I think the problem is that the exotics aren’t sould/accountbound so that you can sell them on the trading post. If the droprate would be a bit higher, the items would loose their value considerably so that you could buy them for small amounts of gold. Nobody would farm those bags anymore.
A solution to that: add souldbound/accountbound drops to the loottable. You might get one exotic very very very rarely (and could sell it) or you might get an exotic very rarely (but only for you). I’d make them salvageable into ascended mats / t6 mats though.
Personally I’m not working towards the finishers, but I can see that a lot of people are for quite a while now, to obtain a specific one. I would find it unfair to remove that in the future.
Why not simply keep it? Keep ranks for that purpose only, it’s nice to have one thing that shows how much time a player has spent playing the gamemode. Alternatively you could tie rank-finishers to sPvP achievement tiers while removing ranks.
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I wonder: will we get loot drops from enemies in sPvP just like in WvW? Instead of WvW tokens there could be dungeon tokens if the victim wore a dungeon set. So an enemy who wears the Arah set can drop an Arah dungeon token.
The loot won’t have to be picked up manually, but instead you get a reward-window after the battle, where you can pick up all the drops.
This could go so far as an enemy who wields a Legendary can drop crafting mats used for crafting a legendary.
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So basically it makes sense where the most offensive class, Thief, also can spec to be so defensive 15 people can’t kill them. Great game development, where the strategy is to ‘move on’ and they can follow you around and pick you off 1 at a time. Gj Anet.
seeing your trollish sig I wonder why I read your post, but I’ll respond anyway. Have you ever tried to kill someone playing as a defensive thief? Have you ever played a thief?
I don’t get it. Why does everyone want to farm stuff. I constantly hear the there is grinding in GW2, but it’s really self-made. You don’t have to grind stuff. The goals you are working towards are long term goals. People get stuff like Lodestones by luck. People who don’t need those sell them on the trading post. Now you can buy those there. There is no need to farm this when money is a lot easier to come by.
so Anet get’s rid of the grinding part and then the farming-crowd whines. sigh.
The only way to effectively turn your character, is with the right-mouse button, but this can only happen while moving.
ehm… no. I turn my character all the time with only using the mouse.
Left click hold + move the mouse turns camera but not you,
right click hold + move the mouse turns your whole character.
idea for Order progression:
Priory progression:
- There are tons of artifacts in the game. For each artifact you complete, you gain progression for the order of Priory.
- Each artifact consists of 6 or more parts, which have to be combined to complete it.
But where do you find these pieces? Each artifact belongs to a creature family, like the “Dredge Codex of the 1st Age”. Think of it like this:
- some pages drop from specific/non-random dredge veterans (droprate: 100%) all over the world
- some pages can be found in dredge structures
- some pages are the reward for completing specific dredge-related events
Of course these artifacts / pieces of artifacts are non-tradeable. Once you have all parts of an artifact, you need to talk to one specific related npc. Almost all of the related npcs can give you a hint where to go to combine the artifact. Here: talk to any friendly dredge in the game while having all parts of the dredge artifact. 70 % of these npcs will give you a name of a location and the target zone. Now you’ll have to look for this location on your zone map or (if you haven’t found it yet) look for yourself in that zone.
Now what happens if you’ve arrived in the target location? There may be various things that can happen now in order to complete your artifact.
-) You may find an npc who is able to combine the artifacts, like a specific smith
-) You may trigger an event where assassins try to kill you, but as you defeat them you get a missing piece from them which completes the artifact.
…
reward
A complete artifact not only drives your progress at the Order, but also unlocks that artifact for you to use (unlimited uses). It’s stored in the Priory Archives for you. The “Dredge Codex of the 1st Age” might be a codex with lore about the dredge race. You might also have artifacts in form of weapon skins, unique bags, environmental weapons (like the fire elemental powder), etc.
but why like this?
- You get the pieces while playing the game
- You get little missions when you’ve found all parts of one piece…
- … and a very specific reward for completing it
- this means new lore, new reward types,… it can be anything
- You get more and more pieces over time when playing a variety of content – a reward for going out in the world and explore it
- There is no farming here, just tons of shortterm goals which combine to a huge longterm goal: Priory progression. Each Priory rank also unlocks new rewards and achievement-categories.
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THIS ISN’T WoW! The maps aren’t big and we don’t need mounts for speed boosts or whatever. From skills to boosters the game basically hands you speed boosts!
