Having a separate WvW monthly would be more than welcome.
There’s no reason to take finished legendaries out of the Trading Posts when crafting them is almost entirely based on stuff you can buy.
They failed to make Legendary weapons a task-based accomplisment at almost every step. At this point if Legendary purple-name gear is ever going to be a prestige item, it’ll be when they introduce Legendary armor and the process isn’t 90% “how much gold do you have to throw at them?”
There’s too much potential there that the Crystin Cox wouldn’t allow that to go through, you want every component to be super expensive on the TP so people are more incline to just buy gems to exchange for gold.
I think you meant exotic. Erotic items are notably different.
People here really mix up their own expectations with what -they think- has been promised /hinted at.
Except they -did- promise it. As someone pointed out earlier in this thread:
“Here at ArenaNet, we’ve always held that you should be able to play with your friends, whether they’re next door or a continent away. Today we’d like to outline a number of policies and technologies we’re implementing to support this belief.”
https://www.guildwars2.com/en/news/a-world-of-choice-the-regions-of-guild-wars-2
Cross-region guesting was more than just implied.
I can transfer servers from EU to US now and it takes about a minute, so the technology is there. Since guesting isn’t what we were promised and they said server transfers would remain free until they get it working they should just keep transfers free instead and remove the time limit.
If I can’t guest across regions then you can put guesting back in the box for all I care.
I was looking forward to guesting for two reasons: some of my friends are in Europe, and my own time zone is in Asia which means the US server I play on is dead quiet for half of my prime playing times.
So whatever. As far as I’m concerned that’s another feature you were trumpeting about pre-launch that hasn’t transpired.
With this current limitation with guesting, I rather they not even put this in the game. That way, I can still transfer to another region’s server to play with my friends when I want to without have to pay any fees.
I think Anet’s goal with guesting is just to try to make more money by forcing players to buy gems. I agree with another poster’s comment that “guesting” is essentially “world transfers” but with a fee tacked on.
Guess it’s time to remove all the friends on the “wrong” continent from the friends list then since we won’t be playing any GW2 together.
Basically you changed the name from “Free Server Transfer” to “Guesting” and called it news. :/
This is not the case with guesting, as you are still “registered” on your home world.
Fine – then send our character to the other datacenter while guesting, together with a “can’t WvW here!” flag. Come on, you guys did it that way in GW1, and now, almost a decade later you’re telling us it cannot be done and expect us to buy that? Sorry, but no.
Alternative suggestion: Re-enable unrestricted free world transfers, but everyone has to pick a “WvW home server” (since the entire reason behind the transfer restriction is indeed WvW, there is no other). Cross-continent transfers do already work, so no work needed to implement that at all. The “WvW homes server” cannot be changed unless with a huge amount of gems. Entering WvW is only possible when the character is on their actual WvW server. Problem solved and everyone will be happy.
Well, without guesting across regions, guesting is pretty much pointless for me now.
I hope you fix that one day.
I thought whole point of guesting was cross-region…
Wait, we can’t guest from NA to European servers? What?
Sorrows Furnace
So why did we put the bags at your feet rather than just dumping the items into your inventory? Part of the answer is that it was the smallest possible change that could work (programmers like stuff like that). We already had the bag spawning system so we could just reuse it. Another part of the answer is that picking up loot can be a bit like unwrapping a present and we didn’t want to ruin the unwrapping for everybody. Finally, if we just start putting loot into player inventory then we need to deal with a bunch of edge cases and at the time we had more pressing issues to work on. For example, when your inventory fills up items you receive go into inventory overflow and your character becomes encumbered.
We have tossed around some ideas for ways to improve the system but it’s relatively low priority so nobody is actively working on it right now.
You could always auto put a WVW Bag (aka a modified Miner’s Bag or other such loot bag) into the players inventory. They could/should stack to 250 and can then be opened at leisure. Thus only needing lets say four slots of inv space for a 1000 loot bags to be stored for a long war session.
This provides auto-loot without losing the “like unwrapping a present” feeling.
For extreme cases keep the loot bag on the floor system you have at present as backup for a filled inventory.
If there is a problem of loot level for killing low level players in the wvw then have WVW8 Bag for 80’s, WVW7 Bag for 70-79 and so on. Thus requiring a few more open spots in inventory but at present you need a ton of space and a fast as lightning ‘F’ key anyway, so 7 or 8 slots open instead of 30+ to me seems like a good compromise.
“It should be GW2, not TP2, time to un-suck quest gold and drop rates.”
Amen to that. A-net, we NEED better drop rates. Everyone is just sitting in Lion’s Arch playing the TP because it gives the best reward for the time put into it. As of now there is no incentive to leave. Please A-net, give us better loot and rewards. This game has so many areas to be played in and explored, and yet only one area is in use – The Black Lion Trading Company.
