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Posted by: Mungrul.9358

Mungrul.9358

Sorry Izzy, but I just don’t agree with time-gating full-stop, and your lists of pros and cons are all very well from a developer’s point of view, but from a player’s point of view?
Yeah, that’s a different story.

Firstly, why don’t I agree with time-gating at all?

On release, it wasn’t even in the game.
Nothing at all was time-gated.
That’s the game I bought and enjoyed playing.

Now why your pros and cons are messed up:

- Time gates help players with less time (If I can only play an hour a day, my time is more rewarded.)

Less time might mean less days per week or per month. If you miss one day with the current time-gating systems, you’re falling behind.
If you miss a month or more, you stand no chance of catching up with those people who are able to log in every day.
For me, this has created the very real scenario that no matter how much interesting content is released, I am unlikely to ever play the game again as long as time-gating is in effect.
The longer I stay logged off, the wider the gap grows between my characters and those of others still logging in. This actively decreases the appeal of Guild Wars 2 to me as time goes on.
There is no quick way to catch up thanks to all the time-gates in place.
Actually, from what I’ve read, you can buy a lot of the materials for Ascended gear from the trading post which will help you catch up. I don’t know, I stopped playing just before SAB2. So if I want to start playing again I suppose I could dump a whole truckload of real-world cash into gems.
Yeah, a huge pay-gate’s probably even worse than a time-gate.

Thanks to the above, it puts this con of yours into an entirely new light:

- Time gates hurt players with more time (by this I mean players with more time run up against time gates more and their time becomes less rewarded over time.)

I would argue that people with more time on their hands, those able to log in every day of every month? These are the ONLY people time-gating benefits.

Let’s look at time-gating from a philosophical point of view.

When it comes down to it, MMO developers need to keep people interested in their games so that they keep playing and hopefully, paying. This is the way you earn your living and the way shareholder’s earn a profit.
I get that; you need to earn a buck as much as I do.
When it comes down to it, there are two ways you can try to retain the interest of your audience.

1. Regularly release more content that relies on creation of artistic assets, such as new armour & weapon models, new areas, new dungeons, new jumping puzzles and new story elements.

2. Artificially increase the amount of time a player stays logged in through adding activities that have to be completed on a regular basis.

Point 1 is more expensive for developers, and if it’s to be in any way meaningful and satisfying to the players, it has to be substantial.

Point 2 is all round cheaper and easier for developers, yet runs the risk of alienating players, especially more casual ones.

To ArenaNet’s credit, they’re actually trying to do both.
But I think they’d be better off ignoring point 2 completely.

Look, let’s face it, when it comes down to it, you’re hoping that by increasing the amount of time people play, you’re also maximising their exposure to your monetisation systems.
The thing is, I would argue that your current system alienates your most valuable customers; those with less time to play because they’re more financially stable, most likely because they have commitments outside of the game.

The people logging in every day and playing 5 or more hours?
They can buy gems with gold. They have found all the best ways to make money in game.
Anything desirable that becomes available through the gem store, they can buy with gold. They’re not generating any revenue for you.
They’re hitting their time-gates and staying ahead of those unable to log as much time as them.

The people with less time available want something more meaningful than a shopping list of activities they need to repeat on a daily basis. They want to log in and experience something new and fun. In all likelihood, they’ve just finished work. The last thing they want at the end of the working day is to be presented with more tasks they have to complete.
That’s the kind of pressure they play games to get away from.

If you shift focus to pure content creation, you end up making things that everyone can enjoy. And if it’s permanent, they can enjoy it at their leisure, with no pressure to complete it in a mad 2 week rush.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

Free Hobo-tron!!

in A Very Merry Wintersday

Posted by: Arikyali.5804

Arikyali.5804

Hobotron spoke of ‘consortium programming’ once….I stopped donating after that….

Those sleazy money makers cannot be trusted.

This guy just won wintersday

in A Very Merry Wintersday

Posted by: lordhelmos.7623

lordhelmos.7623

He even mailed me presents when I waved at him!