The ignorance of many of you is astonishing, a lot of people would prefer exploring a map on a mount than waypointing from A to B to C, so please: don’t speak for everyone but feel free to add an “Imho” to your posts of this kind.
btw. a lot of people don’t see mounts as speedboosts and wouldn’t care if a mount would have none. They love them for the looks. This has been said in all those countless posts you’re refering to more than once.
I don’t think its a good way to introduce villains to a game with little to none background story about those in the actual game.
I just hope it’s not too easy to obtain. There’s not a whole lot of skill required in this game, so the only real way is to make it a time grind. It should take months at the very least.
no, there is a way to show skill: in instances where you are alone. You can’t cheat via portals in an instanced Jumping Puzzle and you can’t cheat defeating a boss via zerging him down in an instanced mission either.
imho this wouldn’t require unrealistic amount of work, just a few new lines for NPCs and the use of already existing locations to be made instanced.
With the break, I’d rather be disappointed in anything less than at least one full zone and a story that’s three times the length of any previous episode (read: minimum of 9 full instances!). More if it involves killing Mordremoth, which must be a dungeon. -sagenod-
quite entitled players have become when looking back to season 1… where a new zone was something quite rare.
I’m not happy about the fixed raid-size statement since it excludes friends from playing together in most cases, but if it helps to focus on moving to another topic… allright.
What I think worked quite well (e.g. in Queens Gauntlet, Evacuation of LA,…) was the option for players to choose your next encounter while others do theirs. Good players can try the challenging harder bosses while newbies go for the relatively easy route.
Very organised teams can send players to their suggested encounters and those sub-teams organize themselves via. a number of teamspeak-channels.
Queens Gauntlet had the mechanic to give the best reward if people get all bosses down at a specific time-limit. It was a nice challenge (though the rewards were very underwhelming: quantity over quality rewards).
Proposal:
What if a instance starts in a room with 6 portals.
- each portal is open for 5 players at most
- the raidgroup spreads their players to their portals of choice
- once they enter a portal/path, the timer starts ticking. You can’t go back from there on.
- example A (small group): 8 players spread:
4 at portal 2,
4 at portal 4.
Each portal has a specific endboss with a unique skin-drop. Defeating both bosses in a certain time unlocks a mega-boss where all come together. He drops 2 reward chests for everyone (rare rng reward) and a special reward chest (token/unique skin choice).
- example B (big group): 28 players spread:
5 at portal 1
5 at portal 2
5 at portal 3
5 at portal 4
4 at portal 5
4 at portal 6
Each portal has a specific endboss with a unique skin-drop. Defeating all bosses in a certain time unlocks a mega-boss where all come together. He drops 6 reward chests for everyone (rare rng reward) and a special reward chest (token/unique skin choice).
TL;DR: A group can freely choose how many paths (portals) they would like to try. The more paths they do, the higher the rng-chance for the rng reward. The other chest (token/unique skin for completing) are constant, no matter how many paths are done.
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I love the idea of having dungeon tokens for doing open world stuff.
- 0-1 tokens for each bronze-event medal
- 0-2 tokens for each silver-event medal
- 1-2 tokens for each gold-event medal
This would make people who don’t like dungeons (I think there are a lot of those) spread out and look for new events. It certainly would take a while so when people have 50 tokens they might consider trying a dungeon run for the faster reward.
Incentives trying dungeons… check!
And then you can make fragments of tokens (1/2 token) as rare spawns in the zone, in places which are rather far away from hearts and vendors. —> Would make exploration feel much more rewarding. Look for new events or rare token spawns. Very rare spawns could even net you 5 tokens.
rewarding exploration… check!
rewarding doing events… check!
Now that we have sPvP reward tracks so that people who don’t enjoy dungeons also have a chance for that dungeon-loot, wouldn’t it be a good move to reward exploring and event-doing players as well?
having progression towards something via doing events… check!
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guys, people buy those boxes… as long as this happens it will stay. It’s like that with the new Xbox, people complain but buy it anyway… humans are like the opposite of Skritt: the more we are, the stupider it gets
I really like the new enemies. So far we had enemies which reacted very basic to our longer-cooldown-attacks, so our skills felt not effective. Why should I interrupt an enemy when he can do any attack right after the interrupt again?
