Showing Highly Rated Posts By MithranArkanere.8957:

Queens Speech and Hobo-Tron

in Clockwork Chaos

Posted by: MithranArkanere.8957

MithranArkanere.8957

I want them to become Adventure-tron & his sidekick, ultimately becoming something like Nicholas the Traveler all over the world.

This, 1000 times this.

Im beginning to wonder if a Nicholas type NPC is even possible. That was a big deal in GW. It was pretty much on the daily routine for everyone. I’d think if it was something they could do without framework changes, then it would be done already.

[…]

Remember the Skritt Burglar chests?

Much like them, they could appear all over the world randomly, in different places, and go away once found, to reappear somewhere else.

Find them, do some event in which you rescue them from a local trouble, and they become a vendor asking for local items you can get in as a quest event in a heart in the area, and you have about 2 hours to get the stuff in exchange for a weekly stack of 5 “Present of the adventurers” containers.

Needless to say, one of the items you would be able to find inside would be miniatures of both of them. As a bonus, if two people have one of each of those miniatures, they’ll talk with each other some hilarious banter.

SUGGEST-A-TRON says:
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The (In)justice of Ascended

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Nah. I don’t think the time gating is unfair. Only annoying.

For example, if you wanted to use crafting boosters for the ascended materials, you’ll waste all of the remaining time because you can only craft 1 of each per day.

I much rather change the ‘once a day’ thing into a quota you can accumulate daily for use later .

That way you can accumulate one use of the recipe each day you log in in the game, and use them all together later.

As for the material grind we have to wait and see how those “Map Rewards” work.

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Sylvari THE master race.

in Clockwork Chaos

Posted by: MithranArkanere.8957

MithranArkanere.8957

Don’t think there’s no downsides on any of that.

Being to smart can make you crazy or depressed. Glowing will reveal you in the dark. Not being affected by corruption means you lack something the other races have that may be something good to have. Like a soul.

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Where are our awesome-looking capes?

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yesh, you can. Some items you can place in there have no visual appearance, while others do, but you can always hide them. It has that little checkbox for that.

SUGGEST-A-TRON says:
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WvWvW Map Completion Shouldn't Matter

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

I don’t think it shouldn’t matter, but it should not be linkedto PvE completion in any way.

The WvW maps are in the Mists, outside Tyria, and having things like the map competio brings to WvW people who doesn’t want to go. You don’t even need that so they give it a chance and they end up staying.

There’s even more people who only wants the exploration points and couldn’t care less about WvW itself.

Rewards for WvW and PvE should be separate. Like alternate ways to get and do stuff, without mingling like they do now.

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My small stance on player housing

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’d love that.

There could be a series of ‘node slots’ in your home instance in which you can plant 1 of 2 types of gardening nodes:

- Perishable:

  • You buy the seeds from certain NPCs with skill points + coin and/or karma.
  • Take some time to mature.
  • Once mature can be used once a day for several days.
  • After a certain number of days, the node wilts and the cycle restarts, and you have to buy more seeds.
  • The life cycle of a node could last between 14 or 30 days. So you plant at the start of a month or update, then gather until the next.

- Eternal.

  • There could be a mystic recipe for an endless seed.
    • The recipe would require 250 of the original item, an ‘eternal seed’ exotic drop tradeable and dropped by mordrem and plants, and then other 2 materials, one of them requiring skill points.
  • Once planted, the seed takes some time to mature, but after that it never perishes.

As for monetizing it, there could be either additional “gardening node slots” (players would start with about 10-25% of the max) for 600-800 gems every 3, or the other material (the one that doesn’t cost skill points) could be mystic forge stones or some other item in the gem store.

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

[SUGGESTION] Multilanguage chat.

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I’m not sure if there’s any need, since the recent added option is not a “Language Detecter” as such, it is based on what people have as their “Language Text” in options.

For instance, my option is set to English, so I see only other player’s text in /map who also have “Language Text” option set to English. I can still type something in French or German and the same players will still see it. And vice versa for players who have Spanish, German & French set as their main text in options. They can still type in English in the map chat if they wanted to.

You do not seem to understand the problem. Precisely because it’s not a “language detecter” there is a problem.

It’s not about what you can write. But about what you have to do all the time for people to see what you write.

People who have the filter active won’t read you unless they’ve set the same text language as you had when you sent the chat line. So regardless of what language you pick, you will have to keep manually changing text language in options every time you want to write to a different language, as there’s no way to make a quick change in the chat, like multiple chat commands (/mapen /mapes /mapfr /mapde), or a way to set a tab to send its lines marked as that language.

If your game is set to English and you want to say something so those filtering out anything but Spanish read it, you have to manually change the game’s text language. And you have to do that every time you want to speak to a different language.

And that must change. Because people can speak more than one language.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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[Suggestions] Compromise for harvesters

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

After a map’s hearts have been completed (or if the map has no hearts), Scouts should gain the functionality to show all nearby events and gathering nodes for a very small copper fee equal to 1/4 of your level.

They could even give you a 15min blue spyglass icon effect that will make nodes visible for you within that scout’s area (you’ll know which one in the Source: of the effect).