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CDI- Character Progression- Vertical

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Posted by: Fror.2163

Fror.2163

Chris,

From our point of view, creating a full ascended armor takes hundreds of gold, thousands of mats. I’m happy since I have to build the heavy armor, I can farm the ori/mithril needed. But the light-armored have much trouble finding the right mats.

Why did you decide that it would require that much components to get the ascended armor for, regarding stats, 60 armor, 14 major, 11 minor (or 1% if crit dmg). Ok, we get the infusion slots, but that’s only really useful for the fractals.

Also, at the moment, on my main I have 4 sets of armor (1 for pve, 1 for wvw, 2 I use based on situation in both wvw and pve). Do you really want me to upgrade those to ascended given the time investment it represents? Also, because of ascended, I need to decide now which alt I want to play in which environment.

Maybe you should just make ascended “unlocks” and require only a few, more common, components to build a piece of the unlocked category. Now I feel like when I had only 1 gold and decided who would get it first, making me look more than one year back.

This way, I also don’t feel like I’m progressing, but regressing. I have the BiS, then you release something new and suddenly I don’t have the BiS anymore. So from my point of view, I’m losing. I now have 3 pieces of ascended armor in addition of everything else ascended, meaning that I can beat level 50 of fractals right now. You’ll open levels up to 60? When that happens I’ll already have the rest of ascended armor. Then when you’ll open levels until 70? I’ll already have the 3 +10 infusions. So for the next 2 releases of new fractal levels, I’ll be ready.

The vertical progression in this game just doesn’t make any sense.

You know what, just get rid of the levels and stats all together. And of the vertical progression while we’re at it. I’m very happing collecting skills, skins, utilities, etc.

This way you can reassign the people on it to make fights more challenging, because so far, all fights are really easy. The hardcore community doesn’t ask for better gear: only better fights.

You want this game to be accessible to casuals again? Well, the current vertical progression is not an option. Also, don’t make the rewards for skills-based fights vertical-progression-items: make them nice cosmetics items. In that regards, your pvp section is perfect.

Frór (yes, with the accent!)

(edited by Fror.2163)

CDI- Character Progression- Vertical

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Posted by: Shriketalon.1937

Shriketalon.1937

Note I ‘Look’ like a DPS war because i use a great sword (greatsaw) and a Longbow (Arthropoda). I like you believe that Horizontal Progression should be about role differentiation, however I feel like this system is already very core to the game but that we could do a better job of teaching how it works to a broader audience.

The problem here is that the Vertical Progression is ripping this very core straight out of the game. We all know how it works. To switch roles, you change traits, weapons, and armor/accessories. Everyone is clear about how role differentiation works and how stats and traits influence skills.

The problem is that it is way too expensive to switch roles.

I cannot afford to snap my fingers and get a new set of ascended armor, rings, amulet, trinkets, back piece, and weapons every single time I want to switch stats. It just ain’t happening. With the way the system is set up, I have to spend months assembling Best-In-Slot gear for one character running one build for one single role. If I want to start using a condition build instead of my current power setup, that’s fourteen to sixteen different items I have to make or purchase from scratch to fill armor, accessories, and weapons. Not to mention, every single time I work on achieving a new build, that’s resources I could spend gearing up an alt.

Making Vertical Progression expensive is fine. Moving from Exotic to Ascended should feel like a serious challenge. The core flaw, however, is that it is equally expensive to go from P/V/T to P/Pre/Crit with a single tier as it is to get your very first weapon of that tier. This system discourages diversity, chokes off the ability to switch roles, hinders gearing up alts, and is generally a royal pain in the posterior to manage anything besides one set, one build, one role play.

Horizontal Progression is being strangled. You don’t need to teach us how it works, you need to give us quality of life improvements to let us breathe freely once we’ve achieved a given tier.

(edited by Shriketalon.1937)

CDI- Character Progression- Vertical

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Posted by: Harbard.5738

Harbard.5738

Dev’s asked: What’s fun about Vertical Progression?

