Showing Highly Rated Posts By MithranArkanere.8957:

what counters a DS Tempest?

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s only one option: Complain in the forums until it gets fixed.

If there was report options for “cheating” instead having to use ‘botting’ (which is only used by very few who know you are supposed to use that because they read the forums), then those abusing such broken builds would get reported so much that the developers would realize the build is so broken way too many people think they are hacking. That would be the second option.

The third option is bringing a profession that can both deal lots of direct damage and almost permanently remove boons. Necromancers and mesmers are the ones that best remove boons, but their removal can’t even come close to the Tempest’s boon spam, so that won’t work very well.

The fourth is brining another DS tempest, and then either they leave, bored, or you spend all the time throwing stuff at each other until someone else from your team comes.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]
1) Give us a list of the most offensive trait unlock locations.[…]

  • Do not require map completion altogether. There’s at least several 100% map completions left. I’d recommend replacing those with taking part on a number of steps in certain meta events. Teach people to be there from the start instead going directly for the boss after having others do all the work with the previous events in the chain. People who wants to explore will explore anyways.
  • Fix bugs. The Commissar, Branded Devourer Queen and Foulbear chieftan events are often bugged or stalled, making impossible to get these traits after they stall. They should have been fixed before using them as requirement, instead, things were made even worse for the branded devourer queen. When the mordrem appeared in Iron Marches, the new mordrem events permanently stalled the entire devourer queen quest chain. You could attempt the event after an update reseted the stalling event chains, but now the event won’t budge from the start as the constantly repeating mordrem events interfere with the devourer escort. The escort should be moved out of the way (have them jump in the water, devourers can swim), so the mordrem won’t interfere, and the bugs MUST be fixed, so the event chain will never, ever stall again.
  • Reduce the minimum scaling for the Overgrown Grub, or improve the rewards with a bonus chest. And have 3 legendary bosses in the Eternal Battleground instead just the grub and the spirit, and make the trait unlock with any of them. Getting help for this one is impossible. No one wants to bother with it, specially if your world is not currently blue.
  • Temples: Introduce forced resets for the event chains. Keep them working right now between resets, but when the timer kicks in, the event is forcefully reset. That temple’s priest spawns invulnerable, chases away any pact around, any event part of the meta currently going on would fail, and the event would go back to the initial stage. The resets could happen in intervals of 30 minutes in a 3-hour cycle, and a message with a timer would appear 30 min before the reset warning players that the priest/priestess/wizard has started their restoration, and that any events currently going on will fail if they can’t finish the event chain before that happens.
    The timers could go like this:
    • Balthazar 00:20
    • Lyssa: 00:50
    • Dwayna: 01:20
    • Melandu: 1:50
    • Grenth: 2:20
    • Gatesof Arah: 2:50.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Might-Why No Healing Power?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Anyone who has ever seen a guardian’s health go all the way up with a single healing skill knows healing is already enough as it is.

No need to bring back something as ridiculous as GW1’s healing prayers skills.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Centaur and Horses

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s no more horses.

Charr ate all of them.

The closest thing we can see in both games is some corpses.
http://wiki.guildwars.com/wiki/Necrid_Horseman

That if any survived after the Chosen heroes wiped most if not all skeletal undead.

The closest thing left alive are kirin.

http://wiki.guildwars.com/wiki/Kirin

Which may look a bit like horses, but are closer to dragons than horses.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Zerker is fine

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The problem here is not that there’s ‘berserker’ gear.

The problem comes from two issues:

1. How stats are picked and used.
If, for example, only armor could had defensive stats an only weapons could have offensive stats, while trinkets (and shields) had a mix of both, things would have developed in a better direction when it comes to this. When picking armor you would choose between things like armor, health, critical resistance and boon duration, while with weapons you would choose between direct damage, critical chance, critical damage, condition duration, and condition damage. You would choose your focus for offense and your focus for defense, instead choosing between offense and defense altogether.

Same with trait lines. There’s two stats on each line, and with some you pick only offensive stats, and in others you pick only defensive stats, and depending on profession, some are mixed, so you can’t pick you choice in offense and your choice in defense without picking something else, and always having to pick one of each, allowing players to pick just offense for many professions.

2. The content is too forgiving with berserker builds. They can kill so fast that make defense unnecessary in some cases. But if you made things take longer and require attrition, things can get way more boring and slow.

These two things add up into make berserker builds work too well in certain situations.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

No QQ post, but rly... solo q.... anet

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

They need to really improve personal score, taking account all what each player does, and splitting the score proportionally between all involved instead giving the same score regardless of participation.

Currently personal score is not really meaningful and doesn’t really show personal participation.

Once personal score really matches personal participation, it should be used as part of a “MVP award” system that gives awards to players that do better in combat and are responsible for more of the score, and also allows players to vote the guy who did it best in the match between a selection from both teams.

Gathering enough MVP awards would then give stronger pips that can take more loses. The higher the division, the less loses they can take, and the number of MVP awards earned would also affect matchmaking.

This would mean that if you do better, you would go up faster than those who do bad, even if you lose because your team mates, and if you are constantly carrying teams, you would go up faster than those getting carried.


There should also be a ‘stick with this team’ option next to the leave match option, to queue again right away with the same people you just participated, so if you get a nice team, it’s easier to stick with them a few more matches.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

(suggestion) Damask bolts

in Crafting

Posted by: MithranArkanere.8957

MithranArkanere.8957

People had lots and lots of accumulated silk.

They made those changes to get rid of that.

But they didn’t go back to the reasonable costs after that. So now it has gone out of control.

