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Suggestion: player camera improvements

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Posted by: iniside.4736

iniside.4736

Are those changes going live, this week, or next ?
Can’t wait for them.

[Build] Conditions (Is it still worth it?)

in Necromancer

Posted by: iniside.4736

iniside.4736

Because, what necro really needs, is his own unique condition, which is not available for other classes. It can be just bleed with different name.
Otherwise in PvE conditions necro is kind of pointless (even if it is fun to play), because every kitten class in game, can apply stupid amount of bleeds, with every attack.

Lets hope, necros will get some unique condition with Hots.

Suggestion: player camera improvements

in Guild Wars 2 Discussion

Posted by: iniside.4736

iniside.4736

Updating the list.

(Please note this does not mean that any of these things will happen, won’t happen, are planned to happen, and or not planned to happen)

  • Manual camera height adjustment

This actually most important thing about camera for me.

I would love to be able to adjust camera angle/height, so my human at second/third level of zoom out would have foots close to bottom edge of screen, instead of 1/4, 1/3 screen being taken by ground.

I really like to keep camera close to my character, But at maximum zoom in, it character takes literally full screen, and zoomed out screen is taken by ground.

To make reference I like how height is set for Norn characters, and I like to have same offsets for rest of characters.

CDI- Character Progression- Vertical

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Posted by: iniside.4736

iniside.4736

I have an quesiton actually.
Why Exotics are not guarantee loot from bosses inside dungeons ? Or by that extend why ascended items are not guarantee loot from world bosses ? They have so slim chance to drop, that over 800h of gameplay exotic from boss in dugeon droped for maybe once. Or twice…

CDI- Character Progression- Vertical

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Posted by: iniside.4736

iniside.4736

The problem with gold and trading post, is that there is infinite supply of gold in game. You can literally make gold out of thin air. It’s only natural that it will inflate indefinitely. The only solution for that problem is to limit maximum gold that can be present in game at any single time.

CDI- Character Progression- Vertical

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Posted by: iniside.4736

iniside.4736

I think it would be cool if we can get a proposal together for treatment of stat based evolution as it currently stands in the game and then concentrate on Horizontal progression ideation.

Chris

You can make statistical horizontal progression. I have posted few ideas previously. Gear progression does not need to be locked with increasing stats. First thing that could be done is to add more stats on items:
1. Class specific stats.
1a. Stats that enhance class specific mechanics. I play mostly necro so I can talk about necro. Few things that come to my mind:
1b. Increase Life Force.
1c. Passive Life Force generation.
1d. Increase mark radius.
1e. Increase Damage/Health/Thoughness of minions (split it into three seprate stats).
1f. Increase life force generation from attacks.
(some of thse things overlap with traits. But that is ok. Items will supplement to further specialize your build, or extend range of possibilities with other build by minor amount).

2. If, While, For Each effects on per item basis.
2a. If your health is below 50% you deal 40% more damage with X.
2b. For each condition on you, your condition deal 5% more damage.

3. More generic stats like:
3a. Cooldown reduction.(non-stackable)
3b. Cast time reduction. (non-stackable)
3c. Weapon swap cooldown reduction. (non-stackable)
3d. Increased stamina regeneration. (non-stackable)
3e. Increase aoe radius of skills.(non-stackable)
3f. Life Steal.
3g. Passive health regen.
3h. Individual condition/boon stats (non-stackable).
And so on. I welcome anyone to add more to this list.

This should go along with increasing the variety of stats per item. Currently items are locked into 3 stats + rune. It’s not enough.

There are few possible solutions:
1. Increase stat variety to 5 per item, and reduce numbers of old stats in favor of new ones.
2. Add new upgrade slots, that will add the new stats.

Another step would be using different formula for stat distribution. I’m honestly all in for random generation here for stats of random drop items.
Of course designer assigned stats would exist. In form of unique items.

Of course the preset items should not be hard to get. In fact it should be pretty easy, to encourage players to experimentation with builds. With vastly increased amount of options, it really shouldn’t be a problem if players get items fast, since the have lots of options to try out.

That would add exponential new possibilities of builds. And solve problem of item progression in horizontal manner.

Brainstorm statement.

I am assuming that you wouldn’t want a progression system in which new skills and traits superseded/replaced existing skills and traits.

What’s wrong with this? IMO this is the way to go: regular introduction of new skills and expiration of old ones — exactly like Type II/Standard play in Magic: the Gathering.

  • The game stays fresh — even old content, as they can be revisited with new skills.
  • Balance is possible as the number of skills remains fixed.
  • Only egregiously OP skills need to be nerfed as they’ll be rotated out anyway.
  • Interesting mechanics can be experimented with — if they’re no good, they rotate out anyway. If they’re good, bring them back in the future.
  • Skill releases can be themed to tie with the current LS.
  • Dev team creates more skills more regularly, making them better at balance over time.

Of course this means people will be changing builds regularly, which means gear grind needs to completely go away.

I’d really like to know why you prefer not to go in this direction.

It’s wrong because it removes options and replacing them with other ones. IT leads to dead end when we are not progressing anywhere, just stay in the same place, with replaced options.

That’s why I’m also against class specializations. Instead of adding specialization and locking me from other ones, I’d rather just get skills, that add options that those specialization would bring, and be able to mix them with other skills.

(edited by iniside.4736)

CDI- Character Progression- Vertical

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iniside.4736

For the love of all that is unholy. Do not make any specializations, subclasses or add more classes.
If you really want to have more options, just add more horizontal options:
1. More utility skills.
2. Swappable weapon skills.
3. Non-locked utility skills (i don’t want elite and heal, I want 5 utility skills).
4. More weapons.
5. Alternate Advancement system (horizontal traits).
6. Separate stats from traits.

I really do not want to have more classes that I need to level, or specialize my class in some way. What I want is it have more options in customization. Customization that is easly accessible (which means I can change stuff as I wish without any gates, and I get that stuff asap).
We have far to much artificial gating as it stands now. We really do not need any more of them.

CDI- Character Progression- Vertical

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iniside.4736

If I recall a dev (maybe Colin?) said that the players got exotic gear way too fast for your liking. My question is, why is that a bad thing? In gw1 you could reach level cap and get the best gear in under a week.

It’s bad thing for the reasons that I posted in previous post, but make “short” summary:
1. There is no other progression, beyond stats and skins. Skins didn’t worked, so they tried increasing stats. We all know how it went.

2. There is no skill collecting/hunting. You can get all skills extremely quick. It’s not bad thing on it’s own, if not for the fact there are very few skills to play with in the first place.

3. There not much to play with in terms of customizing your character. I’m not talking about looks, I’m talking about gameplay. Very simple itemization combined with very few skills, and tiered traits, prove to not be enough in that terms, and people got bored quickly. Those limited options can get you only this far in terms of experimentation.

4. Add on top of that that items lock you in single build, and customization is even more severely limited. I personally could get over it, if the items were not boring in the first place.

Thanks for summarizing, with how fast these CDI threads expand I doubt I have the time to read everything.

1) I guess that’s my point. I can enjoy this game as is, I don’t need “progression” (outside of trying new content every so often). I hit lvl 80 in less than a month, and I actually really like the craftable heavy armor, so I’ve been using that for over a year now (and ~1.5k hours of him). I much prefer having to “grind” for a skin than stats.