I just love these “Print more money, then everyone will be rich!” suggestions.
The more I play GW2 the more I’m against capitalism.
It should have been a utility skill, not a class specialty.
It requires way too much traiting to be considered “good”…especially from a class specialty perspective.
The value comes from getting a utility skill’s worth of power without having to use a utility slot for it.
Giving every thief access to shadowsteps is a big deal. It’s pure gold in all forms of PvP. In PvE you’re burdened by a bunch of bad stolen skills, but it’s still a freebie, and who hates freebies, srsly?
Oh, is that so!!!
Let’s compare it to a simple skill here…Ride The Lightning…okay? RTL at base is actually better in all shapes and form because you can use it without a target AND in the midst of a jump. Not to mention that it does damage, has a c/d of ONLY 15s (can be reduced further by 20%), and has a range of 1200.
Hey, you thought that was bad? Let’s now compare some even more similar skills…shall we? Lightning Flash, Blink, Shadowstep. As you said…it’s a BIG DEAL that thieves get shadowsteps…right? People are constantly dying left and right in PvP because a silly thief keeps shadowstepping to their face every 45s…what an OP skill.
If a single utility skill were to be equivalent to class specific specialty skill, then all the other classes’ skills need to be SEVERELY toned down. By your logic, Eles are required to have A TON of their skills removed. Same for Guardians, Engineers…I can go on…but you get the picture (I hope).
If you’re trying to defend Steal as a class specialty skill for thief in comparison to ALL the other classes…then the only conclusion I can come to is; you DO NOT play thief, NOR/OR you DO NOT like being killed by glass cannon (easiest to kill) backstab thieves.
There’s a VERY GOOD reason thief players have been unhappy about Steal since the release of beta. Yes, there’s been SOME improvements…but not nearly enough to consider it a GOOD class defining skill in comparison to the rest of the classes. The major improvements has been through some minor trait changes and the removal of RNG in PvP stolen weapons. At best, it’s a free shadowstep every 45s (what a laughable class defining skill) untraited.
…and before you assume, I play, and like my Ele 10x more than my thief. For multiple reasons. Yet, if you knew me, you’d know Ele is NOT the kind of play style I generally prefer. In fact, classes like thief, ranger, war, and even guardian are. However, the lack of real attention to the thief class and its core issues has driven me away from it. Nerfing unnecessary skills because of complaints from bad players, without fixing those core issues and compensating in other areas, does that.
PS: Here’s the list of shadow steps that assassins (almost duplicate, to a degree, of thief) received in GW1: http://wiki.guildwars.com/wiki/Shadow_step
(edited by Kurow.6973)
If you’re ranged its pretty kitten useless
as a skill on a 45 sec cooldown, its average….as a class defining ability, its garbage.
its RNG in pve and puts you where you dont want to be when using ranged weapons, which is what a thief uses 90% of the time in dungeons.
it can be made better by traiting it and spending trait points to reduce its cooldown, but the ability itself is not something i would miss in the least if it was removed.
would a warrior, elementalist, guardian, ranger, necro, or engineer play differently without their class mechanics? absolutely…..but a thief wouldnt be affected in the least without untraited steal.
spending points to trait it only means you dont have those points to boost other things that arent RNG or dont make you go into melee range when you are attacking 900 range away, and then forcing you to spend resources to back out again all for a buff or debuff that really isnt even worth the time you spent to aquire it far too often.
It’s disheartening to be slaving away to make a couple of gold (if I’m lucky) an evening, then see someone who ‘gets lucky’ and suddenly gets 300-400g instantly, without even knowing what’s going on or what a legendary is.
Oh wells, one day I suppose!
(edited by Lyenyo.2891)
No. Bank and bag slots cost gems, which kills all arguments for this being positive.
Oh lookie there, the new GW2 monetization manager is doing a great job at making all the items the people want so expensive that you have to buy gold to afford them.
Cannot tell if serious or sarcasm.
To be fair, you had a whole month to do it and you left it to the last minute.
You have no right to complain.
Yeah, I am not sure what they are thinking. They could make a lot of money, if they offer them in the gem shop.
They can make even more money if the put them in a RNG chest that costs half the price of the Halloween mini pack and has a kitten rate of dropping them.
True, there isn’t another big game out there like it. Even if I wanted to quit this game where would I go to? Another one of the 100s of grindfest MMOs? No thanks.. It would have to be something else outside the genre.. I’m done with threadmilling and grindfests. I learned that the hard way during my high school days.
