Showing Posts For jonoth.2308:
I think if we were still officially commander, Almorra wouldn’t need to qualify the statement with “Technically, it’s a title for life” and would instead just say outright that we are still the commander. As to still be referred by it, I liken it to ex-presidents still being referred to as “President <name>” even after they leave office. More relevantly, I believe it’s the same when military leaders retire, still referred to as “General <name>” as long as they aren’t stripped of rank or dishonorably discharged. Think Lieutenant Dan from Forrest Gump, only we get the Medal of Honor instead.
Short, repeatable reward tracks similar to PVP and WVW would be awesome. Laurels could be one, spirit shards, obsidian, maybe even t6 materials.
I think the suggestion was made before, but perhaps as an achievement anytime you get a complete set of any armor, you also get an outfit version of it. I know the biggest loss in this case would be an absence of mix and match, but it would resolve the mix and match issue. As an additional requirement, they’d have to implement hiding the gloves and shoulders on outfits (at least on those specific types).
Rox’s quiver is my go to right now since it’s the best looking IMO. I would like to see more quiver options, maybe even one that looks more like its hanging off the belt near but not quite on the sides as to not overlap weapons there.
I like to sPVP from time to time because I get to stretch some combat and tactics muscles that I don’t always get to when I’m in PVE. I tend to PVE more because I’m a quest/story/lore nerd. So when I run out of story, I’m more likely to PVP to avoid grinding all the time for armor, masteries, etc. Some day I’ll venture into WVW.
I’m on this quest at the moment and I’ve crashed every time I get to the post-boss dialogue (not always on the same line). I’ve attempted around 5 times already.
I think guild-wide mailing could be reasonable. Make it an option that defaults to guild leaders only, and the guild leader can decide what ranks are allowed to send mail to the whole guild. This way, you prevent someone from joining a guild and immediately just spamming and gold selling..
+1. I’ve had facets trigger on my first press a few times, and it doesn’t feel like I’m holding the button down long when it happens (it’s usually just a quick tap).
Even if Sylvari didn’t have such a part of their culture, Trahearne’s most notable trait was that he was so well liked by kitten near every race/person in Tyria that wasn’t actively villainous. We’ll probably get something eventually (like whenever we finally go check on the Pale Tree I presume), but it would seem very odd that, for the man that led the largest army in Tyria into battle against the elder dragons and willingly gave his life to make sure Mordremoth stayed down for good, we don’t at least pour a 40 to his memory.
Human female afro and dreadlocks.
More beards for Humans and Norn.
I think at minimum shard selection would alleviate the main issues with finding roleplay. After that, any combination of:
-More appearance options (outfits, beards, tattoos, etc)
-Short character description
Full bio has always been a bit excessive, as it’s stuff that should be learned while RPing. But a short description of a couple of additional details (a visible inscription, a specific tattoo or scar, an instrument or book carried, voice like Danny DeVito, smells like full-court basketball) would help ease introduction of new visual items.
Ranged dagger(s) would be pretty sweet, and could be part of Shiro/assasin theme.
On topic, while I -really- want a greatsword for my Revenant, I’d save it for the introduction of a new legend. If we end up with a reforged Caladbolg, maybe we can end up with a Riannoc Legendary Knight Stance, or insert your preferred greatsword-wielding lore figure.
I’ve never been a fan of the ground effect, mostly because it could get in the way of seeing other ground effects. This happened to me quite a bit when I first started playing Revenant, and was particularly annoying when dealing with pocket raptors the first time (I’ve come to just be paranoid and expect that the pocket raptors are always there, watching…waiting…).
The hand glow is more a visual dislike than a gameplay one for me. I’d like to see those effects toggleable, either individually or collectively.
I’d love Centaurs in any game to be playable. Unlikely in GW2, but if they did their racials could be centered around swiftness buffs and charges/knockdowns.