2) I agree that there are not many skills in total. And even less for a particular playstyle, and again even less that are viable. I posted above how I think skills/combat can get more interesting.

3) While I can see your point, wouldn’t horizontal progression (ie, more skills and traits) help solve this problem? Also I don’t see how the trait system can be reworked. At most, you can maybe give players access to 10 more trait points (or maybe just the traits and not the stats associated with that line).

4) I’m confused about this part. While exotics aren’t free, they also are much cheaper than ascended. I’d say the vertical nature of ascended gear is what locks you into a build more so adding new stat combs, etc. I agree with others above that for the amount of time/mats required to get ascended gear they should have changeable stats.

I respost for 3:
That is how itemization should look in the first place:

1. If <condition> Then <something happen>
2. While <conditon> do <something>
3. For Each <collection> do <something>
That was incredibly simple idea, and yet it had immense customization power for characters and itemization. It boggles my mind that none had thought about it before GW1 and noone seems to be using it after. Everyone is using flat stats. Borinnngggg.

More over it should have bigger stat variety like:
1. Decrease Cooldown.
2. Decrease Casting time.
3. Self balancing stats (ie. Increase casting time, but decrease cooldown on skills).
4. Life Steal.
5. Profession specific stats like:
1. Initiative regenration for thief.
2. Attument Swap cooldown reduction.
3. Life force generation.
etc.

On top of that we could really use getting energy mechanic back, and removing cooldowns from skills. But that is for another topic.

As for trait revmap. Well. separating stats from traits would be an good start.

CDI- Character Progression- Vertical

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iniside.4736

It’s bad thing for the reasons that I posted in previous post, but make “short” summary:
1. There is no other progression, beyond stats and skins. Skins didn’t worked, so they tried increasing stats. We all know how it went.

2. There is no skill collecting/hunting. You can get all skills extremely quick. It’s not bad thing on it’s own, if not for the fact there are very few skills to play with in the first place.

3. There not much to play with in terms of customizing your character. I’m not talking about looks, I’m talking about gameplay. Very simple itemization combined with very few skills, and tiered traits, prove to not be enough in that terms, and people got bored quickly. Those limited options can get you only this far in terms of experimentation.

4. Add on top of that that items lock you in single build, and customization is even more severely limited. I personally could get over it, if the items were not boring in the first place.

1. Stats went the way they went we can both see that, as for skins I think the issue is less “no interest” and more “not enough diversity”. Key example, medium trenchcoats, not much point going after skins when they are all similar.

2. I agree that the game could use more skills, HOWEVER they shouldn’t be grindy to acquire.

3. It’s funny because I think there’s plenty of customization here, it’s jsut people are adverse to playing around with it due to the cost of getting multiple sets of armor, storage, and re-traiting.

4. See 3 Honestly, I’d love if they jsut scrapped stats one gear altogether and made traits THE customization for a build but that’s unlikely.

3. I disagree. There is not enough customization. Mainly because stats are boring. Most of them are composed of +some number. And it is just flat number. It’s not interesting.
I want back item that were consturcted in that manner:

1. If <condition> Then <something happen>
2. While <conditon> do <something>
3. For Each <collection> do <something>
That was incredibly simple idea, and yet it had immense customization power for characters and itemization. It boggles my mind that none had thought about it before GW1 and noone seems to be using it after. Everyone is using flat stats. Borinnngggg.

4. I agree. But i think that stats and traits should be separate things. I don’t want to increase stats, just to get certain traits.

CDI- Character Progression- Vertical

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Posted by: iniside.4736

iniside.4736

If I recall a dev (maybe Colin?) said that the players got exotic gear way too fast for your liking. My question is, why is that a bad thing? In gw1 you could reach level cap and get the best gear in under a week.

It’s bad thing for the reasons that I posted in previous post, but make “short” summary:
1. There is no other progression, beyond stats and skins. Skins didn’t worked, so they tried increasing stats. We all know how it went.

2. There is no skill collecting/hunting. You can get all skills extremely quick. It’s not bad thing on it’s own, if not for the fact there are very few skills to play with in the first place.

3. There not much to play with in terms of customizing your character. I’m not talking about looks, I’m talking about gameplay. Very simple itemization combined with very few skills, and tiered traits, prove to not be enough in that terms, and people got bored quickly. Those limited options can get you only this far in terms of experimentation.

4. Add on top of that that items lock you in single build, and customization is even more severely limited. I personally could get over it, if the items were not boring in the first place.

CDI- Character Progression- Vertical

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iniside.4736

It’s wrong. It’s so very, very wrong. How can you possibly can create interesting itemization (and by extension progression), when the only thing you get, is raw numbers increases to some ridiculous values. There is no joy in finding item like that:
+128 vitality
+128 Thoughness
+179 condition damage
+5% damage.

While you could have that item:
For each condition on you, your condition damage is increased by 4% (or any other varation).
If your health is below x% you move X% faster.
You have 25% to i reset cooldown on your last used skill, while using your next ability.
Add some random stats to it (like +power, + life force +increased initiative regeneration + reduce cooldown, + reduce cooldown on attument swap)
and tell which item you would find more.

The list go so on. Every time you can use If, While, For Each in your item description it makes for interesting item.
Yes I know. There are runes. But that is not even tiny part of it. It really should be very item. But that not even nearly the level of customization to what I have proposed.

Add to it, some random stats (random stats, not the same variation of +X +X +Z, when X are the same value and Z is the highest one). Add extremes.
I mentioned stats briefly above. But there is another hugely wasted potential (and some of it actually taken from the game but later on that).

Why there are not items with class specific stats ?
Like for necromancer:
+Increase Life Force pool.
+Passive Life Force Generation.
+increase radius of marks.
+Decrease cool downs of on death shroud abilities.
(and you could combine these with If, While, For Each).
For example:
If you health is below 75% you generate 5% of your maximum life force per 2 seconds.

There are can be class independent stats like:
1. Reduce Cooldown of skills
2. Increase Condition Duration and Boon duration (i know there are items like that currently, but they are just do flawed by the max 3 stat per item idea…).
2a. It could expanded for individual condition and boons. I know there are runes, but it’s limited customization. I’d rather have it per item basis, than 2 or 4 rune set and work with combination of If, While, For Each, rather than passive bonus.

tl;dr version. Increasing item stats in items, while those stats are boring, won’t make for an interesting or exciting progression. It just make for “grind for powah!”. Like the ascended items are right now. Why they heck would I want get ascended items if they:
1. Look ugly.
2. Doesn’t bring anything new, expect for flat stat increase.

tl;dr
Current itemization is boring. It needs some serious overhaul and changes, to make it exciting. It boggles my mind. GW1 have so awesome, exciting and innovative item design and progression. In GW2 all of this was thrown in to thrash and replaced with generic 172378 other games have it, progression.
While all it really needed is expanding it by some lightweight stat system. It’s not to late to fix it though, as all it need is to reintroduce those system (;.

Hi,
To clarify I am looking forward to hearing the communities thoughts on speed of acquisition such as how long crafting time takes? or drop rates in fractals and other areas of the game etc.
I hope this adds some clarity.
Chris

Oh, then it’s not about progression, but how easy or hard is to attain items. Guess i just wasted my 40 mins, on this post ;/

(edited by iniside.4736)

CDI- Character Progression- Vertical

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Posted by: iniside.4736

iniside.4736

First of all, it’s worth realizing that we need unfortunately both progression systems. Vertical and horizontal. Just as it is in real-life, we progress both vertically:

1. For example if you do physical exercises, your physical strength is increasing and/or your condition improving. This is an example of vertical progression.

