So some of you are happy with dungeons which is fine. Some of you want dungeons set outside of instances. I created a reddit-post in order to collect some ideas how open world dungeons could be done properly… I’d love to see those of you who have good ideas contribute here: http://redd.it/1djdiq
it’s all about bringing some coordinated challenging gameplay into the open world outside of dungeons, but don’t forget casual players who can also contribute in a meaningfull and less stressful way.
GW2 releases Story Journals: Feedback/Questions [Merged]
in Living World
Posted by: Marcus Greythorne.6843
I love the fact that the missions now have achievements tied to it. Difficult achievements you probably won’t finish on your first try. AWESOME!! Replay the mission until you’ve mastered it, exactly what I was missing until now from the achievement-system.
THANK YOU ANET!
more open world content would end up the same as the current, only a few guilds doing it, many smaller guilds just becoming inactive due to lack of meaningful group-based content that is new that doesn’t require 75-100 people.
I think getting the rewards right is one of the most important things here. Look at the Aeather-Path dungeon. A really good and fun one with the best mechanics in the game (by far imho) and then “nobody” (exaggerated) plays that dungeon.
I don’t want raids to fail because the rewards aren’t incentive enough to play it over and over.
I second this, it would be awesome if we could “collect” pieces of lore and put them together to look at the whole instead of having those lore-bits from listening to the npcs and having little context to it. Would make you feel like a member of the Durmand Priory.
Its a cool idea so that you get to watch real people playing, but because they made this content temporary they basically made it so artificially people wont be able to finish.
but can you? I mean: those domes are high up in the air… and closed off. Instanced would seem like the logical choice here. Or maybe I’m missing something. As I understood you’ll only see players falling from above.
We’re still tuning the downscaling, but didn’t want to make things immediately difficult. What level are you downscaled to, vs. the level of the creatures you’re fighting? One issue we found is that many areas in the starter zones are scaling you down, but you’re still 2+ levels higher than the creatures, which is making them rather trivial to deal with.
I tested this now, starting from Hero’s Moot WP (Wayfarer Foothills) running the path north. I’m Lv.80.
My effective lv. — enemies level — enemy type — number of autoattacks until dead
I’m 4 — enemy is 2 — stag — 2x until dead
8 — 6 — Son of Svanir — 2x
8 — 8 — Son of Svanir — 3x
8 — 7 — Dolyak — 9x (currently Taigan WP)
8 — 7 — Skelk — 4x
11 — 9 — Icebrood Wolf — 5x (currently past Twinspur Haven WP)
11 — 8 — Sons of Svanir — 2-3x
11 — 4(!?!) — Sons of Svanir — 1x
13 — 10 — forgot enemy type — 3x
so yes, in general I was 2 levels above my enemies. What struck me as a surprise: there was this one Son of Sv. (came down from a tree) who had the same level (8) like me and was dead in 3 autoattacks. The next surprise: the lv.4 Son of Svanir in the north of the wayfarer foothills (my level: 11)
You really have the chance here to keep the game growing imho, because each zone could be challenging to play. In other games once you’re 80, you have only a few lv.80 zones. I’d rather have it more difficult than a walk in the park to be honest. I see that you want high level players to feel more powerful, but I’d rather see the power come from the skill you got playing monsters.
Low level monsters have simple attack-patterns. When I compare how I play now vs. how I played a few months ago I definitely see improvement. This skill should make me feel more powerful (it does in PvP at least), not too good stats. Now I’m able to out-dodge (is this even a word? ^^) my enemies and that makes me feel powerful. I can engage much more enemies at once.
(btw. I like how you implement some hotspots of strong (bigger packs of) enemies even in the low level zones. It would be great to see this much more, so that people actually (like in the first game) have to look where to go and eventually (for higher zones) plan ahead and dodge too big enemy-packs (if they feel not strong enough).
Wouldn’t it be much more rewarding if people had to be aware of their surroundings?
I got offtopic, my bad…
(edited by Marcus Greythorne.6843)
I disagree, Cameirus. They show dedication to the game each time they talk about new stuff and answering in the forums, I just miss them in the dungeons-department. I feel like the focus on living story really hurt this part of the game. They may be working in the background on dungeons, but no word to us leaves people wondering what’s going on. New suggestions come in quite often and having the devs ignoring the dedication of the players by not saying a word like “I like this idea, but there are problems with…” or “this isn’t the way we want to go forward with GW2”… some one-liners like this is just a real pitty.
