP chests & small chests
WvW:
- added new objective(s) specifically for small non-zerg teams
- added all ascended items, lowered cost for exoctics
sPvP:
- added rewards that are useful for PvE
Just the first things i could think of. Anything that should be added?
edit: Keep it reasonable!
Size & scope should be similar to previous patches.
“- Added Cantha & cured cancer” would be a nice patch note, but it’s not gonna happen.
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who/what was the leviatan, anyway?
I was wondering what happened to it… it was kinda looking forward to seeing ít ingame.
Personally, i think these objectives already excist in the form of Supply Dolyaks, NPC helper outposts (quaggans etc.) and supply camps.
The problem with those objectives is that it’s still more rewarding to just mow them all down with a zerg – at least for the average casual player (like me xP). For them, going dolyak-hunting deep in enemy territory isn’t exactly worth it in terms of time & risk vs reward.
Most discussion on how to “fix” zergs is focused on skill-mechanics – some of the suggestions make sense, but imo a good solution would be to simply add new objectives for small teams of 1-5 players.
F.e. a “capture the flag”-mechanic, kinda GW1 GvG-style:
- Each side has ~10 flags in their territority, not near any outposts or main routes.
- Players can steal enemy flags and carry them to a friendly outpost for a nice reward – then, they respawn in enemy territory again.
- Flags are not protected in any way.
A Zerg obviously isn’t effective at capturing or defending those flags. Instead, small groups would go for that objective, while zergs keep capturing outposts as usual. Overall, players would spread out more and you’d see small skirmishes more often.
I expected to see something similar added to WvW in the march patch, but apparently that won’t happen – at least not next month.
What do you think?
Any other suggestions for new objectives geared towards small groups?
(edited by derLoko.2185)
GW1 launched in April. Five months later we got Sorrow’s Furnace and unique (green) items.
GW2 launched in August. Five months later we got… what? Flame and Frost: Prelude?Yeah. Kinda bleh.
Seriously? Now that’s just unfair.
We got fractals – and you gotta admit that the fractals dungeon itself is well-designed and better balanced than most existing dungeons. Hats off to everyone who designed that dungeon.
But at the same time, fractals are a good example of what is wrong with the development of GW2. While the dungeon itself was great, Anet introduced an idiotic, grindy difficulty scaling system along with. Pugging turned into a total chore within a week. How could Anet not see this coming? Why did it take 2-3 months to finally fix it? Imo having to grind the difficulty up was a chore in itself. Agony is a pointless grind-mechanic. Ah yes, and then we also had new fractals-only RNG ascended items… yeah… everybody loved those.
I’ll have to agree – 6 months after release, the most notable change is that the game now features lots of grind.
Other than that?
Dungeons have been slightly improved, but most of them are still an imbalanced mess. Boss chest drops were finally improved, but all other drops are still the same – now tons of players are just camping world bosses. Great. The trading post is still overloaded, because offers still don’t expire. Zerg vs Zerg is still Zerg vs Zerg, including the same culling issues. Instead of encouraging players to spread out, Anet will “fix” culling, which will likely just open a new can of worms. And sPvP still is… does anyone even bother with sPvP anymore?
@OP: for me, it has nothing to do with story “achievements” at all.
GW1 simply mastered horizontal progression. Hundreds of skills to collect and lots of builds to make & experiment with. Nice dungeons & even better PvP.
Whenever I started to feel like I had done it all, an expansion was right around the corner.
If Anet fixed a whole lot of things and released an expansion to GW2, it could be an even better game than GW1 – but unfortunately, it looks like Anet’s answer to every problem is just “add more grind!”.
this would be a little tricky with ele’s attunement…
I miss pretty much everything except:
- Henchmen. I never liked playing with bots much…
- Monks/Healers. Don’t miss them one bit.
- Instanced world. GW2’s open world with events is way more fun imo.
Do fractals at high lvl need any advanced team builds & combat tactics – or is it just same old with better boss mechanics as a “twist”?
1) 3/5
I was indeed kinda bored and quit playing for a while. Not because of a lack of content/gear, but because the content felt kinda shallow and repetitive. I just lost interest.
2) 1
I’ll admit that I’m kinda looking forward to getting Ascended rings. But the real reason I’m back is that i like FotM more than the old dungeon system.
3) 0
Never cared about new gear tiers.
4) 0
New tiers = Hell no. I want vertical progression.
This is something that existed prior to ascended gear, and was something that we saw happen all the time in GW1, even without any sort of gear progression.
Fair enough. But in GW1, this was about players wanting to run certain builds/strategies and needing players experienced enough to pull it off.
Now you just reintroduced that problem – ON PURPOSE. But this time around, additional gear tiers like ascended items and mechanics like agony don’t even have any actual gameplay value. Their only purpose is stretching and gating content…
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Agree.