2. But we also expand our set of skills, beyond specializing in just one. You can play music, paint and code. Learning all those different skill is progressing horizontally.

But, this is a game not real life. Vertical >>power<< progression should stay as it is now. And do not expand ever again. Cosmetic vertical progression. Whatever.

Instead we should focus on expanding game horizontally. What we need:
1. Alternate Advancement system. It would be system just for PvE and WvW.
First iteration of this system should focus on horizontal trait system.
Horizontal traits would improve weapons, utility abilities and class mechanics and/or completely altering them, to do something different.
Those traits are NEVER acquired by filing some artificial bar. You must get out to world, and find them here. Finding them is not enough. You must perform some task (kill, hard boss, jumping puzzle, other puzzle), in any case it should be task. Not just get here and click on that.
Next step could be adding multi classing. Not like you just go trainer and pick you secondary class. But to create family of characters (yeah it’s idea from SWTOR ;p).
Once your character reach certain level, you can add it family, and other character can use certain abilities from that character. You can use only limited amount of abilities that are not from the character you are currently playing.
Small thing for all alt-lovers.

Another improvement (probably just for PvE and WvW), should be swappable weapon skills.
Create more skills for weapons, and allow people to go into world and hunt for them. I personally don’t really care for new weapons. As when I get new weapon, I still will be limited to the same set of 5 or 3 or 2 skill. At this point I’d rather have current weapon expanded, so each weapon can have 30 skills to choose from.

There are also problems. Some are created by you guys, and your fundamental design choices for itemization.
Here is the issue:, you lads and gals essentialy dumped down itemization to two things:
1. Flat stat increases (+power, +condition damage, +other random stat).
2. And some effects on runes.

Collaborative Development Topic- Living World

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Posted by: iniside.4736

iniside.4736

How would you handle the differences in progress across servers?

There are two possibilities:
1. Servers are actually diffrent, and there is no reason to handle anything. It would increase longevity of the game, as you could discover new thing o each server every time.
2. Merge all servers togather and create single server with discrits.

Collaborative Development Topic- Living World

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iniside.4736

Hi Nike,

I really don’t understand why you think i am defending or justifying anything. I am discussing and listening to the feedback and folding that into actions as necessary. My point is very simple, which is that i agree with much of the foundational feedback regarding the dynamic of story within the living world, but that there is a lot of info, plans, and goals that the discussion group is currently unaware of.

Chris

How can we discuss things that we are no aware of ? It’s like we are discussing some things that may, or may not be planned for future.

It would be better if you guys just say: “We plan to do X feature. Do you like, how are we going to do it ? What can we add ? What can we change ?”. After gathering feedback, post again and “We changed X, Y, Z how about now ?”. Etc.

It now seems like player base is discussing game on their own.
And What I mean while it’s cool you are posting, there is no real feeling of involment. I must say again. Look how Sony is doing roundtable for EQN. Much more open, they say what they plan, they ask how community look at those plans, if community and developers completly disagree, they just say they are not going to change feature Y, and explain why.

So my entire point is, we need dedicated person that will engage in disccusion with us (;.

Edit:
This thread should be closed. If we have to discuss Dynamic Events, it should be done in seprated thread. All more detailed topics should have their own threads.

(edited by iniside.4736)

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: iniside.4736

iniside.4736

Necromancer Increase base mark radius to what it is while traited. Trait will make marks unblockable and further decrese cooldown (or increase amount of targets affected instead of decreasin cooldown).
Or whatever. Just increase base radius of marks.

Collaborative Development Topic- Living World

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iniside.4736

The Zerg! This is an interesting problem that we had actually fixed to an extent in an earlier release where we created a meta goal that forced players to split up into groups. I really enjoyed this and the feedback was excellent. Personally I quite enjoy the zerg sometimes in PVE ( I tend to be less of a ‘zerger’ in WvW) but I also really enjoy group play in the open world as many of you have mentioned. I would love to see more of this in the open world.

The problem is that game encourage runing in mindless zerg. Zergs that doesn’t have any coordination should be severly punished, by champions, that have alot of anti-zerg aoe abilities. And mean Abilities, which 3 hits will wipe out entire zerg.

Some of you posted about your favorite releases and least favorite. It would be really cool if you have the time to post your single favorite and least favorite and the reasons why for each. This would help a lot and I will share my learning with you etc. from the posts.

Favorite. The one that added Clockwork invasions (or whatever those zone invasions are called). It was good concept, and somewhat exectued not bad, but it was far from being very good.
The issue was and is, that this zone invasions does not encourage players to work togather for victory. Indeed, due to zerging farmers it encourage players to loose the event and and keep farming champions.
There are solutions to this problem:
1. Remove loot from mobs during event.
2. When event fail it should have permament impact on the zone.
3. Rewards for wining should be much better. Including ascended items as guarantee. I dunno why you guys are so hesitant to give people exotics and ascended for really hard content. Other give their best items in such cases all the time, and they are not blowed up yet…

Collaborative Development Topic- Living World

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iniside.4736

Many of you raised the idea of tying the Living World more deeply into the world of Tyria and also as a deployment tool for enhancing the core of the game. Over the past year we have made many improvements to the core of the game, as part of the releases but not folded into them per se. This is a really interesting idea what we should continue to discuss in this thread and that will be a topic of discussion in the studio. Regarding drilling more into the existing content with Living World is something we have done, are doing now and will continue to evolve moving forward. Related to this many of you talked about making the changes more meaningful to the player’s life within Tyria, all I can say to this is Heck Yeah! This is at the core of what we intend to deliver with the Living World and whilst we have done some work in this area, we are not at a stage yet where we would say that this paradigm is fully functional yet. To create meaningful changes they must impact the day to day of the player and this is at the center of our design philosophy for execution in this area.

Yes. But can we get more ahem, detailed or better straight answer. Will the Living World become really living, or it will still be static world with 2-week updates ? If the later we are not moving anything with it.

As it have been said. To make Living world, living, world must simply… Live. And players must participate in making world being live. I posted my idea earlier so I won’t repeate my self but tl;dr version is:
1. We need meanfull landscape changing events that never resets unless player action is taken. I love the example that Colin have given when talkin about centaurs. It should work that way! That was living world nutshell, it’s shame that it is nowhere in the game.
When centaurs attack village, and burn it the ground it should remain that way until players rebuild it. rebuilding it should take effort. Players should gather resources all over the map, the caravans with resources would be constantly attacked by centaurs, and centaurs them selves would be competing for resource so they can build their own base in place of village.
Building should be by players. Players should have to press buttons to build building. Not some magicall npc, mash with hammer 5 times and new building appear out of nowhere.
That was what I have first imagined when Colin was talking about centaurs and villages.

A number of you mentioned consequences for failure. This is something we discuss a lot and is quite complex. I would ask that we continue to discuss this topic in the thread.