Anet wants our feedback, but we’re not getting theirs.
I agree that it’s kind of weird how the devs talk about the game outside of the forums. A developer answered some questions to people in the game which was VERY interesting… but why not simply use the forums? I really don’t get it. Stuff which is this heavy dungeon-related should be mentioned in the dungeon-forums imho.
Here’s what he said (dungeon-related stuff highlighted):
(Q:) Will we ever be able to go to Cantha?
(A:) (Paraphrasing) Cantha is definitely not cut from the game, you will just have to wait and see.(Q:) Will we be getting more dungeons?
(A:) We will be continuing to work on our dungeons.(Q:) (Follow-up) Old ones…or new ones?
(A:) Both!(Q:) Will we ever see anything like raiding?
(A:) Our answer to raiding may very well be in the works!(Q:) Is there anything being done to get people to want to spend time in their respective capital cities?
(A:) Yes.(Q:) How is the LFG coming along?
(A:) Coming along great. We’re sorry for not putting it in sooner, but there aren’t enough hours in the day.(Q:) (In whisper) Can you say anything at all about raid style content?
(A:) It is something I am very excited about and will be unique to GW2(Cap of the exchange from above.) http://i.imgur.com/ExzO5dg.jpg
(Q:) What are your day to day duties?
(A:) (Too long, but, here is a cap of the answer:) http://i.imgur.com/WrOaCRb.jpg(Snowcrash saying he was lead producer:) http://i.imgur.com/Sj45hX0.jpg
Source: http://en.reddit.com/r/Guildwars2/comments/1g0zqb/tc_fireside_chat_with_former_lead_producer_in_la/
(edited by Marcus Greythorne.6843)
actually: why is the medal-system like this
You hit any mob during the event 1 times = bronze
You hit any mob during the event 2 times = silver
You hit any mob during the event 3 times = gold
…at least it feels that way. A game where you can’t be bad is not a good game. Such game might cater to the people who farm stuff 24/7 and they will be angry if anything hinders der farming-rate, but… this can’t be good for the game
I honestly believe that farming stuff (as it is implemented at the moment) is bad for the game because a lot of people find it more important to get their legendary than to have fun encounters.
(edited by Marcus Greythorne.6843)
Happy New Year @Chris, other devs who read this and you guys! I haven’t seen such a dedication to a game from any other company so far, it doesn’t feel that Guild Wars is only a job for you, but your passion as well.
I’m not sure if others at Anet feel like you do, I have to say thank you for being this link to you guys. I’m looking forward to the following discussion about our brainstorming. All the best to you and your family.
- change berserker gear
- world bosses change – longer pre-event chains which give a buff for participation which makes it possible to hurt the boss; multiple pre events at the same time (anti-zerg like events like the invasions currently)
- tons of lore-collectibles
- background stories ingame
- tons of new events all over the world, a lot of hidden ones with non-generic rewards
- new skills via. veteran-hunting (finding a certain amount of veterans per zone [checklist] spawns a champion → signet of capture → new skill)
Imagine how battles with dragons would be fun when after entering dragon zone, each player would be randomly assigned to certain task – attack wings, attack dragon head on, support/defend artillery, fire artillery, fight reinforcements. If you wouldn’t do your job, you would get no reward.
I like this idea very much. You’d have a different experience every time you do the encounter. They could also add random events that COULD happen to some objectives. For example: you got the job: defend the artillery. On one occasion there spawns a huge champion which you have to push away with knockbacks so that he doesn’t destroy the defense. On an other occasion the champion won’t spawn, but instead a friendly NPC champion comes along and you get the new job: storm the flanks and keep the NPC alive.
I guess this is Anets take on keeping people logging in each month. Temporary stuff. I don’t like this in a certain aspect… I like the storytelling idea but why can’t this dungeon be revisited in the fractals or from a storyteller like in GW1?
I thought they show off with this battle what they will and can do to the existing meta-events in terms of challenging rewarding content. I like the pre-events and the coordination involved very much… but the battle itself:
- the same model as the champion-karka… very disappointed
- no interesting mechanic at all… not even quite a bit. Throwing eggs… come on, is this the best you can do? Is it really the time-restrictions
…if it’s the time-restrictions, for the love of god please Anet, spend more time in making content and make it real good. This is just another auto-attack Meta-Event, and because of the lackluster presentation (no unique boss-monster) one of the worst imho. Despite the very good build-up.