The costs are to be adjusted again.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Dungeon icons

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Since I like to make each one of the paths of each dungeons at least once with each character, I had to use a Google docs spreadsheet to keep track of the dungeon paths and fractal level each character has completed.

That is kind of annoying, having to alt-tab and remember to write down everything to keep rack of that. When one’s having fun is less likely to remember such things.

The game should do a better job at showing us which paths each character has done, and much like Guild Wars did with Mission icons, it should be shown in the map, and the only mention I’ve seen to it was this, which was a long time ago, and nothing has happened ever since.

So, I’d like to suggest the following variations to the dungeons and fractal icons:

  • Dungeons
    • Closed door (the current icon): The dungeon was never completed with the character.
    • Open door: Story mode has been completed with the character. Not all explorable paths have been completed.
    • Open chest: Story and all explorable paths have been completed with the character.
    • Possible ways to show partial paths completed:
      • Tooltip: Show paths completed in the dungeon tooltip.
      • Small icons: Show small icons on the borders of the dungeon icon. For example, small circles with roman numerals inside (like the ones at the end of achievement bars).
  • Fractals:
    • Closed dungeon door: Fractals were never entered.
    • Bluish asura gate (same tone as fractal gear): Fractals were entered once.
    • Bluish asura gate with a number inside: Current fractal level.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Real life example of Trading post flipping

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Flipping has its uses and issues, but the only case when it can be really troublesome and affect other players negatively with the actions of a few is with very, very low occurrence items.

With items that come into the trading post frequently, they can’t buy entire stocks and sell them back higher, as people keep selling the stuff and outselling them, so they’ll only lose money.

But with the rarest items, they are safe. They can buy entire stocks and very few people, if anyone, will outsell them, because the item rarely drops. The market for those items is so slow that they can just keep watch in the trading post and quickly buy anything under their price and put it back higher.
With that they can hijack the market and keep items artificially high with relatively small risk.

That’s why for those items, and for those items only, once the item goes through the trading post once it should become account-wide, and they should be purchasable only one by one, to make much harder getting accidental double purchases you can’t sell back.

That would make those items “buy or sell”, l but not both, thus preventing a few players from ruining parts of other player’s game experience by artificially inflating the price of an item with a drop that may be bugged or rarely drop because its related event is bugged or bugs very often, or stalked by people that quickly kills the boss without waiting for others, to make sure anyone else’s chances for a drop are drastically reduced.

But ONLY for these items that are extremely rare and people is highly unlikely to need more than once.

One great example of this are trinkets in collections.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Why this was a bad Patch: *No Spoilers*

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

I wish personal story had done that once in a while. It’s actually fun involving real world stuff and story it places the story within the world…

…when it works.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[Suggestion] Pillaging Mastery

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

I keep forgetting to press F in WvW to loot, which I’m finding rather annoying.

They could just enable autoloot in WvW, or put a single pip mastery for it for those who own HoT.

But why not making it more of a thing and as the final step of a proper WvW upgrade track?

For example, there could be a new World Upgrade called “Pillaging Mastery”, about raiding enemy camps, and taking their stuff! Because Stuff! More stuff! Stuff, stuffy stuff!

Here’s an example of a track with the kind of abilities ‘pillaging’ would include in WvW. Bear in mind the abilities and number are but examples. What counts is the general idea of ‘pillaging’.

  • Rank 1: 5 points, 5 total.
    • “Defeated players who give full WXP also drop 1 additional Badge of Honor and 1 supply.”
    • This ability rewards seeking new targets rather than ganging on the same ones over an over.
    • 60wxp is the current base max from players, if a player gives less than that they won’t trigger this.
  • Rank 2: 15 points, 20 total.
    • “Your attacks steal 1 supply from enemies carrying more supply than you. (90s cooldown)”
    • The idea of this ability is taking away supply from targets in a limited and conditional way. But I’m not convinced on the exact way this version does it. Maybe something else… like… when you are the defender in the current objective. Or when hitting someone manning siege. Or when you hit them after they hit you… I’m not sure with this one.
    • This has to have a cooldown to prevent people taking too many supply from others in too little time. In this version also so people won’t go around with no supply on purpose to steal supply.
  • Rank 3: 30 points, 50 total.
    • “Use enemy siege depots to steal 1 supply. (480s cooldown). Gathering on recently controlled points is 150% faster.”
    • Sometimes you need just a bit more supply for that one last siege while between the walls of a keep. This saves you a trip to the camp.
    • The long cooldown is there so nobody can go around emptying supply depots without a trebuchet.
    • And sometimes you want to gather the nodes after taking a keep or tower, and the zerg leaves without you. Fear not! With while the location’s lead NPC has Righteous Indignation you’ll gather those nodes in the blink of an eye, giving you more time to catch up!
  • Rank 4: 50 points, 100 total.
    • “Destroying enemy built siege has a chance to give 1-5 supply, and a very rare chance to drop that siege’s blueprints. You can now use built enemy siege and spend 15 supply when its Siege Decay Timer is under 5 minutes to steal it for your team.”
    • This would not work on siege build sites or structure siege, only siege from blueprints that has been already built.
    • Sometimes you learn how to build something by taking it apart…
    • And sometimes someone left someone unattended… and you take it for yourself. I told you you should refresh your siege, people! With this ability unlocked, getting near a completed enemy siege machine (not a supply siege) with a Siege Decay Timer under 5 minutes will show a yellow ‘use’ prompt that says “Steal”. ‘Using’ this siege will spend 15 supply to take over it.
    • This ability gives a choice. You can either break the siege now for a chance at supply and blueprints, or wait and take over it for just 15 supply. Those sneaky enemy catapults next to that wall… do you really want to break them… hm?
    • As stealing requires 15 supply from a single player, it can’t be done without either a +5 supply guild aura or maxed Supply Capacity.
  • Rank 5: 100 points, 200 points total.
    • “Automatically pick up loot from fallen foes (Requires Heart of Thorns expansion).”
    • Finally autoloot. Just ‘a few’ World Ability points away.
SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Liadri alienates a lot of gw2 players

in Queen's Jubilee

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d love to try this fight without looking only at the floor or my character’s back.