South sun cove would then get 5 scouts, 1 on each corner and 1 in the middle.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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The Walk of Shame

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would make these changes:

  • When you are defeated on open world, you’ll get a 5min timer, after that time ,you are automatically sent back to the closest waypoint near a map entrance, just like in WvW.
  • But within group events, an popup warning message will be added on screen. Press “ok” in the warning and you are automatically sent to the closest waypoint (you can still use any waypoint manually in the map). But the warning will also have a 20s timer. After those 20s, the warning will disappear and you will stop counting for the event’s scaling, and you will also lose progress on it if you don’t revive and come bat.

In other words: You get defeated, you’ll get eventually revived always, but inside group events, and only group events, if you don’t heed the warning and come back, it’ll be as if you weren’t there at all.

SUGGEST-A-TRON says:
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Confusing Item Labels

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

The wording is very clear if you know what a bundle is.

A bundle is a temporary weapon that replaces your weapons. A bundle may or may not give you skills, but while you are holding it, you can’t use your own weapons.

Example of bundles are:

  • The rock you get when picking a boulder object.
  • The wooden plank you get when using a plank.
  • Weapons from engineer kits.
  • Elementalist conjure weapons.
  • Thief stolen skills and picked-up environmental weapons that work like them.
  • Warrior banners.

The problem here is that they not only removed the earliest use of bundles from starting areas, they never added any form of tutorial telling you what a bundle is, and even if they did, most people just close those tooltips without reading them.

The starting areas need a better rework than the one they did. They should have 15 hearts, and each one be centered around a set of basic game mechanics:

  • Killing enemies
  • Finishing
  • Bundles
  • Objects.
  • Blocking
  • Evading
  • Boons
  • Conditions
  • Jumping
  • Moving
  • Ranged weapons
  • Melee weapons
  • Areas
  • Combo fields and finishers

And so on.

For bundles, the first time you can pick one it should be clearly said to you “this is a bundle, while you are holding it you can’t use your weapons”, not just in tooltips, but also in a dialog message when you pick it up, and said by NPCs. A few times before you go on, so it sinks in.

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

(edited by MithranArkanere.8957)

Make Vistas work as way points

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

1. Get once to vista in some hard spot mesmer.
2. Routinely charge people for getting up there.

That won’t happen…

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Too simplistic trading post model?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

They just need to improve the search with operators, add more filters, change a few items to work better with the trading post and remove the remaining impossible entries.

Everything else is working quite nice.

  • An example of a new filter needed is ‘already unlocked’, to filter out thing you already have and don’t need to obtain again, such as minis, dyes, gear skins, mist champion skins, and recipes the current character knows.
  • An example of changes in items needed is making gemstore dyes exotic instead rare, giving them a separate set in the wardrobe, so people can tell them apart from the standard sets from unidentified dyes.
SUGGEST-A-TRON says:
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Pet Names

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

If they can’t make the names stay, or save them all because they may be too much string data, then at least let us save them in a txt locally, much like the templates in GW1.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Will Lion's Arch ever be rebuilt?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Yes.

:)

But, in what way?

It’ll be great if players had some control over it.

For example, having something like several architects all over the city, gathering materials and other donations around the city, so players can donate AND choose the type of stuff they want to see around there.

You have all those areas:
Bloodcoast Ward
Canal Ward
Eastern Ward
Farshore Ward
Fort Marriner
Grand Piazza
Hooligan’s Route
Inner Harbor
Postern Ward
Sanctum Harbor
Sharkmaw Caverns
Trader’s Forum
Western Ward
White Crane Terrace

Some would get an architect, some would share architects with other areas.

Each architect would have several options, the first would always be “Classic LA” which is Pirate/Lionguard then depending on the area there could be additional options, like:

  • Human: Simple houses with the typical “Square with triangle on top” shape.
    • “Elonian”: structures inspired by Primeval, Vabbian Kournan and Istani around them.
    • Canthan: structures like Kurzick gothic cathedrals, Kaining slums, Shing Jea’s temples and villages…
    • Ascalonian: A bit more pillars and statues.
    • Orrian: Lots and lots of circles.
  • Norn: Mostly wood and steel reinforcements.
  • Asura: Stone cubes and Magictech.
  • Sylvari: Shapen plants all over the place.
  • Charr: Metallic structures featuring gears and pipes.
  • Dwarven: Structures similar to dwarven ruins
  • Eye of the North: Tall buildings with composite pillars.
    And others.

The options most paid on each architect would be more likely to be chosen and used.

There would be no refunds, so the architects would give Captain’s Council Commendation for all donations, which would be usable on a vendor for some shinnies.

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

Make "Hunter Gatherer" infinitely achievable

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would not stop there.

As I mention in the same reddit post:

There’s several achievements that are or should be repeatable, like the Hunter Gatherer you mention.

Those that are repeatable, have a fixed cap.

That’s ok to stop people from getting too many points too soon, but it almost makes then uninteresting once the cap is reached.

Instead, there should be an incremental cap. Depending on the achievement, between each month and every year, the repeatable achievements should have their cap increased by a certain amount. For example +5 per month for Agent of Entropy and Hunter Gatherer, or 5 every 2 months for repeatable activities, and +5 every 3 months for fractals and dungeons repeatables.