-NaughtyProwler.8653
I’d really love to have this kind of writing/logical skills, matey. If I could express my feelings/thoughts in such a well-mannered, thought-out way, I…. nevermind.
There’s just a tiny, little problem.
THEY DON’T CARE. Period.
I’m a minority, you’re a minority, a vegetarian is a minority, hence I’m a salad and I play sylvari for that.
Do you really expect respect from meat-eaters? Do you? It’s not a problem of misunderstandings between these two factions. They’re the majority, they speak. Since, afaik, they can think for themselves and read, they have plenty of posts explaining the “minority” thoughts in a very detailed and rational manner.
It’s going nowhere. No compromise, no understanding, no polite discussion can be achieved.
And really, it’s clear that everything is perfectly fine for everyone but a bunch of… arm… so-called whiners. It’s been over a week, and now we should all know that.
It’s ok for them, it’s ok for Anet. Let’s just end this pain already and kill that poor cow, okay?
For many players, vertical progression of stats, however it is achieved, is a commodity that is necessary for them to enjoy playing an MMOG. I don’t believe vertical progression is an inherently bad thing (although some make that case), or evil; that’s just what a lot of players like, and IMO there is nothing wrong with that. There are literally scores of successful MMOGs that are predicated upon that philosophy, including the 800 lb gorilla known as WoW.
Indeed, in the weeks immediately after launch, we saw quite a few posts in these forums from players that had maxed out vertical progression and complained that they had “nothing to do”. They loved the game graphics, the DE’s, WvW, the lore, the map checklist, but unless there was vertical progression in the game, the entire rest of the game became boring and not worth playing; that is because, for those players, vertical progression is the ingredient that makes all those other features of the game ultimately enjoyable in the long run. It’s like taking the necessary, special ingredient out of a recipe; without it, the product is edible and visually appealing, but not worth going out of your way for.
Now, flip that concept over. For many of us, permanently capped vertical progression is that special ingredient. No, it is not how most MMOGs have been baking their cake over the last decade, but there is a number of us who have been looking for, and waiting for, just such a game. Some of us are casuals who are tired of playing games we have no hope of ever maxing out characters in. Others are more hardcore players who are sick of the gear-progression treadmills and want a more relaxed, less time-consuming MMOG experience. Still others are those who want an MMOG where competition between players is not permanently skewed by never-ending gear score differentials. Many others are frustrated with gear or stat-gated content that prevents them from experiencing areas or events because they don’t have the best, or specific kinds of gear. Whatever their individual reasons, many players either stopped playing MMOGs entirely or were tolerating their current MMOG, waiting for some AAAMMOG title to come out that baked the cake their way and capped vertical stat progression entirely.
Stat-progression players may not understand why stat-cap players would want to play in a stat-capped game, but the least they can do is accept and respect that a permanent stat-cap is what we need to enjoy an MMOG. In the same sense that without ongoing stat progression many players lose interest in a game, many of us have no interest in playing a game without a permanent stat cap regardless of what else there is to do, regardless of how gorgeous the graphics and regardless of how interesting the lore may be. We were willing to tolerate an endless list of game issues because, frankly, we have no place else to go. This is the only modern, full-featured AAA MMOG that had promised a permanent stat cap.
When you attempt to make the case that GW2, up until level 80, was always a stat-progression game, you miss the entire point. We were willing to tolerate a relatively easy (or at least realistically attainable) effort to get to max stats as long as that was the end of it. Many of us would just prefer zero leveling and stat progress whatsoever. I’d personally rather just be able to log in, dress up a max character from the get-go, and then go have fun pursuing horizontal content (cosmetics, non-comparable skills, lore, titles, event leaderboards, sideral progression systems, PvP, WvW, etc.). However, I and many others were willing to tolerate vertical progression up to a point because we knew that it would end and we would eventually have maxed out characters to dress out in various costumes, gears, weapons and builds and enjoy Tyria in a leisurely manner. That was the whole thing for us. That GW2 also had amazing graphics and a variety of other revolutionary and evolutionary concepts baked in was icing on the cake – but the most important ingredient by far was the stat cap.
This system of easy progression to a permanent stat cap to pursue horizontal content is a monstrous success in League of Legends. Games like Oblivion and Skyrim and the massive mod industry that sprang up around them show that players are very interested in exploring horizontal content even after vertical progression ends or becomes meaningless. GW1 showed that such an MMOG could be viable. To argue that MMOG’s should have endless vertical progression, or always have had vertical progression, is to address the very same fundamental perspective that GW2 was supposed to break free from and be a radical departure from.
A permanent stat cap is as important to us as ongoing stat progression is to many others; without it, there’s no reason to play the game and no significant enjoyment to be derived from it, regardless of what else might be in the game to do or enjoy.