Showing Posts For marianojc.2965:

A complaint submission form (satire)

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Posted by: marianojc.2965

marianojc.2965

In my view, which is an ordinary view- you take too seriously players complains and cancer and hunger are not the main problems that humanity faces… but, you may know this as well.

I am having a nice time not playing games. Because, I have found that I am unable to find another game that interests me besides Guild Wars 2, and as Guild Wars 2 is not the interesting game that I expected, I am just not playing games.

Lesson learned- I don't buy gear with gems

in Guild Wars 2 Discussion

Posted by: marianojc.2965

marianojc.2965

In my view, getting exotic 80 level armor is not very hard to do from karma vendors in Malchor’s Leap or the Cursed Shore. It is only the weapon what I had to buy in the TP, because my characters do not do any weapon/armor crafting (since it is needed to use “blood” as a component, that makes it to be akin to a necromantic crafting and they are not necromancers).

Open world PvP server

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Posted by: marianojc.2965

marianojc.2965

Hantu, in my view your suggestion is “right”. I mean you do not suggest unrestricted open World PvP, but consensual Guild Vs Guild PvP in the open World. So this would be consensual, as guilds have to agree in declaring war to each other and a player would be unable to attack/be attacked by members of guilds that are not at war with his/her guild. so, in my view, it is fair with the idea of Arena.net of PvP being consensual. There could be also Alliance Vs Alliance wars.

And, I think that consensual Guild Vs Guild PvP in the open world can be an option for any server and there would be no need of specific PvP servers, because, PvE guilds can just never enter in war with other guilds, PvE guilds and not aligned players would be friendly to all other guilds and to not aligned players. So the distinction would be between PvP Guilds and PvE Guilds within a given server, rather than between servers.

(edited by marianojc.2965)

Is GuildWars 2 really just 1 big mini game?

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Posted by: marianojc.2965

marianojc.2965

Well, I would say yes GW2 is a big minigame, for other reasons: Vistas, Jumping Puzzles, Points of Interest, Skill Points and Hearts all off them become objectives in themselves and break inmersion in the game that is Dynamic Events and the World itself.

Better than the minigame called Vistas I think it would have been to have Treasure Chests as were the hidden treasures of GW’s NightFall. Vistas are spoilers that make me lose all the awe that watching the landscape might have -actually I have been looking for my own landscape views and I have fund some awesome ones -that I am not going to tell you.

Jumping Puzzles… they can be fun -I have played non of them-, but not in every map, not in WvWvW, they pertain to the mini-games that I think would fit very nicely in the races’ capitals and Lion’s Arch.

Points of Interest, these spoil exploration, making the player -me- to lose any awe that discovering might have. POIs make huge maps look small, and make the world become very small.

Skill Points, you see them in the map, so you do not have to search for them, again a huge world being made small, if at least you had to find some boss or champion… to get a skill point. And it is an awful mistake -in my view- to not have given proper names to bosses and to champions, say: Why to make a such great effort to make so detailed and unique maps and not to make unique bosses with unique weapon and armor drops?

Hearts, there are not NPCs with an exclamation marks, but there are Scouts and there are Hearts (and well Dynamic Events also have their orange marks). I would like better than Hearts on the map, to have NPCs with exclamation marks non visible in the map. A few NPCs with exclamation marks -or whatever other mark- does not harm, it rather introduces diversity.

As a resume, in my view, Vistas, Points of Interest, Skill Points’ marks and Hearts’ marks in the map are spoilers that take out awe from the game, and make of a big game to look like a mini-game.

(edited by marianojc.2965)

GW1 was not a failure!

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Posted by: marianojc.2965

marianojc.2965

Yes, “Too much change is not change.” it could have been said by a Sylvari. Obviously, “no change at all is not change” -this is just logic-, anyone knows.

But there is evolution, evolution implies a series of features changes within a permanency of features. World of Warcraft is a good example of a game that has evolved and becomes better and better with time, despite of their philosophy of “If it works, do not change it”. Why? Because actually, if it works, do not change it, does not imply no change at all, but an evolutionary dynamic.

On the other side if you want to break with what you have previously done, and make a different kind of game, it is better to say it, and put to it another name. Guild Wars 2 should have a different name -say… “World of Wars”-, else it should have shared the main features of Guild Wars and be an evolution from Guild Wars.

I do not believe in any manifestos, so nothing to blame in this sense. I do not believe in changes that are a break from the roots, and I believe in evolution. I still hope that Guild Wars may evolve and converge.

(edited by marianojc.2965)

Boring?

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Posted by: marianojc.2965

marianojc.2965

I do not have any answer better than: Wait for the next expansion.

When I ended the story of Guild Wars’ Prophecies I had yet to get many Elite skills and, also, I replayed it many times with each of the classes (professions), I wanted to unlock all skills, then, there came Sorrow Furnace and I played it many times each time trying it with a smaller party so that the probability to get a green weapon were increased. It came a time when I had nothing more to do, but this was many months after release and near the Factions expansion, I played World of Warcraft in the mean time.

Yes, Guild Wars 2 is a different game than Guild Wars 1, I do not like the system of preset builds of skills, I do not like the lack of clear profession rolls, and I lose my self in Vistas and Jumping Puzzles, I get bored of exploration with POIs spoiling the discovering and I do not feel like replaying the game even one more time. Still I will wait until the next paid expansion to see if play-ability improves.

(edited by marianojc.2965)

A Second Chance?

