(edited by Misguided.5139)
There is not reason top it off. It shows people who has it EARNED IT
But one of the core promises of this game was that there would be no vertical progression, that you would not never better than exotic gear in order to be able to do any content in the game. They make a lie of that if Ascended gear is going to provide a significant advantage in Raids, but they can make that right by removing that stat difference.
These statements themselves are lies. Quote your sources. " there would be no vertical progression," where does that come from? The MERE existence of White → Fine → Masterwork → Rare → Exotic → Ascended tiers since the creation of the game (2 months after creation of the game count as the same time period as the creation of the game) Ascended gears have existed since. We have vertical progression. They NEVER EVER promised no vertical progression. They promised NO CONTINUAL NON STOP vertical progression.
“They make a lie of that if Ascended gear is going to provide a significant advantage in Raids,” This is a fragmented sentence. If ascended gear is going to… so what? You don’t follow an “if” with a “but” what’s your point?
So you do not like the skins and you want them developed based upon your personal taste. You do realize there are most likely a lot of people that do enjoy the skins?
Guild Mission/Favor problem for 1-2 p guilds
in Guild Wars 2: Heart of Thorns
Posted by: Thaddeus.4891
Under 5 people, it’s not a guild. It’s a glorified party.
Keep in mind that they will divide guild mission into three range of difficulty so it will be easier for small guild to do guild missions. But 1-2 people now you are just trolling.
Small guild ISN’T suppose to gain favor at the same pace as bigger guild. It’ just like saying that someone playing 2 hours per months should gain gold as the same pace as a someone playing 500 hundreds hours per months.
The hardest part of crafting a Legendary is getting the precursor, since that is completely random (unless you buy one, which is very expensive). Once you have a precursor, it takes a few months to get everything you need.
You won’t be putting your gold towards anything but the legendary during that time, but you can still work on other things as long as those things earn you gold.
And with Heart of Thorns, you can unlock a Mastery to craft precursors, so you won’t have to rely on the luck of the draw or earning a thousand gold to buy one, which will make it much easier to get a legendary; the only reason many people don’t have a legendary after three years is because they haven’t had a precursor drop for them and they aren’t willing to spend tons of gold to buy one.
So with the new patch armor is getting an increase of 10% over exotic, currently only 5%. It’s always been BIS but the gap has been made bigger now. i think now would be the time to fix the problem of obtaining certain stats.
With HoT right around the corner and ascended being buffed slightly
I recently theorycrafted a build which used zealots armor, The recipes costing from 100g to 200g, JUST for the recipe. This would mean each piece would be costing me from 200-300g which is over double the cost of most stats. I wondered why that was so i looked it up, Turns out the only place to get these things was the marionette event in living story one. Which happened like 2 years ago?
Nevermind, I’ll theorycraft again using zealots on the trinkets and try to get it as close as possible. Turns out they don’t exist in ascended form?
Why do we have stats which are time exclusive on BIS gear? Since ascended gear isn’t tradable, once these recipes run out, we no longer have access to that gear stat, Neither do any of the new players. I don’t think this is right.
Zealot’s is power/prec/healing power, The only place it would get used when it was released was in a pvp scenario to fine tune stats on a build, Yet it came from a PvE event? The same applys with Nomads trinkets, Not only do you need living story season 2 but you also need to complete all of the achievements. That’s not “Playing the game how you want” as Anet wanted it to be.
Not only that but when you get fractals ascended boxes or craft backpieces with chooseable stats, These stat combos are left off of them, Making even less sense.
TLDR: Anet should make all ascended gear equal, If you can buy 6 difference ascended recipes from the vendor for 21k karma you should be able to buy them all. Same applies with laurels and trinkets. Also guild comms and trinkets.
Having one recipe cost 21k karma and another cost 200g because of your choice of stats is ridiculous.
The same applies to trinkets although less so because they require a bit more than just a gold grind, Having some buyable with laurels and others requiring living story to get is just silly.
Stop punishing people for build diversity and stop locking stats away behind unnecessary walls.