Answer: When it ends. It’s not supposed to be a joke (well, not only). VP only has a purpose and feels meaningful to me when it ENDS, when your each a peak and then it starts branching out horizontally. Initial VP IS fun, but it has to PEAK to be fun. If it doesn’t peak forever in the story of the game then it becomes just a never-ending pain in the kitten of having to accomplish something you already did over and over.

Give me game. Not grind, not gating, not RNG, not +stat junk, not checklists.

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Posted by: Nike.2631

Nike.2631

THE GLITTERING LEGACY
“I have had a vision of times to come, when heroes will once again face horrors greater than mortals can bear… Horrors I know all too well. To them I bequeath these secrets…”
— Inscription above the entryway to the Lost Armory of Glint

The portals to the Eye of the North open for all of Tyria’s mightiest heroes! Join us as Guildwars 2 reveals Glint’s secret plan for the survival of Tyria, expanding on the Eye of the North instance with new tools to manage end-game gear in this permanent Living World release for Guildwars 2!

A World of Choices
Journey to the Eye of the North and assist teams from the Three Orders of Tyria in unlocking the Armory of Ascension. Inside the Armory a new locker will allow you to spawn additional copies of any Ascended item you have ever acquired, account-wide. No longer do your alternate characters have to dwell in the shadow of your main hero. No longer do you have to overwrite Runes, Sigils, and Infusions as you seek the perfect balance for your newest concept-build. As you acquire new Ascended gear – by any means – they are added to your Armory, ready for use.

In addition to crafting Ascended armor and weapons, vendors in the Armory offer Ascended Gear Chests to expand your armory, trading Guild Commendations, Badges of Honor, Dungeon Tokens, Fractal Relics, and most importantly Skill Points for these coveted chests. No matter how you choose to crush evil, the Armory of Ascension will reward you handsomely.

Apex Predators
With Ascended gear serving as the final plateau for stat progression, your journey into legend takes a new turn – look for new challenges to your skill, your cunning, your creativity as Guildwars 2… and the Elder Dragons… advance into 2014!

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

(edited by Nike.2631)

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Posted by: Elmo Benchwarmer.3025

Elmo Benchwarmer.3025

I am strictly against any vertical progression. But if it has to be, anything that even only slightly increases the power level of player characters needs to be easily obtainable (I’m talking days here, not weeks or even months). This remains true for a skill progression system. More potentially powerful skills mean more build diversity and more power for the player. A stable power curve is especially important in PvP (namely WvW) where imbalance created by more powerful items or skills destroys competitive play.

That said, progression should only be driven by cosmetic or convenience concerns. Weapon and armour looks, mods and sigils that you can change on the fly outside of combat, customizable weapon effects (make it glow pink or green, make it drop footprints or leave a cloud, etc.), bank tabs that you can unlock through quests or other means (limited to 1 or 2 tabs, I can see people go out of their minds for even only a half one), an increased wardrobe space unlocked by the same means (if we ever get one ), heck why not even “omni weapons”: a dual wielded “omni weapon” can become any dual wielded weapon in the game, some for single handed weapons, etc.

Anything that increases the power level becomes mandatory and forces the player to grind for the item with the better mods.

(edited by Elmo Benchwarmer.3025)

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Posted by: Bearhugger.4326

Bearhugger.4326

Art Progression
Art progression! It’s horizontal why not do it more!!! Well we do this a lot all ready and a lot of it’s constraints comes down to costs. Every single piece of art we make is not liked by everyone and so the amount of art you have to make to give everyone a smooth art progression curve is very high. The cost of making some pieces of art is also very high (Armor especially) sense very pair of gloves = 10 pairs of gloves due to race/sex. We think art is a great horizontal progression system but not something that can stand 100% alone due to constraints of creation.

