Showing Posts For mnguyen.5142:
Well not zero – I was exaggerating. But is it just me or does it seem like no one plays this game anymore? LA is dead. WvW is dead. All the highly populated areas feel like ghost towns…
Like any other game, it’s no fun when no one’s playing.
World: Borlis Pass
(edited by mnguyen.5142)
something like this must not take that much time though \(--)_/
Easier said than done. Don’t underestimate things that you have never done already yourself.
Regina said “some time in the future” so whatever that means
PART 1: https://forum-en.gw2archive.eu/forum/game/suggestions/Replayability-is-desperate-IMPORTANT
“IPunchedYour family” made a great addition to this, and that is the old Nicolas the Traveler system. He said that low leveled areas are becoming vacant quickly because everyone is growing out of the zones and there really is no reason to go back. A type of Nicolas the Traveler would be a great way to get players back into these zones and populate the areas. Of course that would also mean level 80s would need a change in the scaling system because they just stomp through everything in these areas.
I see replayability to be a MAJOR let down in this game and honestly think this would help the game tremendously when players slowly but surely make their way to level 80. If replayability is not great (yes it has to be very high), especially in MMOs, the popularity of the game would go down FAST. And that’s the honest truth. Don’t get me wrong, I’m not saying I’m bored of this game I love it, it’s just that there’s not enough to do after you get everything you ever dreamed of having. I think this could really make a difference.
PS: I mentioned that the quests would be given by NPCs at the Lion’s Court p.o.i. in LA. My reason to put it there is because that lion is fantastic and the art is amazing, but ANet really screwed themselves over because there is no need to go there for any reason. I guess I’m trying to say that there are fabulous works of art in this game, but I don’t think they are getting enough appreciation as they deserve; they’re completely ignored because there is nothing there of use to the player. SHOW OFF YOUR STUFF ANET!
I’m not putting the “IMPORTANT” inside brackets to get attention, no I don’t do that, I really think I can speak for the majority of the population when I tell you what I’m about to say.
I know it’s long, I apologize, but I think you would enjoy this.
I believe that replayability is the most important feature in games, especially MMOs, and as the posts in that thread said, there isn’t much of this value in GW2 after you have maxed out, after you have gotten your desired weapons and armor. And to me that is the greatest downfall of this game. I mentioned in the thread that I felt like ANet focused too much of their attention on one goal, and that was to make a brand new game that would change MMOs forever. I’m not saying I’m opposed to that (I greatly respect the hard work and effort they put in), but I do think they need to incorporate some old fashion, traditional, GW1 features into GW2 just so that we as players get those great memories back, while still actively playing in the amazing, artistic world of GW2.
To this problem I’m proposing a debut of “Zaishen Missions/Quests/Vanquish” in GW2. At first glance this may not seem possible since GW2 does not have individual instances, but that could change for what I’m about to tell you.
Zaishen Mission
Like in the original GW1, Zaishen Mission was a challenge offered by an NPC in the ToB and gave rewards to players who completed the task asked of them (NM (normal mode) would give you less of a profit than would HM (hard mode)). In GW2, however, this style of quest could be applied to dungeons instead.
For instance, one day the objective could be “Complete [insert dungeon name] in Story Mode.” and players could receive a daily reward upon completing the task. This can also be applied to explorable mode as well – “Complete [insert dungeon name] in Explorable Mode, taking path [A, B, or C].” and rewards given based on that. This would be perfect to give players incentive on taking multiple paths and experiencing all possible levels in the game, so the same old “easy” path isn’t always taken and become tedious.
Zaishen Quest
Zaishen Quest would require the biggest innovation (or is it called so?) to the game. My vision would be an NPC in LA who gives out these quests and directs players to a certain zone/area in Tyria where that quest will take place. These quests would be a series of dynamic events where only one party could travel together and complete. Before you call me stupid, this is where the new-old system comes into play.
