Showing Posts For elsellel.9243:

Short draw distances sadden me. . .

in Guild Wars 2 Discussion

Posted by: elsellel.9243

elsellel.9243

They are actively working on completely correcting the culling issues in PvE. I believe they said it is a high priority too, so we should be seeing it soon.

Boy, I hope this is true. I logged in this evening and the culling problem seems like it’s worse than it was a week ago. Like ridiculously short draw distances. Maybe they’re doing stress/non-stress tests via ninja-patch insertion in one of the latest updates, but it was really noticeably bad tonight. Players running past and disappearing maybe 300 m away.

Free travel to Lion's Arch

in Suggestions

Posted by: elsellel.9243

elsellel.9243

Waypoint fees to all the capital cities should be waved, or at least drastically reduced. That would help spread out the population, and give a little more life to the other cities. Its no surprised when LA has overflows, while Rata Sum has a population of like 10 players total.

Above any and all other concerns on this topic, I think ^^^ nails it dead on. All capital cities free… regular waypoint fees while in the bounds of any given zone. The way it is now… it’s too restrictive.

Game economies are always subject to correction(s), and frankly this is a needed correction.

Collectors - Making Use Of The Grey Junk

in Suggestions

Posted by: elsellel.9243

elsellel.9243

I completely agree if only for the concept that mmo’s (all of them) simply need to stop including this vendor trash motif. It’s outdated, it’s laborious (isn’t there already enough inventory management to ‘constantly’ worry about in these games, without the further irritation and distraction of vendor trash?) and it has to be about my biggest gripe, across the board, with mmo’s.

In the least — in the least — if there has to remain this junk item concept, then make those items have some value, besides a few measly coins, which aren’t worth even the effort of clicking Sell Junk (and as they did in GW1) by bringing back some form of Collectors for those items.

As it stands, level crafting alongside your toon’s leveling is already a nightmare (unless you have stores of materials from previously played toons) and the OP’s idea could greatly alleviate that endless grind for enough crafting materials to co-level crafting alongside any given toon.

Event Scaling

in Suggestions

Posted by: elsellel.9243

elsellel.9243

Again with the under-population?

Yep. The only 3 hours I spent logged in last night were with a friend and across two zones in two different level brackets, we were unable to complete all but 2 of the events we came across.

This game doesn’t work right when the zones aren’t flooded with people. The PVE content for the average player surely cannot be “Just run around and fill up heart quests and ignore events” and I’d hope that ANet is at least aware of the issue that their game simply isn’t any fun when you have to ignore event after event because nobody is around to do them.

I think a time-based system could work for some events, where the target is up and stationary-ish until killed. That way he can’t spawn into “easy mode”, people still ideally encourage others to show up for an event, but when an entire chain is stalled for over an hour because nobody is coming to kill a champion, he should get bumped down a few notches so the handful of people that are there can actually take him.

I too am seeing this as a pretty serious design flaw. We’re 10 months into the game’s release and it doesn’t require rocket science to see that Guild Wars 2 PvE is heavily dependent on maps being quite heavily populated to consistently and effectively complete many of the Events. Sadly, they simply are not (at least on Borlis Pass, besides the starter zones) and as the OP loosely said, the game then becomes Heart Wars. Which really means: go do quests like any other standard mmo.

Unfortunately, the developers’ zeel for, “Oh, oh, there’ll be tons of people running all over the place taking part in these dynamic events!” = yeah, well, if the population’s there to support it. When the population’s not there it = pretty major flaw in a core aspect of the game’s PvE.

Don’t know what to suggest here. I think Event Scaling would simply open itself up to the group(s) that would figure out how to exploit it. The Boss leveled down… everybody get him! But, I do know it’s a problem that can’t be whisked away with temporary fixes (the key word being temporary) such as: Guest on other servers and see if a particular zone has a higher population (which seems to be pretty difficult to ascertain since there’s no population list for any given zone…the game seriously needs a Who’s Who type function).