I’m pretty sure if you would do a design contest, maybe even with ingame reward for the winners, you would receive tons of nice stuff! You did this once in gw1 and, no offense, but the weapons that were coming out there, where the best looking weapons in the game! Bone Dragon staff, Emerald Blade,… All the high end dungeon rewards!
I think such a contest would give you excelent feedback AND would also lower your costs for designing a weapon/armor.
I also like the concept of cultural armors, a huge amount of players the t3 is the best looking armor. I love the Norn, and the curltural armors are just way better, than all the other armors, because they fit into the norn “feeling”.
And i think the most players want a armor that fits to their character and to the gw2 world, rather than a good looking high tech armor from a science fiction film, which does not fit at all into the gw2 world.

Just try a design contest

Just giving my support for this idea, I really like it.

I would love to draw armor design for this game, because unlike some older MMOs, the armors in this game are not just texture reskins so I feel that you can really be creative. I remember a thread on the Sylvari forums there the players were exchanging Sylvari hair ideas with Kristen Perry and there was some high-quality art in there, so I’m pretty sure that there would be some some really cool stuff if there was a design contest… or just a forum post asking for suggestions.

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Posted by: Nike.2631

Nike.2631

Brainstorm statement.

I am assuming that you wouldn’t want a progression system in which new skills and traits superseded/replaced existing skills and traits.

Thus all progression must be complimentary, enhancing your current roles, perhaps creating new ones rather than just making you more powerful.

So therefore the idea of statistical power creep is redundant?

Unfortunately, at this point you’re really asking the question “how comfortable are we at overthrowing the efforts of player who have already committed massive time, resources, and gold?” Early adopters have been taking a beating recently, from Fractal-Delvers to folks that bought the Flame-kissed armor.

Ironically, I find the new system to be extremely punishing on a front I haven’t seen mentioned yet. I like crafting. Specifically I like building/collecting complete recipe books. I suffered the double-whammy of having my old collections of Exotic recipes wiped AND the introduction of a new tier that ignores the idea of ‘discovering recipes’. Instead of a sense of discovery, you have to buy every possible slot/stat combination.

It now takes 306 laurels to fully train a single armor-making crafter (along with 510 gold and 357,000 karma). Was it really the intent that master crafters sink the larger part of a year’s worth of Laurels into nothing else?

I’d really like to see the emphasis within crafting go back to the joys of discovery and collection and away from the buying-your-way-to-completion…

…As long as the mountain of ascended recipes I’ve already bought are FULLY refunded .

“You keep saying ‘its unfair.’
I wonder what your basis for comparison is…”
- Jareth, King of Goblins.

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Posted by: Chris Whiteside.6102

Previous

Chris Whiteside.6102

Studio Design Director

Brainstorm statement.

I am assuming that you wouldn’t want a progression system in which new skills and traits superseded/replaced existing skills and traits.

Thus all progression must be complimentary, enhancing your current roles, perhaps creating new ones rather than just making you more powerful.

So therefore the idea of statistical power creep is redundant?

Chris

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

Next

Here is a crazy brainstorm idea, not in anyway indicative of our direction.

What if there was vertical progression in the Fractals with gear that increased in stats but when outside of the fractals defaulted back to BiS numbers?

I am asking this because it is going to generate some left field conversation not because I think it is or isn’t a good idea.

Chris

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Posted by: Shriketalon.1937

Shriketalon.1937

I think the game needs more statistical character progression. More item tiers, higher level cap, more traits. Ascended is not very useful. 5% extra stats is not worth the effort, I suggest making it 20%.

Arbitrary number increases are just an illusion.

If you’re fighting a Level 80 Icebrood Wolf with 100,000 HP and your Ascended Greatsword that deals 1000 damage per hit, then one year later fighting a Level 120 Icebrood Wolf Lord with 1,000,000 HP with an Epic Greatsword that deals 10,000 damage per hit……absolutely nothing has changed. The only difference is the amonut of time it takes to get to that Epic Greatsword to “earn” the right to access the content.