Aditionally, these should have bonus loot bags like with activity frequenter achievements, that keep dropping even after the AP cap has been reached. For example, doing the Agent of Entropy would give you a bonus loot bag with 1-3 random rare materials, and the hobby dungeon explorer would give you a loot bag with a stack of 250 generic tokens you can exchange for specific dungeon tokens in the dungeon vendors, and the fractal frequenter would give a loot bag with a random level bonus fractal reward based on your personal reward level, and so on. Not too much, nothing you can’t get anywhere else, just something for going the extra mile.

Incremental caps also help with the gap between those that do more and those with less time. And they could be applied in a way to dailies too.

The total amount of daily and monthly points should be capped too, for example, to about 10 per day since release for dailies, and about 80 per month for monthlies. And the cap would be shared between PvP and PvE dailies. People would be able to accumulate more than the cap (they won’t lose points if they have more than the cap), but the points would only count up to the cap for the accounts AP score.

For example, 500 days after release, the daily achievement point cap would be 5000. So if you had 6000 points from dailies, you will see an indicator like this: 6000/5000 in the dailies tabs. Which means, you have gathered 6000 points, but only 5000 count for now. You keep all 6000 you’ve earned, meaning that you can afford not to do as many dailies once in a while, since you have a leeway of 1000 points.

But if you had 4000 points, you would see this: 4000/5000. Which means you have 4000 points, and you need 1000 ore to match the cap. So you can catch up by making more than 10 dailies per day for a while.

That way people can’t rush and get it maxed to soon or do all dailies and gain a huge advantage. And people who enters the game later can slowly catchup to the cap by doing a bit more per day, and more achievements like Hunter Gatherer could be made repeatable.

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

(edited by MithranArkanere.8957)

Removed crafting stations and vendors.

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

The PvP lobby is to ‘close’ to LA to get crafting stations. You can just walk through the gate to get to the ones at LA.

It’s not hard to get to other crafting stations, but the WvW one was the only one that allowed you to keep your “place” in the outside world. Going to Lion’s Arch means you lose it.

Hence why we should have two things in exchange: Crafters in the Guild Hall, and the option to return to whence you came in the Royal Terrace and Captain’s Airship.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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If AoE skills had a range indicator

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I use the in between fast cast mode. Hold the key, a green circle shows up, move the mouse to where I want to cast, release the key, it casts there. If the circle goes red, it’s out of range.

And remember: you can right click to cancel without activating the skill.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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How many Chars will you gear w/ ascended?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

1, if any.

I don’t think I’ll live enough for more than that.

The sun will only last about 5000 million years more, you know?

SUGGEST-A-TRON says:
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Two hours a day is a lot of time!

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Two hours a day is 2 TV shows. You’re telling me most people in the world are unable to watch 2 TV shows in one day because it’s a hardcore time commitment and they have lives?

I have played plenty of MMO’s with adult, working people, many of whom were married and/or had children. You don’t have to be “people without jobs and students neglecting their classes” to play an MMO for 2 hours.

I play while I watch TV shows. Otherwise I would not have time for anything. And I don’t want to miss either. So excepting for storyline (both personal story and storyline in dungeons), while I play I’m watching shows in my old computer.

Nowadays there’s many available good games and the offer keeps increasing as the industry grows, so people are thorn by choice. If you play GW2, you don’t play Borderlands 2, or any other game you want to play too.
Same happens with TV series. If you watch this series, and unless you can watch them at the same time like Elemental’s Sherlock Holmes or Star Trek’s Data you can’t watch that other one, and thy keep piling up if you can’t make some time to watch them.

Anyways, most people in the world are unable to watch 2 TV shows not because it’s a hardcore commitment, but because they do not have a TV or anything like it, and they may not even have something to eat. Try to keep that in mind. Some Monty Python and some Cyanide & Happiness help to keep such things in mind, as it seems that it’s something easily forgettable.

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

[…]

Are you suggesting people on GW2 feel left out because they can’t do optional content that is geared towards more skilled players?

I’m not suggesting anything in this case.

I’m stating a fact.

In a game, the very moment you strap some achievement or unique reward to a piece of content, it’s no longer “optional”. It becomes and objective. Games are all about rules and objectives.

Everything can be considered optional if you want, including living. So “it’s optional” doesn’t work as an excuse here, once you strap an objective to it.

You need to draw a line somewhere between what people will fell is an “objective” and what’s actually “optional”.

Since it’s an online multiplayer game, the line is drawn where enough players will stop having fun, because games must be fun above all else.
That that is most often where they will feel forced to do something they may not really enjoy to get something unique they won’t be able to get in any other way, because they will enjoy using or having that thing.

That doesn’t mean you can’t have higher difficulties.

It just means higher difficulties must be really optional, having no rewards unique to it.
There must still be rewards, and they can be more than in lower difficulties, but not unique.

For example, let’s take the Trials. For most players they were horribly badly designed content. For a very few, it was “Way too easy”.
Even once you remove the usual “It’s too easy, make it harder” trolls that didn’t actually do it, but say that just to kitten off people, there was still people who found it easy.