Regarding Ascended Gear we would like to see more ways to earn it and in terms of drop rates, a higher percentage chance of acquiring them through this method.
A review of current RNG metrics.
hi Chris, can you elaborate on this? Does this mean you are very aware of the fact that the last time Anet talked about “higher percentage chance”, this had little effect for the single person but rather for the whole playerbase?
Have you considered linking droprate to certain achievements? (e.g. if you have achievement xy, your droprate on that single mob increases considerably). What I mean: droprate for single mobs could be tied to achievement progression. The droprate of the Tequatl weapon could be around 10% when you’ve completed the Tequatl-related achievements.
The same way droprates for Lodestones (e.g. Charged Lodestones) and a lot of other items could be tied to these achievements:
- dodge 50 lightning elemental attacks
- defeat a veteran lightning elemental
- Kill a lightning elemental with 100% health left
- find 8 different locations of lightning elementals
- … (non-grindy achievement)…
I’m very much aware that this would make Lodestones much less rare, but imho they are far too rare. I’d turn them into untradeable.
A one-shot mechanic is not the answer. But it should be punishing.
I agree, difficulty should have a tension which is built up. So that you slowly experience the feeling of losing control – and then have the chance to prove yourself by fighting back with all your heart so that you turn the table.
Like fighting against an enemy who drains your life via minions and you kill those minions fast enough so that he can’t spawn more of those. The mob who spawns the minions could be interrupted so teamwork would help: one interrupts so that no new minions spawn (which drain your life and heal the master) while the others kill the minions.
People will scroll their mouse, but in that view, suck at the game and leave. You overestimate people. Most of this game wouldn’t really be playable in first person. It would be most useful for screen shots.
If you ask me the game is already unplayable when fully scrolled in, you see your big character from the back but nothing much else. You already have to zoom out a bit to make combat any effective. (I don’t know if this is true for all races though, playing small-created norn mostly)
Why not make 1st person not work when in-combat? Have it scroll out automatically when engaging in combat.
do we want progression: it depends
You know, there is this design decision about horizontal progression. There is this thing about dungeons which lets them be challenging as initially designed, even later on.
where is it?
method 1: to introduce progression: add vertical progression – everybody wants to have the best stats, even if they choose not to do dungeons e.g. —> people are sad, they feel betrayed
sideeffect: dungeons become trivial, the better you become
sideeffect: the content for good players who need a challenge becomes less – the “endgame” dungeons are the only place to feel challenged
method 2: introduce interesting horizontal rewards which everybody wants. (e.g. customization of skill-animations like the sPvP finishers) Add some different ways to achieve those. —> people are happy, they get what they expected (cosmetical rewards)
sideeffect: dungeons have the dificulty they are designed for and won’t get trivialized
sideeffect: new content can be more difficult because of more enemies, more traps, interesting new mechanics,… not because the same number of enemies have better stats.
sideeffect: more content for players who want a challenge. Challenging events/champions stay challenging + you get the new content updates added to this.
+ Anet should increase the rewards for doing lower level zones (so that people don’t feel pushed to orr and other high level zones; content everywhere should feel rewarding)
Sometimes I really wonder: Would story-driven quests (which tell their own little stories) actually be bad for the game? Developers themselves state that events have little room for storytelling…
…so I think there’s stuff like this missing in the game.
We already had quests in the game. Everyone who experienced last Halloween can probably remember. Mad King Memories: http://www.youtube.com/watch?v=qF_Xltpc_Do
Anet nailed it already, those worked great in the game (I can’t remember a single negative reaction about this), and it had a great narrative, awesome storytelling in it’s own little context. I still wear the backpiece with pride and it reminds me everyday what would be possible in GW2.
please, more of that dear Anet.
The problem is that players have been babied and left to faceroll all the content in the game for months. Most of them never learned to actually play the game correctly. They just equip full zerker gear, stand in one spot and spam attacks until the thing dies.