The game would now incorporate its old traditional instances where only the party has access to that “explorable area” as what GW1 would call it. For a clearer picture, just think of how dungeons are ran in GW2. A party travels through the dungeon portal and the party is put into an instance where only that player’s party could enter. Exactly how this would work (exactly how GW1 worked). The party would have to talk to an NPC near an exit to that zone to activate and enter the “GW1” instance (ex. to get to a queensdale instance, talk to a NPC near a Queensdale exit, like Divinity’s Reach or Kessex Hills – any adjacent zone to Queensdale). Once the party is inside the instance, it is like GW1 again where it’s just the party and NPC enemies and allies. The first dynamic event would spark and carry on from there to finish.
Zaishen Vanquish
In GW1 it was incredibly tough to vanquish areas. Let’s bring it back to GW2! This would work exactly the same way Zaishen Quest would, but instead of dynamic events, all the monsters and enemies would be there to kill, but would not respawn.
For people who do not understand or have not played GW1, imagine you were in Queensdale right now. Then remove all player-controlled characters and what do you have left? Ally NPCs and enemy NPCs. This is exactly how vanquish works and how it should work – a player and his party in an open evironment destroying every red name they see. Obviously though, vanquish would resemble hard mode in GW1 and enemies would be scaled to level 80+ just to keep it challenging and remove the advantage of a level 80 scaled down (their weapons do tremendous damage even when scaled – 1 hits).
ALL ZAISHEN-RELATED QUESTS WOULD BE GIVEN BY NPCS IN LA NEAR THE LION’S COURT.
PART 2: https://forum-en.gw2archive.eu/forum/game/suggestions/Replayability-is-desperate-PT-2-IMPORTANT
(edited by mnguyen.5142)
“Notifications” or something that lets you know that your post on a thread has been replied to? Easier to follow threads and topics I guess. Really not a big deal because I know that there’s a lot meaningful and worthwhile suggestions out there.
Remove the death penalties in this game (repair and waypoint costs)
in Suggestions
Posted by: mnguyen.5142
It’s not the dollar sign on these features, it’s simply the pricetag, the unreasonable cost for repairs and travelling. I think these fees SHOULD exist, but definitely not at such a high rate. It IS something that goes into MMOs – these little so-called taxes.
I was going to post this exact topic the other day but I forgot, thank you for bringing it up! Anyone who opposes this idea must be trolls, really no idea why this would be anything worse than a good idea. I would understand repair bills for PvE but PvP should never punish death, it doesn’t sound right.
Pay 13 silver for dying 6 times… in PvP… and WvW… where there are hundreds of players. I don’t get it.
@IPunchedyour family: lol love the name But yeah, I forgot about Nicolas, that would be a great idea as well, to bring population back into the lower-level areas.
I feel like ANet focused 110% of their attention into making a new game that would revolutionize MMOs, and that was a good move I respect that, but now that they have accomplished that feat, it’s time to bring back the traditions so it really does feel like GW*2* rather than a different Guild Wars. I think they got much of the formula nailed down, so replayability should be their top priority, and if not, second to the top or else this game will lose popularity FAST.
All sequels to games should make the player feel like they are playing a sequel, rather than a completely foreign game that just has a #2 after it’s original game, and I truly believe that is what GW2 is. It’s so different you can’t relate back to the first game (feature-wise).
gw1 missions offered nothing that made people redo them once they got masters as well
Let’s not forget Zaishen missions, quests, and vanquish. Now I know vanquish probably isn’t possible (or is it?), but the others would certainly be applicable. Hear me out on this, I think it could really work.
Maybe an alternative to a Zaishen Mission would be, say, zaishen dungeon (explorable)? Because explorable mode has all these different paths the party can take, and the easiest path is usually taken for the most part, a zaishen “mission” could say “Complete [insert dungeon name] in Explorable Mode taking path A, B, or C.” However, they could even mix it up even more by saying “Complete [insert dungeon name] in Story Mode.” if they really wanted to (these Zaishen “Dungeons” would give rewards upon completion like in the first game).
Zaishen Quest could maybe be a world event in a certain zone that takes a series of dynamics to complete the whole thing. I really don’t know how this would work out but it’s just a thought. Possibly, a certain zone (ex. queensdale) could have an individual instance for a party (like in GW1 explorable area) where that party can travel to this instance together and complete these “quests”. The individual instance zones would be activated by an NPC near the respective exist to that zone (so to activate queensdale exp. area talk to the NPC in Divinity’s or anyNPCs in adjacent zones (to queensdale) – Kessex Hills for example. These NPCs would obviously be located near the exits to Queensdale).