I was able to do the Mad King’s clocktower looking at the floor, but there wasn’t random invisible entities coming in my direction and invisible circles of death popping cyclically.

They are invisible because they are out of my field of vision no matter what I do with the camera. Move it up, it sicks to the floor. Move it down, it sticks to my character back.

Even FIRST PERSON would help!

A floor and a ceiling that let me see what happens is all I want to even ATTEMPT this.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Aether dungeon needs radical nerfing

in Sky Pirates of Tyria

Posted by: MithranArkanere.8957

MithranArkanere.8957

1. First of all, the descriptions of the achievements must be clearer.
I can’t convince people that they must stick around Mai so she gets hit by the AoE and loses her shields, because they don’t want to be anywhere near that AoE for the achievement.

2. Golems must lose the pulls, or at least have a warning or better animation and warning sounds so you can dodge, or at least some sort of projectile you can see and dodge to avoid the jump. Being pulled by surprise, then the golem doing the pull the animation, when you know for sure you are not having high ping is infuriating. How can you avoid something if you can’t see it comming? It’s freaking instant and invisible!

3. Give the beams visual warnings on where they are going to appear.
The last times I did it, they suddenly popped with no warning right on my location. Make the beam projectos appear first, and flicker a few times before release the beams.
Again, you can’t avoid what you can’t see. Being hit before seeing the actual beam visual effect is not fun.

3. Make sphere AoEs CILINDERS, or at least make AoE circles a projection of the widest section of the sphere AoEs, or move the spheres low enough to the AoE circle represents the actual width of the AoE sphere.
Most sphere AoEs do not touch the ground on the middle. But the AoE circle represents the intersection between the sphere and the ground. So when it doesn’t touch with the ground on the middle, the AoE actually hits OUTSIDE the circle. This means you’ll get hit clearly outside the circle if close enough to it.
AoE circles are LIYING to us.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Mad King's Clocktower - SKIPABLE!

in Halloween Event

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

How about we limit this to apply to “title collectors”?

A true completionist won’t care about achievements. They’ll do things for the sake of it, because they are there to be done, like the first guy who reached level 20 in pre-Searing Ascalon in Guild Wars 1.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Make Weapons Scale down

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Turrets and summoned creatures scale with your level. That should not happen.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Guesting is Coming

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, without guesting across regions, guesting is pretty much pointless for me now.

I hope you fix that one day.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

off hand autoattacks

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Even if it’s just a visual change, it should happen when both weapons are melee or ranged.

It look natural to hit with the sword and save the pistol for some shots, but when you have two pistols, or two swords having one hanging, doing nothing, doesn’t feel natural.

Much like when Thieves equip different weapons and the 3rd slot change, the 1st should change even if its into one that has the same name and appearance, but that looks as if the character was using both weapons alternatively for the skill.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Hobo Sacks: A Terrible Fashion Statement

in Engineer

Posted by: MithranArkanere.8957

MithranArkanere.8957

I think the best thing would be a satchel version that appears on the waist, either behind or to the side.

When a back item is equipped and shown, it’ll replace the backack version.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Dragon's Gaze achievement mistake

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

That’ll work in the magical fairy land of perfect latency, but with a latency as low as just 100ms, that won’t work. It’ll be random.

Also, you have to GET the kick in the first place. And most of the time it won’t spawn even if you camp the spots.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Clocktower Feedback: Misty Players

in Blood and Madness

Posted by: MithranArkanere.8957

MithranArkanere.8957

My problems with it are still the same:

- HORRIBLE camera. Last year I had to do it looking at the floor the entire time. It isn’t as bad as before. I don’t know what may have changed. But I’m still getting random zooming ins at the worst times. Specially at the top where there’s less distance to the debris over you.
- Collision boxes DO NOT match the terrain everywhere. In some spots, a gear that looks like stairs will stop you from walking up instead letting you go up like stairs would. Instead, you’ll slide to the sides as if you were walking towards wall. And really, really fast as you slide faster the greater the angle, and these collision boxes are all angled even if it looks youa re walking in a perpendicular line towards them. Some of the beams have no collision or their collision do not match the gear at . Jump at them in the wrong spot and you’ll fall through even though the very center of your model is clearly going on top of a beam.
- Unforgiving with lag. The player sees things going fine on their side. The server decides the fog touched player. Player is out. This needs to take into account this is an online game, and some people have over 400ms lag. It doesn’t.
- Unforgiving with slow loads. The wait is after some stairs and the fog starts right away. Instead, the fog should start rising AFTER the explosion that pops debris.
- It sometimes send you randomly back to the start. More than 20 times I was ahead. I didn’t fall. I didn’t hear the bone arms animation. There were others behind m that kept going on an that didn’t see me fall. I simply got the load screen.