So, how should have it been?

It should have been more like GW1’s Factions and Nightfall challenges.

1.- Virtually endless. Getting harder and harder wave after wave.
2.- Any unlocks and unique rewards (achievements, titles, etc) would require only getting to the point a little bit after it got hard, but not too hard. Like the faction cap increase from challenges in GWFactions, you only need 100 points, but there are players who are able to go past 1000 points in several challenges.
3.- Past that point, there’s still more reward, but they are no longer unique or unlocks. Those who can’t get past that, will have to take it easy in lower difficulties.
4.- There should be a leaderboard for the challenges, so those who are better get to show off, but only for as long as they are good. They don’t get to get some title and show it off forever. If someone gets better, they go up the challenge laderboard, if someone gets worse, they go down. Real skill is dynamic it’s in the present. Not something you did back in the 90’s. That’s in the past. Skill is now. Achievements are not really to show skill, they are merely to record achieved feats.
5.- And it should not have been temporary. It should have been a fixed challenge that is there permanently, so people willing to train and get better are able to do so. When you make it temporary, you are no longer really rewarding skill, but other factors like having a better connection or innate talent. Imagine if all athletes were not allowed to train. It’ll be all about genes, without dedication, learning or skill development involved. Give time and talent is still a factor, but the untalented can still develop the skill with training.

We already have a bit of that in GW2, in fractals, although the rewards are not very well balanced, if you manage to do the higher fractals, you still get more chances for rare stuff more often. But you won’t lose any unique rewards for sticking to just to the easy level 10-30 fractals.

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

(edited by MithranArkanere.8957)

no more pvp

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

There should be a series of proper tutorials you have to go through before entering tournaments, with in-depth explanations other than “This point. Stand inside, capture point. Point capture good”, “This ally down. Press F, revive. Revive good.” and “This enemy down. Press F, enemy defeat. Enemy defeat good”.

Too many people go to tournaments to do dailies. and you can know who they are because they do things like not setting themselves as ready, stand in a capture points along other 2-3 players even though the entire enemy party is visible in the other two points, wasting time with secondary objectives and roaming enemies when a point is free to capture…

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

Are adventures ever going to be fixed?

in Guild Wars 2: Heart of Thorns

Posted by: MithranArkanere.8957

MithranArkanere.8957

And here we go with the dismissive responses.

This is not just me. I’m the one making the post after the complains I’ve heard in-game every time people attempt them.

Feedback has been given for each adventure too. What I wrote in the post is just one example. You can use google and search the forums to see all of the other feedback. All has been listed already. But adventures merely got more time added to them instead having those issues addressed.

And don’t tell me there are invisible collisions. Look at the image attached. As you can see the crosshair is right on top of the target, none of the items in front of it are visibly in the path, yet they stop the bullet.

Funny enough, when you do fire, the bullet goes anywhere but to that target, because it strays from a straight path. Leave the mouse alone, fire only with the keyboard, the crosshair doesn’t move, the bullet goes all over the place most of the time, and when it does go to the target, the bullet doesn’t reach the target. Something stops it. I’ve walked right to the target to fire, since there’s a jar there that disappears if you move far from it even at the highest settings, but the image I attached aims to the head of the dummy, well over the disappearing jar. Meaning the objects in front of the target have collisions bigger than their models.

It doesn’t matter if they give you 1 more minute to do the adventure if you are going to spend that minute firing until the bullet happens to stray right on that minuscule gap between the invisible collisions that lets the bullet through.

It doesn’t matter if the adventure is open before the meta is completed if there’s hostile creatures constantly spawning there and attacking you. Seriously. Once I wanted to waypoint away to join my guildies for guild missions. The creatures around there respawn so often that whenever I opened my map, another one had appeared and put me in combat. I had to waypoint somewhere else in the brief moment there was no enemies to waypoint from the map.

Adventures need to get fixed.

If they want me to give in-depth feedback of every issue, I’ll ask around, I’ll get lots of people to try them and give me their issues with them, and I’ll make a list to add to all previous feedback on them that already exists in the forums.

But it doesn’t matter how much feedback we give if it’s nothing is done with it. Adding more time to do them won’t fix the issues. That does nothing.

Attachments:

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

(edited by MithranArkanere.8957)

"Too many here: GTFO" = bad design

in Festival of the Four Winds

Posted by: MithranArkanere.8957

MithranArkanere.8957

From what I’ve seen, bosses scale fairly good, and go do more or less at the same time when everyone participates equally for direct damage builds.

But you have also to take into account all the wasted conditions. When max stacks are reached, all the rest of the spamming is wasted.

And with large groups, some people will lazily autoattack and coast in other’s efforts when they are in a big zerg, doing much less.

Smaller groups of 8-12 are better.

And the player size of the area itself guarantees that evenly split, there won’t be too many people on any single boss. 70…75/6=11…12.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Helmets with hair please

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Many games solve this problem by adding alternate hairstyles you get with those pieces if your character is not bald, like hair tied back in a ponytail, cut short or long hair upswept inside the hat.

That’ll require making at least one additional version for each of them, and adding a way to detect and choose the version based on the hair, and using the hair color in the “hair” part of the hat.