Zaishen Vanquish could follow my formula for quests and instead of activating dynamics, all the enemies in that area would be open to kill. Obviously this then again requires the individual explorable areas.
I think this would work perfect if ANet really could incorporate their instances into GW2 because then us GW1 players could get a sense of nostalgia (which is always good) while actively playing in the GW2 environment.
PS: If missions aren’t preferred, like GOSU mentioned, just make these Zaishen events come back and it is simply a mere option to do or not to do. You get rewards and money for it so why not.
(edited by mnguyen.5142)
I hope they don’t listen to you.
Thieves are OP in one aspect, and that is burst damage. They are fine, or even underpowered in other areas but that doesn’t justify such high burst.
They should address this just like they should address various bunker builds, be it Engineer, Guardian or Elementalist and any other gross imbalance.
Auron put it straight, you don’t know anything. He said that we have to “sacrifice everything to get [an effective] burst” and that’s so true. Thieves are in that regard balanced.
The cons of the thief balance out their high damage output. This is HOW IT SHOULD BE because the thief was intended to resemble an assassin, and if you know anything, assassins inflict high critical damage but they pay with low armor and defense, and health. People are complaining because the thief is “too” unique – they don’t resemble any other class and play completely different from their counterparts.
That’s why thieves go down so quickly and tend to flee combat when they’re at a disadvantage – because they have no defense from attacks and will most likely go down. Speed, acrobatics, and high criticals buff the thief, but their low armor and defense debuff them.
I went down within a second of a warrior who used Rush to catch up to me, then hundred bladed the crap out of me. Why didn’t I stand and fight since I had “burst damage” (as you put it)? Because I have no defense against his powerful attacks.
I hope ANet doesn’t listen to YOU.
I like the idea of the auction time. I loved the 3rd party website auction house associated with the GW1 community where you can auction on the site and players can bid and whatnot, then receive items in game.
The time on auctions are nice and I would love that, but the major problem: players who actually use the TP for its intended use will sell rare and exotics for 2G+ which really takes a toll on their current income (due to 15% list fee). If the item is not sold, the money from the tax would be lost and they would have to reauction their item, paying an additional tax. Either ANet returns the tax money or this would not be a favored change.
Aside from this, an additional 10% of your sale gets taken upon successfully selling your item with no consent that it has been taken at all. These taxes frustrates sellers and makes outauctioning (resell at lower price) others almost a devastating blow at your current income because more and more money will be taken from you so aggressively that you will end up trying to sell your precious exotic just to regain that lost tax money back.
All in all, this system would destroy the economy by the taxes being placed on listed items and after sales. If the taxes are not lifted then time in auctioning items would ruin the trading post.
No rewards? At least in the human one, I could get over 70 karma just for saving a lot of villagers before rushing off to the garrison. Plus it’s a lead in to the PS, and takes almost no time.
I use exaggeration to express the amount of rewards aquired in the tutorial. I’m not saying that you are forced out of the tutorial, just a choice the player can make if they don’t want to sit there and run through the exact same mission for a 4th 5th time when they have already mastered (exaggeration) the game. Sure, you can redo it if you like, I’m just proposing an option to skip it if you so choose.
Honestly, id prefer a price deduction than a stat boost. Otherwise there would be even less of a reason to craft :\
In all honesty do you think that would ever happen? ANet would never reduce the price, for whatever reason I do not know, but to ask for a stat boost would seem reasonable due to the frustration we have to endure.
Just as much as if you ask yourself, would you think the stat boost would ever happen for whatever reason we do not know?
Personally i believe they wouldn’t for the whole “bla bla, prestige art, bla bla, seperate from power, bla bla”
Simple solution is to provide players who have already purchased and transmuted their armor, fine transmutation stones according to the number of pieces they have. I know that would form a problem due to the mass population in the game, but it’s not impossible.
This change I see should be more of an apology for the players who have already aquired the armor and had to transmute it to get the better “quality” of it. I don’t think ANet intended to make players buy this crazy armor then have to buy ANOTHER set (exotic = approx. 12G) just to get what they thought they deserved out of their time and effort.