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Posted by: marianojc.2965

marianojc.2965

I do not like manifestos. Manifestos are words, intentions, and I like better people who does not talk too much but does things well and hears/reads customers views and actually show that they are able to change. In this case of Guild Wars, the Manifesto instead of looking like the First Stone of Guild Wars 2, looks to me like the Epitaph of Guild Wars 1. In the manifesto they rather express their motivations for doing Guild Wars 1, than their motivations for doing Guild Wars 2. I do not think that with Guild Wars 2 it has been done more progress in the making of MMORPGS than what has been done in other MMORPGs and other MMOs. Guild Wars 2 after the open beta, I think it is still in the “purchased” beta, and we have not yet arrived to the gamma, it may take a year or two, they could have launched the game as well early this year better than in august.

So, yes, I give a second chance to Arena.net, actually, I give a second chance to my self as well, because after having played for many years GW1 and having waited for GW2 for years as well, I have invested too much time and effort to lose all hope on it. I will wait until the next expansion, that I hope it will be directed to the Asian market, I hope there will be some new professions and it may be that I like one of them.

GW2 takes everything you love about GW1...

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Posted by: marianojc.2965

marianojc.2965

Thanks for your replies. But isn’t there something in GW2 that you enjoyed in GW1 as well?

I like that GW1 is a global game, and GW2 too is a global game.

I like Dynamic Events that there are in GW2, and there are not in GW1.

I miss mounts in GW2, whilst I do not miss them in GW1.

The only thing I miss in GW1 is not being able to jump, but jumping in GW2 has been made something to be regretted, in my view, through Vistas and JPs that make manifest the geometry flaws of the game and that distract from the lore and from the dynamic events.

Not having a monthly fee, whilst being something interesting, is not a necessary feature. I can afford to pay a low cost monthly fee (6~7€ or 7~8$), besides the game may have a cash-shop. And if the lore allows it, I would not mind seeing embedded advertisements.

I do not want to reject GW2 because so many years playing GW1 and waiting for GW2, I will wait until the next expansion that I hope it will be for the Asian market with some new profession that I may like.

(edited by marianojc.2965)

GW2 takes everything you love about GW1...

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Posted by: marianojc.2965

marianojc.2965

1. Guild Wars 1 is a global game, you can play wit players from around the world.
In Guild Wars 2 you can do it as well, think there are not yet asian Worlds…

2. Diversity of skills and diversity of builds. When you where doing a missions and you were overwhelmed one day it was nice to find that after changing some skills or build you were able to go through.
In Guild Wars 2 I do not find this, and builds are preset to weapons or fully preset like in downed state.

3. No re-spawn, in Guild Wars 1 there is not re-spawn and foes AI is excelent, the environment is quite alive.
In Guild Wars 2 the is a dire re-spawn (it one of the worst re-spawn systems I have found in a MMO) and foes AI is nasty, you feel annoyed when traveling through the world.

4. UI. The Guild Wars 1 UI is very nice and fully customizable, and with quite good skill descriptions.
The Guild Wars 2 UI is rigid, and the life in presented in as a red ball that makes very difficult to calculate how much life you have left when you need it more to know, I mean when your health is low. A life bar is much better in my view.

5. No Vistas, no JPs, and no POIs. Guild Wars 1 is story centered, there are not distractions, and it is very fun to follow the story, that you do entering in cooperative games or that you can solo together with heroes/henchies.
Guild Wars 2 seems to be about Vistas, JPs and POIs, the personal story is not cooperative, and the dungeons can not be played solo.

"Jumping puzzle is useless" rant

in WvW

Posted by: marianojc.2965

marianojc.2965

I share the view that as long as there is not queue it can not be said that PvE players are taking an space to WvWvW players. PvE players who enter for completing maps or fro the JP, or players entering WvWvW just to do crafting in the BL facilities (either for crafting or for the bank) when they do not have one nearby in the PvE world, or people going to Lion’s Arch (to save waypoint expenses travel).

Another aspect of the problem -in some view- is the distraction that causes the Jumping Puzzle, it seems as if Arena.net designers did not find the game enough fun to play and they got the idea of putting JPs all over the World and in WvWvW (I think there are not JPs in sPvP). My suggestion, take JPs out from the adventuring maps and bring them to the capitals, this would have two effects, in one side designers would have to think out how to make actually game-play to be fun and in the other side JPs would bring life to the deserted capitals. Just for the record, I have not done any JP, but I might like to do them if doing them had some sense for the overall game.

WvW is Losing it's "Fun"...

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Posted by: marianojc.2965

marianojc.2965

- You are with your guild and your alliance , lots of guilds organized and on same TS that make weekly meetings about strategy and enemies and everything ( kitten we are very well organized) and then you see 5 invaders, cool lets attack its on the way to the tower anyway and they spotted us so…
then…
you are at waypoint remembering you spent 5m aoing the ground or runing bashing your sword/ greatsword/hammer/ whatever into the air and numbers start to appear…

Omg im soooo good theres like 10 of them on the ground dead, yeah nice and bam the other 50 that you couldnt see pop out of rendering issue and youre dead at the waypoint and this is just a bad memorie because what you are really doing in WvW in killing ghosts..

You cant have a strategy when you never know the enemies real numbers.

Me being a commander of my guild cant say, hey how many atacking Bay, im gonna send 20 ppl and i go get the Hills wanna know why?

To get a real answer on their numbers, someone needs to get REAL close and wait a bit to see their numbers, if they had like 4 rams on the gate you wont get there in time and towers, wtv is lost.

