Precursor first and foremost.
After you have it, the rest is easy and you can take your time for karma/tokens/completion/mats
Or you’ll end up like me, with 5mil karma, gifts ready in my bank, watching the pre i need jump up in price everytime i have nearly enough to buy it, thanks to TP flippers.
Just don’t have enough time to farm the daily gold needed to keep up with artificial inflation :\
I REALLY regret not buying the pre 1 year ago, hoping to get a drop or an update that introduced precursor crafting.
I have been a developer on AAA titles and specifically, MMOs. This article is less about criticizing ANet and more about them making the game more fun.
RNG is bad for MMOs. Here’s why:
1) RNG as implemented fosters player rancor.
I post that I haven’t found an item after opening 100 chest, someone else post they found it in the 2nd chest and they don’t see a problem.
2) RNG as implemented isn’t fair.
Nope, life ain’t fair. GW2 is not life, it is a game. It is entertainment. Frustration is not fun.
3) RNG as implemented isn’t fun.
Putting a desirable item behind RNG is a recipe for making people frustrated. Something that always drops is meaningless; something that never drops causes frustration. A balance must be struck.
4) RNG as implemented is illogical.
People who want the item do not get it. People who don’t want the item do. Since items cannot be sold in the trading post, this again creates frustration.
GW2 would be a better game and more fun if:
1) Allow rare drops to be sold. Remove account binding.
2) Improve the chance of a rare item drop the more a person tries to get it. I suspect ANet will say they can’t do this due to “technical limitations”.
3) Sell rare drops in the trading post for gems. People with money can buy the drop; people who have oodles of time/will can hunt for it. Please don’t hypocritically say rare things should be special, and then let people buy/sell “legendaries”.
RNG is fun and entertaining.
Excessive RNG is bad and frustrates players. Frustrated players don’t recommend the game and don’t spend money in the store.
Trahearne can be fixed. Please DO NOT kill him off!
I see a lot of people asking for Trahearne’s death and blood, but I think that would be a huge, HUGE Mistake! Why? In short: It would be repeating the ‘Trahaerne’ cycle over again.
When Trahearne came into the story, players were pre-conditioned not to like him, not because of Trahaerne’s character itself, but because the way the Personal Story was set up.
1. Throughout the entire personal story, from level 1 to finish, we are introduced to characters who befriend us for about 10 levels, then simply get replaced. By level 50, when Trahearne is introduced, we already get that feeling about him as a “replacement”.
2. Our mentor’s death. As players, we thought our mentor would actually stick with us, as they remained for more than 10 levels. Our mentors had spicy, fun personalities, and then they are suddenly replaced. That felt really bad.
3. Trahearne came off TOO much as our friend. There wasn’t much time to build trust, even during the Sylvari storyline. It felt like he was being shoved in our face during the Clawr Island arc, and that instantly made him unlikeable to many.
4. Praise without any exposition. We met Trahearne, and he seemed like an incredibly humble scholar, and he seemed okay. But then other NPCs continuously praise him, and we learn he’s some sort of HERO BADDASS WHO TRAVELED INSIDE AND OUT OF ORR LIKE IT’S NOTHING! Yet to Trahearne, he likes to be humble about it. Okay, that’s all fair, and if he’s a humble baddass, that’s pretty cool. But here’s the problem with that: We never actually learn about what he did. And I don’t mean publishing a short story online. I mean, we never learn, through interacting with characters, why they respect Trahearne so much? That gave players the false impression that he is a Mary Sue or the writer’s pet, and it rubbed us the wrong way.
Yet despite his flaws, most of them aren’t Trahearne’s character itself. Quite the contrary, he is the ONE character to properly thank us and give us credit for our actions, and he even gave us command of the ENTIRE Pact during the battle against Zhaitan!
So why do people hate him, Trahaerne himself? They think he is boring. Why is that? My guess is because we rarely saw him interacting with other characters, so he became too much of a machine simply to guide along the players of the Zhaitan storyline. If anything, Trahearne himself is the victim here, because ANET forgot about him even during his own story arc!
