Showing Posts For ilovepi.3542:
My biggest problem is that #2 in op; I really wished red circles were filled for that fight.
I wonder if they will use the same achievements when they reuse the content next year. If they do it would give a chance for people that missed them this year, but it would make it so people who got them this year would have no new ones to get.
7. In the pavilion farm area you kill the same mobs over and over in a zerg for lots of loot. Without being able to kill the same mobs over and over and do the same events over and over we would have the one-time karka event. That was where there was great loot, a clear story, and sense of progression over a few hours of events that were one time only so many people missed them. There has to be repeated content for everyone to experience it and it makes a lot of sense to dish out lots of rewards to the players. I think it’s a stretch to say it’s the most rewarding. By time a 15-20 minute COF P1 run for 1.26 g base is probably the most amount of money for time besides the TP. Also not all of the new champ skin drops can even be obtained from the pavilion; you have to kill champs all around the world for them.
8. Again if it wasn’t stale and stuck feeling it would be one time progression like personal story or the Karka event. It has to stay and repeat for everyone to get a chance to play it. Open world content can’t go on forever like a real life world, basically no matter what it’ll have to repeat at some point.
9. No one is forcing anyone to grind for loot. As I said already, they are purposefully pumping loot into the economy (mostly in the form of mats). They are not doing this for no reason; the reason is likely new crafting up to 500 coming up soon. Also this grinding reminds me a lot of last Halloween. I don’t remember if it was quite as lucrative as this, but it was probably close. It’s not like this new farming location blows all the other ones of all time completely out of the water. You could even rival the amount of rares you get in the pavilion with the amount of rares you could get doing the dragon rotation. (fire ele, maw, jormag, fire shaman, etc.)
10. You’re also right in thinking that they can please the big mass of players just looking for an easy grind for loot. They try to please everyone at the same time, but you can’t expect everyone to get pleased equally. What you want, for them to add more open world content, is in the works as they’ve said. I imagine it takes a lot more effort to redo whole areas with new content, so they are taking the easy way out to please the masses with a small farm area. They’re working on open world content, but it will take more time for them to make than this stuff. Naturally you can expect them to roll out actual content like that much later than fluff content like this.
11. lol I like your quotes of me; I guess if people want to know what I really said they’d have to scroll up a bit and read it for themselves. You said the sprockets are “a currency that few are going to want to bother earning.” That’s why I mentioned how many there are on the TP, obviously plenty of people are bothering to earn it. I didn’t say that everyone needs them, I’m saying that plenty of people are getting them.
12. Hmm a quote I didn’t say…you must be talking to someone else.
So again, I agree with a lot of what you said. I agree that temporary farming areas are no substitute for real content. You just have to remember that the bottom floor of the pavilion was not the only content they released and that they are working on new content to please more people. This new farming area is great fun for some people and one of their tools to influence the economy. If you don’t like the grind you can do other stuff and buy the same rewards.
Response to Fiontar.4695
Hi again sorry for how long this is. tldr: I guess we can agree to disagree?
For num 2 I thought you were talking in the first post about the Queen’s Gauntlet fights in the pavilion (where there’s 6 spots to fight bosses with the final one being Liadri). I thought that because you described it as difficult and frustrating. The gauntlet fights are frustrating, but they are an imaginative challenge which a lot of people like. We can both agree that downstairs in the pavilion is a grindfest and unimaginative, but I don’t know why you would describe it as difficult and frustrating. As long as you’re with the zerg it’s not difficult, and it’s so easy and rewarding in a zerg I don’t find it frustrating. The reason that this boring grindfest exists is to pump mats into the economy, I’d bet money that in the next patches they’ll be releasing some of the new crafting they talked about. They made it purposefully because they know something will take those mats out of the economy soon (imo).
3. I don’t remember any hype about “beautiful, relaxing, scenic” balloon rides from Anet, so that must be from the community. You can’t expect all community hype to come to reality. The official info about balloons wasn’t very hyped up if you look at it here https://www.guildwars2.com/en/the-game/releases/august-06-2013/ and even if you click the link to their guide on that page.
4. You can buy watchwork sprockets on the tp. From one run of COF you could buy over a stack of them right now. You can’t earn them directly from regular game play, but you can earn money and buy them. It would probably be even faster to get them doing dungeons and buying them then farming them right now.