Now that a dungeon has been designed to make you use at least 10% of the available mechanics in the game no one can do it because there was no content that ever needed it before. Once you learn some situational awareness, how to switch utilities on your bar for different situations, learn to properly dodge, and don’t have a full group of zerker geared players, but instead use the damage/support/control trinity then you will find the dungeon is actually fairly easy and can be completed in about 30 -40 minutes.
exactly this
look at most meta-events which are considered “difficult” open world encounters: you stand in front of the Shatterer/Tequatl and hit Autoattack until the boss is dead (5 minutes later). Some people still have no idea how combofields work, for example. The game doesn’t do a good job to teach game mechanics during events. No real test of your skill. Not even skill-challenges do this, just burn down the skill-mob.
Guys, It’s nice of you that you’re trying to help, but you see the wrong problem. I could easily burst down the mobs, that’s not the problem. The problem is: people who do this (I don’t, I use autoattack 1 staff without my might-buffs) can grief other players that way. Other players who either don’t know how to burst or who are low-level.
It’s not all about Dragon Bash but it’s about every single meeting of 2 players with different preconditions. DB was just an example.
The thing is: mmos have trained you to think that you alone should be able to loot your kill. The result: battles are all about tagging as much enemies as possible instead of just… fighting. Players with better aoe-skills have no problems to tag tons of mobs in a second while players who use single-target builds have to take what’s left. They can’t focus on a single strong mob, because in the meantime the others tag via. aoe all the trash nearby.
Don’t you see this? Battles are all about tagging more than the other players around, so you’ll never be happy to have them around; except you don’t care about loot.
I think there can be a more engaging way to give people a chance for e.g. the jetpack.
Molten Facility has this interesting new gimmick: hidden items which can be exchanged for some kind of reward outside the dungeon.
Flame and Frost activities had something similar too: find hidden / lost heirlooms which spawn in different places randomly.
Now you could combine those two: put some pieces of a set into random spawning locations in the dungeon. Find all 10 pieces for example and then you can combine those into the jetpack or other specific rewards.
+) people wouldn’t rush blindly through dungeons anymore
+) peope get rewarded for exploration
+) you can see your progress in completing one of the sets instead of running a dungeon 20 times and still have no clue if a rare drop will happen anytime soon. Having 8/10 pieces of a set gets you exited.
+) less hate about random drops (even though spawns are pretty random)
I’d say you have about 8 sets in a dungeon (with a variety of rewards when completed: Mini of a boss, endless mining-pick, townclothes,… each of those could be a nice reward here). And then guarantee at least 1 random drop from one of those. So about 80 pieces where each run a random one spawns. Pieces could be tradeable.
(edited by Marcus Greythorne.6843)
The best rewards should demand near flawless perfection.
I disagree. When I think of a decent very difficult game I always think of Dark Souls. There are so much occasions when the bokittens me and I lose half my life. This is the Moment it gets tense. I’m not one-hit, I still have a chance but I know the next hit will kill me. Instantkills are just frustrating.
Enemies should be big like in F&F so that you can see their motions despite the particle effects.
Imho one of the best progression systems I’ve seen in any game is the HoM-achievement progression system for GW2 by playing specific parts of the game in GW1.
You could see your progression physically in the Hall of Monuments. You could see all the things you had collected. You could get awesome skins by unlocking specific milestones.
I love it.
I think it’s not important to create a whole set of weapons of the same theme. The HoM rewards are no sets either, but I love each of those weapons/skins. I don’t need a fiery staff or greatsword, the fiery sword has more character to me than any of the (fantastic) Jade weapon skins. (it has it’s own lore and connections (NPCs who wield it))
THE NEW MASTERS
“I haven’t seen that trick before!” — famous last wordsThe fighting spirit of Tyria has lead to countless styles and techniques, handed down through the centuries, mixing and flowing across the years like 10,000 streams of courage. Its time for you to drink of these waters. Welcome as Guildwars 2 reveals the next level of horizontal gameplay in this permanent Living World release.
Just Something I Picked Up
‘Class Mentors’ have been added to the world.
I can’t say how much I love this suggestion, lore relations is something I really miss in GW2. It’s not perfect (because skills still rely on skillpoints instead of exploration) but kitten close. I hope they do something like this when implementing new weapons.
Let writers do the writing, personally I don’t care if there are no voice-overs when you have a lore-rich environment instead.
I think the core problem here is “too bad rng”, not rng in itself. What if each zone could give a bonus on rng/magicfind (for chests too) if you invest time to play the zone in a variety of ways. The new zone-achievements would be a way, another would be to find as many unique events on a map as possible. Over time you’d get rewarded with good luck because you invested time in exploring a zone and getting achievements for it.
something like that:
- enhanced loot chances for getting achievement xy for the specific zone
- enhanced loot chances for finding new events
- enhanced loot chances for killing new champions
- enhanced loot chances for talking to certain npcs
…
This way, for example, the dropchance of the fossil could go to up to 30% per rare chest. The more you do in a zone, the better the chance.