So what I would love to see in the future is more enemies with weaknesses against specific attacks. A good example are the new Mordrem-Stabby-Cats. They have quite strong skills like the dash but are vulnerable against cripple. Once they are crippled they stumble at an attempt to dash and get knocked down for a few seconds. Very nice enemy design imho.
Why not have more enemies like that? Water enemies that freeze when chilled and break when near a combo-finisher: blast when in ice-form. Fire enemies who get extremely weak when in water fields,…
I love how you made a condition like cripple powerful against specific enemies. How you gave strong enemies a weakness. Please keep up the good work like that!
just hopping in as someone who isn’t member of a guild >2 players: I wasn’t too happy when I saw all that guild missions which have no value for players like me. I enjoy playing with people I meet by accident since I have no time for schedules for a game.
When creating large content for guilds, would it be possible to make this content accessible for non-guild players as well? An example would be content like the Marionette. I really enjoyed this battle and I would hate if Anet would implement encounters like these for guilds only.
I’m tired of PuGs, but I also want to PvE on my own time so organized groups aren’t generally an option. I just want stuff I can do solo.
Keep in mind GW2 was designed to be social. You may not get too much traction with ideas that exclude social interactions. In my opinion: at same time a lot of PUGs behave in an antisocial manner; so a small amount of soloable and challenging content might be nice for when you want to take a break from them.
I’m in the same boat as DarkWasp. I don’t enjoy groups, but in GW2 you don’t need to be grouped to have a lot of fun. You can interact with other people at any time, this is what makes the game so special. You are right: it’s designed to be social, but this doesn’t mean that everything has to be designed for organized groups only.
I love roaming around with other people. It’s just the freedom to go wherever I like without being kicked from any specific party if someone decides to do this, that I love.
Having said this, I definitely want GW2 being designed to be a game for everyone, even for people who love the freedom to go their own paths occasionally. For this the game should use the scaling mechanic to support this. It’s not fun to fight a champion for more than 20 minutes, although I’m good enough to dodge all of his attacks.
Well, we have a new kind of mobs now, elites – something between champions and veterans. I like this a lot, it shows me that Anet hasn’t forgotten about us lone wolfs. The difficulty is a bit low though imho, not much stronger than veterans and quite rare in the world (I can’t remember where I have seen the last one).
You might say that I should play singleplayer games, but it’s not other people I don’t like, but rather the artificial grouping and the dependencies from certain people and the rigid structure. Finding other people in a battle vs. a champion and having to group them first in order to be able to interact with them is bad. Good thing GW2 is better than this.
Yes we should definitely discuss the environment in regard to encounters.
Bundles, interactions etc.
Chris
To me environmental weapons have a huge potential in GW2 for horizontal progression. Each of those weapons could work like engineer-bundles, giving players the power to switch the new skill with your weapon whenever you want. Sort of like the stolen thief-skill.
Keeping it you a special bag and safe it until you need it would increase the usability immensly imho. Personally I don’t like the breaking mechanic though, instead an option could be: auto-switch back to your normal weapon when you’ve used the environmental weapon skill and let it go on cooldown; as soon as the e.v. is ready again you can switch back to it.
These weapons would not act as an increase in power for the player but rather as an increased skill-pool. Not usable in PvP/WvW. Environmental weapon kits could take an utility skill slot and/or an elite skill slot.
so many people are raging against mounts, yet I have heard no single good argument against them.
There are plenty and if you actually bothered to READ the posts, you would get the idea.
I will repeat some of them.
1. Not in Lore – lore breaking
2. Already have speed boosts – can buy from TP _15%) and each profession has even temporary (SB 33%).
3. Not needed because of all of the WP’s in game (an they are in lore)
4. Maps are small.
5. Would overload the game engine and slow game down.
6. WvW and PvP are not set up for them.
7. Would take an inordinate amount of development time and other things should get top priority – Game optimization, etc.
as I said: no good arguments.
1.) There are mounts in lore, see the mounted skeleton riders in GW, the mounted dwarfs in the shiverpeaks,… then this: In Edge of Destiny a herd of wild horses is seen through an asura gate when Logan, Rytlock, and Caithe flee from the Destroyer horde in the Dwarven ruins.