Smallscale <3 Vabbi
The Original Dudes [to]
(edited by x Charlie.4820)
Let me be the first harbinger to warn you. I propose that this recipe will be removed upon the launch of HoT.
- Recipe: Ascended armor/weapon + exotic inscrption (desired stats) + Anthology of Heroes (MF NPC) + 5 globs of ectoplasm = new ascended item of the desired stat type
Why? “Because Anet.” Kidding aside, here’s the rationale.
The recipe itself was a knee-jerk reaction from the recent specialization overhaul patch. Stats were removed from trait lines and put into gear. This boosted stats on all tiers of gear. However, players flipped out and mobbed the forums due to ascended receiving its increase. Players claimed that this made ascended gear mandatory, and this mystic forge recipe was pulled out of the mists to silence the masses. Problem solved..?
The recipe has been out for months now and players have had their time to exploit it as much as possible. Considering the developers were reluctant to introduce the recipe in the first place, the launch of HoT would be an opportune time to revert back to the old ways. If ascended chest drops were intended to be stat-optional, it would already be that way.
With all the positive noise that comes along with a new launch, any cries for the stat swap recipe will be drowned out. With ascended salvage on the horizon (confirmed) the most anyone will tell you is to enjoy the salvage.
Most of you have used your chests, but if you’re stock pilling them, it might be time to reconsider. Each chest is a 80-120g value while the stat swap recipe cost is closer to 10-20g. I’d get crafting.
I benefited greatly from the recipe. I was too frugal to spend to gear each character so the recipe freed me from swapping armor around and was a great quality of life improvement. It will be pretty rough to see those of you with bank tabs full of chests get a nasty surprise at launch.
Good luck in prepping for HoT.
Every single thing you stated is based on your subjective opinion. Absolutely nothing is supported by facts.
Might this happen? Sure. But you have provided nothing in forum of fact that would support this besides a well disguised rant.
If they were so reluctant to introduce the recepie, how do you explain the shift from character to account bound ascended items?
The shift in stats from traits to gear might have been just that, a shift to allow easier balance of traits and not burden an already more streamlined trait system with mandatory trait line picks.
tl,dr: You provide 0 facts and just rant about a recepie which can be viewed as in-line with recent developements or not depending on ones subjective opinion of the game.
The best advice I have to stop leeching is to make it so that each event gives loot, but instead of a bouncy box, it spawns a chest, the way world bosses do. So to get your loot, you have to stay till the event’s over to get your loot. This would seriously reduce tag and run, I think.
Suggestion:
Event lasts 30 minutes.
Each player gets a non-stacking buff by contributing, be it using the catapult, trowing pods or just killing mordrem.
Said buff that lasts 1 minute (just putting there a duration that seems sensible to me, make it 30 seconds or 2 minutes if needed) and the duration is refreshed by doing the mentioned activities.
At the end of the 30 minutes check how many events the whole map completed, in this case dividing rewards in tier makes sense (for instance 20 events map-wide give 5 seeds, 30 events 10 seeds and so on).
For each player give out a percentage of rewards based on how long they managed to keep the buff on them. If I do a full event which lasts for 2 minutes, my buff will last 3 minutes (2 minutes of event assuming I am not afk, plues the 60 seconds extra). Let’s say I go afk after I completed this event, than I had the buff for 3 minutes out of 30 minutes total, which entitles me to 10% of the achieved rewards. Assuming that 30 events map-wide grant players 10 seeds, I would be entitles to 1 seed because I of my slacking.
Of course it might be that tracking buff uptime duration is not possible, but this is just me putting there a suggestion, as you kindly asked.
Is Scribe an actual crafting discipline?
in Guild Wars 2: Heart of Thorns
Posted by: ScribeTheMad.7614
No I am not an actual crafting discipline.
-Scribe
There is absolutely no evidence to support that it would.” -AnthonyOrdon
I would count on 35gb (gw2+HoT).
Also a lot of ppl have access to the beta. To make the playable, Anet has to add the files to the game, otherwise not possible (Verdant brink map etc).