If they add Level 90, nothing will change. We’ll advance to level 90, break previous builds and make new ones, fight Level 90 monsters that use the same AI and mechanics, and grind for new gear. Then someone will get bored and ask for them to spice things up by increasing the cap to 100. Rinse, repeat.

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Posted by: Calae.1738

Calae.1738

I don’t understand why people feel the need to progress their characters with extra stats? If the game keeps increasing your damage by +1 over time, wouldn’t you eventually encounter a problem where NPC’s die in 1 hit? Won’t NPC health pools have to inflate in order to fix this?

What does this create other than inflated numbers popping up on the screen?

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

Next

I came about this post of a several month s ago and what I really liked about it was the fact that it expanded on the current professions but added horizontal progression-without the idea of balancing classes nightmare please consider something like this:

I will just quote:
Warriors > Berserker —- Legionnaire —- Duellist
Guardians > Crusader —- Augmentor —- Patron
Necromancer > Occultist —- Visionary —- Witcher
Rangers > Hunter —- Strider —- Mystic
Thiefs > Rogue —- Infiltrator —- Saboteur
Engineers > Alchemist —- Artificer —- Pioneer
Mesmers > Chronomancer —- Fencer —- Bard
Elementalists > Runologist —- Sorcerer —- Arcanist
—-NEW CLASS – 3rd Soldier—-
Lancers > Dragoon —- Templar —- Partizan >
That way players can:
progress with their characters
individualize themself better and make them more unique
unlock alot of new skills, traits, weapons ect. just through progressing with their class specific Talents that define, into which direction you specialize your character

Yep we chat about this a lot (-: It get’s me excited as a player to.

Chris

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Posted by: Chris Whiteside.6102

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Chris Whiteside.6102

Studio Design Director

Next

I talked about Ascended gear in my last post so now how’s abouts some horizontal progression ideas?.

A large part of horizontal progression is cosmetic: particularly armor and weapons as it stands now. Players work to obtain the looks they want for their character, after some time they may get bored of the look and want a new one. This is fine and great, but why does this wonderful system have to be limited to armor?

How about new animations, particle effects for casting/attacking, in-combat quips, hairstyles, tatoos, (visible) jewelry, or even alternate skills?

A long time ago, while Guild Wars 2 was still in development the idea of profession specific skill challenges was touted around. Ultimately the idea was scrapped for the (much better) current universal approach, but what if profession challenges made their way into the game in another form?

Example: A Thief challenge to climb a trap riddled tower, without being able to actually walk. A puzzle built specifically for shadowsteps. The reward? Unique attack/skill particle effects like shadow refuge but are sick of seeming the same ol’ house? How about a cloak of shadow of the area instead? Sick of that mediocre -woosh- effect when you slash and stab? How about something a little more…red? ;P

The possibilities are endless here as to what the challenges could be and what their rewards could entail, but the core idea remains. A challenge tailored to a single profession, with a reward to match.

Moving on we can look at the (currently) under utilized personality system, currently you make a choice at character creation and as you speak with certain NPC’s sometimes you are given a choice as to what to say and there’s some bar in your hero panel that shows which choices you pick most often or something. What if personality went further than that though? What if it affected the way or characters look and act? What if a honor bound human would never say “I can outrun a centaur!” but instead opted for a simple and somewhat self dignified “I will outrun you!”? This would be a great way to personalize our chracters even further in a manner that would be.. refreshing.

I could go on and on about more ideas for horizontal progression, and even more ways to improve the acessibility of the current vertical progression system but this post is getting long and I’d liek to see what people have to say about what I said.

With that said if anyone dev or not wants to speak with me about this topic or Guild Wars 2 in general you can find me in-game, live on the relic of orr podcast, or on twitter. Jsut remember keep it civil and look forwards toward making Guild Wars 2 the best game it can be, not back at past mistakes or whatever; I’m horrible at being deep.

Agreed. Let’s spend a little more time discussing and brainstorming the following questions:

Controversial: Vertical Progression acquisition can be a pain but what if any elements do you like about Vertical Progression?