Seeing other players was pointless to me. I didn’t mind them then. I wouldn’t mind them now. They do not affect me at all. I know where and when to jump. It’s all the other frustrating things that makes me hate this so much. It would be fun without all that stuff that is not part of the game mechanics and I can’t do anything about.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

[SUGGESTION] Hand health features

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Reducing the amount of skills that area ground-targeted. Looking at you, Grenade Kit.

Thanks. You reminded me of something. I’ll add it right away.

Autotarget improvement:

  • Give each skill an individual autotarget setting. The copies of a skill (e.g. PvP/PvE splits) would share its setting.
  • A mouse-key combination (e.g. Alt+Right click) would cycle the setting for a skill from between “Default”, “Always autotarget” and “Never autotarget”. Default will listen to the current setting in options, and all skills would start set to “Default”.
  • Skills with autotarget enabled are indicated visually. For example, by having their number’s color reversed (white background black number instead black background white number)
  • Skills that require an individual target and have no effect at all unless there’s a target (eg.: Flamestrike, Ghastly Claws, most Phantasm skills…) will be considered to have always autotarget on, and not and respond the to command to switch, as there’s no point on disabling it for them. Note that skills that can have a target for certain effects but also have effects with no target (e.g.: Clone) would not be included in this.
  • Skills that require no target like skills that affect self and PBAoE skills would be consiered to be always off, and also not respond to the autotarget toggle command, as it’s pointless for them.
  • Ground-target skills will behave differently with autotarget manually enabled for them. When autotarget is enabled for them, instead requiring picking a target, they’ll automatically aim at the location the target was when the skill started activating, like GW1’s long range AoE skills. With a global autotarget on but the skill set to Default or Never autotarget, they will still behave like now, requiring the player to pick a target, based on the Ground Targetting setting.

This way, you can disable it individually for skills that behave better without autattack, and enable it for skills that behave well for you with autoattack, doing things like, for example:

  • With Flamethrower, enable autotarget for Flame Blast, so it goes for targets more easily, but disable it for Flame Jet, so you can move around without the character awkwardly trying to turn towards the target while you move around.
  • With a warrior greatsword, you would be able to disable it 1,2 and 3, but enable it for 4 and 5 to make aiming with those easier without locking on a target with the cleave attacks.
    And so on.

This should greatly improve responsiveness and reduce strain from having skills that work better with autotarget on and skills that do not work so well, and require less manual targetting for better responsiveness.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Memento Box (small Digital Deluxe, starting gear and home instance improvement)

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

As you know, if you lose your headgear or your miniature Rytlock for any reason, they are lost forever.
It doesn’t matter the reason. It could be a glitch in the transmutation system that strips the appearance when you try to transmute it, or your niece deleting the stuff while you have an emergency that makes you go AFK without even closing the game. The reason is irrelevant.

The point is, they could be gone forever, and they should not.

So this is an idea that will fix that issue relatively quickly, and also improve the home instance.
This will allow players to retrieve any of those items if they ever lost them for whatever reason, and will completely solve the issue of lost Miniature Rytlocks.

Appearance
Each character, in their own home instance will get a “Mememto Box” object.
“Mememto Box” is just the generic name for them all, and the name of the idea, in actuality, the name and placement would vary depending on storyline.
This box will be an object that once used, will open a “shop” that, much like Kimmes the historian, has different items depending on who uses it.
The Memento Box will also have an map icon indicating where it is, which is also where your house is or where you last slept before the start of your story. Most of the objects that could be used already exist in the world:

  • Human noble: Manor hill. A chest by your bed.
  • Human commoner: Andrew’s Inn or Cottage Bend, also a chest by your bed.
  • Human street rat: A chest in Cottage Bend or a hidden stash in some boxes in Rooks row.
  • Charr: A hidden stash in a plant holder by a bed.
  • Asura: A drawer or chest in one of the resting cubicles (you notice they have a floating hammock).
  • Norn: One of the chests by a bed.
  • Silvary: Somewhere in Dreamer’s Terrace. I really have no idea, since they seem to have only tables, lamps and beds. I’ve seen some wooden cases in other places, so that could be placed somewhere in there.

Contents
This is what the shop will initially have:

  • Your chosen piece of equipment (e.g.: Elementalist headpiece, necromancer face pant, warrior/guardian shoulders or helm, etc), if you chose any, for free.
  • All your other initial gear for free: chest, legs, boots and weapon.
  • The starting town clothes.
  • Additionally, if you had pre-purchased, also the Celebration Hat.
  • Also if you had pre-purchased, it will have a Hero’s Band. It’ll be made Unique so you can’t equip two.
  • If you had purchased Digital Deluxe (DD), it will have a Miniature Rytlock for free.
  • (Optional) Additionally, if you have DD unlocked, the Golem Banker could be here too, for a karma or laurel price. Something between 10000 and 50000 karma or 10 laurels. Why the big price? To keep other banking sources useful and this less of an advantage. If you really want to keep using the golem banker, it’ll cost you, if you just want to access the bank, there’s the consumables in the store and from playing.
  • (Optional) Even further, some steps in the storyline and some things you do could add items to the memento box.
  • (Optional) It could even have the Hall of Monuments Portal Stone, so it’s easier to find than in Lion’s Arch, as your “Mememto Box” would have a map icon.

All items from this ‘shop’ would be unlimited, soulbond, unsellable, unsalvagable and unusable in the mystic forge, like HoM rewards, most of them free, although as stated above, some would have karma/laurel prices.

Additionally, if Housing is ever added, and players can change where their house is, the Memento Box would be moved to that new house.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

(edited by MithranArkanere.8957)

Will Bolts of Damask ever drop in price?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

And not everyone is willing to buy the cloth

Some players will completely ignore the trading post, and only consider what they get from drops, nodes and other gameplay sources.