5. They have to keep at least some things relatively expensive or everyone would have them and they wouldn’t be special. Same thing as #4 you can get money from so many areas of the game and spend that money on sprockets and use sprockets and money in the pavilion. You don’t have to do the grind at all if you don’t want to, and you still get the same skin rewards. You’re right in that this farming could cause inflation, but you have to give them the benefit of the doubt. They have ways of reversing inflation, and I have not noticed any sudden inflation.
6. I never said you had to mindlessly join the zergfest; I said you should give the update more than an hour before you decide it’s awful. They made this content to fill a 2-4 week stretch of time, you can’t try it for an hour and then decide it’s bad. If you don’t like the grind then you can try the Gauntlet fights. If you can’t make it to/past Liadri you can try the Beacons of Kryta. If you didn’t like that then you could do open world and come across some balloon events. If you didn’t come across anything you liked after you tried it all, then you didn’t like the living story stuff, but you can still enjoy the new/improved mechanics that came with the update. Not every update in every game is going to be super rich in lore and perfect content; Anet is still finding their way with living story.
This may have been mentioned before, but it can really suck for people to miss the Living Story updates in theory because they are worth hundreds of achievement points. Now that every 500 achievement points get you major monetary and cosmetic rewards, missing 2 or 4 week temporary content could really be a shame. I can’t think of a way to fix this because I like the achievement point rewards and I like the frequent living story updates.
PS Thank you arena net for the great new content!
part 2:
Arenanet, you are killing the game. You are thumbing your noses at the Manifesto and apparently doing everything possible to make the game the worst kind of theme park.
It does feel like a theme park, but it is something that a lot of people like. Also like one of them mentioned, it’s impossible to make everyone happy at once, they’re appealing to the majority. When throwing out the Manifesto, try quoting specific parts in it that they are destroying :p
Why have you abandoned the game world, allowing the illusion of life that Dynamic Events provided to flutter away as the world has remained stuck in an infinite loop, in exchange for the absolute worst kind of MMO content?
I also feel that the Dynamic Event system leaves many things to be desired, but I don’t think adding a new loot system to make champion fights across the world more rewarding is ‘abandoning’ the game world (it’s obvious they’re at least making an effort). I’ve played MMOs with much worse kinds of content. It’s a really far stretch to call this the absolute worst.
Living Story itself is a colossal waste of everyone’s time and energy
It’s a pretty big generalization to project your feelings on “everyone.” I have made a lot of money and a lot of achievement points, so it was not a waste of my time and energy. (there you go it was not a waste for everyone) You can find many other people on the forums and in game that find their time not wasted on this new content.
It diverts players away from the assets of the game
It’s one of the biggest assets of the game right now for people that have already experienced everything else.
a currency that few are going to want to bother earning.
It quickly made its way to the front page of the TP. That doesn’t mean few people are bothering to earn it; that means that the vast majority of people are bothering to earn it. And of course they want to earn it with the new skins and recipes that they can buy with them, and after this content is through they can continue to use it on the recipes.
You would have been better off doing nothing but the occasional holiday event than this.
They did this because they feel like people need regular, fresh content. I agree with them.
OP, I agree with many things you say, but I couldn’t help finding these holes in your argument:
waste of developer resources.
I don’t think it was a waste because of the wallet and the fact that this content will be returning, it’s not one time. Also this patch included a permanent new finisher system and a permanent activity rotation with new permanent and daily achievements. Also every patch like this includes permanent balances and fixes that were not a waste of developer resources.
Apparently, difficulty is supposed to make up for the complete lack of any redeeming design qualities, but it just makes the content as frustrating on a play level as it is on a design level.
I can hardly imagine the man-hours involved in making the gambit systems and all the new gauntlet mobs, abilities, and achievements. Many of those features are redeeming in that they are something new that we have not seen before (fresh skills and mob mechanics). The mechanics that players like could get reused I’m sure, it’s valuable for them to try new things to find what people do and don’t like. I found some of the fights very frustrating too, but that just made it more rewarding for me when I finally got the mini/achievements.
The Balloon rides. … Stale, boring, horrible; huge disappointment.
I agree we should have had a cinematic for a ride, but I don’t think they’re stale because of the several different events to unlock them. I find it refreshing to visit corners of zones that I haven’t been in a while, that’s the whole point of them. I also like visiting old, familiar places and seeing new mobs and nicely modeled hot air balloons that tie in well with the living story.
rather than just making it pointless to try to earn a temporary currency you may have no hope of making anything useful of.