Lets keep coming up with some awesome Horizontal Progression systemic ideas and also reward ideas?

Try to tie these ideas into the core foundation of GW2’s systems and mechanics please.

Chris

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Posted by: davishwulf.9641

davishwulf.9641

Ascended gear shoud be kept the top tier, now regarding horizontal progression:

- make an alternate skill tree, you earn alternate skill points through quests, pvp, dungeons, dailies, etc. and put those points in that tree – divided between DPS, Tanking & General stats – more variety in builds, more reasons to experiment (you would have an alternate skill point limit of course)

- Specialized weapon tree where you can choose a weapon and specialize in it – either gaining 1 or 2 extra skills or more power with it – part of the Advanced tree system

- houses – what you do daily could reward you with quest house items, pvp/dungeon house rewards – houses would have at least 3 tiers & sizes

- with player houses come guild Halls – bonuses to players as house progresses, items that give special bonuses, etc – new rare items for house as well

- crafting options for house items – market would be more dinamic

- Solo dungeon versions – that reward players at a slower pace, but reward them still.

Group dungeons would provide better items than Solo ones (could exist in Solo but more rare), reward faster XP / Money than Solo and reward guild unique items both in looks & usefulness

- Pet rewards that you can feed & develop with special rewarded items – then you can compete with them in tournaments – yes a mounted tournament could exist, if you had a mounted Pet and develop it

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Posted by: Faowri.4159

Faowri.4159

Ascended Gear
So then why did we add ascended gear, well the reason is we wanted sometime between the transition and what we shipped with was very little time turns out global trading post has a lot more effect on this then we had original thought which made us need a non-tradable gear step. We still have some progression to smooth out around the rare -> exotic area as mostly you just jump from leveling greens to exotics and rare is really only used for salvaging into ecto. We have been spacing out adding each slot of ascended gear to make sure we don’t make our original mistake again and I’m sure we’ll need to continue to evaluate the time to gain this gear like we do all things.

The problem for me is that you saw this as a problem. Easy acquisition of max stat gear was touted as a benefit, pre-release, and that’s one of the reasons me and many other players bought into this experience. Horizontal and vertical progression simply do not work well side by side, and in my opinion, pandering to both very different goals has resulted in a very muddy character progression system that I feel I will never be on top of until it narrows its focus and decides which way it wants to go.

I almost feel like you guys need to decide who your audience is before you will effectively sort this out. A jack of all trades may shallowly pander to a diverse audience, but it can’t grip anybody the way that GW1 gripped its devoted audience.

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Posted by: ColinJohanson.2394

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ColinJohanson.2394

Game Director

Next

A question to help direct the discussion a bit:

What are some of your favorite progression systems of all time in others? Be they horizontal, or vertical, just which ones really got you excited and were fun for you to continue to progress in?

For me, Final Fantasy Tactics is one I loved, where I was able to continue to unlock new jobs and advanced professions for my characters, as well as level up their abilities within those professions. It remains one of my all time favorite games, and one of my favorite systems of progression in any game. I’m also pretty darn fond of that Guild Wars game and skill collection.

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Posted by: SonicTHI.3217

SonicTHI.3217

Ok ANET here is your problem in a nutshell:
You made and marketed a game with no real grind for max stat gear to please a subset of players.
You then added the grind to please a different subset of players.
And now you want to please the first players again by making it less of a grind?

Before you lies the impossible task of trying to please everyone.

You had the throne as the no grind MMO all you had to do was get us REAL content. Instead the last year could be summed up as: GW2 2013 – Scarlet and the grind for ascended gear.