So unless they solve the rendering issue this is Mass Ghostbusters championship…

I share your view, think I am not an expert nor a commander the rendering affects anyone. I do not know whether that technical problem can be solved, nevertheless, we know it is possible to make enemy characters to be visible in the map as -say- red dots, the red dots could be restricted to know about nearby enemies or enemies from a distance than makes it possible to go around the rendering issue.

I also would like that the name plates of enemy characters were shorter, dropping the “invader”/“defender” label and abbreviating the World’s name so that all the name plates of a group do not mix together in the screen and it is easier to distinguish the number of individuals.

(By the way, I also would like that all ally characters where visible on the map and not just commanders and party members.)

WvW is Losing it's "Fun"...

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Posted by: marianojc.2965

marianojc.2965

I started to play wvw recently, but a thing I noticed in an instant was the big difference between attacking and defending even with the same amount of players. Maybe I have too little experience but attacking a tower seems too easy: I can move in open field to evade, I can aoe walls and hit enemies with no great efforts for example, or build sieges in no time that are outside the range of the tower’s defences. When I defend a tower instead I find a lot of problems, as I said in another thread, the walls obstruct my attacks, I can’t use practically all of my active skill even under my position (out of range or line of sight problems) if I want to place at least a weapon’s skill aoe I have to jump on the border of the wall: this is time breaking and also make me an elephant-size-red-flashing target (as I am a really big norn). Sieges are always a pain in the purse, I try to place them always in good places but if I want to see at least 1/10 of the zerg attacking that ‘good place’ will always be an easy target. When I think of ‘attacking a tower’ I feel it has to be a difficult task, on the other side when I think of ‘defending’ I think it should be an advantaged status. Am I wrong?

I share your view and I have expressed it somewhere else. I think that not having an advantage being on high ground is one of the main reasons why this game has so little strategy. Characters in high ground, and over walls should have longer skill ranges. A smaller number of characters in high ground should do better than an incoming bigger number of players. It would be good that the characters were also slower while climbing a hill and faster down a hill. In the current state of the game high ground plays a roll for falling damage and for paths, as for skills’ range and movement the world seems to be flat.
And, yes, characters on battlements should have better line of sight (less obstruction and to miss less often) than their target characters. (Think characters and rams next to a gate should not receive any damage through the gate.)

(edited by marianojc.2965)

What is up with Badge of Honor acquisition?

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Posted by: marianojc.2965

marianojc.2965

Level 80 staff Elementalist 845 kills in WvWvW, I have got 167 badgets, including the rewards for the 4 maps completion, no JP. I have played my character an average of 1 hour and half a day for two months. It has just got full karma exotic armor from the Cursed Shore karma vendors.

(edited by marianojc.2965)

WvWvW and low levels...

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Posted by: marianojc.2965

marianojc.2965

War simulations aren’t about fairness. Lets keep it that way.

One may not want to play a war simulation. Were I wanting that I would have not chosen a fantasy game like Guild Wars is.* When I play WvWvW I am looking to play an e-sport and sport is all about fairplay. There may be imbalances, however, as long as those imbalances were shared by newbies and experts alike it would be fair.

*Actually I do not believe in war, and I see no need to simulate it. However, I like chess and in chess there is some imbalance as the side that starts -white side- has some edge over the second -black side, this is why in a tournament players change sides, to make it to be fair for both.

(edited by marianojc.2965)

WvWvW and low levels...

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Posted by: marianojc.2965

marianojc.2965

What is the reasoning behind WvW not having the same equal gear as spvp?

WvWvW is called “World” PvP, it pretends to be a substitute of PvP Worlds of other games. I think this is the background of wanting to make WvWvW to depend on PvE, however, what happens actually is that WvWvW is not self-sufficient and players have to go to the PvE World to get Skill Points, to get Armor (Karma armor is faster to get than Badgets armor) and may be from now on WvWvW’s players may have to do compulsory dungeons to get Ascended armor.

What am I missing that warrants this imbalance?

I share your view, you miss nothing. Nevertheless, it is not just an imbalance it is a lack of fairness against newbies and a lack of awareness that nothing can be a substitute of a PvP World, WvWvW is better to be considered a huge battle ground.

[Proposal] WvW Gear normalized like sPvP Gear

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Posted by: marianojc.2965

marianojc.2965

I share the same view, it would be better that WvWvW had a similar system to sPvP. a) Not only would it solve the problem of gear grinding that may be going to cause Ascended gear. b) Not only would let the players who like WvWvW to play it without having to go uncountable hours to do a given dungeon to get that Ascended gear (as it seems it will be that the case). c) Not only would it put an end to making players who like to play WvWvW to have to stay for a month or more leveling to prepare to have fun. It would also end with the very unfair problem of newbees entering WvWvW with law level (no-traits, no skills) and law level gear to fight against expert players with full traits, skills and gear.

Thank you to the OP.

Deaf players and guilds requiring Vent/TS

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Posted by: marianojc.2965

marianojc.2965

In my view, there is a similar problem when players that speak different languages join together in a party, in this case it not just that TS or Vent are useless, chat is also almost useless (besides a few words in English may be). This is why I would like there were much better means of non-verbal communication, and that there were more non-verbal information. Guild Wars 1 was a better game in this sense than it is Guild Wars 2, but I think that it can be done a lot to implement it. Still more, having means to communicate non-verbally and having more non-verbal information might render TS or Vent almost useless. So, yes, in my view, how much it is needed TS or Vent or the Chat in a game is a question of design and of awareness of non-verbal communication by the designers.

Dungeons: Make them soloable.