Most of the cloth comes from salvaging, not everyone has light armor characters at all tier ranges to salvage cloth from drops, but everyone can get wood and metal of all tiers, and since leather is less used and “hunting game” creatures drop salvageable leather fairly often, leather has no problems either.

Why should be cloth the “bottleneck” material halting progress? It’s a basic material. People should not craft slower because they keep running out of cloth, but because they need more fine materials or better.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

Is anyone happy anymore?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

No. A featureless feature patch is a scam. Sadly I don’t think they work on another thing than the LS, and even this is delayed and delayed.

“Scam” implies you are paying for it. As when you buy gems you are paying for the gems,and when you spend the gems you are paying for the stuff you are getting with gems, whatever they do with the free updates it’ll never be a scam.

SUGGEST-A-TRON says:
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Safely removing Legendary recipes

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

No.

Anything you do will have less value over time as people find better ways to get it done, guides are created, and better ways to do it are added.
When new players arrive, they should not feel the ‘regret’ of missing out things for arriving late. Not everyone is checking every game all the time. They should be able to do what the very first player did after they logged in.

If you want the “I did it first so I have more merit” feel, you should consider things like asking for timestamps in achievements and legendaries (“Crafted/Achieved on [Date]”), or taking screenshots and uploading them to a site in which the date gets recorded and it can’t be tampered with.

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Any class that resembles a swordsman?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

  • A warrior with swords catches and wounds the enemy, running away will only hurt more.
  • A guardian with a sword has a bit more range, and can blind and block projectiles. And for some reason the autoattack ends in a projectile that can be reflected that doesn’t look like projectiles.
  • A ranger with a sword chases the enemy relentlessly, jumping and dodging.
  • A thief with a sword varies depending on the offhand:
    • With a dagger, they are more offensive and snare, move behind the target, steal boons and use more stealth.
    • With a pistol, they are more defensive. They stun and damage the enemy while evading hits and blinding them.
  • A mesmer with a sword uses misdirection to avoid damage, removes buffs while giving vulnerability.
  • A revenant with a sword works best by singling out enemies to take them down, by pulling them away from their allies and chilling them so they can’t run back before unleashing a nearly unavoidable flurry of hits at them.
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Compensation for getting reset to level 30?

in Fractured

Posted by: MithranArkanere.8957

MithranArkanere.8957

it pains me to see double standards:
https://forum-en.gw2archive.eu/forum/game/bltc/where-do-i-sell-my-23-unlimited-gather-tools/page/2#post3232618

p.S. and no i didn t file any refund despite i could.

Well, they do pay for the gathering tools. Nobody paid any extra price for extra levels. In fact, they got paid in the form of shinnies from completing those extra levels.

They can’t give those players that got to higher levels anything exclusive, because they didn’t warn beforehand anything like this would happen. Some players would have gotten to higher levels if they knew they would be getting some Jade elemental miniature or a title something for doing so. It won’t be fair for them.

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Rev staff 5 needs counterplay

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

You should obviously anticipate it and dodge Kappa

That requires being able to see what the enemy does. You can’t most of the time. When there isn’t too much visual clutter, ANet has sacrificed too much balance for the sake of ‘fluent combat’. So most weapon skills have little or no activation time. Yes, they so do feel nice and fluent when fighting, but they are not so fun when you are on the other side of that.

You could try and predict they’ll use it because they are positioning themselves in front of enemies. But if they are already positioned it will happen with no warning.

To have decent combat, you need a tempo. There has to be a rythm. Patterns. Like with the slow autoattacks like hammer and mace. They sure are slow, and they are very easy to predict and avoid. But that’s precisely one of the things that makes using them require skill over just mashing a few keys that pop an endless stream of hits.

You need a hearbeat, not a blink.

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Pointless but Fun theory of "The Mists"

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

There’s actually an asura story mission that involves fighting an evil version of your character from another copy of Tyria that is slightly ahead in time to the version the character is.

http://wiki.guildwars2.com/wiki/Infinity_Ball

It’s pretty much established by now that Tyria and virtually infinite versions of it and its inhabitants are in some sort “blurry jumble of fractals” estate with different versions of itself changing, resetting and overlapping all the time with each other, and many parts of it frozen in time and looping within a short frame of time here and there.

Player characters would be special in that they have much less versions of themselves than NPCs. For now the minimum is 3: The player as commander, the player as party member of the commander, and for asura, the evil one.

It would be funny if after defeating all 6 elder dragons, whatever is keeping Tyria ‘fractured’ this way stopped, and Tyria became one and whole again.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

Higher rewards for soloing champion mobs

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Oh, no, no.

If there was better rewards for doing that, then you’ll get payers kittening when you help them with a champion.

And something that increases the population of an area is not something you can make 100% sure.

What champions need is something to make it worthwhile to take the time and effort to kill them at least once EVEN if you are alone.

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Commander Tag - Not a vanity feature!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

Similarly there is a huge difference between basic functionality and optional or advanced functionality. People have played without multicolored commander tags since the game launched. This demonstrates that they are not a need or inherent to the basic function of WvW/large event PvE.

[…]

They are necessary, because if you join a squad, the other badges disappear. So you can’t know where that other squad is.

Instead of that, badges should have different colors AND shapes to tell them apart, and be visible for other players in the map even if they are in another squad, and across maps for players in that squad.

Now, additional colors are mere vanity feature with no real utility as a commander won’t be spending all the gold they need for siege in some color. Not because they do not need to. Because it’s just a stupid, ludicrous price. For something that should be earned with actions, not bought with coin.