And making two diff clients (one small one and one big one) would take double the bug testing, double the approving of patches time, double the developping time. The more everything is streamlined the better for Anet. You having the full game on your pc, but with a line in the code that prevents you to play the HoT parts is way easier to code then what you ask (would cause a ton more bugs).
And last: Hard disk space is cheap as hell. 128gb is like the minimum and that can carry gw2 easely if you don’t stow other games no it. 256gb+ (very easy) can hold gw2+other software (though multiple GTA5 giants of games will be difficult). If it’s desktop just buy HDD (or SSD wich is getting cheap now), to have them run the game on it. If the pc’s have less then 100gb it’s your own fault. Over 8 years it’s already possible to get good performance/price/Terabyte drives in pc. If you failed to get that, it’s research failure. But I suspect you got laptops, wich are all handy and cosy, until you realize the feature you are missing and can’t add easely. For laptops you have to anticipate double as hard. ‘I think i need 200gb’ on my laptop. That being close to 256gb size of SSD’s and the growing nature of software, you should then shop for a 500gb laptop (if money doesnt allow, buy HDD and not ssd). But so many ppl don’t research when buying a laptop it’s crazy, and then they are dissapointed. I can say with full confidance for instance that in Media Market (huge electronics shop), half of the laptops ain’t worth their money (to old config, to high price, not up to date on some stuff, low quality assembly – one or multiple of these). But if you listen to salesman, well then you know wich he will recommend. Just don’t listen to him. Do your own research (or ask on the proper internet forums, people gladly will give advice). Spares a ton of frustration AND MONEY. Electronics wise, I only did like 2 purchases that afterwards felt like the wrong decision. All the others have proven to be great/amazing. Wich in the end spared me 1000’s of euro’s if I think about it. Maybe start doing this too? Sorry for the rant, but people take to much for granted. Some things you do better yourself. 200+gb drive laptops have been available for Ages. If that’s a priority feature that’s now lacking it’s your mistake for not ‘anticipating it’.
Times evolve, games evolve. Even from launch Anet said game is 25gb big (much bigger then launch GB so they took their margin cause they knew it would grow, and they didn’t want to face people’s rage that they didn’t specify correctly).
No excuse anymore for not giving ‘hide mounts’-option
No thanks to unidentified weapons.
(edited by Phoebe Ascension.8437)
I think it would be a great improvement to the interface if all available weapon types for a class could be placed into appropriate slots in the hero panel.
Could have 2 buttons, one for cycling through all primary’s and two-handed weapons and another off-hand’s.
Depending on class, you could assign which weapons you want to be able to swap between in combat, the other slots will only be available out of combat.
This would help avoid the problem where switching to a two-handed from two single-handed weapons ends up with one of the weapons getting thrown into the mess of other things you have in your inventory. Additionally, this would also save a small amount of inventory space and make it even between classes that have more weapons at their disposal, which may be good or bad, not sure?
Any thoughts? Would this be difficult to include? Would being able to store weapons in such slots be overpowered in some way? If this is not likely to be implemented, how do you organize your weapons to not get stirred up?
~snip~
- M570 – yes, a trackball – for my mouse. Mumble PTT key is mapped to M4, full GW2 map to M5. Left click is starting to break down – a common issue with the M570 – but I just need to open the case and coat the contact pad with crazy glue to fix it. In the meantime, I’ve been practicing with mouse emulation mode on the G13 – not ideal, but serviceable.
That’s funny, I thought I was the only one that used the M570 Trackball in this game! I have a legitimate reason thought, the machine I play on also doubles as an AutoCAD machine, and that mouse is perfect for long AutoCAD sessions.
I have moderate to severe Essential Tremors, so my accuracy on a “traditional” mouse is… let’s just say “lacking”. Between the inherent accuracy of the trackball, plus a couple decades of training, I’m to the point that I’m more accurate on a trackball in twitch reflex scenarios than most “hardcore” gamers are using traditionals. But of course, since it’s a trackball, it’s immediately “lol nope”, as the previous poster so eloquently put it, in the eyes of most gamers. If more people would actually TRY a trackball and get used to it, they’d see it has its own merits over a “crap I just overran my mousepad / the laser just hit a flaw and rocketed my cursor across the screen” traditional. But meh, to each their own
Crippled players should have 400% of the normal aggro radius for all nearby hyenas, as should those low on health.