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Posted by: marianojc.2965

marianojc.2965

Another idea that I think could solve some problems is a system of automated PUGs, much like it is for sPvP or like it is in Diablo 3 cooperative mode. So that players have to accept whoever joins with them regardless of gear, level or skill and that leaving the group does not cause any problem to the remaining people, because either a new player is introduced by the automated system, or because the monsters scale down.

Mmm Diablo 3 might be another good example of what I suggest, you can play in D3 either solo or with other players, monsters scale up and down on the go with the actual number of players there are in the team, or a player leaves and another comes, and complains from some players against other players gear or skill or level is unsual (may be, because, if you do not like them, you just leave without harm for the remaining people). The whole D3 is like a dungeon.

In Guild Wars 2 there is the system of scaling up or down characters, so a way to implement this suggestion might be to scale up several levels a player’s character that enters solo in a Dungeon -say level 80 → level 92-, if another player comes then it is scaled down -say level 80 → 89- , if still one more player comes it is scaled down again -say level 80 → 86-,…. if a player leaves then the remaining players’ characters are scaled up.

(edited by marianojc.2965)

Two hours a day is a lot of time!

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Posted by: marianojc.2965

marianojc.2965

I do not plan to make a Legendary, I play two hours a day, however I do not want to dedicate ~lose~ that time farming for a Legendary.

P.S: There is another reason why I do not plan to make a Legendary, it is that I do not like the necromantic component of blood that all crafted armor and weapon items have in Guild Wars 2. Otherwise I could plan to make a Legendary in a extremely long time term.

Dungeons: Make them soloable.

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Posted by: marianojc.2965

marianojc.2965

I remember that one of the reasons argued to reject the “Holly Trinity” was that PUGs had not problems finding players to complete a party, however, it happens that 5 player parties still have problems to fin players to complete them. There is also the problem for casual players that as they may go afk several times during a dungeon, they do not want to play in a PUG. In GW 1 there were Heroes and Henchies so there was no problem to solo a dungeon.

So I suggest to make all dungeons scalable from 1 to 5 players, so that there is neither need to search for a party nor a need to look for more player to fill a 5 players party.

Hide the Personal Story?

in Personal Story

Posted by: marianojc.2965

marianojc.2965

I would like that option. I could not follow the personal story of my character because it was forcing my character to do something against its character, but I have to see it there all the time in the corner right above when it does not interest me anymore.

Thoughts on Ascended Gear? [Merged threads]

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Posted by: marianojc.2965

marianojc.2965

I share this view: How is it going to be Ascended gear in WvWvW? WvWvW is already unfair to newbees as newbees have to fight against expert players with maximum gear. Now, if Ascended gear is to be used in WvWvW, all WvWvW PvP players will have to green for that armor? and still more will PvP players have to green for this PvE armor doing dungeons? I can not believe that Arena.net is doing this… where is the spirit of freedom of Guild Wars 1?

Understanding "Gear Progression"

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Posted by: marianojc.2965

marianojc.2965

For player versus player, gear progression kills the game. Player who spent more time getting better gear will destroys those without. This is bad. Everyone knows this is bad.
Guild Wars 2 doesn’t have this design, so crisis averted. (And yet baddies STILL manage to find excuses for their incompetence, whether it’s class or lags… i suppose that’s inevitable, though.)

For WvWvW we use the same gear as for PvE, so if Ascended gear gives better stats it means that all WvWvW PvP players will have to play dungeons to get that edge. I would suggest that Ascended gear rather had slightly worse stats, however with the option to put resistance upgrades.

killed in 1.5 sec by a thief litterally

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Posted by: marianojc.2965

marianojc.2965

I thank you all for this thread. Whether it is true o not whatever I have read, I may keep out of sPvP as long as I feel it to be not fair enough.

Sylvari naming conventions

in Sylvari

Posted by: marianojc.2965

marianojc.2965

Think that for the Asura I know there is a names’ convention, I do not know if it is stated more or less officially somewhere that convention for Sylvaris’ names, Well, I know that Sylvaris’ names use to be of Gaelic origin (read Welsh, Scottish or Irish), nevertheless, I do not think that it is a stated convention.

My Sylvari’s mesmer name is Tansaku that is of Japanese origin (meaning “seeker”). Nevertheless, before considering that name I was thinking to name it Anekanta (meaning “non-onesided”), this is a word of hindi/sanskrit origin. Because Sylvari’s zone in my view is like a rain forest, a warm whether area, I do not see any connection with Gaelic, but with India. As in India there is a millennial long vegetarian tradition, I come to think that a vegetable race may be friendly to their names.^^

One word names may be better for Sylvari than two or more words names, Sylvari are yesterday born, they do not have a familial tradition -as their father is the Dream and their mother is the Pale Tree, so one word names are alright. Only, may be, if you think that a Sylvari may be the reincarnation of some human of the past, as it may be, then the Sylvari might take the name of that human. Actually, it is Human and Norn the two races that may have a tradition to use several words names.

What do mesmer's play as alts?

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Posted by: marianojc.2965

marianojc.2965

I do not like any of the GW2 professions. In GW1 I like the Mesmer, but in GW2 I do not like it, nervertheless, I play a mesmer and at present I am playing an Elementalist as alt. It happens that I like the GW2’s Elementalist more than the GW1’s.

I do not like the GW2’s Mesmer, because I do not like to play with a greatsword/sword/pistol and I play with a greatsword because its skill bar. I would change the skills of the weapon skill bar if I could. And also I would change the F1~F4 skills for Mantras, instead of the Shatter skills, if I could. But, I can’t. This is why I suggest that having such rigid skill bar’s structure there should be many more professions, let’s say around 21 professions to have where to chose from.^^

monthy reward: why am i forced to wvwvw?