“Visions. Beautiful visions… a grassy plain where wild horses ran… a deep lagoon encircled by leaning palms…”
2.) mounts aren’t only wanted for speedboosts. Furthermore: why not give people an option which speedboost (mount or not) they want to choose?
3.) Again: why not being able to choose whether to use mounts OR waypoints? Also: they could just delete half of the waypoints too. New maps already have far less waypoints than the ones at release, which tells us something.
4.) You still can spend a lot of time running from one end of the world to the other, even more so if you take routes you haven’t before.
5.) No one says that mounts must be in WvW, PvE maps surely can handle players + mounts as the number of possible players is far smaller than the WvW map.
6.) As I said, they don’t have to be in WvW. You could also make them a reward for holding the Borderland Ruins instead of statistical advantages.
7.) Game optimization? Really? That’s always important and always being worked on.
I don’t know if I should quote my statements above subclasses here again. Mainly I see subclasses in our current system already. Trait in the beastmaster traitline and take pet-specific traits and skills makes you a beastmaster. We already have subclasses.
The thing that’s missing imho is a visual representation of that. So each trait of each group of traits would have a certain cosmetic-point-value. If you’ve traited/specced 50 points in favour of beastmastery/pets, you’d unlock various cosmetic traits to make your beastmaster look like a beastmaster (bigger axes, bigger pets, new soundfiles,…)
the design should really be in a way so that people have to use their skills, not only hit 1 all the time.
-) the Shatterer starts attacking with his paws. Hitting really hard. Players have to get 25stacks of cripple on the leg in order to stop this attack and make the leg vulnerable again.
-) have peope use stealth / aoe-stealth skills to avoid certain boss-attacks which 1-hit you.
-) some attacks have to be interrupted (25x interrupt to finally interrupt the attack) – scale the number of interrupts to the number of people participating
-) a bloated creeper (Tequatl’s minions) loses/bleeds some kind of power-serum when he is stacked with 25 bleeds – people need to stand in this colored trace in order to hit very hard. Direct attacks on the boss do little damage. (if you kill the creeper too fast, he’ll explode and you have to wait for the next one to get a power-trace; meanwhile the boss gets enraged and hits much harder).
Edit: in order to get the info, add famous NPCs to the battles. E.g. Rytlock is with the melee crowd near the leg and shouts: “Now!! Cripple him!”
e.g.2 Caithe is the first to put a stealth-field down and shouts: “We have to vanish NOW!!”
etc.
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I think they should add bonus rewards for lv.80 players to each map.
- get 100% map completion first for that specific map.
- 1-2 random heart vendors have a job for you – a small quest. Guides are useless.
- complete this quest for a special reward (unique skin for each map)
- you can reset that challenge by doing 10 unique events in that zone.
- now 1-2 other heart vendors have a job for you.
- price: 4 champion bags OR a rare/exotic OR 3g
I think ANet needs to stop with the Short Story posts and put them in the game, where it belongs!
absolutely, even though they did the same in GW1 they should really care more about the lore/story-fans in future releases imho.
Biggest problem with the mega boss events is the same as all other events, they’re based 100% on damage done to the NPC. In normal dynamic events you’re not fighting the event, you’re fighting your fellow players in a game of tag. Dynamic event s is currently all about tagging NPC’s and getting the most possible loot, it doesn’t matter if you support other players, it’s currently a punishment to do any form of team play.
-snip-
I don’t think it’s a good idea to require a group for more loot – it’s gw2s strenght that you don’t need grouping to play with other players. I agree about the tagging though, it’s a race against other players.
spontaneous idea: you also get the loot from mobs which died to someone, who gained one of your boons / was revived by you. This way supporting others would make sense.
I think bosses should have their own rules to conditions/boons so that supporting is required. Example: The Shatterer uses bleed attacks which do 3x more damage BUT they can be removed by a simple light-field. Or he has one attack which targetets all of the players (important: 5sec. telegraph) but you can avoid it by going into stealth. So thieves, mesmers etc will have an important function to throw down their stealth-fields. Anet: support the supporters.
offtopic: please add aoe-looting (a big bag with all the loot in the area opens and you can decide to take all / leave certain things behind, +add filters)
the arena where logan fought the watchwork is nice.
open space, no domes.
this would be awesome
I’d add such arenas to the open world too, and enable 1vs1 duels there. + some PvE challengers.