Not all professions need to have passive speed boosts in combat. Some professions are not meant to run around as much and as easily as others.
But out of combat, things can get slow unlees you bring passive boosts. You may often arrive at places after players who ran faster have already killed everything and completed the event. And bringing them just because you want to run faster is kind of annoying, and limits your builds. You may rather bring something else instead that passive speed boost.
So, at very least, the passive movement while out of combat should be increased to the same as while running with swiftness while out of combat: 33%. That will also stop charr from looking stupid when they run out of combat without speed boosts, running in all fours in slow motion. Norn also look horribly slow out of combat.
Swiftness would effectively do absolutely nothing while out of combat, since it would not go past the speed cap.
There could even be a core mastery available to all even if they do not have HoT, with relatively low exp requirements to max each track.
For example:
- Mastery name: “Traveling”
- The first level would increase the existing passive speed boost while out of combat in PvE and WvW to the max: 33% movement speed, so there’s no need to carry other passive speed boosts, but combat is not affected.
- The second one will give 50% fall damage reduction in PvE areas without having to trait it. For WvW traiting it would still be required.
- The third would give a permanent 33% discount on the waypoints of the map your character is currently in.
- The 4th would unlock the ability to use contested waypoints by paying 10 times the cost.
- The last would make all the waypoints within cities your character has 100% explored free or charge from anywhere in the same continent.
(edited by MithranArkanere.8957)
Another day as the commander
NPC: So commander, we figured out the giant mouth things eat for the dragon. So we think we can starve it.
C: Cool. Lets go kill it.
NPC: Well we could ambush and kill it, or we could stop it’s supplies from reaching it.
C:… ok, so we’re going to kill it… that’s not even a choice. If kill it is an option, obviously we’re going to kill it.
NPC: Righto, so meet the team at the ambush site!
C: Sorry I’m always the last one here guys, it’s not on purpose I swear.
NPC: Sorry commander, give us a minute for some classic NPC bickering time.
Benny Hill Theme
C: Ok, so now that that is out of the way, how are we pulling off this ambush?
NPC: He’s in the building there.
C: Wait… right behind you? It’s in there?
NPC: Yes sir.
C: … Oh for the love of… Well charge then! Hopefully its fat backside is slow, because it has to have noticed the twelve armed and armored idiots outside bickering by now!
NPC: Hold on sir, let me scout ahead.
C:……………… THIS IS SUPPOSED TO BE AN AMBUSH WHY HAVEN’T YOU SCOUTED YET!?!?!?!
NPC: Sorry sir. I’ll brb. lulz.
Other NPC: She hasn’t come back yet commander.
C: Oh, I wonder why. I bet she’s just fine inside having ice cream too. And by that I mean dead.
Other NPC:Let’s just bust in there!
C: No really? It’s almost like I said that earlie…. forget it. Just go. We’re lucky this dragon is as much of an imbecile as the rest of you NPCs are.
I think my impression is rapidly becoming ‘I love that some people hate it’.
Probably because its got pivotal roles that can’t be filled by “DPS moar!” characters. Swiftness, healing, and situational awareness are all needed along with solid-to-over-the-top DPS.
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.
Mordremoth showed up and dropped 4 guild catapults. I called for help and the only response I got was “Fort Marriner is paper, let it fall”. I went to grab some supply to build an arrow cart to defend the place…but someone had taken it all to build a trebuchet atop Troll’s End. So there you have it. Fort Marriner fell. I hope everyone is happy!
When I first leveled I did all starter zones of all races and after that I was pretty much overleveled most of the time. Can’t speak for now though. Haven’t leveled anything normally in over a year.
Will I be able to purchase HoT for Diamonds?
in Guild Wars 2: Heart of Thorns
Posted by: BrunoBRS.5178
if you’re rich enough to consider using diamonds as currency, i’m sure you can pawn one for the cash needed to buy the expansion
MMORPG: “To clarify, it’s one precursor collection… per character? Per account?”