However, this concern about Trahearne can be addressed very easily, and there were a few instances where I felt genuinely interested in his character. During the Sylvari Personal Story, we got to see him interacting with Caithe, while during the Claw Island arc, he was humerously remarking upon his misadventures with Sieran, and he actually made me laugh! It was the few scenes like those, where we actually got to see his personality and interactions with others, which actually gave players an interest in Trahearne!
Sure, Trahearne is a stoic Necromancer who has confidence issues, who is still a little shy even at the party after you defeat Zhaitan. But at the same time, if done right, that personality can make him very loveable if he were to interact and respond to other characters.
What defines a character’s personality are tension, conflict, and their approach to problems. In Trahearne’s case, he is not too good socially, and he is quite shy. Interacting with Taimi and getting a little embarassed around her, is a good way to define who he is. Or perhaps even more interesting, his interactions with a muscle-head like Braham, since Trahearne is a scholar Necromancer who uses tactical reason over Braham’s brute force.
My point is that Trahearne can be good if done right, and killing him off would be a bad decision since it repeats what we were pre-conditioned to hate him in the first place. ANET should instead show the community that Trahearne can be repaired.
So for pete sake, PLEASE keep Trahearne alive! (And stop killing characters so much…)
“(?)” = not verified post Sept 9 patch
01. Illusionary Warden
- Phantasmal Haste doesn’t apply to iWarden. The attack rate is equal both with and w/out the trait.
- Sometimes switches aggro and attacks the wrong target.
- Sometimes the first attack has a long delay, resulting in warden constantly chasing the moving target and never initiating the spin.
- Traited wardens will immediatelly stop their reflect whirl/animation if they reflect the projectile attack from the golem at the end of the SEp2. Untraited wardens will block the projectile and continue spinning as expected.
- Warden is hitting ~3% less than before. DPS tests imply Warden is now weilding an exotic lvl 78 sword (pre-patch it was exotic lvl 80 axe). Warden tooltip still calculates to a lvl 80 weapon so it’s either the tooltip is lying or in-game dmg is lower than intended.
02. Teleport skills render you useless (?)
- Sometimes when using a teleport skills (phase retreat, blink, etc), especially right after being knocked down or launched, will permanently root (cannot move or dodge) you until you use an emote such as /dance.
- Sometimes using these teleport skills will get you stuck inside a wall, rock mesh, or some other terrain geometry in the vicinity, also rendering you pretty much helpless.
- Reference: VIDEO
03. Blink
- The skill will not blink you to the targeted spot, even if you have direct walkable path to the said target.
- Possibly caused by uneven terrain and anti-exploit mechanics paired with lazy blocking volume placement on maps. However, this behaviour is extremely inconsistent: you may be able to blink over stairs and fences in Lion’s Arch but then fail to move forward through a presumably flat surface.
- References: VIDEO / VIDEO
04. Mind Spike without boons
- In combat the skill deals 10% less damage than what tooltip claims.
05. Temporal Curtain
- If skill is clicked right after a weapon-swap, the curtain field will be placed at the location where the character was during the weapon swap and not where your mouse was actually pointing.
- Reference: VIDEO
06. Targeted Skills may fail even though indicator says you’re in range
- If your target is out of the skill range, there is a small distance where the skill will still be usable. If you use the skill in the said “bugged” range the skill will fail and display “Out of range” message on the screen. Usually that range is about 20 inches past the skills max range specified in the tooltip.
07. Many Phantasm skills
- If an illusion summoning skill (like Leap or Berserker) is cast immediately after weapon swap, phantasm/clone is not summoned yet the skill still goes on full cooldown.
- Reference: VIDEO
- Using a summoning skill (like Warden) without a target will fail and showing you a “You must have an enemy targeted” message. However, if the skill is cast immediately after weapon swap, the skill will be put on full cooldown even if you don’t have a target selected.
- Reference: VIDEO
(edited by frifox.5283)
Tybalt.
Definitely Tybalt.
Heh, yeah, I’m in a similar situation. I’m coming up to 17,500 AP, yet I still haven’t been to the level 70+ maps, I’ve never played CoF, HotW, CoE or Arah, and I still haven’t completed my Personal Story.