Tengu have the most things working in their favor (been around a while, have a yet to be revealed but established capital city, factions, a culture unique compared to most of the existing playable races, etc). So they require the least work of pretty much any existing race, with the Kodan coming in a close second.
I like Kodan a lot, and Far Shiverpeaks gives an opportunity to have a decent capital, but personality-wise they are too close to Norn (they come off as more spiritual, perma-bearform Norn to me). If they are introducing a new race, I’d think they’d want something that stands out more against the others.
I really like Orges and Skritt (they’d be my #2 and #3 for races I’d want), but they both lack room for a major capital city, and like Centaurs I can see their major bonuses coming from racials (especially Skritt, who should have buffs/skills that scale with group size). I don’t see Guild wars revamping their racial abilities anytime soon, so it puts them somewhat out of the running.
Largos and Quaggan are both plausible in that they are primary water races, so there is plenty of room under the sea snicker to build a capital for either. Quaggan get the shorter end due to armor (Largos could use slightly modified human armor as mentioned before, whereas Quaggan armor will need a huge amount of work).
Grawl, Hylek, Jotun, Harpies, Ettin, and Krait could all be interesting, but have many of the same limitations as the above races.
I know someone probably read Ettin and thought “What the heck?!”, but I think a playable race with a very clear lack of relative “intellect” would be one of the most fun options, since throwing logic on its behind would make the most unpredictable gameplay. Plus, cut scenes where they watch both your heads argue about what to do would be hilarious.
+1 do want. I wasn’t around the last time this was in the shop, and it’ll look sweet with the blue hand aura of Jalis/Glint Revenant.
I’d want to see 2H axes. I always thought it was funny that it was in the art but not in the game. Polearms and spears too.
So I gave leveling a new character another try today, this time instead of a Sylvari Necromancer, I decided to go with a Norn Guardian. Norn are epic, and I’m usually a fan of heavy armor classes that can do some bashing (my main is a Warrior).
My one redaction in my complaints is the personal story. Vayne argued the merits on having the chapter quests all played right after each other, and despite my dislike of the grindy feeling in-between, I do like the chapters being played as a whole, and am willing to sacrifice the grind being laid in more thick in-between.
However…
1) Weapon gating + No offhand weapon til level 7: I still dislike this heavily. My solution would be to at least allow the first offhand to unlock with the second main weapon skill, and second offhand with the third. Still paces the introduction of things, but allows offhands to come into play fairly early.
2) Underwater gating: Underwater skills should unlock at the same pace and time as land skills. I ended up exploring underwater in the starting zone, and didn’t like that I could be attacked but not defend myself. A Norn should never have to run from his enemy, dagnabbit! They fight!
3) Skill point challenges: Should be available from the start. And they should appear on the map, along with vistas. I never found the map to be cluttered, and at the very least even if the map starts off without them, I should have the option to check this back on if I’m an experienced player and I know better.
4) Gated downed options: The downed state, as mentioned many times by many people, should be a tutorial. Knowing that I have an option to fight back at later levels makes me grumble when I realize I can’t do it in the beginning. The dodge tutorial is a nice, simple addition (with a loot reward to boot!), so a downed state tutorial in the game opening would be a nice way to introduce it without depriving players of the ability.
5) Despite several claims otherwise, leveling to 15 has not been a half hour deal at all, even with hearts and events. I imagine some routines are better than others, but at this point, I have not noticed a huge difference in the time it takes to level in the beginning, only more bold pronouncements that I’ve reached the next level.
Overall, I am still enjoying the personal story (around level 68 on my main, so just finished retaking Claw Island!), but still much more reluctant to start new stories. So the changes above would be my suggestions to kind of smooth things a bit. My sense is once I’ve gotten to dungeons and reach level 80, I’ll have a bit more insight. So onward, to adventure!.
Same is happening for me as well.
You can ask for a refund up to six months after purchasing.
+1. I still have almost 5 before then, so as long as I don’t space out and forget, I’ll have time to see how they respond to the feedback, if any, and decide before then. Much appreciated!