Consequences for failrue should be severe and meaningful. If the only consquence is that you can’t access one NPC that sells crap items that noone was aware of anyway, the nobody will care if the fail.
If players fail there should be:
1. Content locking.
2. Limitations to travel over map.
3. More dangers (more mobs, more dangerous).
4. Less loot from mob in area.
5. Magic Find DR on mobs.
6. Areas should contain NPC that are selling very interesting items, but only if certain requirments are met. Perfect Victory State.
7. Events for such punishment should be zone wide, and really hard. Not encourage zergining and farming and enccourage wining actuall event. If you fail event, zone is becoming completly contested and will punish you until you can retake it. It will stay contested and in ultimate punishment state, unless player action is taken.

Edit:
To expand on this idea. Even’t really shouldn’t be on timer. Some “events” should happen constantly, like centaurs raiding villages. Because…. Why not ? It’s small thing that would make world feel more alive, than any of the updates so far.
To make it really work, centaurs shouldn’t spawn out of thin air and start attacking village. It wouldn’t pointless. No they should run from their own home base, across the map to make raid happen.

With this in mind I also want us to be delivering epic adventures, where we forge the future of Tyria and fight mighty foes. And whilst Bobby has and will continue to discuss the intricacies of this, I want you all to understand that this is very much part of the plan.

I actually don’t care about story. I personally could be killing pink cows, if they have interesting mechanics, and have any gameplay meaning to the world (angry pink cows giving black milk that will sicken everyone ;D)

(edited by iniside.4736)

Collaborative Development Topic- Living World

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iniside.4736

Observation: It sounds like the development team is, or at least feels, painted into a corner by the combination of the design up until release and the economic reality of self funding the game (plus in all likelihood making the mortgage payments on the total cost of development). We heard earlier in this thread, for example, that the cost of voice acting, times 5 races, times male and female, times however many languages are supported makes expanding such content prohibitive.

While ArenaNet has to pay attention to all players and those of us on this thread represent a miniscule fraction of 3 million copies of the game, I for one would like to find a way to “give ArenaNet permission” to simply walk out of that painted-in corner, even if it leaves some paint-y footsteps in the game.

I’d be happy to do without voiceovers in dialog I’ll only hear once, so long as the expectation is clearly set in advance.

For that matter, I’d pay US$50 per account simply to be able to record over any sound my character makes (at will, not one time), locally, just as I hear it (not affecting anyone else). But that’s another topic for another day, the point in raising it here is I’m not wedded to the voice acting tied to the races today.

Perhaps there is another constraint we could find a way to remove which would free the creative folks who brought us Guild Wars 2 as it stood at release to do more of that exceptional work.

I agree. I would gladly made it without VO.
Actually I believe VO is one of the worst things ever happen to MMO and RPGs in general. It’s less impacing on other generes as they usally more linear and “whatever”, but RPG were for me at least always about options, big world and multitude of options.
Costs and time of VO severly limits all those aspects.

Please. Just stop VO, and focus on more meaty stuff. Or if you want VO, well, you have 200 people. Let them VO (;. You don’t need actors for that.

Collaborative Development Topic- Living World

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iniside.4736

Dragons
Guild Wars 2 has a dragon on the box cover. The primary motivation for players on their 80-level journey is to kill a dragon. So yeah, giant, winged beasts are a part of Tyria, they’re core to the game, and we haven’t forgotten about them. That stated, I can’t say when we’ll return to them—only that we will. There is a plan in place.

I don’t think you need to “return to them” so much as increase their presence and focus. Tequatl was nice, but that was one boss update with next to no story revealed (even with promises of plot relevance) for over a year that focused on the Elder Dragons and their threat. I get there’s other threats but the Elder Dragons are supposed to be the “big looming threat” yet we get nothing on it.

Honestly, I think players would be satisfied, to varying degrees, if all we got was the Claw of Jormag now suddenly flying over Wayfarer’s Foothills and roaring; or the Shatterer making appearances along the Dragonbrand in Iron Marches and/or Fields of Ruin. No boss updates needed, just an exposure of something new related to the dragons. Do this every other or so month and you’ll help remind players that you haven’t forgotten them.

I agree. But I would push it even further. When I first read about game, there was a feeling that world is falling apart because of dragons.
But the world doesn’t feel this way. Peoples in Divinit’s reach are all happy and more concerned about centaurs or or some other local stuff. Everything looking quite happy and normal.
It’s video game. You can’t have feeling of world ending and danger if you just write it, or speak it and make it passive.

Dragons should be present in game. They should span across all zones, create zone invasions with dragon’s minions (improve the scarlet invasions idea, but replace everything with dragons, and push it evern further). What I mean:
1. Dragons invasions have permament impact. The are not timed. If dragons minions came to the zone, they are here to stay until they are driven out.
2. This would create real impact on the world. We would achieve both living world (an really living world), and make an honor the basic idea of dragons.
3. In other words make all zones contested and make players fight to keep them.

The same with big dragons (Shatterer, Jormag). They don’t have any impact on zone. They just spawn on single and stay here for X amount of time to be killed.
Spwaning of such creature should trigger entire zone invasions of dragon specific minions. Make entire zone contested. Here is an example idea of meta-event for Jormag:
1. Jormag spawns in random place over map. Key word. Random. Random place is essential to make it work.
2. Jormag is immune to normal player damage. Players simply can’t kill using their own abilities. It’s also key to make this event work.
3. All camps and waypoints are contested except the ones near zone entertance.
4. Players must retake camps and map.
5. If camp is retaked, it starts another event. Weapon resource gathering. Players must gather resource for weapon build.
6. After that is done there is another event. Caravan Escort. Caravan will head up to the Jormag position. If event fail we back to point 5.
7. Caravan arrived. Players must build weapon (yes build, it won’t appear magically builded by NPC). And defend the building site.
8. Now they can start attacking Jormag using builded weapons.
9. In meant time, dragon minions constantly attacking already camps already captured by players. Those minions also randomly roam across zone killing everything in sight. It’s to force zerg split across the map.
10. No loot, only winning event reward.

That is Living World (or at least as close as you can get using existing tech in GW2).

It would be so great if such events were present in every zone. It would be really epic effort, to kill big creature. Not just spawn in near waypoint, go to boss, kill him, loot him and forgot.

Collaborative Development Topic- Living World

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Posted by: iniside.4736

iniside.4736

So a fun question to ask to help direct the conversation a bit: What aspects of your favorite television shows would you think would be cool to see reflected in a game medium?

To a large degree, the things we want to accomplish with living world overlap in a lot of ways with what a television series does. Or another example of our goals: if you bought your favorite RPG and the story was constantly expanded or continued, for free on a regular basis.

I’m not saying we’re doing all of these things above, those are simply the goals we have to help make Gw2 unique and something innovative in the genre through a dynamic living world we envisioned 7 odd years ago.

I personally think we have a lot of work to do to get to the point we’re succeeding on these goals, but with every step along the way we’re learning an incredible amount. Some fantastic ideas and comments in this thread, and many of them match our own feelings on living world and what would make it successful as well. Many of these ideas are things you’ve all been suggesting for months (or longer) and will be reflected in future releases. Remember what you see today we started work on 4-5 months ago (or longer), so the lag time to adjust to feedback and what we learned isn’t going to be instant, it’ll come in waves of evolutions with each round of feedback and discussion.

None. The problem is that playing games is active, while watching show in TV is passive.

I don’t want to get temporary content that have very little impact on the world.

The new patch is step in good direction. The changes are quite big, and you can see that something chagned in the world. I approve that.