17500 AP and never been to Orr? I’ll call BS on that.
There are always silly complaints. Always.
So for all we know, he’s a clever goldsink. I guess we’ll never find out if there is a hidden achievement for giving him 2000g (or is it 3000g?). Maybe it comes with a title “Greatest Moron Ever”.
Game Designer
Lots of nice comments here. I, too, have a strong dislike for the Defiant/Unshakable system. Internally we’ve kicked around a lot of ideas about how to change it. The problem is that making large sweeping changes to the game is a bit like moving a table that you built a Jenga™ tower on—it takes time, planning, and a lot of care to do it.
We’ve made big changes before, though. This one is on our list to address.
In the mean time it’s great to see some discussion over alternatives as well as some specific examples where existing alternatives work.
Personally (by which I mean not representing the entire development team) I’d like to see at least one boss with a sort of reverse defiance. Generally immune to CC except in windows during one or two keys attacks with a long warmup. I think the theory behind Defiance would work well if everyone knew exactly when to interrupt. This is a troublesome prospect for the ad-hoc groups that GW2 promotes in various settings, so maybe shifting the responsibility to the boss (which everyone is already paying attention to) would work out a little better. “He’s winding up for super-mega-attack, everyone stun now!”
Discuss?
Loose instead of lose. That’s my particular nitpick.
Also quiet instead of quite.
(edited by Astral Projections.7320)
The rune was op in PvP and needed a nerf. Its not like it really matters for pve either.
Space Marine Z [GLTY]
Actually it was just stand there and dps and occasionally dodge to win…..but with a crystal.
Snowstorms.
Having snow storms in the shiver peaks would be amazing. ad hidden chests to it, that makes those maps better to?
make the game world more immersive. ad heavy rain effects , storms and lightning. and when its dark… make it dark so we actually need to use the torch we got from the Living story / or a weapon that glows rather bright..
Personal Story, WvsW , Guild Missions, Living Story and so much more.
(We have Teamspeak and a forum ) join us!
You guys are right of course – having multiple anonymous instances that you cannot easily, intentionally join makes an API state call very difficult.
There are a couple additional artifacts of the new system that compound the problem:
My World Map can no longer be trusted.
We used to be able to look at our world map and see when a temple or waypoint was contested. The interface is designed for a server based system which we no longer live in; we can no longer trust the game state as indicated by our world map because the game is a mesh of unnamed parallel universes. I love that there are always people in Orr but I think the map functionality needs to be fundamentally re imagined.
If we can’t trust the contested/open indicators then why have them?
(edited by Dreamslayer.7659)
OK, things that have to happen to make story telling bearable:
1. Don’t make your players ingame characters feel dumb
Like we all know there is a new dragon. But our characters do not. This creates a big disconnect between the player and the character, breaking immersion non-stop.
A story writer could fall into the trap to think that most players are curious to learn how the character ingame discovers the truth (about the dragon), but in the end, now that the players knows about the dragon, they more likely feel like all content up to the “reveal” of the dragon is just filler content.
Actually, nothing but the dragon itself will satisfy many players. No need to defeat him, just meeting him would be enough to close the former LS1 storyline (awakening of the dragon) and offer some new chance for suspense and curiousity, instead of feeling like killing time.
2. Make me a hero
You know, your new group of random heroes (Destiny’s Edge 2.0) is OK. I do not care about them too much, but hey, variation is good. Unfortunately, the story writers have decided, that variety is no longer needed.
Every. Single. Living. Story you introduce includes them. I am as tired of dumb Braham as I was of Scarlet.
I am a Commander of the Pact, second in command (until I get a chance to feed Trahearne to the rabbits, which will make me number one), and so is every other player who has finished the Personal Story (which is sort of the story line you expect people to have completed). Now that we know, there is a new dragon (see 1. Don’t make your players ingame characters feel dumb) it is time to mobilize the troops and confront the new evil before he gets too strong.