It’s a good story mode dungeon. I’ve pugged it once and played with guildies, and I had a good time of it. I’m glad to hear the MF dungeon is getting some love – the folks who worked on it put a lot of effort into it, and there’s some really neat stuff in there for players to enjoy
I have a question for you Robert. Some of us noticed that NPCs in the living story dungeon have a better AI or something which makes them stand out amongst the other NPCs. Do you consider using this in future dungeons too? Personally I liked it and would love to see AI become even better as time goes by. Perhaps there will be a time when NPCs can replace holes in your group-setup.
we want Cantha, give it an upvote guys
http://en.reddit.com/r/Guildwars2/comments/1e3uqy/guild_wars_2_needs_cantha/
lol Roy, you have an excellent point there
idea for a karma-sink in order to give us more new skins to spend our karma on:
for 500.000 (change to other number) Karma you can buy one of the existing waypoints. The catch: you don’t know which one. This is a permanent purchase, so you will never have to pay to port to that waypoint ever again.
It’s like a gamble-minigame where the lucky ones get waypoints they desire and the less-lucky ones get waypoints in a Skritt-cave.
It’s a horizontal progression in the sense of making you more mobile travelling the world. Having this accountwide would also make new alts mobile.
all this talk about WvW getting neglected… well I guess Edge of the Mists is just a dream and I’m gonna wake up soon. I dreamt of that huge new map with tons of new mechanics, objectives, structures, new environments, etc. etc.
I’m not saying that EotM doesn’t need a few fixes so that the PvErs find somewhere else to drive their karma/champion trains, but first and foremost this is quite a huge addition to WvW content. Same as the Borderland-Ruins, which could work out just fine with a few fundamental fixes. At the moment the buff isn’t enough incentive for people to go there.
No. Play a solo game if you want to solo stuff. We dont need to trivialize content further. Most parts of the dungeons are already soloable if you are decent.
who are you to talk like this for all players? I know a lot of people who prefer playing alone from time to time, IN their favourite mmo. It doesn’t have to be trivial if it’s designed intelligently. Of course, it shouldn’t replace a dungeon.
we want pve in wvw ?
bah why not??
a suggestion how faction reputation could be implemented:
- you get a codex from the faction leader
- in this codes you gradually unlock lore-pages, artwork and small stories about the faction by completing faction related collections.
example:
find and insert 15 specific centaur-weapons (non-tradeable trophy-items you get as a guaranteed event reward (gold medal) for a unique centaur-related event; you’ll only get one at any of these events in the game).
—> unlocks in the codex: A lore entry about centaur battles + a centaurslayer-weapon
—> unlocks in the world: When you wield that weapon / have it in your inventory, some new events will trigger in centaur-related zones. These have +300% higher droprates of faction-related questitems.
In order to keep players together, have a considerable bonus magicfind to a certain faction per week.
PS: make it harder (more objectives for these events) to get a gold medal.
While we’re getting new armorsets in regular intervalls from the gemstore, the new sets we get from the game are reskins.
I’m talking about the Settler-gear on Southsun Cove
I’m talking about the Nomad-gear on Dry Top
Why are people doing content? One of the reasons are new rewards. What is there for you to buy at the vendor in Dry Top in case you don’t want to play a tank-spec?
People who don’t care about this stats would still had something to craft if that nomad-gear would have a uniqe skin. So instead of 5% of the people who play tanky specs maybe 55% of the people (guys who like the new skin) would have something to work for.
Don’t start a discussion about Gem Store armor again, I just wonder why we get reskins for “new” vendor armor.
to make it easier for devs and people to track the series of unique events it could look more like this: A tactician npc shows you a map of the zone where you see the zone in 20 sectors. 20 squares. If you do an event in a square, the square turns green. For each 5 green squares on that map you’ll get a reward chest and progression on the zone-progression bar. The only problem: there should be at least one event in each square. Anet could start doing this for one zone and add a few events to make sure it’s covered. Then they could add this system for all other maps when they’re ready. When the whole map is green (done an event in each square) you’ll get an extra bonus progression, a nice reward and all squares turn non-coloured again so that you can repeat this.
All this talking about housing, build-variety etc. is nice, but it won’t help if players don’t get something which makes them “more shiny” compared to others. In GW1, this ‘who has more’ were basically the titles; in other games, it’s the best gear, the coolest mount, and so on.