I consider this new “currency” (watchwork sprockets) a mat instead because of its use in the new recipes (15 new sigil and rune recipes). It acting as a currency too makes people want to do the new content while it’s here. I think it could be confusing if they keep adding new things like this because it’s more for new crafters to learn, but for an old crafter it’s refreshing to get something new. I also don’t really think of them as temporary, think of pieces of candy corn that are still plentiful on the market. Obviously, too, many people are making useful things from this new currency. You can farm for a couple hours in the new zone (that was meant for farming) or you could buy sprockets at like 50c each and make some runes/sigils to try out (or just buy them premade). (doesn’t sound hopeless, and the new runes could be useful for several different builds out there)
Speaking of special currency, now we don’t just need special currency to get nice skins, we need that currency AND gold!
The special currency is absurdly easy to get, and this new patch makes it very easy to get gold through farming or crafting (not to mention dungeons now give significantly more money for single runs per day). I’ve already made at least 50 gold through crafting with little skill, you don’t have to be an expert to make money. Plus there’s other new skins from champs across the world that will always be available as drops (some are really cool imo).
It took us an hour to agree it was horrible, log out and go play something else.
This sounds like the problem, I didn’t even see all the content until my third or so day of playing many hours a day. While I understand that many aspects of this update are frustrating, they only seem horrible or pointless at first until you realize their potential.
I’m just the opposite, I wish none of them had the foot glops, and have plans now to only get one with out the effect at all, or one with the most minimal ground effect.
I have all my shared mats and gifts gathered up, waiting a few more patches to see if they go on another unicorn spree before I finally decide!
But why? Why do you want one without footsteps? I think that’s one of the more imaginative things about them.
I can’t agree more with the OP, they do feel really shallow. I like the concept of dailies, but I dislike how with the laurels I feel like I’m being punished for missing a daily. I like the direction they moved to where you can pick what you do, but I still feel like the system can be improved.
A lot of the times when there’s lots of people the only way to see when someone has a legendary is to see the trail of footsteps. It’s much harder to see someone with one of these legendaries without footsteps (and the whole point of having a legendary is to be seen!):
*Flameseeker Prophecies
*Meteorlogicus
*Minstrel
Anet, I know you have a lot on your plate, but please tell me you have something planned for footsteps for the legendaries that don’t have them, it just feels like not all legendaries were created equally. Flameseeker prophecies takes a very similar set of mats as Twilight, but Twilight is twice as expensive because of how much more effort went into developing it.
FFAL For life!
I like the style, but I definitely agree the white it too bright. Just dulling it down a little would help, a bit of an off white towards grey or dark orange would help without ruining the whole design.
My thoughts on aoes in pve:
I main a guardian and feel I basically have to use a gs to tag enemies (which I think everyone can agree is pretty important). When using other weapons I lose loot because they just don’t have quite the ability to tag mobs. I feel like several weaponsets need aoe love.
Recently leveled a mesmer up to 80 and similarly I feel like I have to use chaos storm just to tag mobs of enemies or else my chances of getting loot goes down. (a little frustrating when trying to use phantasms to tag groups of enemies if they just die instantly)
I think for pve they need to rethink tagging enemies a bit while they rethink aoes. If everyone loses some aoe it’s going to be much harder to tag mobs, so maybe there should be something like if you attack one enemy in a group you have a chance to tag the rest or several of them. Another possibility would be to give all professions a ‘tagging’ utility where it hits more than 5 enemies in an area for a meaningless amount of damage above 0. But, idk, should everyone be able to get loot from everything in large groups of enemies?I play both an 80 ele and 80 warrior. In Orr during events, I can tag just as many mobs with my warrior (ax/mace) as my ele, all I do is move instead of standing in one spot, which is what I do with my ele. There is no appreciable difference in mob tagging between melee and aoe, unless you’re standing still and hoping mind powers or faith will make the mobs come to you.
Yeah, what I was saying is that i tag far fewer mobs if I use mace or sword or scepter in main hand as guardian compared to gs because it has excellent aoe. And tagging mobs with chaos storm is way more effective than trying to tag mobs with any of the other mesmer abilities. If they change/nerf aoes they need to make sure that everyone still has something they can tag enemies with.
My thoughts on aoes in pve:
I main a guardian and feel I basically have to use a gs to tag enemies (which I think everyone can agree is pretty important). When using other weapons I lose loot because they just don’t have quite the ability to tag mobs. I feel like several weaponsets need aoe love.
