Showing Posts For irott.1830:
So I am confused. What is the point of these new PvP rewards?
What is the point of tying all the game modes together?
What is the point?
Money, what else xD
Actually NO.
The whole point of these changes is to make PvP more connected to PvE, but more importantly it is to make PvP have a decent amount of rewards when it gets release in the biggest MMO market, China.
So… money
The sad thing is that ANet has access to massive amounts of data and metrics that we will never see and that data, based off of our actions and playstyles, has led them to this course of action.
So we can only blame ourselves. Shame on us.
So I am confused. What is the point of these new PvP rewards?
What is the point of tying all the game modes together?
What is the point?
With some PvP games there is a interim period before serious play is allowed such as Ranked or Leaderboards. The main reason is to give newer players time to become accustomed to the game itself, advanced mechanics, strategy and meta (if the game has one).
After a basic tutorial (sometimes there is none and is based off of the PvE side of the game) the new player is matched up with other players at similar levels and they all progress together. By progressing through the game using time as a gate, the player gains experience and skills a brand new player would not have. Once that time is over they should have the basic skills to be matched up with other advanced players.
How does this relate to GW2 PvP, which was touted as easy to just “get in and play”? Well it doesn’t because there is no system like this in place. The matchmaking system does it’s best to get similar skilled players together but with a smaller population it can’t really do much more.
With the announcement of new Unlockable Traits, this is the first time of some sort of skill/time gating. Whether this is a good thing or not remains to be seen but it opens up a whole host of other questions related to where the Devs want PvP to go, not just for the Higher tier players but for new players and everyone in between.
Players who have spent more time in PvP will naturally be able to just get the new traits and meld them into their builds and what metas there are. How those traits are unlocked is still the big question though and what seems to be causing such a commotion on these forums. But is it really going to be that bad?
As long as the Traits are easily unlockable from within the Mists (already stated it will be) and low tier and high tier players are separated then I do not see an issue. PvP in GW2 is not perfect, and I doubt it ever will be since it is just a portion of the game as a whole instead of the game itself, but it is still very fun and worth fighting for.
I only hope the live stream today gives us some hope.
A smart Ping system similar to what Riot has done for LoL would go pretty far in improving basic communication.
Two or three different pings such as “[Player] needs help” or “Area clear”. One that I would really like, which incorporates the map drawing system, would be something like “[Player] headed to this location” with the drawn line on the map but with a blinking ping at the end.
But I think the first question asked should be “What do we want to communicate..?”
The pings mentioned above such as needing help at a certain area or the the area does not need help are pretty simple things to tell your team. I would also like to be able to tell my team that I can see an enemy headed towards an area (this could be another one using the map drawing system, with a red line drawn and a red ping at the end.)
Hopefully these are the kind of things that the Devs are talking about as far as communication.
Specific Game Mode: PvX
Proposal Overview:
Add more pet interactions with the Greatsword and with other weapons in general. Since the pet is supposed to be an extension of the player there should be more ways to control them. The skill system would be more symbiotic for the player. The pets actions would be more tied to the players decisions.
For example on the ability Swoop(GS3) allows the player to dash forward towards the target. The pet should follow suit, in their own unique way such as a pounce for cats or charge for boars. Rapid Fire(LB2) could have the pet do a quick succession of attacks as well.
Goal of Proposal
To allow the player a little more control over the pet and to cement the archetype of the Ranger which is a Hero and his/her pet fighting as one. It would also make the skills seem dynamic and unique to the profession. Each skill would have more “style” to it even if it seems somewhat boring for just the player side of things.
Proposal Functionality
It would tie pet AI to the players interface. By adding “commands” to the already existing skills it would make the Pets seem to act as one with the players character.
This could freshen up the UI for pets and create a unique playstyle. If Pet Skill 1 was set as (Set pet target) then they could do these integrated commands on another target. (leaping to their target as in the Example with Swoop(GS3)).
Associated Risks
It would make the Pet AI less intelligent giving more control to the player. This could “dumb down” the profession. It would also be a very huge balancing issue as each skill would now have a new knob to be tweaked. Overall it wouldn’t be too risky as the pets themselves are almost more trouble than they are worth. This could bring them back in balance.
Robert…
Is there any chance of Character specific keybinds? Switching from my Ele to my Necro to my engineer Creates multiple combinations that would be better customized per character but I would have to remap them every time.
Can you at least put it on someones radar?
The weapon binds are fine its mainly the profession specific abilities like the engineer skills vs the necro DS skill vs Elementalist attunement.
But any skills would benefit from this.
I enjoy playing multiple characters but since they all use different class mechanics I end up struggling with my keybinds. The basic weapon attacks are easy to switch between but when I go from playing my ranger to playing Elementalist, for example, I flounder for a while.
Each character needs their own specific keybind so that those of us who play multiple characters can stay effective.
Character specific keybinds could be stored locally preventing the need for expanding the database online. A simple text based file that could be emailed to your other computers if needed.
So was able to get into Mists for a little while but unable to do anything just stand around with everyone else in there. Cannot start matches.
Almost got into a match but then booted. Now getting the 19:9:19:1786:101 code ONLY when I try to log into my character that is in the Mists. If I try to log in on another character they get the 42:5:7:1008:101
Able to get in a few times but keep getting booted. I am loading into the mists if that has any correlation. Once was able to get into a match. The two codes I got were as follows:
42:5:7:1008:101
19:9:19:1786:101