(a bit like a reward track for zones)
so rewarding loyal fans is bad why?…
thinking of it, maybe it would be a good idea to vote for representatives for each sub-forum (forum-users) who then collect questions for the devs which would be adressed once each month or so.
These representatives each would open a reddit-thread to collect questions, up- and downvotes could help them to filter out popular questions while they still should skim through the thread to find interesting ones that haven’t been upvoted as well.
just an idea, this would at least make it easier for the devs to find out what is important for us instead of having to spend a lot of time in the forums.
also why I’m against instanced content: I don’t like grouping and I don’t like dungeons. Sure, you could create an instance with Tequatl inside, but this would only lead to elitism imho.
“Ok, no Rangers, we only take warriors and guardians – about 30+ and 5-10 Mesmers. Warrior with dual swords? No, go away! Oh, a newbie, go away!”
I’ve seen commanders in WvW who want people/professions to play with one specific weaponset. I hate that mentality! At least they can’t kick me. If I wanna play a sword+shield guardian no one should have the right to drop me because of this. No one.
Open world is the ultimate freedom, the no.1 reason I love GW2.
(edited by Marcus Greythorne.6843)
another nice comment from the reddit thread:
People would have been happier without the greens. Nobody who has played this game enough time to get that meta has any use for them. If you’re going to give us a gear reward, give us an exclusive skin or an exotic or above. Anything less is just an insult.
Some badges would have been nice. Blueprints as well. The ascended mats were a nice touch given that it’s harder to get those in WvW than PvE, but more of them, or just the “finished” materials (a dragonite ingot rather than some ore to save on the crafting cost) might have been nice. Maybe a merchant or two, given players are perpetually summoning them in the field to sell off all their worthless loot.
The mini was okay as a prize, and if I kept it in my mind as my “grand prize” for the whole ordeal I don’t feel bad about it—but I’m kind of sick of minis as rewards when you have to do so much of a song and dance to keep them following you through normal play, and it’s kind of stupid to summon them in WvW because the engine might be an idiot and decide to render the mini rather than an enemy player. Not to mention the release of the Christmas mini dolyak at almost the same time as the meta finished, and the mini dolyaks you can already get with gold commendations, and it being the least interesting of the lot.
I would have done most of the stuff anyway, but the reward chest could have better reflected things that WvW players would value or find useful without making it any “better” or “worse” in terms of some abstract version of worth. And the greens were insulting.
titles + build combined progression
- you choose a certain build (e.g. 30 points in the beastmaster traitline adds “Beastmaster” next to your name in the hero window
- if you complete events / get wxp / complete dungeons / … while having this build active, you progress towards a new title:
- “Beastmaster Adept” – “Beastmaster Hero” – “Beastmaster Champion”
Change the build and you’ll progress in an other build-specific title.
not sure if it’s a bug or intended…
the Omlette from the event in Southsun Cove (you get an achievement for eating it) is consumable only for high level characters. It’s pretty annoying to do an event to collect all these eggs (we were 4 people and spawns were soooo slow) and then can’t use the reward. It’s also soulbound, so I can’t send it to my lv.80s.
I like the “reward tracks” we got with DryTop: Geodes from zone-wide events that unlock new vendor-stuff.
people forget that you can play each episode for free even if you’ve missed it:
Just ask a guildie / anyone (lfg-tool) who has got the episode to invite you to his/her group and replay the mission. If you like it, buy it for the achievenments and rewards.
Actually I think ANET for the most part does listen when it comes to PvE. The problem is that the PvP team is stubborn and won’t increase game modes (hello team deathmatch) and the WvW team is completely out of touch. The WvW team in particular is a problem.
This is just disrespectful towards the PvP devs, the teams have clearly stated why they don’t want too many modes. They also mentioned that they are testing a lot of other modes as well. I’m happy that they don’t listen to knee-jerk reactions, maybe it would help to watch a few of the older released PvP-state of the game videos to get a bit of insight. It’s quite complicated.