But this release shows the next problem. Which is just awful zerging of content. I will be frank. I saw yesterday 70 people zerg on one event, and I just didn’t got any participation in that event. Because I couldn’t even tag single mob. Mobs died to fast. I just loged off. I have no wish to participate in this entire thing right now. People will be just zergining events to death.

All new events that are introduced should be in form meta-event that will split zerg apart. And please remove loot from mobs in events. Instead just provide bigger winning reward. Loot from mobs encourage zergs, because more poeple = more mobs = more loot. Bad design.

Reward skill, not mindless zerg and facerolling over keyboard.

As for being innovative. No. I disagree. Living Story is not innovative. On the beginig it was adding new things to existng content (which is nothing new). And then taking it away (that was new, but in bad way). And it was pretty much this way until current patch. It added some new and bigger,, but it’s not innovative in it self. Altering existing content, feel more like fixing what didn’t work, more than innovation. Although I must admit not many companies tried the approach of altering existing content.

The really innovative approach is EverQuest Next (whether it will work or not is diffrent matter). But the idea is that most of the content in EQN is procedurally generated. The AI will be organic and truly impacting world on live basis, not ever random amount of time. And most important thing. Every world in EQN can look diffrent because of that. On some servers cities can be razed to the ground. On other there might be forest, and on diffrent server entertance to dungeon.

My point is that game is not tv show. You can’t make living world by adding static content often. It’s still static world, just with more frequent updateds.
Living World is when, the world it’s living on it’s own. It’s when NPCs can fight among each other, when they can make more organic decisions based on set of rules (the faction X doesn’t like Faction Z, so they try to annihilate each other, But faction Y can get along faction X so they can form organic alliance on their own). The war between factions can remove content from game (like destroy city, alter landscape).
It would also invovle real players invovlment. If the city is razed, players must gather resources to rebuild it. The tru diffrence between Living World and updates is that if the world would be living, the player could see progress of the city building every time they look at it. Not by gathering absurd amount of resources over two weeks, and after two weeks the city magically appear on the map.
I’d be more compelled to participate if I could see that city over period of two weeks is slowly raising up. And players are actually using TOOLS to build it. So it’s not automagically building it self.

Living World must be live. Not often updated.

In any case I made most of my points in previous post in this thread so I won’t repeate my self.

Collaborative Development Topic- Living World

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Posted by: iniside.4736

iniside.4736

Part 2
5. You guys said, that now LW teams will have 4 months to create content.
I honestly don’t see it. Look at RIFT. Those guys post-launch were able to push new raid instance and bunch of zone-wide events every month. EVERY MONTH.
If I compare it the last scarlet things.. Well from 2 months, it is not even 1/6 of what Trion pushed over one month, for 12-months straight.
I think, that honestly if those guys had 4-moths to work one, and had some creative freedom, we could see new dungeon or fractal every living world update. As I said. If it doesn’t made sense story wise, then just make some stupid story, or don’t make any at all. Who cares ? Players want more interesting content.

6. Also Living World doesn’t make any impact on the world. The world is not living. It’s still static. Villages doesn’t expand, new events are not showing up, NPCs still walks the same path, forest is where it always been. Honestly nothing really changed since launch to call it living world.
To have Living world, you must have procedurally generated content. Otherwise it just “living” withing range of how much level designer are willing/have ability to change some thigns. I can believe they have willingnes to change (who doesn’t ?), they just lack ability to do so, because of some unspoken reason of plans of how game should developer over X period of time.

How to fix it ? Add contested content. Diffrence is good! Lock out players of content is good! (despite what some people think).
Create events that will truly IMPACT world. Like making other content constested., inaccessible to players until they push the event in other direction. You have dragons! Use them. Make dragon minions invade Quensdale. Impress new player by conflict, where they have to fight dragon minions to retake the zone.
It would certainly impress me more when I was new, than killing wurms..

And doesn’t make it scarlet invasion v2.0. This design doesn’t work.
Instead:
1. Split area into influence zones.
2. Players have to cap, and then defend point over, to gain influence over said zone.
3. Players can’t progress further until zone ia secured.
4. Minions doesn’t drop loot. Important. Otherwise we will just have bunch of farmer that will keep zone in permament conflict so they can farm.
5. Instead in secured zones, should spawn merchants that will sell unique items (other problem look above).

Let the cities burn to the ground, NPC killed, villages destroyed. Make permanent impact on the world, until players will fix it.

That would be more living that entire “Living” World have been since start.

And now my personal complain. Halloween. It seems far smaller and less interesting this year. Last year it at least had nice quest line and dungeon. This year ? Bunch of brain-dead achievement, with achievement needed to actually complete quest. At this point I just facepalmed.

Collaborative Development Topic- Living World

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Posted by: iniside.4736

iniside.4736

Ok.
Here are the problems I have with living world:
1. Those episodes doesn’t really add anything meaningful. More grind achievements every two weeks. Temporary content that is here for 2 to 4 weeks. It’s no meaty. It’s just… shallow.
2. Content is not expanded. It just add some small things (!) and then just takes it away. At this point I don’t give a crap, about if it is imressive, logical or whatever for the story. Almost nobody in MMO really cares about story. It’s just a fact. And those who care probably won’t mind if more content will be left behind, so they can tell their friend that the game is expanding, instead of being in similar state as it was on launch.

Solution for this point is fairly simple. Focus on permanent content, that will truly expand what we have now. Add more interesting events. Zone meta-events, and don’t hide them. Just tell people “we add X new events in zone Y”. Add new dungeons, (not replace old ones…).

Another thing are rewards for those events. It’s far deeper problem, than Living Story it self. It can’t be easily resolved. Rewards are not interesting, because game mechanics was dumped far to much. There is finite point to which you can make interesting rewards, if you itemization if primarily made of static stats increases, without much of variation.
Here is the thing. You all played Diablo 2. Are you know why people still Play Diablo 2 ? Because it have interesting itemization. Finding interesting item that will fit my build is reward on it’s own. Unfortunately with your pursue to balance and accessibility that important factor just have been lost.
Either way, rewards can’t be improved without changing some corde decisions behind mechanics.

And without rewards that are worth pursuing, what is the point of playing new content ?

Let’s say you add an new permanent dungeon or really hard meta-event in living story. I will do it once to see it, and that probably will be it. What is the point of doing it again, if all I get are greens and blues ? I mean really. Exotics should have 100% drop chance from bosses. And ascended items should have lower chance to drop but they should drop. Period.
But as I mentioned above, it have it limits. How long I can pursue new items, if they either look the same as bunch of other items, or even more important if they are just the same 4 stats variation over and over again, with no interesting properties what so ever ?

As I said. In that aspect game need deep changes, The question is. Are you willing to make them ?

Ok we have rewards and content discussed.

3. Living Story is not strong marketing point. It won’t bring new player. It also won’t bring old ones who doesn’t play anymore.
It have little coverage over non-mmo sites. (if any for that matter). And Even if it bring old player to the game what he will. Well.. Brutal truth. He/she will see that nothing really change. The content in the game is as it was in when he’she left game. After that such player probably won’t even bother to check game year later. And why would ? In a year there will be more MMOs coming anyway.

4. I personally don’t even feel compelled to do living story achievement. Most of them are either just grind to X, or are so simple, that I complete most of them by accident.
But if I’m lacking something to meta-achievement ? I don’t bother. There is no reason to do them. It doesn’t have any sense of accomplishment or any interesting rewards.