Honestly, id prefer a price deduction than a stat boost. Otherwise there would be even less of a reason to craft :\
In all honesty do you think that would ever happen? ANet would never reduce the price, for whatever reason I do not know, but to ask for a stat boost would seem reasonable due to the frustration we have to endure.
Don’t get me wrong, reducing the price is the reasonable thing to do, but I don’t think that is an option to them.
(edited by mnguyen.5142)
I can’t express my feelings on this topic using respectful words (which is hard to resist), so I’ll just say I disagree with all my strength and emotion.
I mean it’s bad enough to put up with that unreasonable price tag, but then to only give it rare stats? I don’t understand. It should be a lot more rewarding than that, because getting a set of this would be the greatest achievement in the game so far (as money and determination is concerned). I AM going for this, but the idea that I would have to BUY ANOTHER SET of armor to get the better stats and protection just sort of frustrates me. Aside from that the runes you would have to buy is even more unbelievable.
Please grant cultural armor [tier 3] exotic-level stats and protection. I think players have earned it, and would appreciate another 20G in savings from runes and having to buy a new set of armor.
I’m not asking for a price deduction, just simply a buff in the stats of the armor to make it a little more accomplishing.
For players with 50 or more achievement points skipping the beginning level of newly created characters should be an option worth implementing. If I have one or more lvl 80 characters and decide to create a new profession, I don’t want to go through that slow paced, tedious mission that just wastes time with no rewards.
If it doesn’t negatively impact the game, why remove it? That I don’t understand. You’re complaining about something that doesn’t do anything… haha.
PS: Take up space? I don’t know what you’re doing. Not a clue.
There will no doubt be new professions, like the ones you mentioned. These will definitely come in future expansions but no time soon. New races though? I don’t think that would happen just because of the complexity of it all. I can see old professions making a debut in GW2 but not until we get new maps like Elona and Cantha (which would not be coming anytime soon).
I would not see any necessary addition with a new profession. All professions are pretty much balanced and cover all the dynamics of combat. The addition with a new profession would most likely be introduced with future expansions, and I don’t see a “Samurai” class being something that is worth implementing. I feel like you’re just giving ideas to new armor skins and skills that don’t really make them unique from the ones already present in the game.
If a class such as the Samurai were to be introduced, it would most likely be brought up in an expansion pack that opens up Cantha to the world (which would be years from now because we have only explored 50% of Tyria, if even that much). Also, ANet would have to really make the Samurai a new and unique profession – the way you described the idea doesn’t seem like anything new at all.
In all, I don’t see this profession becoming reality due the simple fact that it’s not all that exciting and different (according to your ideas).
PS: Piercing blows? What good does cripple do when you’re immobolized?
The way the story is conveyed (two person dialogue) is so tedious and frustrating and I don’t even understand what went down after finishing my personal story. I felt like their train of thought was jumping all over the place with no guidelines and I was just confused – ended up finishing the PS just for the rewards, xp, and the annoying accomplishment of it in itself.
I would very much prefer the traditional GW method of story telling. Vivid, easily understood, and ALWAYS on topic, as well as exciting (rather than two boring, poorly voice acted, characters talk in near monotone). But this change can’t happen, no way, the damage is already done and a change like this would require a brand new formula (aka new game lol).
Lol that’s funny. The boss fight has nothing to do with Zhaitan’s powers (which is lame because we don’t really get a sense of his true dominance even though the mission does last like 2 hours yet easier than the other dungeons), because if it did, then the mission would be utterly impossible to complete, no question. It’s almost impossible to make the missions in a game fit the imaginative world thought up in the mind, because there are no limits to imagination and creativity; however, there are countless limitations in a game that drive it to be both fun and challenging (why would you play a game if you can’t even get past the first level?)
If the game truly expressed the actual reasonable power of the monsters we fight in-game, I would not want to play it because it would just frustrate me to death.
Well telephones shouldn’t exist in this game so either the warning is carried by a courier to the defending team’s base, or no courier is implemented at all. People should not know if their base is being taken or not if they aren’t physically on the scene. Punish the team for not doing their job as a defender. Can’t get away with dominating a whole map, spawn camping the enemy, and immediately knowing that your base on the other side of the map is being taken if one person does damage to a guard.