Colin Johanson: “All collections are account-based, so there’s one collection per precursor per account.”
MMORPG: “Oh good, it was sounding like was one precursor, period, per account.”
Colin Johanson: “Yeah, that would be awful. (laughs)”
/happy
(edited by Buttercup.5871)
While putting the kitten thing in Orr was stupid (everything else is available on the starting zones) you can make the run (I myself almost skip this since I didn’t had Orr).
Just go to Hope Falls (the chest right on the poi, not the JP) in Malchor’s Leap. And for the rest, avoid the mobs and bring condition remover and speed boosts if you don’t have speed runes.
-ArenaNet
There was a post similar to this one near the launch of Silverwastes in which a red tag stated that dead players stop contributing to scaling after a certain period of time. However no specifics on how long it takes for the dead to “de-tag” were given, and the statement was not made/delivered with 100% certainty.
Or you could just rez them like you are supposed to…
And no. If you’re downed? Yeah, I’ll move heaven and earth try and get you up before you’re “dead-dead.” But if you’re actually full on, grey health bar, somber music in the background dead? “Ain’t nobody done kittened up but you” and I am not gunna sit there and waste valuable dps time (on a timed event no less) and/or watch swaths of players get themselves murdered because they’re trying to rez you instead of dodging red circles and telegraphed attacks.
Especially since the additions of the Hidden Depths waypoint and the Skritt Tunnels means that running back no longer condemns one to automatically missing the boss fight like it used to.
And before anyone starts in with “but, but, but the waypoint and the tunnels close!” You know what a real team player does? 10-25% before the breach a team player opens their map, checks wether Hidden Depths and/or the Skritt Tunnels are open, and if they’re not they go do the events to open them specifically so that people who get themselves killed during the Breach fights can get back quickly and easily.
That’s team play. Not lying there on the cold ground yelling “Rez me! Rez me!” luring people into insect swarms or poison volleys or terragriff roars like some Siren luring sailors to their doom in The Odyssey.
This is a spinoff of the economy thread to talk about RNG tactics in games in a general form.
Here’s the premise. RNG is evenly distributed on aggregate. On an individual level this means that while almost everyone falls into a reasonable range in the middle, there are outliers on each side of the distribution that are either highly rewarded or not rewarded at all. These individuals become sample cases and spotlights for experiences that maybe shouldn’t exist.
We do need to be very careful about ideas that flatten the experience entirely as that quickly becomes not fun at all.
There are two concepts that have been discussed in the other thread that I’ll briefly summarize.
1. Use a specifically non-random NG. The NRNG functions similarly to a RNG, but has characteristics that either squish the distribution so that outliers exist much less or specifically manipulate a player’s experience for loot in a more complicated way that makes it feel rewarding.
2. Implement measures that counteract low-end outlier behavior inside of game design. This would be a system that is something like: If player hasn’t received a rare drop in X time send them Y tickets for random drops.
2.5: “Add secondary reward mechanisms (ie. token based system) alongside the primary RNG system; allow progress to be made even when you don’t get the result you want.”
Obviously these are hyper-simplified descriptions, but I don’t want this to get too long.
edit: added 2.5
(edited by John Smith.4610)
I was looking for some underweapon skins from the new awsome looking Pact fleet set – and found out that there aren’t any! Why? I want the WHOLE complete set of both land and underwater weapons for my characters (yes, not just one, but a few of my characters will have these weapons)! Especially from a set that looks as awsome as this particular one!
Can u plz add;
- Trident
- Speargun
- Spear
If u agree, plz say so!
It’s worth thinking about rewards that don’t fit the mould of a currency that still clog up the inventory. like shovels in the Silverwastes, keys and key fragments in the Maguuma Jungle and Wastes, reward buffs, and even things like the vote tokens and badges we saw during the election in Season 1. The wallet isn’t a good solution for these kinds of reward structures because they’re situational, you need to interact with them and see them coming into the inventory, and the wallet metaphor breaks down when you’re putting things that aren’t currencies in them.