Part 1

Collaborative Development- Request for Topics

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Posted by: iniside.4736

iniside.4736

Continued.
3. More stats per item. Really. Simple combination of 3 stats in exactly same configurations +minor +minor +major is not really interesting.
I’d rather see +minor +med +major or, +minor, +minor +med +med. kitten just introduce random stats generator that will randomly put item stats together as players loot them.

We really doesn’t need ascended items. Ascended items were introduce, because of self-set trap. If there was more stats combinations, and more stats in general along with some HnS like random generation there would be no need for additional tier, as people would be busy collecting perfect items to this day probably.

What we have now is:
1. Boring flat power increase (+con damage +toughness +healing). BORING.
2. Runes. Which most of them consist of flat power increase, sometimes some random proc, and sometimes of some interesting effect. That is simply not enough, to make interesting itemization.
Simply speaking we need to get back itemization from GW1, extend it with GW2 itemization and mix with some HnS (like PoE or Torchlight 2).

We need some real alternate character advancement system.
Traits are not OK. Ok. They work but they are not OK. I guess they are easy to balance. But they are not interesting to make any builds.
Yes I know. Most people will run with FOOT build anyway. They will be running with FOTM build regardless of what you will do.
On that basis I say, screw it and just go wild and design advancement to be actually fun not necessary balanced in every aspect.

Based on that idea, we need some kind of alternate traits. Those traits would be untiered, and would more focus on improving weapons and entire skills families.
Each trait should have at the same time positive and negative effect (for well, better self balancing).
I.e One trait decrease CD (or cost, cough) of skill of one weapon but increase on other.
One trait improve one family of skills, but nerf other.
One trait improve skill, but reduce HP.
You got the point.

Those traits would be gained by hunting them in world. It really doesn’t need to be anything complex. Some exploration in different areas, reading booking, visiting special places, finding NPCs. Something that would really enourage people to go out and explore world.

tl;dr
Character progression is very important to me.
Currently in GW2 there is no progression I would be interested in. I’m not interested in just collecting skins.
I’m also not interested in increasing my power vertically.
What I’m interested in is in having more, and more, and more horizontal options of progressing character and creating new builds of it.
I can safely say, that this is simply not present in GW2.

(edited by iniside.4736)

Collaborative Development- Request for Topics

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Posted by: iniside.4736

iniside.4736

1. Quality of Life improvements. My biggest gripe in that section is how low is eye pivot of camera. I like to have camera close to character, but, my character take 2/3 of screen then. And when I zoom out half what I see is ground behind back of my character. I’d like to have option to adjust camera angle so I can only see back. Other people might bring other QoL improvements.

Now Important stuff. Character progression and development. Game mode is irrelevant, but that’s more about PvE and WvW.
How far are you willing to redesign some systems. It’s very important question, because in some regards, the design choices of GW2 are just flawed on basic level, and are should be either redesigned or extended.
Assuming your answer to above we are willing to go deeply into this, here are things I’d like to have discussed:
1. More skills.
1a. Swappable weapon skills. Skills should still be tied to weapon, but each weapon should have much, much more choices.
1b. Utility skill redesign. All 5 slots should be unlocked. I should be able to equip any skill in any utility slot I want. If I don’t want to bring healing skill or elite I should be able to do so.
1c. Skill hunting need to come back. It was really interesting and very cool way to progress your character. It boggles my mind to this day why it was removed from game.
2. We need some kind of resource management beyond cooldowns. Now that GW2 doesn’t’t have any energy system, I see how bad it is to not have one and how deeply impacts design of the game (in the bad way). Even something like Thief initiative is would be nice, just for every class.
2a. Energy mechanics (I will call it that to distinguish it from cooldown resource), introduces layer of tactical planning, instead of spamming skills when they are going off-cd.
2b. It allows more elaborate skill design (you can build skills, that will focus on energy denial of other classes to render them useless).
2c. It allows you to introduce more interesting items to the game (energy regen, something happen while you energy is at, below, above).
2d. If properly designed (Thief initiative), it allows for more dynamic and visceral combat system. Instead of locking ability for 20s (absurd) you can use it as often as you want given you are able to manage you energy in proper way.

3. More stats. Generic stats system as present in games since DnD1 is good.. If you don’t have classes. GW1 took a twist on it and introduced class specific attributes. And holy hell, it makes sense in class based system.
I’d like to make some if it back. Most of utility skills in game fall into some category like:
1. Minion.
2. Spectral.
3. Corruption.
4. Well.
5. Signet.
(I’m playing Mainly necromancer)
I’d like to see stats that improve those abilities. At this point it doesn’t’t even need to be complex. Simple +10 to Spectral skill (it would improve damage, duration, reduce cooldown, reduce cost etc).
I’d like see back of more interesting stats design like:
1. If <some condition> then <some effect>
2. While <some condition> Then <Some effect>

(edited by iniside.4736)

new skins recipes

in Blood and Madness

Posted by: iniside.4736

iniside.4736

I guess making it more costly this time is sort of a reward for long time players who were around from the beginning.

Of course, we don’t know how easily the mats will be to get this time around. I feel like the Candy Corn -> rare Mats -> refined rare Mats conversion is designed to take the loads of candy corn out of the economy.

I’m here since beta.
And I have to say. U MAD!?
This is just whole new definition of grind.

Bloody Prince's armor

in Blood and Madness

Posted by: iniside.4736

iniside.4736

It’s hard to tell what the functionality of the item is from just a screen shot, so I’m here to clarify. This screen shot actually shows the Bloody Prince Thorn costume and not an armor skin, so it is not usable in combat.

So. There is one of few nice necromancer skins, and it is not even usable in combat outside of cities ?
Great.
Can I ask, what is the point of it ? I would buy it. Really. But since it’s town only, it’s just pointless.

New professions suggestions

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Posted by: iniside.4736

iniside.4736

I reallt don’t want new professions. The current ones are enough, and not really developed to full extend.
Ritualist can be integrated within necro, and dervish within guardian/warrior.

I’d rather see they exted current classes, as they really lack depth and are quite shallow.

Levels in MMOs are meaningless

in Guild Wars 2 Discussion

Posted by: iniside.4736

iniside.4736

Leveling has always been meaningless.

At the very least it’s an indicator of how long a person has been playing the game.
It’s also a cheap and easy way to give your average player a little “high” whenever they level up, although that feeling drastically reduces in intensity the more you experience it.
Lastly, a generation of gamers has been conditioned to expect long term stat progression through conditioning by pretty much every modern multiplayer game, be it PvE or PvP. Designing a game without an easily identifiable progress meter for players would make a large portion of potential customers feel like the game is not rewarding enough, even if other, less direct methods of progression are available.

I agree 100%.

We have many gaming stuidos to thank for the operant behavioral conditioning of an entire genre. It’s going to take some genius game design to un-brainwash these people. Then again, it may be no longer possible to do so.

You don’t unbrainwash people. You just try to get to the new people. Or old enough people, that want something diffrent (for real) and are willing to try something new.

I'm really missing energy mechanics from GW1

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Posted by: iniside.4736

iniside.4736

When u went to do DoA HM for eg, it was all about energy management and yes there was skill involved but not when you went to City of Torqua, where every enemy had 100% energy denial, which ended up in constant wipes coz monks couldn’t heal/rez you couldn’t use ur skills etc.

