Showing Posts For magecu.2571:
Gw2 was marketed as being solo friendly, something that that played an important role in my decision to buy the game. In my opinion this is one of the promises that Anet has broken, although still not as badly as the death penalty, colors being account bound and so on.
From my experience from GW1, all story related elements were achievable by at most two players. Yeah there were some dungeons, but those were not important for the story and were mainly interesting for the loot and achievements.
In GW2 there are more and more elements that are solo unfriendly.
Like for example the living story. I decided to try with my GF to finish the living story this weekend, but we got blocked by the weapon facility. A duo of mesmer and thief alone just can’t do it.
I enjoy multi player and thing that the dynamic event system is a great way to implementing it. But I do hate enforced partying.
As such I am just forgetting about the living story and I don’t think I am going to bother with any future iterations of the living story. If it’s not meant for me then why should I bother with it.
I had high hopes for GW2, even got all the heritage equipment from GW1.
But I am finding myself less and less interested in the game. The story is childish, but at least is still better than the one from GW1:Prophecies.
To play with armor combinations it’s pointless before you reach lvl 80, and leveling is a boring journey I don’t care much about.
Not to mentions that colors are just too expensive, especial since we have to buy new ones for each character.
The skill system is way to limited, rigid and boring. The combat quickly becomes repetitive and stale.
Then again I do miss in other games the ability to move mid skill, this is a great feature combat wise.
The dynamic events are nice, but the repetitive combat quickly becomes too much of a detractor.
The environment is nice, but the limited camera makes it hard to fully enjoy it and to be able to take the screenshots we would want.
As such I am finding myself drifting away from GW2 more and more.
Not logging in the game for more than a month not being anything special any more.
Now take this just as a rant from a disgruntled player, that wanted to take part in a new feature of the game that was meant to be fun and exciting, but turned out to be just frustrating and annoying.
Seems like migration from MMORPG to MMORPG will have to continue, in the hope of finding a game that doesn’t perpetuate the catering to the few “hardcore” players, but that tries to satisfy others too.
Something that GW2 was promising in the beginning, but buckled under the pressure of ill chosen (if they were meant to represent the non hardcore faction) beta testers.
Most of you aren’t even talking about the same thing as the OP. OP is talking about the survivor achievement, not the monthly achievement. To get survivor you have to not die from the start of your characters life, and obtain 200,000+ experience. If you die you have lost your chance and can only make a new character to try again.
Even that doesn’t seem to work for me.
On one character I have 0 XP on the Lifetime Survivor, that would mean that my character had to die before I even started playing trough the tutorial and I know that’s not the case.
This survivor thing doesn’t seem to work, then again the game did start quite bugged and it looks like it will take a few more months for the larger bugs to be sorted out.
Still I prefer this a lot more than only being able to play once a month waiting for the beta to complete. Even in such a state GW2 is more fun to play than other MMORPGs.
1 event = 2 influences
So 3 members doing a DE is 6 per DE.
If each of them do 3 DEs, that’s 18.
If one of them does a 4th, while other 2 only do 3, that’s 20.That’s what I thought it is.
Well at the moment it doesn’t work like that unless all the guild I am in are experiencing the same bug since the start.
1 member = 2 influence
2 members = 20 influence
3 members = 20 influence
4 members = 20 influence (not sure as I haven’t tested it yet, I only read about it on the wiki chat about influence)
If the 4 members scenario is true a better use of time (influence wise) on the side of the guild would be to have 2 members doing one event and the other 2 doing another event as the cumulative influence would be 40 inf (20 inf for two member completing even 1 and 20 inf for two members completing event 2)
This is not much of an issue for larger guilds, but for smaller guild, this kind of informations are very important.
So no one has any idea on how this works/should work?
It’s even worse when you don’t die and then the game just doesn’t count the progress.
It happened to me.
Didn’t die on any of the characters.
Went for some crafting (wanted to get certain types of crafted items) and got two levels in the process (about 70k xp), yet the survivor meter didn’t budge from 46k.
So I went to do some questing thinking that maybe crafting doesn’t count toward the title. I did about a lvl (another 35k aprox) and the tittle didn’t budge at all.
None of my characters died, from either falling PVP or anything at all, yet there was no change.
Suffice to say I had enough and stopped being so careful about dieing.
I am afraid this is a borderline case and would really like to hear more from Anet on this.
Personally I would still find this as an acceptable use of macros. After all it can be only used out of combat and if used mid combat can cause more problems than what it helps out of combat.
As such in my opinion it doesn’t give any unfair advantage to the player, it only offloads a tedious task from the player to the macro program.
Still it’s borderline as it encroaches a lot more toward botting than say using a macro to take hud-less screenshots (what alt-printscreen was used for in the past).
Oh, I see. I was hoping every world would have its own TP, and you could use the website as a way to find a world with cheaper materials. Sell for profit, etc. I think that would be kind of sweet, kind of like eve trading. I hope they don’t put a cap on transfers, though.
There is only one TP, to prevent help all servers keep a stable economy. With TP’s limited to only one server it would be easier to manipulate with the economy and the local server economy would be more prone to issues of a “natural” cause.
With one cross server TP the issues on one server can be absorbed by other servers and so a more stable economy can be kept.
The TP is global for all servers (part of the reason for the issues it had/has).
There is no limit on transfers for now (once every 24h), as this is only a stop gap solution until Anet sorts out the guesting system. After that transfers will only be possible for a gem fee and cross server play will be managed with guesting.
(edited by magecu.2571)
I am wondering how influence works when doing events with multiple guild members.
What I have seen so far (first hand):
1 member -> 2 influence (2 inf per member)
2 members -> 20 influence (10 inf per member)
3 members -> 20 influence (6.67 inf per member)
I have read that with 4 members the alloted influence is still only 20, which translates to 5 inf per member.
Is this working as intended (O_o)?, am I experiencing a bug, or is there something else going on here?