I think as you get further on in the leveling process, you’ll see exactly why it’s good.
Seeing further on was the issue I had to begin with. I’m still hopeful that things will be worthwhile as I progress, but the interesting early challenges and nuances that made me instantly think that buying the game was a good idea was replaced by this
A better way might have been to introduced a trainer NPC in the starting cities, with options to either cut to a video explaining each gameplay feature or to send the player to an instance where they could practice it away from the main content flow. Veterans would continue to get the streamlined experience they had, and new people would have a resource to train them if they desired.
i’m confused? It took me maybe 30 minutes max to hit level ten (the level at which at you unlock all your basic weapon skills) getting to 15 where the rest of it and a utility unlock took me another 20ish minute because the way the personal story steps are now that got me almost all the way to 15, and finishing dailies pushed me over. I had no problems with this system at all and the best part is I don’t have to go back and kill 20-30 monsters for every weapon. I just go and they are all unlocked.
The thing is, for me at least, the time it takes to get from point A to point B isn’t an issue. Whether I actually enjoy getting from A to B is. So by spacing out the story elements more, and taking away the discovery aspect of a new class’ weapon skills, it means that rather than doing something continuously engaging from the start, it’s all tedium. I’d gladly accept slower leveling on the condition that it’s fun and interesting leveling.
And you know how to write coherent sentences on a forum.
This made my day.
And to answer the earlier question, I used to play RIFT, where they did a very similar thing (ruined the starter experience/general leveling experience to attract new players), and it slowly started looking like they wanted a pay to win environment. You -could- technically get things in-game, but they made it hell to do so. It’ll be interesting to see how things progress here as well. My highest toon is still under 50 as of this post, so I don’t know what the “second half” quite has in store. That alone is probably the most optimistic thing to drive me to keep going.
As a new player (just about a month), I’m not a fan of the changes at all.
I was just complimenting the early level experience last week. It was the most fun I’d had in an MMO in a while. I -LOVED- that feeling of a new weapon dropping from a mob, then gaining those new skills as I bashed my way around. Hell, I could pick up a skill or two before I got out of the intro, which actually made learning to play extremely exciting! And the story quests, though progressively spreading apart, had a solid flow at the game’s start.
Post patch, the first thing I noticed was that, after mustering up some energy finally to grind one of my characters to the level they needed for the next part of their story, I discovered that I had to grind again, five more levels, to get to it. It made me raise a brow (I hadn’t read the patch notes, nor read anything else about the impending changes), but I shrugged it off. I decided to roll a new character today and give a new class a shot.
Man…the level lock on skills made it boring as hell.
Where I used to have a couple skills to already experiment with and enjoy when I reached the opening “boss”, I now had one button. Press that button, watch. Watch. Watch. Watch. Maybe heal. Watch. Watch. It seems like a small detail, but having a choice of skills in the beginning (even a small one) makes a huge difference, because when I’m just watching my character auto-attack a boss with a lot of health, it makes me feel like I should be watching a cut scene instead. At the very least, if there is an insistence on this mundane level lock, make it shorter (all base skills by level 4), and start people off with the first two weapon skills (underwater included) instead of just one. Personally, though, I liked it better when you picked up a new weapon and learned it secrets through use, rather than getting everything together.
One of the things that sold me on the game was that each combination of race and class, combined with the choices on creation, got a different starting experience. I loved that feeling of “HEY! I chose that thing about wanting to join the circus, and it actually became part of my questline!” It made alting fun. With the new system, since the leveling experience is becoming more of a chore, I’m less inclined to take part in something that I really looked forward to, and that sucks.
If this had been a free to play, or if I had played for a while, I might have called it quits already. But having -just- paid for it, I feel obliged to at least try to get my money’s worth. So I’ll keep playing, for now, but any thought I had about getting anything from the cash shop went right out the window. The increased grind feels like a cash shop move, and I won’t be a part of it.