I would rather have long CD on some skills b/c it still means i have other skills available for use as opposed to none when u run out of energy.

I didn’t play gw1 pve but usually people were hiding (or at least should be hiding) energy through different weapon sets in gvg/ha.

I doubt most pve players even know hiding energy exists or even bothered having an energy set on hand. It’s easier to fail running a staff 100% of the time and blame faulty mechanics because onoez where did my energy go, mobs must be OP, terrible design! I better keep spamming protective spirit

GW1 was just too hard for the layman that’s why it wasn’t as popular and why GW2 is total faceroll. Gamers these days… it’s not even a matter of being casual or not, everything has to be so accessible and easy a new born could do it.

Leaving the blatant exaageration aside, I pretty much agree with this. Guild Wars 1 was too hard for the “masses”. That’s why Anet changed it. Too many people saw all those skills, tried to make builds, failed miserably, didn’t even know about PvX wiki, and just left the game.

One of the many differences between us is that I accept that any major MMO, due to the investment involved in producing one, is going to be rather easy from now on. To get something that really makes you think and sweat, you’ll probably need a single player niche game that needs far less money to operate.

I don’t think we’ll be seeing many MMOs that push players to think the way Guild Wars 1 did.

Am I happy about that? Not really.

But I understand why it is this way and can’t really see what can be done about it.

Well honestly, I would pretty happy if all classes would share Thief initiative mechanic for that matter, on top of their own class mechanics.
It might not be as good as energy mechanic from GW1, but at least it would make game more action.

Levels in MMOs are meaningless

in Guild Wars 2 Discussion

Posted by: iniside.4736

iniside.4736

The thing is players like progression and players want progression. Leveling is a form of progression. A lot of times what players say they want is not what they actually want.

As has been said many times in this thread, removing levels doesn’t mean removing progression; the progression comes from other places.

But then you just have a different type of level. Instead of gaining exp per action you might unlock stat/skill points per challenge but that would direct playstyle in a certain direction and get too much “QQ I wanna just do open world kill lvl 2 rabbit 3 million times and hit cap”. It all boils down to the same thing under a different name tho anyway.

You can’t please everyone.
The biggest mistakes current games do, they are trying to please everyone and in effect doesn’t please anyone.

I'm really missing energy mechanics from GW1

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Posted by: iniside.4736

iniside.4736

Well. Yes. The problem is I’m playing necromancer ;p.

I'm really missing energy mechanics from GW1

in Suggestions

Posted by: iniside.4736

iniside.4736

Thieves still use this mechanic… more or less.

I know. I just like to play magic classes. ;/

The GW2 system encourages me to use my other skills a lot more.

Except that most of utility skills have some ridiculus cooldowns like over 30s to even 90s.
I honestly would rather see those cooldowns cut to 5-15s but limited by fast rengerating energy (along with skills that manage energy).

The same with weapon. The cooldowns are just to long, and for me it just no longer feel action, and more like wait an 30s to have action ;/

(edited by iniside.4736)

I'm really missing energy mechanics from GW1

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Posted by: iniside.4736

iniside.4736

wouldnt work with our auto attack being an actual skill.

I have written that auto attack would be free skill (no energy cost, no CD).

I'm really missing energy mechanics from GW1

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Posted by: iniside.4736

iniside.4736

Yeah nostalgia thread. I’ve been playin GW1 today, and kitten, I really miss energy system from GW1, and shorter skill cooldowns, and energy managment.
It made game so much more intresting, even with auto attack ;/
It would be so cool, to bring this system back to GW2 on top of other mechanics, where only 1st weapon skill would be free attack., and where other skills would be more depedant on energy and much less on ridculus long cooldowns.

Anyone else feeling the same ?

Idea to enforce more civil behavior on forums

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Posted by: iniside.4736

iniside.4736

It won’t stop anyone. In South Korea, they have people’s social security numbers tied to their online identities and trolling is pretty horrible there.

Blizzard tried to enforce real name on forums, it got so bad that the President of Blizzard had to go on the forums and apologize for the decision.

Basically it will never happen, and even if it does, it won’t work.

I’m 100% sure it will work better than what we have now.

Just no, that is wrong, people would get in hate mail in real life, be pursued on social sites.

Are you afraid of some random persons in internet ? You can always sue them.

Idea to enforce more civil behavior on forums

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Posted by: iniside.4736

iniside.4736

Just to be clear. I’m generally agaist such solution, but the amount of hate, trolling and other generally bad behavior on this forums is jut beyond ridicuouls.

Force real world last and first names on forums, instead of nicknames. It probably won’t shut up come persons, but at least most of people will think twice before posting something stupid.

Tequatl already a ghost town

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Posted by: iniside.4736

iniside.4736

Or maybe all of you should stop complaining, and realize that tequanti is still easy event, you just need to follow tactics ?
People got so used to facerolling content, that they lost their brains to zombies.

Collaborative Development

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Posted by: iniside.4736

iniside.4736

So to start with what i am suggesting we do is that we have a list of topics for each category, so for example:

1. Character Development. I really don’t care about rest of the game, this is most important thing to me.
1a. New skills.
1b. New traits.
1c. Alternate Advancment System (ie. non-tiered traits for weapons only, non-tiered traits for skills, traits hunting in the world)
1d. Customizable Weapon skills. Let’s face it. Locking 5 skills to weapon, while make balancing easier is not really fun to play in long term. Not if you played GW1 for long time. I really don’t care about balance in PvE and WvW. People will find form build regadless and will use it. And will scream that game is unbalanced even if you allow them to use only single skill. Ignore them.
1e. At this point I’d also like to discuss resource system. Currently we only managing cooldowns. The thief initiative system is very cool. I really don’t get why other classes didn’t get something similiar (like energy), for all skills (including utility and elite). Shorter cooldowns and energy manamgment(and I mean fast regenrating energy, backed by energy generating skills) = more dynamic combat.
1f. Item progression. Please. Create more horizontal items, with more than three boring stats. Boring stat are flat increases to basic statistics (+23, +%). Reintroduce items that work’s in more intresting manner like “While you health is below X, you get something”. “while you are affected by Z, you get”. “If you are in state Y you get”. You got the point.
Also. More than 3 stats per item. And more importantly. Just introduce random stat generator for PvE, that will create items with more extreme ranges of flat stats (like +100, +100 +300).
I honestly don’t see any point in hunting for loot, if the only thing I get is higher numbers of the same crap, with the same configuration.
Runes are not enough.
If want inspiration look at your previous game itemization. It’s was perfect for the time. The only thing it needed is extending, not scrapping and introducing dumb system from 23874 other games.

Collaborative Development

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iniside.4736

Go home Chris or you’ll be here all night… we’re a demanding bunch remember.

Just got home. If it’s ok with everyone i am going to relax a bit with the family and get back to chatting tomorrow morning?

Meanwhile this is what i think the current status of the discussion is:

1: Yes to a forum on each of our core pages (WvW, PVE and PvP). One topic at a time. Each topic stays up for two days and then cycles and rotates? Ordering of priority of topics to be discussed.
2: Polls are generally a good idea. Discussion to continue about how they would work?