Well this “something” could also be bigger houses, rare trophies you only get for killing strong enemies,… Housing is horizontal progression. As well as build variety (who has more skills? Who has this very special alternative skill?,…). Everything that makes you progressing in anything connected to your character(s) as long as it doesn’t make them more powerful – this is horizontal progression as far as I would understand it.
My favourite release: Halloween LAST year. The scavenger hunt was leages better than any scavenger hunt after that. There was a huge impactful lore / storydelivery, you actually had to solve the riddle to get to the next part and I loved the mini-games (Hylek poisons) quite a lot too. Mysterious characters (the Largos guy) and the ghosts… Awesome. I felt like part of a greater story.
Then we had quite a lot very lackluster scavenger hunts. The worst: Tequatl-teeth. No storytelling, no interesting characters, no riddle solving, no minigames… seriously? I though now that the teams have much more time for each release, the results would be at least as good as previous iterations.
My least favourite release: Tower of Nightmares mostly. I thought the few events were the key to unlock/open the main content. Instead those are the main content. The story-part was again very very short (5-10min) and I can’t see how this can be seen as engaging. When the dungeon with Braham and Rox was released, because of all the conversations, I had the feeling that this works for me. The npcs talked to each other and I felt immersed. Now we got 5min of story and the rest zergish grind for certain loot-drops. I’m not sure what these are for, I think the pollen are supposed to give you the new healing skill from Marjory, but with the hundrets of skillpoints I had left I bought it directly.
I’m sorry, but in the end I can’t say anything positive about the writing. I just feel that we’ve seen the best of it in the beginning of the living story (Halloween scavenger hunt, Braham and Rox) and now it’s far too little for having an engaging story. Personally I feel like I read a page of a comic book every two weeks. Kind of frustrating. I wish the writers all the best so that they find the best solution for the game.
Just asking they are under news so when they are up you can link to them from login screen doesn’t that count as ingame (not hard to find). Fragments of hearsay lore and roomers of the realm. Does it really need to be ingame through cinema or dialog what do you think news of gw2 should count as?
don’t you understand, in the launcher they are only up for a couple of days. It’s like temporary content all over again. People like me are asking for permanent story additions.
I would also love to see the option for players to create their own books, and then sell them to other people.
and make it possible to vote on those and have vendors sell bestsellers… where part of the money goes back to the author… Hell yes!!
Edit: On second thought… I think this would go too far. I also think that not many people would buy books from other players.
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what could work imho:
- use the expedition system I explained in an earlier post to directly go to specific events. Now it wouldn’t be a problem to have to wait for an event to spawn, since expeditions only take you to event-chains with a guaranteed start when you arrive.
- Order NPCs don’t use local expeditions to take you to event-chains in the region (e.g. Kryta) but these NPCs have special expeditions: their portals go to Order-specific event-chains all around Tyria.
Now you’d experience how it’s like in an Order: the kind of life members of that Order have. Vigil events would be more battle/defense oriented while Whispers events are quite the contrary. Without the expedition system you would have a hard time finding Order-specific events. Even if you knew where to look, they might be on cooldown.
It still wouldn’t feel like a journey yet, there’s a narrative missing.
I think the question Anet has to ask themselves should be:
How can we combine horizontal progression with one of the core aspects of the game: exploration, without having it feel grindy. And how can we do this without having the player experiencing the same thing again when he starts a new character (avoiding traditional quests).
I would never suggest to ban someone though, I just think those individuals need to remember that it’s funnier to troll the game you’re actually playing.
You shoudn’t troll any game. This is just bad behaviour which needs to see consequences.
evolution from Queens Gauntlet to horizontally progress in a Gladiator-like arena in the open world:
a small idea how to keep those fun PvE-bosses around after the living story chapter is gone:
- each zone in the game gets one arena (which can also be used for 1vs.1 PvP duels)
- every day 5 random bosses spawn on any of the 25 maps and wander around.
- if you find one, you can talk to him and challenge him: he responds: "sure, we meet in the arena
- now you walk to the arena and queue up (in case duels are going on) the boss is now available to fight for you for 15 minutes.
- he counts as a champion here too, so you get a champion lootbag for a win. + each boss has a single unique skin, rare drop-chance.
- the battle is not instanced, but only for you. Others can watch and cheer for you.