Hell, in my world there’s tons of commanders that won’t even have a badge on because when they bought used it another character and they play mainly with a different character, and won’t ever make enough coin in WvW because siege is another misplaced gold sink.

WvW should not be about who can throw more gold around.

WvW commanders are not rich. PvE commanders are not rich.

The guys with the most coin in the game are the ones that spend most of their time where you don’t need a commander badge: By a trading post NPC, by a craftin station, and inside an instance.

Whoever is in charge of setting costs in this game is not in touch with the reality of the game, and speaks badly of whoever was in charge of putting that person in charge of that.

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RNG as a concept: Discuss

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

RNG is fine as long as it’s something complementary, and a way to get extra stuff.

Every single item should have one guaranteed way to get at least one of it, either by skill or by dedication.

One good example of this are the carapace skin boxes. At least one of each is guaranteed to get with a single action. There’s random extra drops, and if you are not lucky with drops, you can dedicate time to gather crests to buy them. Well, excepting the chest one, that for some stupid reason is RNG only. There should be at least a 2000 crest box or something. There should be nothing RNG only.

Even champion boxes should drop some sort of token or something you can gather over time to get one of the exotics, if you can’t never get the one you are looking for no matter how many you open.

So, in short:

1. “Skill” method (e.g.: Story achievements, dungeons, hardcore events). Depending on how hard and time-consuming a task is, you may get just one of the item every time the task is done, or more. There can also be time-gating, so although you get guaranteed rewards, you can’t get too many if you are way faster than other players at doing this (eg.rewards limited to once daily, weekly or even longer periods), so players can’t get too ahead or lock themselves into repeating one thing over others.
2. “Dedication” method. With this you gather either tokens and materials, and eventually get it if you can’t succeed on hard content. You gather ‘consolation prices’ over time. There may also be time-gating for this.
3. RNG. This is just luck, no limits, but it’s random. It can’t exist alone.

All three methods work better when they coexist:

For example, with dungeons:

1. Skill: Do each path once for the first time, you get a weapon box for each path. Do all paths once, you get an armor box once per dungeon. This would be once per account, as a reward for proving you have the skill to complete the dungeon. Once done it’s easier to do it again because you know it, so you won’t get rewarded for that again, unless you do it with a different profession
2. Dedication: The current one. Do the dungeon, you get tokens. Gather tokens, you get stuff.
3. RNG: Dungeons don’t have this for dungeon gear. If dungeons ever get their rewards adjusted to scale with participation, those who have done enough of a path to qualify should have a chance to get also a random weapon or armor box as a bonus, like with rings in fractals.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

Mystic Coins again

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

They should add a Chest of Abundant Mystic Coins to the Chest of Loyalty choices, with 40 coins inside to follow the pattern:

  • 1,2,3,4,20 Laurels.
  • 2,4,6,8,40 Mystic Coins.

The other choices should also be improved:

  • The Chest of Grand Experience should give 20 tomes instead 6. Tomes of Experience should get a Consume All for level 80 characters, to turn them into Spirit Shards without all the clickety click.
  • The Chest of Ascended Crafting Materials should still have the random material, but among the possible random materials a smaller chance to get an Assault Knight Power Core should be added. And instead always a vision crystal as the second item, there should be a selection of materials to choose:
    • Bolt of Damask
    • Elonian Leather Square
    • Deldrimor Steel
    • Spiritwood Plank
    • Crystalline Ingot
    • Xunlai Electrum Ingot (added after it gets a use, like ascended trinket crafting)
    • 2 Vision Crystals
    • 3 Lesser Vision Crystals.
  • The Chest of Legendary Crafting Materials should still give Mystic Clovers, but instead always Obsidian, it should let you choose the second:
    • 8 Obsidian Shards.
    • 1 Ball of Dark Energy
    • 1-2 of a material used in legendary armor crafting.

You know, an actual choice to be had in there.

SUGGEST-A-TRON says:
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(edited by MithranArkanere.8957)

We need another option to get ascended gear.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Each dungeon should have a high cost item that can be used to ‘ascend’ dungeon gear.

Piece of level 80 exotic dungeon gear + ascender item + vision crystal + some other item crafted with ascended materials in the mystic forge = Ascended version of the piece of dungeon gear.

You don’t get an ascended skin, but you get the stats.

There would also be variants of some skins. For example:

  • Ascended CoF armor will have dyable fire.
  • Ascended AC weapons would have two versions depending on the 4th item of the recipe: one always ghostly, one always daily..
  • Ascended HotW weapons would have no ice when stowed away, and the ice forms when taken out.
  • Ascended nightmare weapons would be rather harder to make, as their 4th item is the corresponded aetherized weapon instead ascended materials, and the ascended version also has the aetherized skin.

And so on.

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New Arcane Outfit - Thank you art developers!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

SUGGEST-A-TRON says:
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Lightsabers and the Force

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I strongly believe that the force is caused by a parasitical infection that consumes the internal magical energies of those infected.

These microorganisms reproduce by causing the death of those infected. Natural deaths do the job, but it seems that violent deaths work better.

They do so by forcing a small group of those infected to become aggressive and murderous towards other people, and keeping another group fighting against them. They will even give them powers they can use to cause chaos, fueled by the magical energies they steal from their host bodies.

While keeping those sides fooled into fighting each other, these creatures get lots of friendly fire and collateral damage for their benefit.

Once dead, those with a greater density of the infection are simulated by these creatures in the form of ‘ghosts’ that instill even more violence and perpetuate the cycle.