Thanks for conversation i am really enjoying it. See you tomorrow,

Chris

2. This is how poll should work:
http://www.planetside2.com/roadmap
https://www.everquestnext.com/round-table

Just move it to ingame, so more people will be willing to participate.
Polling each event, and each action in game is pointless, as people will quickly just start pressing random buttons just to get rid of that window.
But posting roadmap of features that are going to be added and polling which should have priority or how they should turn around, us good idea.

Yes, yes, people wil lcomplain if you don’t add features they see on roadmap. My advice ? Screw them. Noone that have at least quater of brain will treat the seriously.

Collaborative Development

in CDI

Posted by: iniside.4736

iniside.4736

You should introduce something like Roadmap that SOE is using for Planetside 2 and EverQuest Next.
Instead of listening to 893264 posts of forums which most of it are random and plain stupid ideas that simply doesn’t fit the game, you should just post idea of Roadmap (by that I mean you guys in AN), and let community vote for feature they want to see first.
Based on roadmap, you can prioritize which features should be added.

I’m 100% sure that more people will be willing to participate in such community driver polling system, especially if you could manage to add it inside game.
At this point I say. Screw integrity or immersion. Just add new UI element. Let’s call it “Community Voting”, where there will ideas posted by developers, and users can vote for them.

How you gather and create new ideas is your own thing. But I can safly say that assuming which things to prioritize based on forum noise in which probably less than 5% of entire player base participate, is simply not going to work.
As introduction of ascended items showed.

Get rid of the material storage cap, please!

in Suggestions

Posted by: iniside.4736

iniside.4736

The storage cap is here not because to annoy players, but because of server limits and data structures. 250 fits nicely into byte.

I know. You may think. Only byte comon, that’s nothing. Well it’s not nothing if you multiply it by doznes milions of cells.
250 is one of the highest limits I have seen on main-stream mmo anyway.

Where are the community add-ons?

in Suggestions

Posted by: iniside.4736

iniside.4736

No offense but the interface of GW2 is severely lacking.
Modification and or additon / removal.

It doesn’t lack anything. It’s perfectly playable. Only thing that is missing is ability to move toolbars around and other UI elements.

That is your opinion not a fact my dear friend.

So is your claim that UI is lacking something.

As I said. UI is part of gameplay. And gameplay was designed with certain UI in mind. solely of that reason there won’t be any addons that may affect gameplay. That statment was very clear. It’s pointless to post these thread, ebcause AN will never add support for addons. Just leave it.

[quote=2988507;Darsin Callagher.5821:]

Where are the community add-ons?

in Suggestions

Posted by: iniside.4736

iniside.4736

No offense but the interface of GW2 is severely lacking.
Modification and or additon / removal.

It doesn’t lack anything. It’s perfectly playable. Only thing that is missing is ability to move toolbars around and other UI elements.

Where are the community add-ons?

in Suggestions

Posted by: iniside.4736

iniside.4736

There isn’t really a need for them in WoW either but it certainly makes the gameplay alot more enjoyable.

You mean addons complety destryoed gameplay and each encounter must be designed in a way, that assume you have certain addons.

No addons. Thanks.

I’m up for cosmetics addon’s that alter positions or look of UI elements. But anything that directly add new functionality should be forbiden.

An Aggro calculator for a group in a dungeon (pretty kitten necessary)

Yeah. Nessesary if you want to dumb game into oblivion. I played WoW before there were aggro metters. And we were doing just fine. Hell I played it before there were dps metters. For me Wow died when there started to popup addons that make my UI looked like excel chart and essentialy started to play my game for me…

Addons in MMO are evil. Your interface is as much as gameplay as what are you doing on screen.
While I love modding, I strongly believe that multiplayer games should be closed if everyone endup playing in single environment.
If I can make my own server, the I don’t care what mods people are using on other servers as long as they use things thta I allow on my server.

A More Visual Mouse Pointer During Battle

in Suggestions

Posted by: iniside.4736

iniside.4736

Nah. Just give me kitten crosshair and mouse lock. Would solve about 90% of lost pointer in big battles.

Where are the community add-ons?

in Suggestions

Posted by: iniside.4736

iniside.4736

There isn’t really a need for them in WoW either but it certainly makes the gameplay alot more enjoyable.

You mean addons complety destryoed gameplay and each encounter must be designed in a way, that assume you have certain addons.

No addons. Thanks.

I’m up for cosmetics addon’s that alter positions or look of UI elements. But anything that directly add new functionality should be forbiden.

Zone Districts

in Suggestions

Posted by: iniside.4736

iniside.4736

The idea is simple.
Most zones beyond Quensdale feels dead right now. No matter how hard you try it will just remain this way.

The simples fix for it would introduction of Districts.
Zones across servers should be merged. If the zone reaches certain population cap there is new district created. (population cap should be relativly low, between 50-100).
Players should be able to switch between districs (if they are not full) or have option to remain zone that is assigned to their main world.

The tech for it is already in place. Only missing piece is switching for players.

Guesting works similiar, but really it is just inconviniet, and doesn’t really solve proble of underpopulated low level zones.

The is simply no rational reason to not do it. And in long term it would help to bring new players.
Now if new player start in any zone beyond Quensdale or(move past it), see them empty and think "yeah.. games is dead, nothing to look at, move away).

Over a year later, and GW2 is...

in Guild Wars 2 Discussion

Posted by: iniside.4736

iniside.4736

I really don’t understand people. I have been playing MMOs since UO first came out and it’s been the same thing in every public forum. Nothing but complaining. If you are not happy then go away. The OP was trying to voice his appreciation for a game and dev team that he enjoys.

Personally, I am still enjoying this game. I love the fact that there are content updates so frequently, even when it is content I am not fond of, such as SAB. Is it perfect? No, but then nothing is ever perfect. However, after a year I am still playing with only two of the character classes in this game not at max level, each fully decked out in at least exotic, and 1 with full ascended. I like the direction the game is going and I do not see me leaving this game anytime soon.

To the OP: I commend you on voicing your appreciation to a team that mostly only hears negativity for trying to create some enjoyment in the world. I am right there with you!

There is an old saying; “You will catch more flies with honey then you will with vinegar.” Some of you may want to think on that.

Well said!

To those others who continue to say they are just “Sticking around because they hope the game will change” are kind of, well delusional. A-Net has stated where they are going and have not bowed to the endless whining ever… at all.

I love this game and support it and it’s direction 100%. If a patch comes out that I have no interest in (SAB) I simply don’t do it and go about my day. If new armors, weapons, rings etc etc etc come out that are slightly better but in no way actually affect my gameplay then I simply ignore it and go about my day, knowing eventually I will get enough Laurels, tokens, shards or w/e to accumulate them. If there is a bug that needs fixing I will be sad but I do understand that a company is always going to put new content over bug fixes all the time, and I go about my day.

I understand that folks are passionate about their games but seriously? Some of you are so bent out of shape…

They bowed once. Introduction of ascended items. But to say on their defense they at least admitted it was mistake.

Condition Catastrophe

in Guild Wars 2 Discussion

Posted by: iniside.4736

iniside.4736

Well I invested to much into condition items, just to change them to something else. And frankly playin non-condition necromancer is not really fun.

The problem with conditions is that while concept is cool, they just haven’t predicted how big perfomance impact it would have on servers.

Which of these zones should be next?

in Guild Wars 2 Discussion

Posted by: iniside.4736

iniside.4736

Desert (any). Coz I love desertes and ruins ;p.