WvW team out of touch? Because they don’t open WvW to the GvG-crowd which isn’t playing the mode as intended? You don’t play basketball in the last minutes of a soccermatch which is already decided, because soccer fans would hate this. I love the implementation of the new map-centres of the borderland maps. I’ve played quite a bit WvW since the implementation of the buff and it is half as bad because of the nature of it’s implementation: it changes quite fast and often.
Personally I would have gone with something different than a statistical boon, but it’s not easy to come up with something which gives people reason enough to capture these points. I would have enjoyed more breakout events / npcs who bring along siege when 3 of 5 points are capped instead of the buff, but I guess the crowd which is stubbornly against any npc-interaction in WvW would have been against such a thing.
A better event finding tool and new (and fun) events would also help.
My adventurer’s log idea might be great for that. (Link in sig.)
Events could be time gated with diminishing returns to encourage people to spread out and do unique events. For example, the first time you do an event in a day the reward could be 4x what it is now, 2x the second time, and 1x every subsequent time.
I can see where you’re coming from here, but couldn’t you say that the nature of the events themselves is time gated as-is? Besides that, add this on to the idea of only getting rewards for completing the event with a gold status and it might make it a bit more frustrating.
I like some parts of that log, not sure about others though. Making it possible to see every ongoing (found) event in a zone makes you even more using the waypoint system. I don’t like that because i’m not happy with the constant teleporting, would be nice to find a system which encourages exploring the world more instead of jumping from A to B to C.
The artifacts you mention would do such a thing. These spawn all over the world in (semi)random locations and people will want to run through the same area again and explore it even more while stumbling over known and new events.
Absolutely YES for implementing the website-shortstories in there! And as much lore as possible.
the one thing I’ve learned: people don’t get longterm goals. They DON’T GET IT. “Ascended weapon? asap!! I want mine in 2 weeks, because it’s doable in 2 weeks. It is of course a grind.”
pah what’s wrong with people nowadays? Personally I play the game as before and accumulate the mats for an ascended weapon. When I got one… great. If I haven’t got one in a month. Why should I care?
I think what a lot of people who have never played GW1 don’t realize: a mmo can just be fine without vertical progression, IF there is something else to progress (like different skills in GW1).
GW2 at it’s current state wouldn’t work with no vertical progression. There need to be something that would take it’s place (a LOT of new skills for example), but there isn’t. A single healing-skill a month won’t do.
replacing an armorset with another isn’t progression.
(edited by Marcus Greythorne.6843)
Every profession being able to wear all types of armor
Something to keep in mind:
If every player could wear any type of armor, that takes away a tool for identification.
I hear this a lot, but think of it…
- Asura are already too small to make out armor details, even from a few yards away (watch combat here: http://www.youtube.com/watch?v=yFLoModaqdo)
- new Skins like Grenths Hood already blur the lines (example: https://dviw3bl0enbyw.cloudfront.net/uploads/forum_attachment/file/125080/gw335.jpg , what’s his profession? His/Her?
- some armorsets are already designed to look like a different weight-class (example: http://argos-soft.net/GW2/ArmorGallery/index.php?color=10&sex=0&race=3&w=1&skinID=kodanli&lang=en) I love that set.
Most of the time I play WvW and before I can see which armor the enemy is wearing I see his skills and weapons – or none of it (Zerg).
(edited by Marcus Greythorne.6843)
agree, the design of the HoM is fantastic and I would be disappointed if it were anything less…
YESSS
Colin:
It isnt intentional, we were happy with bwe2 difficulty. We will have to investigate what suddenly made it seem easier – was not the plan to do so.
https://www.reddit.com/r/Guildwars2/comments/3nc080/the_reason_why_they_nerfed_bwe3s_open_world/
@Galen Grey
@cesmode
about normalized raid gear
WoW currently does this with challenge mode dungeons. In this game all gear above item level 463 will get scaled down. (more about it from the wiki: Gear will retain all hit and expertise, so players can remain capped. Stats that will be scaled down are secondary ones.)
Why not make the GW2 version of it, with a much more broader approach? No need for a new kind of gear, Galen already had an (imho) good idea: use the sPvP-armor build. Everyone – from the get go – has the same stats available in his build-library. You retain the skins from your PvE gear.
I love this suggestion because it solves many problems. Players would always be on the same power level so no place for gear discrimination. As only lv.80 players can enter the raid, there can be no level-discrimination as well. Balancing would be a dream come true for the devs, so the encounters could be finetuned perfectly.