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Posted by: marianojc.2965

marianojc.2965

you need to seek out some help, seriously. people who are unwilling/unable to distinguish between a computer game and reality need help.

I think I do distinguish between a computer game and reality. Why do you think I do not?^^ I do not mind killing characters, I know that I am not killing players, that killing in a game is a way of relationship with others. And I do not take my character’s death as a personal thing -it can revive later on any way. But, my characters do not eat sugary things. Also, they do not drink alcoholic drinks, and they do not eat meat. And they do not use blood as a component to craft items. These are some rol playing decisions that I have taken. So when I say that eating Candy Corn is unhealthy and my characters do not eat it, it is in a rol playing sense that I am expressing it.

Bored using the same 5 skills over and over ...

in Guild Wars 2 Discussion

Posted by: marianojc.2965

marianojc.2965

Mmm. I share the view that GW 2 skills structure is very rigid -it allows no flexibility- and that GW 2 skills lack of diversity -there are few skills where to chose from. Nevertheless, I like short skill bars. I have played World of Warcraft I did not use to use many skills, and felt a bit annoyed with too many skill bars, but it was fair enough for me -the main reason to not play WoW is that it is not global. I like to play in international servers and in WoW I can not. Still more, GW 1 has a short skill bar, nervertheless, GW 1 allows a great diversity of builds as it has a lot of skills and they are very diverse and you can chose a secondary profession. Traits do not add much diversity, because: i) traits themselves have a very rigid structure, and often it happens that a given line of traits fits with a given weapon set of skills an no others, so that traits do not increase much diversity over weapon’s sets of skills.

My suggestion to the designers is that if they wanted to have a rigid structure of skills to have it strictly under control for balance purposes then they should have offered a lot of professions. Say: the more rigid the skill bar is, the bigger number of professions there should be. To have in GW2 the same diversity of builds as in GW1 they should offer around 21 professions to start with.

I would like to have a mount

in Guild Wars 2 Discussion

Posted by: marianojc.2965

marianojc.2965

My view is that mounts are needed in this game so that all players of a group can run at the same speed. In the current state of the game you can see groups dismember whilst running because some have almost permanent speed boost, other have temporal speed boost, other use teleport skills whilst running, etc. The problem of having to run long distances is particularly important in WvWvW and it is even harder when your World is losing (I mean, for example, if your World does not control SM castle you have to be running around the castle to go to any far place in the map and a mount would be really helpful. Or, that when a World is controlling a map it has upgraded Way Points -“instant travel”-, whilst the players from the other Worlds have to go running everywhere, restricting even more their options for counterattacks).

There were mounts with say 50% speed boost, I think it would not bring any major problem (or it would bring a major problem? Like more lag?). And, I share the view, that mounts may be considered to have a major rol in rol playing whilst Way Points do break rol playing immersion. What probable rol playing interpretation may have a Way Point? I think that in GW2 way points should be considered more like resurrection points, to re-enter the World after having been separated from it by death (but, they should be free of charge, because there is a double charge: one for repairing the armor and one to reenter the World. And, Mounts can be a gold sink instead of Way Points).

(edited by marianojc.2965)

monthy reward: why am i forced to wvwvw?

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Posted by: marianojc.2965

marianojc.2965

Mmm. After more than three weeks with the monthly achievement bugged it was fixed with a Candy Corn eating “achievement”. I was asking myself: Why should my character eat the unhealthy Candy Corn to accomplish the monthly achievement? And I have not make my character to pass through it. Sugar may be a leading cause to bad teeth/bones and diabetes, it is not suitable for diabetics and it should not be included as an achievement for everyone as it is the monthly achievement, as not a few people like to bring to real life what their characters do in game.

Please make Dynamic Events the most prominent.

in Suggestions

Posted by: marianojc.2965

marianojc.2965

Please make Dynamic Events more prominent than vistas and POIs and move all jumping puzzles to capital cities. Also, make more easy to distinguish the DE chains that lead to Meta Events and offer a better karma reward for accomplishing meta events. For example, make all the pre-events of a Meta Event to be blue instead of the usual orange.

In my view, Vistas, POIs and jumping puzzles in the World maps are spoiling the game immersion and the game experience. So it may be suggested to exclude vistas from map completion. Undiscovered POIs may be the biggest spoilers, so it may be suggested that there could be an option to hide undiscovered POIs. Capital cities in this game are almost deserted as they lack of almost any play interest other than a map completion, so: Why not to move all jumping puzzles there so that there is something to do, so, also, that the jumping puzzles do not distract from the World Dynamic Events? It happens often that Dynamic Events are done in the way to a Vista, to a POI, to a Way Point or to complete a Heart. Why? Because the biggest reward in the World is got by completing a map. For example, Why not including the completion of Meta Events in the map completion? For example, make the reward from a Meta Event to be in Karma rather than in items so that ME are the most attractive as a way to “farm” Karma in the highest levels maps.

Unbalance between dps and support make pvp not fun.

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Posted by: marianojc.2965

marianojc.2965

Mmm. My view favours what the OP suggests that there are many builds based in DPS (one of the three parts of the HT), but there are not builds based on Healing (another of the three of the HT) and it might be very good that there were some targetable healing and control skills to give meaning to the “support build” expression. At least, it would be good to have an option to show allies health bars, because I have either to go clicking each individual to know how is of health or to throw my AoE spells blindly when I suppose allies are under heavy damage. In GW1 there are professions that without being able to be dedicated healers, nevertheless, they do have healing skills -Dervish, Paragon-, so: Why not in GW2?