I doubt they’ll ever do that, though. It’s way simpler just to keep the hat ugly and never used by anyone who dislikes that. It’s pointless to make a hat not many will use, but well, I guess their though is “better bald than nothing”.

The closest they’ve ever done in GW1 and GW2 was a “wig” like GW2’s bandana or GW1’s frozen crown, or some cloth covering the hair altogether like GW2’s carnval top hat or GW1’s witch’kitten.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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In my view, complaints about design isn't "OMG NERF" whining.

in Halloween Event

Posted by: MithranArkanere.8957

MithranArkanere.8957

Gloating only adds to the offense for those who suffer the glitches, camera problems and other issues.

Looks like as they can’t go around PKing people, they need things like this to cause grief to others.

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

Is overwolf legal.....

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Any third party program has its risk. But I seriously doubt they’ll ban you for using that one.

I’ve been having full screen overlays from programs such as Steam or Raptr for a long, long time and never had any problems.

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Builds Are Now Outfits: Bye Choice Hi Clones

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

So you are basically saying that to get things done faster and more easily than intended you exploit the flaws and loopholes in balance, things that should have never been possible in the first place but ArenaNet completely overlooked, and now that they are making changes may or may not get rid of some of them, you have no intentions to adapt to the new system, or even give it a chance to see if you can work with it, without even seeing the full list of changes.

For all you know all the ‘damage traits’ you are complaining about could have been rolled into the same line.

Well… how do you expect me to sympathize with that?

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What is going on with temples?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

Temples need hard resets every 2 hours.

No matter how well defended they are, every 2 hours risen must overrun it, and the event go back to the start.

They should also go in a 45 minute cycle.

Balthaazar→Lyssa→Dwayna→Melandru→Grenth→Gates.

So each one would reset every 2 hours, and the next one would always reset 45 minutes after the previous one, so you would always know were to go to have a chance for the event.

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(edited by MithranArkanere.8957)

Can't enter Winter wonderland JP AT ALL.

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can’t enter Winter Wonderland or Snowball Mayhem.

They just reset back to divinity’s reach.

Like all the other bugs related with Wintersday that I’ve encountered so far, this already happened the last year.

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WvW Should NOT Be A Part Of PvE World Completion

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

WvW is part of the world[…]

No, it is not.

WvW happens in the Mists. “The World” is “Tyria”, not “The Mists”.

All PvP maps are also in the mists, but they do not count towards 100%.

Because they are not in the world. Because the Mists are not the world.

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Please add fishing

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

As I mentioned in all the other fishing threads (there’s lots of them if you perform a simple search) I could see fishing working, as long as it’s a mini-game, not something you do AFK.

They already have some fish models. So those could be used.
Maybetalk to some Consortium NPC to unlock the fishing rod, have scanvenger huts to unlock better rods, and for the consumable to get it, instead tools it’ll be bait you can purchase on any NPC that sells the other tools.

Then you use a ‘fishing spot’ node, and the minigame starts, and you get fishing skills you have to use to fish, and each time you successfully catch a fish, you get items like meat, fish meat, crab meat, jellyfish meat, pearls, coral, etc, and the ‘quota’ for that fishing spot is reduced. When the quota reaches 0, you have to find a new fishing spot.

Of course, fish, crabs (and other shelled creatures) and jellyfish (and jellyfish-like creatures like Riders) around the world would also drop their meat sometimes when killed, and new dishes would be added for them.

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Please stop with the gemstore armor

in Living World

Posted by: MithranArkanere.8957

MithranArkanere.8957

Those items that were introduced had high costs within a limited time. Or limited to the living story. And with many of them, as they also were perishable items instead unlocks, there’s no way of using them with more than one character.

The HoM and achievement reward are a shining example of how things should be, those items being as they should is good, but it also emphasizes how many other things could be better but aren’t.

They mention here and there that they are “working on something”, but considering many of the things they’ve done so far one can only help but wonder “how much will that cost us”, and “how much will I have to pay for the things I’ve already earned”.

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

This voting interface is cat!

in Cutthroat Politics

Posted by: MithranArkanere.8957

MithranArkanere.8957

Well, it’s not a voting interface. It’s just a dialogue.

Seems that they forgot the usual “I’ll give you 5/10/25/…/250/All of them” they used in most other dialogs in which you can turn more than a single item.

It’s something I really hate of the current ANet. A team comes up with a great idea, but other teams may not use it, and instead do something completely different.

That leads to inconsistence on how all sorts of things are done.

You get used to grab some environmental weapon and use it this way in an event, and then in another that it’s mostly the same, a similar weapon works in a wonky way that only makes you wonder: “Why wouldn’t they just do it like they did back there?”

The should have some sort of record of standardized procedures or something.

SUGGEST-A-TRON says:
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Venom Enhancement Split Suggestion

in Revenant

Posted by: MithranArkanere.8957

MithranArkanere.8957

The game needs more tools of balance that let the game balance itself on the fly. New mechanics that could help solve problems that can’t be solved with the current properties of skills like recharges, activation times, damage and healing values.