Personally, I am opposed to enemies on the mini-map. I have a lot of fun being in stealthy teams, trying to take towers/keeps with five people. Enemies having dots would completely give it away. Teams need to keep scouts at all of the critical locations, relaying information so the commanders can direct troops to the necessary locations.
Because NPCs are predictable in their location and have fixed positions on the field, this suggested option could be incorporated, but not necessary.
I think the only workable change with this is enemy NPC defenders/guards/sentries/etc.
I would not want a map clustered with 50+ red dots plus another 50+ green dots where all I see are dots. NPCs would make sense, but actual players no. This would also ruin players who wish to flank bases and supply, as well as gather intel and set up strategy for their team while trying to remain undetected (behind enemy lines aka). This could also apply for a whole squad of players who would really want to surprise the enemy.
Ik most people don’t do that and instead run into massive fights that last a lifetime, but once people realize the power of flank and if this option was added to the game, then it ruins a major layer of combat that could be both exciting and effective, ruining the whole idea of surprise.
The problem with WvW banks, at least on enemy borderlands, is that they are closer to a trading post NPC than any other bank NPC in the game. Meaning power traders would use them, taking up a spot in the WvW queue.
Though that could be stopped by just separating the NPCs until they are further apart than the Rata Sum bank and trading post.
Then ANet should make it so if a player wanders in the spawn location for more than 10 minutes at a time, they should get kicked from the map. I mean what are you gonna do in the spawn location anyway besides buy gear and blueprints, which shouldn’t take that long at all.
Haven’r really noticed the banks but at least the crafting stations are still there…you can access from there
Craft stations aren’t available in all the maps – you would have to go to your home area for that to be accessible.
Strange, the locations that I have been to before have had banks there, and now I go to the exact same spot in the exact same map and they are not there.
Earlier, before some patch (I guess), WvW bases/waypoints had the Bank NPC available next to the Trading Post NPC. This was very convenient for players who didn’t enjoy traveling back and forth from WvW to LA just to deposit drops/items they either forgot to, or have aquired from enemies. However, apparently the Bank has been removed from WvW and are now forcing players to travel back to LA just to deposit items in their storage to clear up space in their inventory. I don’t see the concept behind this, instead I see an inconvenience and a future frustration factor in WvW.
I can’t imagine anything useful from this step made by ANet. Unless they’re trying to remove a feature that was very helpful to the players, I don’t know what they were thinking; and if you’re saying that the removal of the Bank in WvW is a good thing, you’re lying to yourself.
PS: One last thing to picture if you don’t understand what I’m getting at: Imagine your house with a very nice room to watch tv in. You have all the luxury furniture and electronics at your disposal. Now take out ALL the couches and throw them in the street. I don’t understand either.
I never understood why the Flame Legion is the “enemy” in the Charr world. I know Blood, Ash, and Iron are different legions but are not “at war” with each other, while they all have a common enemy with the Flame Legion. Could someone please clear this up for me? Why is the Flame Legion considered the “bad guy”?
Right now I’m debating which build would be best for thief. Currently I’m running a critical damage-driven thief with berserker’s armor and eagle runes (x1 bersker dag; x1 rampager dag). With high critical damage your attacks can deal devastating critical hits (i have 59% crit chance) but with condition damage you can really harrass enemies with the high dps, at the cost of effective crit dmg.
I was considering rolling x2 armor sets, x1 bersker, x1 rampager, so I got both options available, but keep full eagle runes on both sets to maintain some decent crit damage.
What would be the better build, high critical damage or high condition damage?
General Stats:
2,000(ish) power
-341 condition dmg
2,000(ish) precision
-59% crit chance
-66 crit dmg
P.S: Would anyone suggest rolling berserker armor with sup runes of the thief? Would this balance out the the two stats yet still maintain high critical damage? I was thinking about this as well but don’t know the best combo.
(edited by mnguyen.5142)
maybe make a whole list of all the unreasonably priced items in the game haha, it’s ridiculous. PLUS after end game, it’s even harder to make money
https://forum-en.gw2archive.eu/forum/game/gw2/Ability-to-preview-from-Trading-Post/first#post61148
read it and ask the question “when will it be implemented?”