Someone should develop a vaccine that kills the infestation, allowing people to keep their magical energy and use it on their own.

As for anything even remotely similar to a light saber, elementalists should be able to use torches like that. Equip the toch as main hand weapon, and when wielder, the attunement aura from the elementalist’s wrists extends towards the torch and forms a flaming blade. Among the skills usable by an elementalist with this weapon would be skills named Mark of Rodgort, Rodgort’s Invocation, Frostfire Edge, Plasma Blade and Obsidian Flame.

SUGGEST-A-TRON says:
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t2 desert camps

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

It would be easy enough to move all the camp guards closer to the center, so you’d always have to fight all of them to flip a camp. But to be clear, you guys are arguing that you want to do ‘more PvE’, which seems to go against the forum’s current agenda of ‘less PvE.’

The alternative to “PvE” should be “PvP” not “PvNothing”.

Players won’t stick around to defend better a camp if there’s nothing else to do. They’ll get eventually bored. They won’t sit there waiting for enemy players. They want loots and stuffs.

Most objectives don’t get constantly attacked. So players rarely have reasons to stick around.

Add some more ‘PvE’ in the form of periodical waves of attackers from a fourth gray-colored ‘NPC faction’ (e.g.: Aetherblades), that can take the objectives from players, but that will teleport away instantly, siege and all, as soon as players from any of the other worlds intervene, leave the location entirely for a fight between worlds, and you have more reasons to keep players around, and other players coming along are more likely to find players there. And so, unless anyone can think of anything better, the only actual way to have ‘more PvP’ is actually ‘more PvE’. Ah, the irony.

Such a feature could be adjusted as a way to balance matches and spread players more, by making the gray faction more likely to attack the worlds with more population.

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Upcoming Guild Chat: We want to answer your questions!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Let’s see… most of what I can think is about things not done rather than things done. Why making things one way or another… and about what may come in the future.

  • Why have giants lost their tusk and instead have one eye like cyclopses? What’s the process behind such drastic changes in design?
  • Mordrem menders and molten protectors are good examples of ‘key’ enemies that have higher priority for players to eliminate, as their can turn the tide of the fight. Any chance we’ll see more than than? And we’ll we ever see their allies actually trying to defend them by actively holding players off while the support try to move behind the enemy lines to a safer position?
  • We see very little use of boons by creatures. Mostly dredge are the only ones who do it consistently. That makes boon removal mostly pointless in most of PvE. What was the reasoning behind that?
  • Which other enemies did you consider for Magus Falls? Simians maybe? If you did we could have had actual simian minis for the year of the monkey.
  • Any plans on extending the repertoire of enemies of any type? Giants, plants and destroyers are rather lacking in variety.
    • We’ll be ever see any of the ‘lost’ creatures from GW1 such as hydras, dryders and gargoyles (not the animated flaming statues from King Thorn’s burned castle, but the actual GW1 gargoyles)
  • Scarlet enemies where great and fun to fight, but now we can only see small groups of them in a few instanced areas. We’ll be ever see scarlets armies coming back in open world content? Maybe something like they taking over the Labyrinthine Cliffs, and working together for each of their personal interests? Molten rebuilding their facility underground with an entrance at the base of the cliff, toxic rebuilding a nightmare tower in the water, aetherblades rebuilding their lair in cavers with an entrace on the upper levels of the cliff, and steam creatures remaking a marionette where the Zephir Sanctum used to be? Players would work together to help the merchants restore the Bazaar and fend off the Scarlet’s Remnants.
  • Any chance we’ll see enemies using more player skills and player-like builds? That’s one of the greatest factors making GW1 so good. I’d love to see at least higher rank enemies like veterans having player skills and profession mechanics. Like a bandit leader actually stealing like players do, rather than using a fake steal mock-up.
    • The PvP ‘profession masters’ are also ‘faking’ player mechanics. The ranger often misses its pet, and there’s no revenant. There’s also nothing like a ‘manager’ you can talk with to enter an instanced version of the training ground or change their builds.
    • Why isn’t the Shadow Behemoth summoning the occasional shadowy clone of a player?
  • Any chance on revisiting old content, specially higher end level 80 content like Southsun and Orr, reworking enemies by doing things like giving breakbars to risen abominations and risen knights, or making hylek and destroyers lose their immunities to poison and fire while their defiance bar is broken?
    • HoT enemies have quite some contextual lines that add lore by making creatures look like they interact with their allies, and a mechanic that indicates players what enemies are doing. Any chance we’ll see other enemy factions like inquest and flame legion also do that?
  • Any chance we’ll ever get a Bestiary mastery that unlocks a series of collections and a book-like UI with entries for each type of creature and sub-entries for each creature of that type so we can read enemy lore, stats, possible drops and look at the models while out of combat? If yes, any chance we could link that to polymock, so we can use try and ‘captch them all’ and use ‘captured’ enemies to play in the activity/adventure?
  • Any chance we’ll see more variety in plants other than treants, adding a few groups of plant enemies in spots of some maps where there’s currently very little density of enemies or no enemies at all, adding lesser plant creatures reminiscent of the many walking plants seen in GW1 such as walking thorns, seed pods, ibogas, jaracandas, dragon bushes, etc…?
  • Why weren’t 3 plant-like sylvari pets made? How come they could meet anything but a plant creature in the dream? Shouldn’t there be at least 2 more plant-like pets such as a thorn spider, a bush stalker, a grass moa or a pinecone drake?
  • Any chance we’ll ever see Crystal dessert two-eyed tusked giants herding minotaurs fighting for territory against friendly ogres who will give you rewards in exchange for their tusks?
  • Have you ever considered letting guilds customize the appearance of NPCs of structures they control?
  • Have you ever considered adding the Avicara tengu to anywhere in the Shiverpeaks?