I don’t like the rotation the way it is implemented. I haven’t played a minigame since they did this, which makes me sad.
To give incentive to play specific minigames, why not giving increased rewards for winning to a specific game on a certain day. E.g. Monday you’ll get better rewards for playing Southsun Survival while you still can play any other minigame.
an idea:
- you already have the content, tons of interesting events
- no need to rebuild that stuff, but people should get incentives for finding them.
example: unique collectibles which are the reward for events. Imagine having a few big puzzles for each enemy race. If you complete an event where that race is involved, you’ll get a specific piece of one of that puzzles as event-reward. The pieces of that puzzle can be spread over the whole world, everywhere you have that race active.
example: 6 components of a centaur-hide bag (22 slots) which can be combined for the bag but NOT traded. 12 parts of an exotic centaur spalta, a unique looking weapon for the best adventurers.
The rewards should all be for the level 80 player.
My only problem with having a codex, is that it takes a little away from the ability to discover “naturally”. Some of my favorite moments in the game have come when I was not expecting them. But seeing dig-spots on the ground, is not very rewarding of an experience. Perhaps some other clues could be built into the environment.
I was thinking of it more in terms like this:
You explore the area. Suddenly you come along ruins. You look at those and think “hm, this looks like dwarfen ruins”. Now you open the dwarfen-section in your codex and press a “discover dwarfen ruins” button (your character studies the details).
Now you can see some previously hidden details on those ruins in the open world. (glyph-tablet textures pop up, you can see footsteps on the ground which you couldn’t see before, etc.) Some of these might onlock small lore facts in the codex, by just interacting with those. From now on you can explore these new “riddles” and solving those rewards you with a piece of the puzzle.
You only can discover one kind of ruins at a time, so it’s not much use of running around with “discover dwarfen ruins” activated and missing all the other kinds of digsites. It’s up to the player to find ruins in the world and then press the right “discover” button in the codex.
But what will the Abaddon fractal actually be of? The war between the gods and his imprisonment? His eventual defeat by the goddess of truth?
Well you can guarantee that it will not involve his single victory, the dance off against the companions of Kormir!
#VoteKiel
Colin mentioned in the interview yesterday that the battle vs. Abaddon predates GW1, so it has to be the one with the gods vs. him
I see apologies from one side (Anet), I do not see any apologies of the other. Looking at the chat in the OP-picture those people should be ashamed to talk like this, and their guild leaders should apologize on their behalf.
Hi Robert
Thanks for the info, I’m a bit confused though… aren’t you the dungeon-designer? Was the whole dungeon-team working on the new Southsun content? How many teams are there working on monthly content-updates? Are you taking monthly turns (SAB-Team – dungeon team – SAB-Team – …)?
I really like your work so far, I wonder what a dungeon-designer can bring to open world content. Have you designed some open world things already?
I really loved the boss-fight against the Duke though, felt really well balanced. Getting there would have felt more rewarding if the way to it would have been a longer road though… I agree with the “less handholding please” statement.
I had this small idea for more incentive to do a variety of open world events
- do 15 unique events in a zone in a week to get a zone-token. (kind of a weekly zone- achievement)
- for 2 zone tokens you get 1 piece of zone-related gear/a skin. (for example a Queensdale Guard Helmet, or a Kessex Hills Centaur-Hunter coat.
this would mean you’d spend at least 12 weeks in a specific zone to get a full set of zone related armor. People wouldn’t farm the same events over and over, instead they would have to look for other events in that zone. To explore the zone.
you could buy other things with the tokens too… for example:
- a 28-slot centaur hunter bag which automatically sells all centaur-related junk-items for vendor-price.
- a centaur-chief head for future housing-decoration. Only 10 tokens (lol).
- a lucky centaur-tail. You get +100% magicfind on centaurs. 5 tokens.
- a piece-treaty offer: centaurs are now neutral to you until you attack them. You can talk to certain ones. 30 tokens.
- a guild mission unlock – battle against the centaur-chieftain. 8 tokens.
…things you can show off – so that others see that you really know and are an expert of the zone.
+ people would go back to low level zones
+ there would be a new progression to get the full set
+ great for RPers to dress up as a band of centaur slayers
+ people wouldn’t farm the same spots over and over
+ they would see more of the world by exploring the zones looking for events
+ a new reward system with non-power progression
+ unique rewards