We are skritt!
People never farmed Orr for gear, they farmed it for drops. Best Option for getting exotics for yourself is still running dungeons or simply buying them from the TP.
Just a few days after fractals started, we have players spread out over more than 15 difficulty levels. Everybody on my server is looking for an appropriate group, but nobody can find one. This is just ridiculous…
I thought fractals would have 5 difficulty levels or so that can be done without ascended gear. That sounds kinda reasonable. Something needs to be done about this imo, it’s only going to get worse…
It’s rather difficult, but that’s fine. It’s the only zone that is actually somewhat challenging, unlike Orr. I hope to see hard-mode for other zones as well.
edit: I agree on the loot, tho. So far, it’s kinda lacking, considering the increased difficulty.
(edited by derLoko.2185)
I’d like to know that as well.
What exactly is one-time about Friday’s and Saturday’s events? And how long will the events be available after that?
@OP: I know what you mean, but that’s not how it works.
Ascended gear has better base stats AND additional stats via infusions AND protection from agony. It’s significantly better than exotic gear.
New content is nice, but replayability in general is what’s really important.
And I mean ACTUAL replayability, not a repetitive gear treadmill.
It feels like it was inspired by games like DOTA, LoL, etc.
Those games are e-sporty, more popular than WoW, and look easier to balance than GW1.
Why? What happened after 1.2? Never played SWTOR myself.
do the meta events – if they got stuck because of a bug, try again the next day.
Interesting idea.
Agreed.
Veterans, Champions, bosses, chests, they all need better loot. Only higher-lvl mobs drop reasonable rewards. Regular Mobs dropping less to balance things out would be fine with me.
This should also help with the botting problem.
(edited by derLoko.2185)
He’s talking about tournament spvp… and he’s right of course.
Anet is just deperately trying to make money off sPvP and keeps coming up with idiotic ideas like:
1) Payed tournaments instead of proper matchmaking
2) Glory Boosters instead of a ladder
3) Mystic cash forge rewards instead of something actually meaningfull
At least give us a proper split between random and premade tournaments…
Agree with OP, we need random tournaments.
HJ is a bad alternative, it’s too messy for my taste.
@OP
now compare GW2 to GW1 at release and maybe then you will stop with complaints
GW1 was much better even at release…
The only thing I like better about GW2 is that everything is 100% unlocked and available right at the start.
I feel the same.
To sum it up: There’s too much stuff dropping, but not enough stuff that is actually usefull. A lot of it goes straight to the TP for dumping prices, which in turn becomes the #1 source for everything you need, making regular drops even more obsolete than they already are…
Cultural weapon/armor costs are simply completely broken for Tier 1+2 and unreasonable for Tier 3.
It’s one of those things I just don’t get. The game has been out for 1 month now, and still no fix. Seriously, how hard can it be to realize that it’s broken and then adjust some numbers? Make them cost the same as faction armor, done.
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Best: Content.
1. Event System
2. World / Art design
3. WvW
Worst: Gameplay & Mechanics.
1. Lack of skills, builds, customization
2. Reward System
3. Not enough group content and challenging content
4. Bugs…
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Before people start patting you on the back for being totally mature, non-mainstream, not brainwashed by WoW, etc, ask yourself this:
Is it good design if the rewards are screwed up? Does it make GW2 a better game?
Rhetorical question, really. No, it’s not the most important thing in an mmo, but it’s certainly something that can make an mmo more fun if done right.
This is indeed a bit of an issue in the starter areas, but it gets better later on because you get plenty of bonus XP in less crowded areas.
Quite frankly, the best thing you can do is simply move on despite being underleveled. It’s entirely possible to do content 5+ levels above your own and you’ll get better drops.
Also, use food buffs and try to complete the daylies.
Dungeons and Rewards - What ArenaNet can learn from Blizzard, of all people
in Suggestions
Posted by: derLoko.2185
+1, good post.
It seems the reward system is just screwed up in general. While leveling, I got the best drops from killing regular mobs 5-10 lvls higher. Actually, you don’t even have to kill them yourself… just “tagging” them seems enough.
Dungeons, chests, bosses, meta-events… Rewards for all of these are pretty underwhelming.
edit: Also, dungeon tokens are unique to each dungeon, right? Why does GW2 force players to grind the SAME dungeon over and over again? I don’t get it…
(edited by derLoko.2185)
Woah, this is sweet. I’d love to hear an Anet response.
I think this script is actually undetectable. It’s more of a key macro than an actual modification.
I like the general idea, but dislike how restrictive it currently is.
how many explorable mode dungeons have you played?
I’m not saying that explorable mode dungeons are different, just curious.