For example:

  • Cooldown reduction on hit.
    • When a skill reduces its cooldown on hit, staying in combat means triggering the skill more often, and missing or avoiding combat means taking longer for the skill to trigger. Since conditions allow players to deal damage and let it tick while they run around avoiding attacks, you can’t let players stack too many of them.
    • Give a skill or trait kitten reduction when hitting with the autoattack, and you make sure they can’t use the skill too often unless they stay in active combat.
  • Background cooldown skill charges.
    • While there’s skills that produce stacking effects, and mantras do have charges, there’s no skills with a background cooldown for charges.
    • These require charges to be used, but the charges take much longer to recharge than the skill. If you let the charges accumulate, you can spam them a bit more within a short time, but you lose the skill for longer.
    • So these let you choose between bursting and sustain, without ever having both. The shorter skill recharge lets you use it more often, the longer charge recharge balances things out.
  • Event-Triggered cooldown reduction
    • Right now we have a few effects that will recharge skills, like Improvisation, but no skills have recharges or cooldown reductions, which could be used to improve things, like making some skills, traits or upgrades have a bit of of a skill’s recharge reduces when an enemy is defeated, or when being affected by a condition, or whenever you are stunned. Imagine a stun breaker that gets 10% reduced recharge whenever you are stunned. Enemies use CC against you wisely, you can’t break stun. They mindlessly spam CC on you, they waste it because that skill recharges and you get a stun breaker.

There’s many other examples of new mechanics that could be used to solve several balance problems if we had them, by making things balance out on the fly.

In this case, with Venom Enhancement, it could be turned in the Revenant’s Mace-themed trait as they currently have none specifically for it. Something like this:

  • Venom Enhancement.
    • 20s recharge.
    • When you apply torment, also apply poison. Poison lasts longer. Reduces recharge of Mace skills. This trait’s recharge is reduced by 5s whenever you hit an enemy with a mace attack.
    • Duration increase: 50%.
    • Recharge reduced: 20%
    • Trait cooldown reduced on hit: 5s.

Son in this example, every 4 attacks you do with the mace, the trait would trigger again and land another poison stack. Which means anyone dumb enough to stand on a Searing Fissure would get a few extra poison stacks as a reward the next time you hit them with any source of tormentm making mace much better at stacking poison.


Another example of this. Take Thief venoms. Right now they are ‘meh’. But, put the charges directly on the skill instead as effects so you can trigger each charge on demand, then make the background recharge of the charges reduce its cooldown on autoattack hit, and ding. you have a thief that can spam venoms while staying in combat, thus healing a bit more more often, but can’t use them too much if they spam them for bursts from stealth. You can have a cake or eat it, but can’t have both.

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Map Completions and Alt's

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

I would not go as far as making it completely account wide, but at least partially.
And not just maps. All sorts of stuff.

Reveal an area in the map? The rest get the name greyed in their maps, but the area stays unrevealed until they get there themselves.
Get a point of the map with a character? The rest get it greyed, so they can see where it is but it won’t be active until they get there themselves.
Get a recipe with a character? The rest get it in their list, but colored purple, so they will be able to see it, but won’t be able to use it until they discover or unlock it themselves.
Get commander with a character? The rest have to pay less to unlock it too.
And so on.

Not fully account wide, but small changes to ease playing with more than one character.

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

The puzzle was way too easy

in Sky Pirates of Tyria

Posted by: MithranArkanere.8957

MithranArkanere.8957

People would not have to resort to such things so much if it wasn’t for the camera issues.

It’s not fun trying to focus on a point when the camera will zoom in and out and turn on its own, also changing the direction you are walking if you were holding the right mouse button.

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[Suggestion] Tools and Toys "Wardrobe"?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can’t count the number of times I’ve said it myself

Everything that is permanent, everlasting and account bound (but never soulbound) and therefore can already be used by multiple characters by putting it in the bank then picking it with another character should be an account unlock.

Most if not all of those things are either something you can get only once, or too expensive to get twice just to save the hassle of constantly using the bank and remembering who had the item to switch it. But there’s hassle there nonetheless.

And what about those who bought twice? They could either get a gem refund by asking support, or a Black Lion merchant could be set to exchange some of those items for others they may not have. Bought two molten pickaxes? Exchange one for a Bone Pick!

And what about tradable tools and toys like the unbreakable bell? You’ll just need to make one copy account-bound or destroy it. And you can sell your surplus copies or keep using them with your other character if you want.

It doesn’t even have to be in the Hero panel.

It could be a new tab in the bank, in which each character can pick the items separately to put them in their inventory.

You got hacked and someone deleted or sold all your instruments, tonics and other everlasting tools and gizmos? No need to ask support! Just head to the bank, and pick them again!

Pay-once unlocks are always better. No exceptions.

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

Hair accessory colors

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

[…]

I cannot understand how you folk do not get this? It is not an armor piece that you can change, it is a texture that you have coloured at character creation. End of! That IS what it IS, there is no argument over that. It is not Anets intent, it is how game design works, there is no leeway.

Like tattoos and their colours, like eye colour, like skin colour; you are stuck with what you have chosen unless they create a makeover pack. If you want it different you will either have to wait or recreate your character, failing that, wear a helmet so you can’t see it.