One of the problems with the wallet is that items that go into it aren’t visible when people are looking at their loot. This isn’t really a problem for gold, as it’s not really relevant how many gems or gold people have when out in the field, but it’s a big deal for geodes, because if you have enough geodes you want to buy something before the vendor resets. It’s also a big deal when there’s a new release, because players don’t necessarily know that bandit crests, say, are available, or important.
Here’s one idea: an Explorer’s Kit. It’s a consumable that unlocks a very situational material storage/wallet focused around a particular zone or playstyle. Each Explorer’s Kit has a slot for specific items/currencies that go in it – no more than about 8 slots in total. The UI appears in the inventory in its own section, and you can only see one Kit at a time. You can send items to it, and you can use items in it, but what you can do with it outside of that is limited, and you might not be able to get them out of the kit once they’ve been put in.
For instance, the Dry Top Explorer’s Kit would appear in Dry Top and have a space for keys and fossils and a count for geodes; the Fractal Explorer’s Kit would have a space for the mist essences and pristine fractal relics, and the WvW Explorer’s Kit would have spaces for WvW Boosts and basic siege blueprints alongside badges of honor. You might have an Ascended Explorer’s Kit that holds ascended material currencies like dust and empyreal fragments which is accessible near crafting stations. The Wallet would show your universal currencies, as well as all the Explorer Kits you have and what’s inside them.
This has the advantage of wallet-type solutions – namely, a higher stack size than 250 without taking up inventory space – without items just disappearing into the black box of the wallet. Items go into your inventory when first entering an area, but when you get the kit, you see a prominent hole for items not yet acquired. Kits can be acquired through different means, whether it’s by buying them from a vendor, completing a meta achievement, or by spending gems to pay for the data storage.
Firstly, I have not read the full thread.
Secondly, it seems that new currencies are made in order to prevent people from just popping in, using saved up old currencies to buy the reward, and ignoring 95% of the new content.
To some degree, I honestly don’t mind this. But I also get why Anet would want the lock the Ambrite weapons behind new currency and the like.
This said, here’s my thoughts:
- It is NOT an issue to have the wallet expanded. The only annoyance there could ever be is looking through it to see how much of what you have. Scrolling is not an issue here and if that honestly does seem like an issue to Anet – which it isn’t – then they can easily shrink the size of the boxes and icons if needed.
- Consolidate past currencies! Each new update (or every few updates) seem to add a new currency. However, after that update, the currency becomes ‘old’ and effectively pointless. Group old currencies together into one type of currency. For example, when Season 2 is ended, turn Geode rewards into Bandit Crests (and whatever other non-super-specific currency is created for Season 2), including those in the inventory already, and make Bandit Crests a wallet item. This will increase the size of the wallet, but not nearly as much as it would with a direct tranversal.
- If the item is used as a currency and not for crafting/Mystic Forge – put it in the wallet; if it is used as a currency and for crafting/MF – put it in the bank.
- Don’t have currencies that trade into just another type of currency. E.g., Black Lion Ticket Scraps – the only use for them is to trade them for Black Lion Tickets; remove the scraps, turn them into tickets (and current tickets into 10 tickets for 1) and multiply weapon costs by ten. Then toss the tickets into the wallet – bam, two inventory spaces saved. Currencies that can be traded in for more than just another currency (e.g., Baubles) is not that big of a deal.
- If wallet size is a problem, and it should only be such for coding and not aesthetics, then remove things not needed for being in the wallet – e.g., transmutation charge number. Put that to always show in the Wardrobe tab, and remove it from the wardrobe.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
AAARRRGH THIS IS DRIVING ME CRAZZZY!!! IS IT BACK OR NOT????
Can someone from ANET please confirm this? We have to know for sure!
Plus one.
-Mike O’Brien
Because we can’t be angry about both?
AAARRRGH THIS IS DRIVING ME CRAZZZY!!! IS IT BACK OR NOT????
Can someone from ANET please confirm this? We have to know for sure!
I’m quite glad it’s unisex. The whole deal with Charr is that for their gear being on par with males. The Wintersday, Witch’s and Ancestral outfits didn’t sit well with me in that regard.