We do not have HT -DPS, Healer, Tank-, but we still have DPS, without Healer or Tank because both are being substituted by “Control” and reviving from Downed State, you do not heal allies because you wait for them to be downed to revive them, or -as well, in this game- you can wait for allies to be defeated to revive them, because enemies can not send them to the mists -I mean that enemies can not force one to use a way-point and one’s character’s body may remain in the field as long as one wants it to stay. I am not happy neither with the Downed S. + Finish M. nor with everlasting corpses. For example, the FM is unfair to ranged professions, because it is a melee move.

I share the view about professions being simplistic. Unchangeable skill sets attached to weapons force to play with certain weapon that one does not like or forces to play with a skill of the set that one does not find use to it. Having to have a dedicated slot to a self-heal and another dedicate slot to an elite skill do not make things better with respect having flexibility and diversity of builds. I feel “corseted” and I have not found a profession that I like in GW2 as I had in GW1, this are some of the reasons why I do not feel like playing sPvP.

Another problem -I see- in this system is that sPvP becomes more dependent on having a low latency. I remember that one reason to take out the interruption skills was their high dependency on latency, but now all combat has become highly dependent on latency. And this is another reason why I do not feel like playing sPvP yet, I will have to look for anti-latency builds as I play from Europe and my latency is always 150~300 ms. If one has an ally player with lower latency that were able to help with an individual healing or control to you it would be great.

(edited by marianojc.2965)

Your competence.

in Guild Wars 2 Discussion

Posted by: marianojc.2965

marianojc.2965

I hope that you get an answer soon, if you have not got it yet.

Why I think teleport costs are unreasonably hight

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Posted by: marianojc.2965

marianojc.2965

I have a similar view than the OP, it takes more time to earn the gold that you use in a way-point than runing -and you may even collect some crafting materials in your way-, so much so that I see way-points mainly as “cemeteries” for character revival after death and I wish there were mounts in the game for traveling. Nevertheless, there are some situations in which it is unavoidable to use way-points as when someone asks for help or when you are going to join a party for a distant dungeon.

I avoid as much as I can using way-points, for example, to go to a Bank or to a Trading Post whilst being far away from one of them I may log into Wv3 and then log out to character selection better than traveling through way-points. Or if I am going to another zone I go first to Wv3 to go to Lion’s Arch and then to some capital city from where I run to the zone. This system may be considered an abuse of Wv3, but it may be considered also intended so that PvE players go to Wv3 and they may that way to start playing there.

I think also that repair costs are rather expensive when you go to play Wv3, because many times it is as expensive or even more expensive to repair than to buy a new piece of blue quality armor -and think that you can buy it for your current level-, or it may be that blue quality armor is rather cheap.

Australian server... any thoughts from Anet?

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Posted by: marianojc.2965

marianojc.2965

I am in Europe and I have had always in Guild Wars a 150~300 ms ping. As far as I know Arena.net servers are in USA (Dallas?). I think that USA players may have a smaller ping -and you seem to confirm it- and a smaller ping gives an edge in PvP, nevertheless, I do not know a way to play with you and with other players from around Earth without having such 150~300 latency. If you want to play PvP just with players in Australia what you write makes sense -and I think that there will be the option of playing PvP in private servers-, otherwise when playing with players from around the World it may be needed that one accepts to play under medium latency conditions. Think one would like that every player engaged in a PvP match had a very similar latency.

Character voice choices

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Posted by: marianojc.2965

marianojc.2965

Yes it would be great to be able to choose a character’s voice, it would be not just “great” it would be normal when you have so many options for a character’s face and anatomy that you were able to chose its voice type there were voice for characters as it is.

My male Sylvari’s voice is so weird to my hear that I was thinking that it was an off voice from the game doing comments and overacting my character’s actions, much like in some humor programs there are background laughs^^. I have muted dialog just to not hear it. My Asura character’s voice is more bearable to me for the character. Nevertheless, there were options for customizing the character’s voice it might become interesting.

(edited by marianojc.2965)

American players in EU servers in WvW

in WvW

Posted by: marianojc.2965

marianojc.2965

In my view, if you think that the reason why another world wins yours is because they have other time zones’ players, what you should do is to invite other time zones’ players to yours. This is what does some people on my World, that is Sea of Sorrows.

I rather think that Wv3 would be more interesting if there were a single pool of Worlds and not two pools (Europe, USA). This can be easily done to be fair if matches last 171 hours (7 days + 3 Hours) so that the following match is delayed 3 hours each week and all time zones have a chance to play at the start during up time some matches. Think that if in the future there are some Asian Worlds (like Korea, Japan, or China) they will be few and they will have to be matched with non Asian Worlds.

Last, I think that one of reason for playing in the internet is to play with and against players from around the Earth, (this is the reason why I keep playing Guild Wars over World of Warcraft). The Wv3 matches can be easily made to be between servers from all around the Globe, because delaying 3 hours each week the start time should not be a problem, so I think: Why don’t do it? This also would solve the problem mentioned by the OP of some Worlds having some edge over others because time zones.

Wv3 suggestion: 171 hours matches (7 days + 3 Hours).

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Posted by: marianojc.2965

marianojc.2965

Well, the suggestion is that each match of WvWvW to last 7 days and 3 hours -what makes 171 hours- so that the following match starting time is 3 hours delayed with respect the previous match. Why? To make it fairly possible that Worlds from different time regions play together against each other. [After 8 matches the starting time would be at the same hour one day of the week later, after 28 matches the starting time would at the same hour the same day of the week as the first match.]