Recently leveled a mesmer up to 80 and similarly I feel like I have to use chaos storm just to tag mobs of enemies or else my chances of getting loot goes down. (a little frustrating when trying to use phantasms to tag groups of enemies if they just die instantly)
I think for pve they need to rethink tagging enemies a bit while they rethink aoes. If everyone loses some aoe it’s going to be much harder to tag mobs, so maybe there should be something like if you attack one enemy in a group you have a chance to tag the rest or several of them. Another possibility would be to give all professions a ‘tagging’ utility where it hits more than 5 enemies in an area for a meaningless amount of damage above 0. But, idk, should everyone be able to get loot from everything in large groups of enemies?
I don’t think you’ve seen all the food and its effects. Omnomberry bar may be good for gold and mf but your food can cover your weaknesses. E.G I’m using food that gives life steal on crit with my berserker build which grants me more survavibility. Or if you’re running a condition build, you eat rare veggie pizza. Food is awesome.
But I agree with you magic find and gold find are stupid stats and they should be erased from the game.
No, I really want MF and gold find to stay, I don’t think I ever said that I want them gone, although I do think there are a bunch of problems with MF (covered in other ppl’s posts). But what I’m saying is that even if other food helps to cover your weaknesses, it’s not worth taking instead of 40% more gold in dungeons (that’s a lot of gold o.o).
I was expecting this to be out on release, with a bunch more mini games :/
TLDR: Omnomberry bar is best food, balance pl0x? (Don’t be lazy, read the rest :P)
I’m a little disappointed with the food system because it’s so interesting and versatile … but I only every use omnomberry bars and think poorly of people who don’t use them (or comperable mf / gold find food). As a disclaimer, I’m only talking about PvE (mostly dungeons).
Omnomberry bars give 40% more gold find, and they usually cost 3s-4s as of right now. Most dungeons have a first boss that drops around 10s, so with 40% more that’s around 14s. The cost of it is covered in just the first boss! After that, you get a significant amount of extra profit from the rest of the bosses (and trash).
I don’t think I’ve ever noticed 30% extra mf making a difference for me, but how can you go wrong with the best mf you can get on food? (besides +MF when you have a boon food)
The only other food I use is +endurance regen occasionally for CoE when I need to dodge a lot, and mango pies for jormag. I think this is a bit of a shame because there’s so many cool things to use, but none of them seem good enough to drop the +40% more gold and 30% mf for most of what I do.
I don’t think these are great suggestions, but if all foods were to give some +gold find and/or some magic find then I would probably use way more than 3 different ones. Or maybe if there was a different consumable type for mf/gold find (right now there is food and sharpening stones/oil/crystals that you can use at the same time) If they made it so you could use 3 things at once, one being mf/gold find, then they would of course have to remove some or all of the mf/gold find on the other consumables.
I don’t think any of those suggestions would really work, so I would hope that they could rethink the system in some other way. Of course, I’d rather them work on major game issues right now and work on polish like this later, but I hope that they can keep this in the back of their heads.
…
2461 Ugly Wool Sweaters
25 Drops of Magic Glue (in drops of 25)
50 Wads of Enchanted Stuffing (in Wads of 25)
476 Flawless Snowflake (either 1 or in groups of 10)
1 Bell Focus Skin
1 Wooden Dagger Skin
3 Pop Gun Skin
5 Toy Sword Skin
4 Toy Staff Skin
2 Slingshot Skin
5 Princess Wand Skin
16 Giver’s Orichalcum Imbued Inscription
12 Giver’s Intricate Glossamer Insignia
33 Choir Bells (in bundles of 3)
AND SUPPOSEDLY Unbreakable Choir Bell
…
With 2461 sweaters you can buy 123 bells at the npc, so you would have 156. I bought around 150 bells at <1s each and expect them to last me past the point where I get bored of them.
I was complaining about the very low chance of a unbreakable bell to a friend quoting the wiki for saying ~12k gifts were opened for 1 unbreakable bell. He said if there were only 12k ppl playing the game and if the drop rate was only 1 gift and hour and everyone opened this one gift then there would be 1 bell an hour, and how many hours has the event been going on? (ofc there are more than 12k and more than 1/hour) Games need RNG like this to keep items rare, and since this item gives no pve or pvp advantage, I have no problems with it being rare. Plus they were nice enough to give breakable ones very easily so everyone can enjoy bells.
(edited by ilovepi.3542)
I like this idea, it would be neat to have protection be slightly better when traited or have our regeneration be different/better than the regeneration basically any class can give.