And again, (I don’t understand why you think it) I don’t work for Anet, never said I have.

You should not speak as if you were completely certain of something that you clearly are not.
Accessory slots are, in fact, colored textures like any other piece of equipment, as they are basically the same thing.
A helmet is just a part of the model that replaces hair, a boot is just a part of the model that replaces feet. They all work the same way.
You can see this during an instance of slow-loading, as the model is first loaded, then the texture is applied, then the texture is re-colored, and then shaders give the final touches.
Colorable parts in textures have an original base red color.
You’ll see them red, and then they’ll change colors.
This happens also with character eyes and any piece of equipment. The dyeable parts will look red when loading is slow.

I saw this happen countless times with my old laptop.

So it’s not something that is ‘made’ in character creation and then becomes immutable.
It’s a value stored in your character. And any value stored as data is subject to change.
All that’s needed is a way to change it.
As a matter of fact, the guys in GW2DB have found indications of items to alter the appearance chosen on character creation.

But having to use an item intended to alter eyes, hair color, height, etc should not be needed to change the color of your ornaments or underwear.
Hair ornament and underwear should have their own dynamic color pickers like equipment and town clothes, as they are not something that you pick and get stuck with it like eyes, hair or tattoo.
They are “equipment”, base equipment that appears when nothing is equipment, but equipment nonetheless, and should be dynamically dyable, o people is not forced to either pick a hair without ornament or spending consumables just to change the color of the ornament without wanting to change hair or anything else.
Why? Because accessories and underwear are something you can change easily and quickly so it matches with the rest of your clothing. It doesn’t make sense to be stuck with a color of a ribbon in your head, neither it does having the same cost to change the color of your ribbon as to change the color of your entire skin, or the shape of your face.

All that’s needed is the extra color slots for lower underwear, and, where applicable for upper underwear and accessory, if the model has them (some hairs have no accessories, and all males and asura females have only a single piece of underwear)
And back item too, now that we are at it. Backpacks and capes should be dynamically dyable too.

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

First Person View(Arenanet Read This Please)

in Suggestions

Posted by: MithranArkanere.8957

MithranArkanere.8957

I can’t count how many times this has been suggested already.

I can only think a few reasons why they didn’t add this yet:
- Getting too close to things has performance/image quality issues.
- They want first person to be like games like The Elder Scrolls series, showing hands, and they were not able do make it look the way the want it.
- Camera problems.

All I really want is a way to se things up close without my character on screen covering them, to read signs and such. And to to able to take clean screenshots.

GW1 has a first person view that wasn’t perfect, but it did the job. They should bring at least that back. I don’t need to see my hands in first person or be able to fight. I just want to b able to put the game in first person for some things.

SUGGEST-A-TRON says:
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Tengu Snowfall Fighter

in A Very Merry Wintersday

Posted by: MithranArkanere.8957

MithranArkanere.8957

Most Tengu are quire reserved, but there’s some of them that venture on the world at their own risk. There’s at least one on each order.

And well, Lion’s Arch is quite close to the Dominion of Winds.

SUGGEST-A-TRON says:
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Flute broken due to note interruption changes

in Bugs: Game, Forum, Website

Posted by: MithranArkanere.8957

MithranArkanere.8957

Swap weapons is already there to leave the form.

Just use the slot 0 to stop the current note.

Here, someone else though the same:

How about this ? Remove the last skill “Return”, replace it with “Pause.” And to unequip the flute: Switch Weapon button. I think my idea is perfect.

Exactly.

It’s the obvious answer.

Slot 0 having Return it’s not only unnecessary, it’s also annoying, as you’ll stop using the flute if you press it accidentally.

SUGGEST-A-TRON says:
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Dragon's Gaze achievement mistake

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

100ms is not an unstable connection. Up to 250ms any online game should be more than fully playable.

And so far I’ve seen them 5 times.

FIVE. And I’m always at the top looking at both spots. They never spawn.

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

GW2 Livestream: History of Tyrian Halloween

in Blood and Madness

Posted by: MithranArkanere.8957

MithranArkanere.8957

When are you going to make gemstore and special skins and outfits unlocks like in GW1?

SUGGEST-A-TRON says:
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Game changed for the worst

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Nah. It’s just cheaters thinking they can use ‘new stuff’ as an excuse, and that people will not know any better, and we don’t have any way to report them, other than the obscure “Botting” option you are supposed to use, but barely anyone uses because not everyone comes and reads the forums to know about it; or taking a screenshot and mailing it to support.

No freaking way a revenant can both deal 2K non-critical autoattack hits with a staff while still taking less than 2K total from eating a every single strike of a full burst attack without even having protection on, as if they had over 3K on every stat, and all traits active at the same time.

That’s not op. That’s someone exploiting some bug like a broken trait-skill combination or using some hack downloaded off one of those german and russian hacking sites.

Without proper reporting options, it takes ages until cheaters are weeded out and exploited unreported get fixed.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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CDI Topic: Rewards in PvP

in CDI

Posted by: MithranArkanere.8957

MithranArkanere.8957

You should keep the rank finishers at least as a measure of time spent in PvP with no effect in matchmaking or rewards.