In the current state there are two pools of Worlds: Europe and USA. European Worlds may have all similar up time and down time. Most USA Worlds have also similar up time and down time, but Sea of Sorrows has a different up time and down time and I think that the starting time of matches gives a permanent edge to it (Notice that SoS is my home World) as the first World in caping towers, keeps or the SC can also upgrade them to have such edge secured. Also in the current state European servers and USA servers are not matched together, probably because their different up/down times would give such same edge. So the idea is that with 171 hours matches and delaying the next match starting time 3 hours there would be fairness after 8 matches for all Worlds; and also European and USA Worlds could be pooled together.

Think that if in the future there were Asian Worlds (Chinese, Korean, Japanese) these worlds may be too few and they will have to be pooled together with either European Worlds or USA Worlds. So why not pooling all Worlds together beginning from now?

N.B.: I have suggested 7 days + 3 hours, nevertheless, a different number of hours could be added.

Disallow respawning within immediate player perimeter

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Posted by: marianojc.2965

marianojc.2965

Ah, the old Guild Wars! How good it is that it does not have re-spawn! I though that it had been a great progress made by A.net. nevertheless, now I see that the old instant re-spawning system comes back as soon as Guild Wars becomes a permanent world and it is even worst than with other MMORPGs.

My view about this -I have commented somewhere else- is how clumsy does it look that creatures or foes in the environment are linked to a point in the ground to attack by-passers. In GW 1 creatures an foes seem more alive roaming everywhere alone or in groups. I have suggested also in other MMOs forums that- re-spawning should happen unnoticed or in a more natural manner. It is particularly weird in a living breathing world where Dynamic Events have substituted the old missions system that the “anchored” to the ground creatures and spontaneous generation of creatures is still at work. If creatures and other mobs had a behavior like roaming around the land -either individually or in groups- it should be also much more easy to design a natural re-spawning system. Think that a living world is alive not just because the big events but in every detail.

(edited by marianojc.2965)

Wv3 some suggestions of mine.

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Posted by: marianojc.2965

marianojc.2965

From my point of view and with my little experience in Wv3:

- Make higher ground and attacking from a battlement to have some meaning, like having longer skill ranges.

I tell you the story of my first Wv3 character, she was an Asura female warrior, she was attacking enemies eagerly from above a cliff to directly below the cliff, nevertheless, she could barely attack them with her bow because -it was messaged- “Out of range” nevertheless a Necromancer used some skill directly from below the cliff to pull her, she was killed. After that she fall in a deep pain -much as the Korean fencer Shin A-lam during the last Olympic Games- and this was the last time she was in Wv3. After that I started to play with an Asura male Elementalist, because in the first place: Who knows whether spells’ range may increase when being on higher ground?

- Take out from Wv3 the Downed State feature with all the inter-profession unbalances that it has.

- Shorten enemies’ names. For example, take out the words “invader” and “defender”, and let just the first word of the World’s name. Because in groups all names mix becoming unreadable and making difficult to know the number of players in the group.

- Add mounts, so that movement through the map is made easier for all. Some professions are gifted with permanent or almost permanent speed boost, whilst others have to keep with normal speed almost all the time.

- Add more magic and lessen the importance of walls, gates and siege weapons. Because in its current state in Wv3 the stronger is made even stronger by design making it hardly possible to change a score after 2~3 days of a match’s start.

Does anyone actually like "Downed State"

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Posted by: marianojc.2965

marianojc.2965

My views:

Some professions have incredible skills to rally from Downed, and this is not just unbalanced but unfair.

The “Finish” move is a melee move, it does not fit with ranged professions (This too is not just unbalanced but unfair). Besides that the Finish move gesture is so arrogant that I try to avoid using it.

The Downed state may be useful in PvE, but it would be better to take it out of all sorts of PvP. Keep Things Simple Please.

WvW is beyond borked (when one server owns 95% of the map all week)

in WvW

Posted by: marianojc.2965

marianojc.2965

In my view, balance of power between worlds has not been addressed, because the stronger World is made even stronger by means of buffs, several types of upgrades, and accumulation of supplies and siege weapons. I expressed this view several months ago in the site Guild Wars 2 Ideas. I also considered that absolute lack of communication between Worlds was not good, please read also this message:

https://forum-en.gw2archive.eu/forum/pvp/wuvwuv/The-Self-Balancing-System/first#post327649

I do not think that free transfers are a problem -think- I would like to play PvE in another world without changing my home server, and thus I would like the guest system to start.

I would like that one or two weeks matches were interesting better than shortening matches to two or three days (that is another solution to the problem). And for this, at least, to take away buffs and upgrades and to limit the amount of supply. Instead of this, I suggest giving more advantage to higher ground and giving more advantage to players attacking from above a wall or tower, so that keeps, camps, towers, etc need to be guarded by players rather than to let them abandoned with NPCs and reinforced walls/gates and so that siege weapons are not so important.