Put the “personal” part back into the story. Make it about me, not about a brain-amputeed norn, two girls who actually need a time out and have some serious fun desperately, a nerdy kid and a pet with a pet. Let them be part of the story, but not the story itself. And give the player the illusion, that he/she is discovering things, and pushing the story forward.
3. Give me back my cut scenes
Let my character actually talk to people, like in the Personal Story. Give my character some character. Why did you get rid of the conversation cut scenes anyway? Are the voice actors too expensive?
This was a really cool feature, which I am very sorry that it is gone. Monologue and dialogue are very strong vehicles to transport a story. Giving it enough room to happen sets the important parts of it apart from the random chatter.
I could go on, but hey, I was very generous already…
The Leveling & Open World Compendium
I wouldn’t call it a perfect starter simply because it was a waste of a good introduction to the Maguuma. Instead of getting more story or lore into the Sanctum, they just blew it up. They blew it up like most of the things in SEason 1 and its freaken pathetic.
Chances are, its the Sky Pirate, AGAIN.
I have had most of my generic gifts (as I don’t know which precursor I’ll get) and my clovers in my bank for a very long time. I’ve stopped chasing a precursor via the forge and playing Guild Wars 2 for the most part. I haven’t rage quit the game or uninstalled it and I’ll be back for LS season 2 along with many others who, like me, are taking a break.
I still check the boards and am hopeful that one day Anet will realize that happy players make the best advertisers for their company.
Unlucky since launch, RNG isn’t random
PugLife SoloQ
Well, the drill sent out a surge that went westward into the Maguuma jungle, and we saw a huge, scaly mouth open deep underground there. Marjory spoke afterwards about investigating the “roar” that was heard, and her Seraph sister mentioned heading into Brisban.
So, altogether, I think chances are good we’ll be fighting the Jotun in their icy mountain lairs in S2.
I think your sense of humor was lost in this thread. ; )
Well, the drill sent out a surge that went westward into the Maguuma jungle, and we saw a huge, scaly mouth open deep underground there. Marjory spoke afterwards about investigating the “roar” that was heard, and her Seraph sister mentioned heading into Brisban.
So, altogether, I think chances are good we’ll be fighting the Jotun in their icy mountain lairs in S2.
(edited by Neilos Tyrhanos.5427)
So yeah, my daily thought…
Where is my high level end game rewarding content ive been waiting for so long?
Am I in the wrong game?
[Kr] Dungeon Speedclear & Fractals
www.keep-running.fr
Currently, some of the mechanics, chiefly the shades’ corruption, lack reasonable counterplay.
To defeat the shades at the Risen Priest of Grenth, players must enter Grenth’s domain by touching these pools at the side of the room, enabling them to damage the otherwise invulnerable shades. In theory, this sounds alright. In practice, this runs into several severe problems:
1. The shades apply 1 stack of corruption per attack, each lasting 60 seconds, and 25 stacks results in instant death. There is no way to remove these stacks other than sitting out of the fight, and 60 seconds is a very long time.
2. Killing the shades would supposedly prevent stacks from becoming an issue in the first place. Unfortunately, the health of the shades scales up dramatically as more people enter the event, requiring a significant amount of time to kill them.
3. Because the shades are numerous and have the ability to instantly kill you if you are attacked 25 times within 1 minute (less than 1 attack every 2 seconds), it is extremely difficult to defeat them in a proper battle. The longer the fight goes, the higher the chances the shades will win because you are constantly being attacked and cannot cleanse the stacks. Most of the time, players attempting to fight the shades will die within 10 seconds. I think the only way to kill them in a timely manner, if they are scaled up to 30+ players, is to use dungeon speedrun tactics (full berserker gear with multiple fiery greatsword elementalists rushing LOS’d shades into a wall). That’s not going to happen in the open world because people “play how they want” at the end of the day.
4. Ultimately, this means the event is easier to complete with as few people as possible, which with the megaserver system is rather difficult.
Here are some ideas for improving the event by giving the enemies more opportunities for counterplay.
- As players acquire more stacks of corruption, they deal more damage to shades and the Risen Priest of Grenth.
- There can be pillars of light that players can stand in to remove corruption stacks.