So what is the big problem with ascended? Well in case you didnt read any of the numerous posts in the last 13 months:
-it devalues peoples efforts that have previously had BIS gear
-it creates more inequality in WvW
-it destroys balance
-it promotes elitism
-it necessitates the need for harder content
-it necessitates the use of transmutation stones
-it makes the game revolve around it and makes it seem the focal point of everything you do in the game

So what doesnt do the above?
Well there s a certain almost 8 year old game that has the answer:
horizontal – variety/skin progression and/or vertical progression that only affects certain areas in PVE (ie: lightbringer, GW2 agony)

But wait… i thought you already knew this?
http://web.archive.org/web/20130201042944/http://www.arena.net/blog/is-it-fun-colin-johanson-on-how-arenanet-measures-success

“Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games.”
-Mike O’Brien, President of Arenanet

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Posted by: Deadcell.9052

Deadcell.9052

When I first played Gw2 on that last beta weekend prior to launch I was on the fence about buying and getting into yet another standard MMO, so I did some research and once I saw the Dev comment “Everyone, including casual gamers, by level 80 should have the best statistical loot in the game. We want everyone on an equal power base. The rare stuff becomes the really awesome looking armours. It’s all about collecting the unique looking stuff and collecting all the other rare collectable items in the game: armour pieces, potentially different potions…” I was sold, I was so tired of stat progression type games that I have been playing for 10+yrs. So I started playing and I was hooked instantly, I loved being able to try new builds and earn gear sets quickly on all my characters without the worry of being behind statistically, sure many of my sets were ugly looking at first but it would just lead me to the gem store to buy transmutation stones and skins.

Once Ascended gear was announced I felt like I was kicked in the ding dong and was immediately saddened knowing that if i were to attempt to earn this gear I would be unable to play around with gear sets at a max statistical level, I would now be forced into one character using only one build forever until I was able and willing to put forth the heavy time gated grind to earn another set. Now this grind would be worth it IMO if it was ONLY for the convenience of being able to change your stat setup at anytime and anywhere not for a stat increase. Many players say its only a small stat increase and not needed to play the game, exactly the point the stats are not and were not needed in the game.

I personally feel all progression should be horizontal, ones boost in power should be based on their skill and experience not by the +5 power on their axe.

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Posted by: Sytherek.7689

Sytherek.7689

Expand upon the Home Instance for horizontal progression. Let us customize the home instance to benefit from and reflect our character’s accomplishments. Do it account-wide.

How about meaningful, unique skills from each order? Say, use Luxon / Kurzick models, but with some more variation reflective of an order’s nature? Have us do order-unique quest for cosmetic and skill achievements?

Our character should reflect our chosen order.

The world should reflect our character’s progress. If I’ve helped slay an elder dragon, people should notice.

Give us more armor and weapon skins that reflect in-game accomplishments, as opposed to our ability/desire to buy things.

More skills, earned in-game, to show that we have done something. Don’t assume everyone has hundreds of skill points unspent from grinding champs.

Give us skill choices (earned via points or gameplay). Surely my character has learned some new moves / attacks / skills in the last year, showing that I know more than a fresh level 80.

Have the personal story progression grant skills, and PvPers can buy those skills?

Do not add another tier of gear with arguable “improvements” in stats. Ascended / legendary gear is enough grind, and does not reflect character accomplishment.

No more vertical progression. No more levels. I quit WoW because I got tired of chasing an ever-moving target. Let me chase new things. Don’t throw away my existing progression to give me and illusion of progress.

Charged Quartz in Presents (Disappointed)

in A Very Merry Wintersday

Posted by: LordByron.8369

LordByron.8369

The OP is one of the most generous people I ever experienced. And his ability to be happy for others is unmatched. A paragon of virtue…

P.S.: It’s a game. Seriously. Nothing you do or achieve here really matters. It’s only for fun. If you hate what you do, stop it…

After what happened with flamekissed armor i think being generous with this community is a total mistake…

By a player giving many exotic and many other stuff for free since he got to 80…..

With the recent patch we saw the total shift in the community… So now winning means other should fail :| compared to the first months of the game where people would pay money to help Others >.>

GW2 balance:
A PvE player is supposed to avoid a 1-2 second 1 shotting aoe.
A WWW player is considered uncapable of avoiding a 5,75 second aoe for half his health.

