Showing Posts For katadawn.9158:
Was just responding to the second comment which said the current system is perfectly realistic.
I like the lack of a trading system in GW1 far better than the trading post in GW2.
Undercutting is fine IRL where there isn’t perfect information. Here the trading post gives perfect information about what everyone’s price is. That’s not realistic at all.
If there’s no bulk discount, then why do we have to purchase gems in fixed amounts?
A minimum purchase quantity is fine, but above that the quantity shouldn’t be fixed.
I always thought dynamic events were supposed to scale based on the number of players present.
Orr on my server is basically a ghost town. Every waypoint everywhere which can be contested is contested, and none of the major events are doable because they require a mob of 40 people to complete. This doesn’t make any sense. Playing in a mob of 40 people is boring; this game simply wasn’t designed for that.
Is there a reason why these areas can’t scale with the number of players? Boss fights can still be challenging without making the boss 1-shot everything with no warning. I mean, the boss fight in the Molten Weapons facility dungeon was far more fun than every single dynamic event in Orr. The Priest fights should be more like that.
The few times I guest to another server to do a temple event, it’s basically 40 people surrounding a boss wailing on it. Oh, and there’s absolutely no visual clues before you get 1-shotted in these huge mobs, since the particle effects from 40 people’s spells drown out everything else, so the whole dodge mechanic is pointless.
Hell, from a lore point of view, why can’t we have a group of 5 coordinated players sneak in Whispers-style and capture a temple? Why does it have to be storming in through the front with a mob of 40? There should be OPTIONS for these to be doable in small groups, while maintaining the relative difficulty.