- Reduce the duration of corruption.
- Limit the number of shades that can be active.
Read: Playing to Win.
Guide: How to play a Mesmer in dungeons.
(edited by TheKillerAngel.3596)
Haha nope! Only hard content in the game shouldn’t be nerved!
As always people from the USA think about the USA most….
Let me call out some problems with this event, first of you made German, French and English servers, I believe there is even a Spanish one? Of course nice your thinking about Europe, and giving players with different languages a chance. However then you introduce a language filter system so if I so desire I can block all different language clients.
And then you kick them all in one boss and expect them to do events that require organisation together. The problem here is, most cannot even read what you say because they filtered on German/English/French/Spanish only or whatever.
In Guild wars 1 events would be nicer you could do them in groups, presents would fall out of the sky or they would be easy enough to do. I plead for instances like you do in story modes, make a looking for group system for those without friends lik me.
But what the event is now: Bascily you deleted the queensdale train and what has happened? Well the pavilion became a queensdale train… Which means farming tickets is very slow, getting a rare drop from the bags is very, very rare I opened over 300 but nothing as of far.
I don’t know what your doing but when the devs said they wanted to create events in which everyone works together and can be excited over a dragon… Well you just made somethign like pavillion which is frustrating, because you have to organise people with different language filters, people that cannot speak English or people. As I am typing this I am getting a whisper in game, in French that askes me how I killed Liadri…… Now I want to help him but I do not know how to say bomb kit in English.
Anyway moving on… It’s frustrating to organise those people and then it’s even more frustrating to deal with people that won’t listen, so y ou need a big guild of 80 people to do it, but how many guilds have 80 people?
A group hower can be quickly formed, we know fractals are hard and challenging and they are nice to do they make me excited to move to higher levels etc. But since it is the only challenging thing to do you do it everyday and after a week or 2 you get bored.
However a event in which I just brainlessly spam a skill and know it will take long without it being effective. I mean the gauntlet is cool killing Liadri is good, when I killed Liadri I was like YES when I killed the pavilion bosses I was like ’ I’m out of here.’ But then you need more tickets and have to stay.. Please learn from this feedback make it less zerg orientated please.
At least give Europe 2 minutes extra time in comparision to USA because we have language issues. Or stop putting me in a French overflow, when I am in a English server….
(edited by Meemai.7523)
I would play WS as well, but I can’t bring myself to invest time into another NCSoft product after seeing what happened with GW2.
They “nerfed” the trains in lowbie areas because a zone full of “kitten you n00b” “y u derail train?!?!!??!?!!?!!!!1!!!1!11!!1!” and other assorted verbal diarrhea in a zone where brand new players are going to be is detrimental to the game as a whole.
If you can get rewards in the game then why would you spend $100 a month in the gem store?
Anet has nerfed every farming idea/location ever found in this game without fail.
I’m confused.
Champs are buffed to drop boxes/bags
Champs drop rare skins. Cool looking BTW!
Three major trains are established.
One is nerfed (understandable) due to players letting events fail
Two remain for awhile
Then champ drops are nerfed (especially those coins)
FG chain is partially nerfed (Trio)
QD nerfed too the ground (possibly to the center of the earth one might say)I’m not much affected. I participated a bit in the chains, but I would get bored too quick and got sick of the drama (especially in QD – /clap clap btw). So I can rightfully say I am not whining about these changes.
But What the Heck!. I’m confused, if you buff champ loot and then discourage trains. You encourage zergs/trains, but nerf the one most accessible. Was the intention all along to kill the occasional champ for loot and that ultra rare but ultra cool skin?? Should I participate in FG, Orr, EotM chains or are there nerfs incoming there too? Ban-hammers coming??
So what ANET is your vision about champs and farming them? What is your opinion of zerging and trains? Why encourage them through game design and then nerf?
I’m so confused??? 0_o
To be honest anet has a bad record with balancing rewards. I dont think one knows exactly what they will do, but all i can say, you probably wont feel very rewarded when they are done.
Arenanet doesn’t like to have rewarding content because it makes people less likely to buy stuff from the gem store.