Now, I think that there are other reasons that may make the unbalance even bigger, it is the big lack of information and of communication in WvWvW between a World’s players. There is only one means to know more or less certainly what is happening and it is the chat. There are the orange blades, that also help a little, but you do not know if orange blades signal a fight between Red and Green, between Blue and Red, etc, and you do not know whether it is a 1 vs 1, a 1 vs 30 or whatever numbers. You can see nearby allies as light green dots, but at longer distances you can see only Commanders if there is any and you can not see enemies as dots even when they are nearby. My suggestion is that at least you should be able to see allies’ dots all over the map and enemies dots when they are nearby, this would be a great help for all players as well as for commanders. I think, also, that enemies plate names should be shortened to avoid names messing so that it becomes easier to know how many individual enemies are you watching.
It might be interesting or it might be not, that if allies dots were visible all over the map, it were possible as well to know the name of each player by hovering the mouse over the dot, so that a whisper to suggest some action or a question about the area might be asked.
It might be good as well to give to commanders the ability to mark objectives on the map (not that I need this, but they may need it).

(edited by marianojc.2965)

Mounts [Merged]

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Posted by: marianojc.2965

marianojc.2965

It seems that my replay about mounts has been lost in the process of merging threads on this topic. I write it again here:

In my view, mounts may be a great addition for WvWvW. In the current state of WvWvW players have to stay running most of the time, either to move to a given point or to follow other players or to fly away from foes. This sometimes means having to travel long distances that can not be covered other way than running. Also, adding mounts to WvWvW may bring new tactics or strategies.

In my view, mounts may have some interest for World PvE but in a lesser degree than for WvWvW. Waypoints are not free -they are rather expensive- and they are not as flexible as a mount is, so they can not be considered a substitution for mounts. Waypoints are more for respawn of death players. Nevertheless, in World PvE I miss having a mount only when I have to travel along a whole map to go to another map, I do not use Waypoints for this, because I think that it takes more time to earn again the gold expended in a waypoint than to go running.

P.S.: Actually, for WvWvW my character is an Elementalist that has 10 trait points in Air and the traits to boost speed, but my PvE Hypno does not have such definitive options to boost speed.

(edited by marianojc.2965)

My Server is dying!

in Suggestions

Posted by: marianojc.2965

marianojc.2965

^_^ Me too, I entered Ruins of Surmia [EU Server] because it was considered an “unofficial international” world/server in the web site that you link [http://www.gw2guilds.org]. Nevertheless, now in the same web Ruins of Surmia is not any more considered “unofficial international”. After analyzing the composition of each World I have moved to the Sea of Sorrows [US server] because I think this server has the most world wide international community, think that in it there are more Oceanic players than from other places, there are also some Chinese (Honk Kong, Taiwan, China), Japanese, Brasilian and Portuguese guilds.

Well, were there an official international server I might join it.

Mounts [Merged]

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Posted by: marianojc.2965

marianojc.2965

I would like mounts to be added for WvWvW. In WvWvW you may have to stay running and running and running just to get late to places where other players are, or you may not bother to rally to a point just because it is too far away, in my view mounts would be great also for some kinds of tactics and strategies.

As for World PvE I would say that traveling with waypoints is not free of charge but really expensive because it depends on the level of the character, so no, waypoints are not a substitution for mounts. Nevertheless, I do not have as much need of mounts in World PvE as in WvWvW. It is only when I have to travel all through a map to get to another map when I need them in World PvE; I save my hard earned gold because it takes to me more time to earn again that gold than to travel running all the map.

(edited by marianojc.2965)

Things from GW1 I'd like to see in GW2

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Posted by: marianojc.2965

marianojc.2965

I am loving the game but there are a few things I’m missing terribly that were in the first game but, for various reasons, don’t appear to have been implemented in this one.

- Red “enemy” dots on the minimap
Gosh I miss this. I loved watching all those red dots wandering around on the map in GW1. I would love to see the concentration of enemies ahead of me shown on the map.

I would like too to see nearby foes’ dots in the minimap, at least in WvWvW. It is difficult to get information about single players and about size of zergs even when they are over you, one can just try to guess it or one may even not be able to guess it at all. The dots for foes might be all “red” because other colors like blue, green, yellow may be difficult to distinguish them from the background (in GW1 red dots are more easy to perceive them than blue dots are).

(edited by marianojc.2965)

Suggestions for alternative ways to get precursor weapons (legendaries)

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Posted by: marianojc.2965

marianojc.2965

I agree with the suggestion. I would like there were more options to get legendary weapons.

P.S.: In my case, I feel nasty that all weapons and armor recipes have “blood” as one of its ingredients, just because that, I only choose as craftings jewelry and cooking, and I am not interested in Legendaries.; my characters are not necromancers to use “blood” in such a way.

Some vistas are ruining the game for me. Am I alone? Please heed my call.

in Suggestions

Posted by: marianojc.2965

marianojc.2965

Well, some vistas almost ruin the game for me too. They are the vistas that have some step in which my character has to stand on empty space to jump to the next place. Two examples are a vista in Metrica Province the one in that for the first step it is needed to jump over a canopy and then from the canopy to a roof, … I do not remember the name of the place. Another example is the second step of the vista near the Tomb of Morlog in one the paths. What ruins the game in these cases -in my view- is the lacking of security about the physical, that is, that what you see is not what you have, that is, that you have to go guessing whether there is some invisible extension in the void of the physical objects.

There is also much physical uncertainy about whether a given rock or a given slope will be possible to be climbed or not, and the fear that if you miss it you may get lost runing around for you don’t know how long. I suggest to Arena.net to make it actually possible to climb, as there is not -and there will be not- fliyng in GW2, in my view, climbing may be an actualy needed option of freedom in the Z axis. Climbing can be implemented as a slow movement that allows climbing over rocks and up on slopes of 60% degree.

The fact that other players are so nice to help me is a good memory for me too, nevertheless, this does not change the fact that these issues almost ruin the game experience and that I may go too fast to YouTube looking for a video about a vista just because of fear of those complications about the physics.