Appreciate ascended armor you dang kids!

in A Very Merry Wintersday

Posted by: VOLKON.1290

VOLKON.1290

I tell you right now you ungrateful little brats, back in the day we couldn’t just grab us a roll of cloth and smear some blood on it and call it ascended or infused or whatever you dang kids are calling it these days. We had to do it like MEN! We stormed up a mountain in the middle of winter carrying the gear we wanted to infuse with us just to talk to some old hag so ugly she’d make your eyes puke, only to have her direct us to some vile, nasty beast we had to kill, slice open and carefully remove some despicable organ full of some reeking goo and carry it back to the hag so she could smear it on our gear while we stood around in the bone chilling cold waiting, then wear that stinking gear back to town while it dried! Half the time half the party would wind up half dead, and the other half wholly half dead! We did it like MEN and were proud of it! You brats have it easy these days! Now git off my lawn! I’m going to take a nap and expect QUIET!

#TeamJadeQuarry

Naked Kasmeer [merged]

in A Very Merry Wintersday

Posted by: Chaotic Storm.2815

Chaotic Storm.2815

You just know 100’s even 1000’s of Nerds are busy on the keyboards right now writing out Kasmeer/Marjory and Kasmeer/Tentacle fanfics now because of that dialog.

#ELEtism

Naked Kasmeer [merged]

in A Very Merry Wintersday

Posted by: Atlas.9704

Atlas.9704

This all makes me wonder if Anise is just as powerful.

Elona, Land of the Golden Sun….and undead…and poison. The travel brochure lied okay?!

The Death of PvE?

in Guild Wars 2 Discussion

Posted by: Magnus Steelgrave.6580

Magnus Steelgrave.6580

tbh I think people exaggerate the term “casual” already… no one that is, in my eyes, casual even plays every day, let alone 3-4 hours a day. Casual to me is someone who comes and goes, plays maybe 2-4 days a week maybe an hour or 2 each time.. the problem is that most people don’t realize theres a middle ground between casual and hardcore being the “serious” crowd… serious enough about the game to want to get some of the high end shinies but not hardcore enough that missing something is the end of the world to them.

What is your daily routine on Gw2?

in Guild Wars 2 Discussion

Posted by: JustTrogdor.7892

JustTrogdor.7892

I don’t have a routine and I don’t play every day. Far less burn out and much easier to find fun things to do in game when I’m playing. I login and just pick what seems fun at the time. No worry about dailies, no worry about ascended gear, no worry about getting the latest living story done, no missing out on real life because the game is low priority to me. The game is much more fun when it is easy to click logout without feeling stressed over missing out on something. It will be there next time I login and the worst that happens is I miss out on a laurel or living story reward I can still enjoy the game without anyway.

The Burninator

New CDI?

in Guild Wars 2 Discussion

Posted by: Chris Whiteside.6102

Chris Whiteside.6102

Studio Design Director

Next

Chris, copying this over from an old CDI thread in case you missed it. Given the OPs question it seemed relevant.

I dont know if this is the right place to post this but its the best I could find, which in itself is relevant to the suggestion I would like to make.

It seems that CDI does not have a home, so to speak, but is spread out across the various forums the different threads are related to. This makes sense, but for someone who doesn’t visit the forums everyday its quite difficult and time consuming to find where the various threads are.

I would suggest a stickied post in the suggestions forum listing all the CDI threads, current and completed, in chronological order and with a short paragraph describing the purpose and contents of each.

This would allow participants very convenient access to any topic they might want to contribute too or read up on without requiring you to move any existing threads or reorganize anything else on the forums. It might also help people to grasp the big picture of CDI, which might help them appreciate what you are trying to achieve with it, something that is hard to see if you only see one or two threads every now and then.

I think this is a good idea to and we will do something in this spirit early next year. My only concern is folks not seeing the thread and thus not getting involved.

Looking at my schedule today it is likely i will post the topic tomorrow. Sorry for the delay but i want to give the topic my full attention.

Chris