I find many, too many, personal story quests to be ridiculously difficult when soloing it – the NPCs are almost brainless and aggro unnecessary fights or enemies and they die so quickly, leaving you alone fighting 1v6. It’s so frustrating that NPCs can’t actually help you, but only, MAYBE, help distract the enemy for several seconds until they get destroyed.
What I was thinking was buffing NPCs so they use skills and heals effectively as well as support skills – so you get extra time to stay alive instead of getting 3 or 4-hitted – just so they seem useful and you would be provoked to revive them as an asset to the mission. This would make quests actually possible to complete with challenge (of course) but not too easy that it turns out to be something that you just have to get done. Aside from skills and healing, NPCs should also attract some, not all, but some of the enemies so you aren’t overwhelmed within 2 seconds of a fight. This takes stress off of the player and they can actually be more effective using their weapon/utility skills instead of spamming the self-heal.
Because henchmen don’t seem practical in this new type of GW, then NPCs should at least be smarter and know how to use certain skills at the appropriate time. However, other quests are incredibly easy because there’s an excess of NPCs and they just wipe the floor of enemies, and it becomes tedious having no challenge. Well, two things possible: don’t allow NPCs the use of skills for these particular missions, or debuff them so they don’t do as much damage per hit. The Personal Story is so unbalanced with the possible vs. the impossible, and it frustrates people like me who either die 5 times a mission, or don’t die at all during a 20-minute long mission.
Just something I think ANet should really look at, because as of now, I see the Personal Story as a waste of time and money (from all the armor repairs you have to do) and it seems like something you have to get done. Just a thought that I think is something important that should be changed.
P.S: NPCs should know how to revive! And at what time (like when out of combat)!
I seem to recall Regina mentioning that holiday events like the ones you’re describing would be in the game back on GW2Guru.
Oh alright, thanks for the information, glad to hear it!
It’s probably going to eventually come into circulation as the common bugs and technical issues are smoothed out by the team; but I would like to hear word on special events (like in the original GW) – halloween weekend, double xp, double drop rate, etc. – and a possible rough ETA on when that will be coming to the players.
Thanks, ANet!
This is intended for ANet to respond to, but if you guys know any information, by all means!
@Mea: Wow, I’ll try this out and see how well it goes for me. Thanks for the tips, much appreciated!
I do dynamic events on Cursed Shore all day (and sell the drops
Do you use any magic find boosts or runes? There is no way you could make that much by just selling drops, can you?
i dont see how this is a suggestion to a change in the game, but ok
Can we get rid of the medal sheet in the Character Select Screen?
in Suggestions
Posted by: mnguyen.5142
no one knows what you’re talking about
lol 80 gold? yea right, try 119G.
also, why is raulph lauren polo 4x as expensive than say hanes or old navy
lol 1.3 silver to travel 2 feet. WHAT?!?!? something’s wrong here
This isn’t gonna work the way you intend it to. It will become way to butt-frustrating to chase down a constantly-fleeing enemy, and eventually pull you into a hostile enemy. It will only cause more frustration aside from all the bugs that blocks progression (personal story, map quests/tasks).
you cant really apply logic to an MMO where you can fire rockets from your crotch and shoot fire from your hands
lol
Currently, the guild panel seems to be a cluster of all the players apart of the guild. What I would like to see is an option to adjust the way the panel homepage is organized. I know the arrows by the subject matter can be used but this does not cement the change and when returning to the guild panel, the sorting you made resets to the default.
I would like a better sorting option where you can organize the panel whichever way you want (by subject) and have the game save your preference, and not reset, so it is easier to view your guild roster without having a headache from jumping up and down, and back up again; also an addition (optional by player choice) to “separaters” to separate the individual ranks would be splendid. The vision I would apply this to is the original Guild Wars, where the leader was set up on top, followed by the lower ranks below accordingly (leader -> officer -> member) – it makes finding information about the guild a lot easier and less of an effort.
I made this exact same post a week ago and an anet official commented saying that there will be an option “in the future.”
Oh so they all give the same amount of xp and money? Are the drops from monsters scaled as well?
could anyone verify this for other dungeons as well?