Fully defensive is not enough sometimes, making range the only option those times. In high FotM I find myself using scepter a lot.
Yeah, I wish the scepter was a little more exciting. If anything I would want the auto-attack to look less pathetic. (Careful, or I’ll shoot a swirling golfball-sized ball of light at you!)
I find in CoF when you kill the acolytes in P1 my orbs of wrath rarely even reach the enemy before it dies from other classes at range. Also can be frustrating trying to hit enemies moving randomly as it tries to lead and fails because the enemy changed direction.
Smite feels very gimpy because of how random the damage is. Sometimes if an enemy is on the side of the aoe it looks like it only gets hit two or three times. Only hitting 15 times doesn’t really make it a great aoe for large amounts of enemies either. (also this suffers from an entirely unimpressive animation)
I feel like the warrior has better range options for also being a heavy, melee class. If it’s the only thing, they have one 1200 weapon and one 900 weapon where we have one 1200 and one 600. (And which would you rather have, rifle or scepter + offhand?) [rifle.]
Yeah I only use torch for double tapping #4 with a scepter for an additional ranged attack, which saddens me. Also, if you have an ele, trap ranger, or other class with burning in your party torch tends to be worthless for adding burning because there’s already enough burning on the enemy. Plus f1 active in a party killing a boss already gives pretty good uptime on burning even when you’re the only one in the party that can do burning.
Signet of Mercy: Even when an ally player is downed, selected, in range, and in FOV the active skill works less than 50% of the time for seemingly no reason.
On many occasions I’ve tried stopping everything I’m doing, getting withing ~600 of a downed (not defeated) player even though the range is greater than that, selecting him or her, and using this skill while standing still and looking right at him or her … and it fully channels and the ally is just lying there downed afterwards. Sometimes it does work as intended, but I don’t know what the deciding factor is for it to work or not work. (If a specific is needed, it rarely works in FOTM. Seems like it should be useful fighting the Maw but I no longer bring it because it simply does not work most of the time.)
As more of a complaint than a bug: the activation time is so long two allies could probably run up and almost revive the ally before it’s done.
About Lost Prophecy
Established in 2001, Lost Prophecy is a guild with over a decade of on-line gaming experience. We’ve had a presence in countless titles and made Guild Wars 2 our core game. Most of us are in Eastern or Central time (US) and the guild is on Crystal Desert.
Guild Premise
With extensive experience in both PvE and PvP content in many titles, Lost Prophecy is a great place to game at a comfortable (yet determined) pace and have a rewarding experience. We create a fun and welcoming environment where everyone can have a sense of community.
Guild Structure
Lost Prophecy is led by a GM and a small group of officers. We encourage open communication between leadership and guild members, and have meetings to make it easy to get across your ideas to the whole guild. Lost prophecy has Mumble voice chat and a great guild website.
We have a commander and level 80 characters of every profession along with 400 crafters of almost every crafting profession. If you need anything crafted or advice about your profession, chances are we can help you!
What are we looking for?
All-in-all, Lost Prophecy is looking for dedicated players that want to have a lot of fun. You don’t have to be a hardcore gamer to have a blast in Lost Prophecy; we welcome all types of people and gamers.
We expect members to be mature; our youngest members are 18 years old. Most of us are married with kids.
Please visit www.LostProphecyGuild.com, review the guild principles, and fill out a brief application; come be a part of a community that helps you enjoy your gaming experience!
Have any questions?
Whisper these people in game to learn more:
GM: Spire
Officers:
Torandus (pvp/pve)
Jazerac (pvp)
Ilovepi (pve)
Thanks,
Lost Prophecy Guild Management and Members
You got the same problem? That’s actually very reassuring, that means that it wasn’t just us doing something stupid. Thank you.
Path 3 is to follow Agent Rhiannon. We got through it all the way to the end and killed the final boss (Tribune Burntclaw). It spawned the third chest (each chest giving 5 carvings). All 3 chests worked perfectly and gave 5 totems for a total of 15 for that run. At the end the “Kill Tribune Burntclaw.” event never disappeared and we never got the dungeon reward of 15 more carvings, 129.5k exp, and 25 silver. What’s frustrating is that in our 2 hour long run with path 3 we could have done path 2 at least twice with one of those runs giving twice as much. Our group found path one impossible after chest 1 (although I think it may be possible) and we found path 3 to give half reward for twice as much effort, making path 2 the only path that works. Please tell me if I have something wrong, and I can only pray that a dev sees this so it can be worked on.