- after the time-limit you won’t fall to your death. You only get kicked out of the arena and lose precious time since the boss is only around for 15 minutes. If someone else want’s to duel at that time, the boss-time gets paused until you’re back in the arena with him.
you can only challenge higher tier bosses if you have defeated the tier below. You should be a worthy contender.
on a further note:
as these arenas can be used for 1v1 duels and these are not instanced, other people can watch. This opens up new possibilities:
*tournaments: 8 players can queue up for a tournament (still 1v1 battles)
- king of the ring: 10 players in the arena, only one leaves the ring alive …
PS:
each arena fits the zone, BUT no orange or red floor
arenas are in pits without glasswalls or woodbars. Instead there is an invisible border outside players can’t cross. This way you can watch the battle without something in the way.
-So no new maps in the near future
-1 week cycles for matches will continue
-Culling is being worked on
-We have talked about population issues but don’t design for it
-Paid transfers at some point in the future, but transfers are not that big of an issue
-Progression/rewards in Feb patch
-Live scoring no time soon (via website)
-Nothing major till feb patch.
-No UI changes (raid tools etc.)
-No changes to commander system
—> crowd: OMG I’M GONNA LEAVE, THEY SUCK,… BLAH
(I smell troll, those guys probably didn’t watch the clip)
for example:
-So no new maps in the near future —> perfectly fine explanation why this is the case
-1 week cycles for matches will continue —> no problem here, it works fine
-Culling is being worked on —> what more can you want?
-No UI changes (raid tools etc.) —> again, perfectly fine reply from Anet. You shouldn’t play the UI in GW2. (on a personal note: what would it be good for anyway, you can’t target friendly players and heal those, you can interact with anyone else on your server without a huge raid-window.)
-No changes to commander system —> they said that they would love to iterate on that “green system” but of course it takes time.
So really a positive interview all in all. They are working on a lot of things in WvW and everyone who actually watched the clip should be able to get this.
Wow….I didn’t even know they put lore stories on the website.
I just assumed all the story info was in game.
you’re definitely not alone on this. A lot of my friends don’t care for anything GW2-related which isn’t in the game, they want to play the game as easy as possible (plug and play) and don’t want to search the internet for story-stuff which should be in the game like in “our” time when games like Baldurs Gate or Neverwinter Nights had a huge amount of ingame books which consisted of quite a lot of interesting stuff to read to expand the lore.
Now we have links in the launcher which disappear soon after they’re released… older blogposts are not that easy to find again. I think it would be totally worth it to create a UI for ingame books and just copy&paste each new blogpost into these books. They would make great rewards also, so you could expand the reward variety which would be a good thing, since some already explain about only minis, tonics and back items (as well as gear) as only rewards.
source:
In Guild Wars 1 we had the expansions and we also had a Live Team constantly adding free content to the game and their still, seven years later, still adding free content to the game.
We’re going to do the exact same thing with Guild Wars 2 the difference being that the teams will be much larger supporting the game on both sides so we’ll have an Expansion Team working on expansions for the game and we’ll have a Live Team constantly providing content for the game and both of those teams will be extremely large, supporting the game from day one, right from the day it ships the Live team will be supporting the game and they’ll be supporting every aspect on the game, they’ll be adding free content to the game, updating the online store, setting up events in the game like our holiday festivals we had in Guild Wars 1, we want to give real breadth to the things that we add.
http://www.screamingjoypad.com/2011/09/exclusive-guild-wars-2-preview-and.html
Yesterday I found a random player and teamed up with him. We explored the area and it was a sooo good feeling… we found this huge pirate-shipwreck and climbed in, found a skillchallenge and a giant chest. We fought a champion and it was the most awesome experience I had in GW2 for a long time. I went down a few times but could get back up again and we finally defeated the skelleton/zombie-captain.
We died horribly trying the megalodon-champion shark but the 1-2 hours before were tons of fun.
What I’m trying to say: Most of Orrs content is perfect for 2 or more players, if you can’t take it you should learn how to play your profession imho. Dodge is substantial.
I wished there were much more challenges like that in the game.
(edited by Marcus Greythorne.6843)
What I loved about BWE2: the tension when traversing the map. Enemies posed a real threat and could stop me and kill me if I wasn’t careful.
Now I can run by all of the mobs with ease, it just feels like cheating me through the map. The sense of danger got lost completely. (with the exeption of that small mushroom guy, who downed me out of the blue lol).