It’s not nice removing something that people may have tried harder to get if they knew it was going to be removed. Specially when there’s people who has been getting them without playing in one of those farming arenas.
Let people still look forward to unlock the next finisher, in addition to the other stuff.

SUGGEST-A-TRON says:
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Gliding and Territories in WvW

in WvW

Posted by: MithranArkanere.8957

MithranArkanere.8957

Literally nobody asked for this.

Ironically, EotM, where this would actually be useful, won’t get this.

I’m not even surprised.

That kind of bugs me. Edge of the Mits could really benefit from several strategically placed jump pads and leylines, enabled by taking certain objectives, and available only to those who control them.

SUGGEST-A-TRON says:
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Mad Memoires: Complete Edition

in Blood and Madness

Posted by: MithranArkanere.8957

MithranArkanere.8957

They better let people get them again.

There’s many back items now. So you don’t see them around anymore. Exclusive limited items are always acquired by the same guys, who replace them after a while with new exclusive stuff, and then no one sees the stuff around.

The only limitation items should have is in time. “Get it now or you may have to wait a lot to get it again”. But they never should be “once in a lifetime” stuff.

Even if it’s after 7 years like GW1’s festival hats, everything should eventually come back.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Why can I not play the game for rewards?

in Dragon Bash

Posted by: MithranArkanere.8957

MithranArkanere.8957

GW1’s Black Moa scavenger hunt took time, but there’s very few players who didn’t like it. I did it about 10-11 times myself.

And it was just about going to places and getting stuff. The really interesting part was going into Sorrow’s Furnace.

Imagine if they did that GW2 style.
Yeah, it’ll take way more time and resources to do that some random box that you grind waiting in front of a spot because if you walk the enemies will get killed in a blink.
But it’ll also be way more fun. The kind of fun that you’d rather have every 2 months instead not-fun RNG boxes every two weeks.

SUGGEST-A-TRON says:
PAY—ONCE—UNLOCKS—ARE—ALWAYS—BETTER.
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Damage is way to high

in PvP

Posted by: MithranArkanere.8957

MithranArkanere.8957

Roshambo is not a test of skill. Whoever hits first wins. This means latency and teleports win over attrition and skill.

PvP should be like a waltz. 1,2,3; 12,3. Instead, it’s just a single finale note “ta-da!”.

If you or your opponent are dying , first move, every time… That’s a learn to play issue. At minimum, you have two dodges. In reality, every class has a large variety of defensive options. Skilled vs skilled actually is a waltz now. A beautiful one. Instead of a clumsy one, where screw ups go largely unpunished.

You cannot dodge while stunned or immobilized. And you can’t avoid both from someone who pops them from stealth. There’s no time for screwups when there’s no actual battle but a series of 2-second takedowns.

Fights should be on a 1-2 minute cycle. Instead, they last little more than 1-3 seconds. Whoever hits first or outnumbers the enemy wins. I’m yet to see an exception to this.

It’s like a fighting game with 1 hit healthbars that may have blocks and dodges, but then 3-4 of the characters have unavoidable whole-screen attacks that can’t be dodged, blocked or interrupted. It may sound cool for some people on paper, and it will may even work with vs machine matches, but then you play test it in player vs player matches, and it turns out boring as the second hell.

To have real fun battles you need time for recoveries and attrition. People must go sometimes “Oh, snap, It was not enough! They are fighting back and all my skills are on recharge, I screwed up!” The current numbers leave no room to that. Someone who hits hard and fast will rarely leave any openings for counters and fighting back.

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

Crafting & asc gear too expensive for newbs?

in Guild Wars 2 Discussion

Posted by: MithranArkanere.8957

MithranArkanere.8957

It only gives about 5% more effectiveness on level 80 content. Under that level it does less.

The only problem I have with ascended gear is that it isn’t truly account-wide.

Yeah, you can use it with all characters, but you’d have to constantly switch it in the bank, with is nothing but annoying. When an item is account-bound, each characte should be able to use it without constantly put it in the bank to switch.

But having each character geared with their own ascended gear is not worth the full price of ascended gear. You already did the crafting once. And it was really expensive. You should not have to pay the entire full price to get the same ascended item. Getting more of it for other characters should be either free or with a greatly reduced cost, but it isn’t.

Because of it, players who buy lots of character slots will have a much harder time gearing them with ascended than a character merely favors 2-3 characters. With exotics that’s not nearly as hard. It takes also time to gear all with exotics, but trying to gear all with ascended would be insane.

But the items are already account-wide! You already paid for ther ability to use them with all characters. You already have that. So any extra price for each character to have their own ascended should be equivalent to the work it takes to switch it in the bank, not to the work it takes to craft new ones.

So I’d rather have away to make more copies of an ascended piece of equipment for a greatly reduced price once it has been obtained. For example, by paying with a tradable item that requires dark matter to craft, so making ascended replicas for alts still takes exotics, in a vendor or panel in the bank that gets each ascended item unlocked once obtained.

With truly account-unlocked ascended, players will be less reasons not to get more character slots and transmutation charges, as after obtaining it once, each other character of the account can get their own gear without paying the exorbitant full price again.

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

(edited by MithranArkanere.8957)