[…]
8.- Suggestion – Montures
In the hypothetical case we see montures in Guild Wars 2, what are the limitations of the engine to make them?
[…]

There’s already mounts. GW2 has two kinds of mounts.

The first one is called ‘Travel’ items. They are toys just for show. These can show the character riding something.

Then you have contextual mounts with a particular use and a different skill set, like Siege Golems, the hounds from the fire keep, the charr bikes from the WvW upgrade, or the mecha siege devourers. These are transformations and do not show the character, but they are considered ‘mount’ by GW standards, as you ‘mount’ them to ride them.

SUGGEST-A-TRON says:
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Make finding legendary/Ascended a Adventure

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Such a thing should be composed of randomized pieces forming an unique adventure for you, including not only new quests, but also existing content, like dungeons and world events, so things are not as simple as searching in the wiki and running around a little.

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Temple of the Silent Storm [Merged threads]

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can’t see my party member’s map dots on the white snow areas. They are too bright.

Should should consider adding a black border to the dots or something like that.

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Character Creation Options You Want

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I want Saints Row style character creation and customization.

Someone wants to make a make norn with female human hair? Someone wants to make a female human with norn beard? Someone wants to crossdress? Let them!

Let the madness begin!

SUGGEST-A-TRON says:
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Suggestion: New dungeon/fractal mechanic

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

http://www.gdcvault.com/play/1021848/Building-a-Better-Centaur-AI

Do not worry. Stacking’s days are numbered.

Enemies WILL scatter sooner or later, after their AIs get adjusted. Ranged enemies will have an even stronger compulsion of keeping their distance from the enemy.

It’s only a matter of time until all mindless skill-less tactics that take advantage of AI flaws instead of profession’s skills are all done. Even if it takes years, it’ll happen.

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DirectX 11?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Silence heathers!

Switch to OpenGL instead.

You know you want it.

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Get rid of Jar of Harpy Pheromones

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

What this product should do is attract a crowd of harpies anytime someone uses it in the open world. Then the seller NPC comment, “why should anyone want something that gives you harpies”?, would come true. ^^ Plus it would liven up the wait.

This, but they should be hostile to the players.

A smart player can make hostile NPCs fight each other. Who hasn’t enjoyed defeating a small army of centaurs patrolling in Harathi with the help of a one of them walking trees.

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To Those Who Have Quit This Game

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

As I always say:

“You will be back. They always come back”.

It’s just a matter of time. Like in GW1, some things get fixed, new things gets added, and if you have to pay to see any new content, you will only have to pay ONCE.

That’s how GW is. You never really leave. At most, you take a long break.

Attachments:

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I almost ate my hand today

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

All these popups and dialog choice pickup panels should be like the Fractal’s:
- Not too big.
- Do not affect key input or stop you from freely moving.
- Movable on the screen so you can put them out of the way if you are busy with something else, like fighting enemies.
- Do not close the chat when they appear while you write.

This includes, but it’s not limited to:
- Warning messages like those you get when you try to join a full party or you are informed about an overflow.
- The queue panel you see to leave an overflow or join a WvW map.
- The dialog you see to pick one of the dungeon path choices.
- Being downed.
- The popup panel you get when defeated in PvP.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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(edited by MithranArkanere.8957)

An option to disable right click targeting

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Playing as a turret engineer or in any dungeon that has things you can activate without confirmation (like the buds in Twilight Arbor) can get you killed if this problem affects you.

Since it’s game-breaking for many people even those who don’t notice it’s happening because of right click activation, they should increase the priority of this change.

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Why are commanders a necessity in PvE now?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

In PvE, commander tags only mean three things of any value:

  • “There’s people here, probably because an event”
  • “The map’s world boss may be organized”.
  • “A guild may be doing guild missions”.

That is all there is. And I think it is enough.

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Mounts [merged]

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

And in most of those I probably said what I always say:

  • There are already mounts in the game.

No speed effects, no extra combat skills. Only fancy visuals while out of combat.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!

Sya the transgender character.

in Lore

Posted by: MithranArkanere.8957

MithranArkanere.8957

Atypical characters like those are rare because they are rarely done right. Many developers will shy away from things they don’t think they can present the way they want. And since not everyone knows someone they could ask or have the resources to find or pay someone to ask (or don’t even think about asking), the result is a lower representation of those characters.

When developers try to force such things, they’ll be done bad, and people will notice . Like how badly the writing was in the latest Baldur’s Gate revival expansions. The developers echoed the words of some retrograde bigots as an excuse, but most of the disgruntled customers didn’t really care about that, but about how badly writted and unnaturally presented they were, and the countless bugs lowering the quality of the game.

On the other hand, In GW2, things like the relationship between Marjory and Kasmeer, Sya and other small details less people notice presented openly or just hinted, are put before the players so casually and naturally that you never see such reactions.

The complains are always on the sore spots, like how some people don’t like certain aspects of the personal story, specially compared with the living story chapters that are usually considered to be better, or the nonsensical changes done to the story along NPE.

As for GW2, in my eyes Makeover kits are part of the lore since the addition of the Anatomical Engineer in GW1. So I wish Sya should have used that instead illusions. Why bothering with mesmer illusions if you can make real permanent changes with asura science perfected over 250 years with experiments on unknowing humans who not only volunteered to test it, but even funded the research?

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
No exceptions!