Showing Posts Upvoted By Nightarch.2943:

Mask of the Night doesn't look Halloween

in Blood and Madness

Posted by: Dr Ritter.1327

Dr Ritter.1327

i made a thread like this earlier, seems like it was deleted by a mod, totally agree though the mask looks so generic.

The Paragon
[KICK] You’re out of the Guild
#beastgate

Guild Wars and Guild Wars 2 jokes

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Why is it a bad idea to challenge a Sylvari to a duel?

Everyone knows they never go anywhere without their pistil.

#TeamJadeQuarry

Arenanet totally forgot GW1 fans?

in Guild Wars 2 Discussion

Posted by: thedrumchannell.2405

thedrumchannell.2405

Guild Wars 1
——————
1. Released an entire campaign plus Sorrows Furnace within the first year.
2. Thousands of skills per profession.
3. Secondary professions = endless build options per profession.
4. Level 20 cap and horizontal progression.
5. Guild vs. Guild.
6. Cash shop is fair and respectable.
7. No stat grinding.
8. Content that is hard because of fun and interesting mechanics.
9. Map travel is free.
10. All titles are obtainable.
11. Mission are repeatable.
12. Lore is interesting and meaningful.
13. Runs amazing on low end machines.
14. Story is cinematic and engaging.
15. All character bag inventory is free.
16. Good NPC AI.
17. Quests have meaningful lore.
18. Heroes.
19. Permanent content.
20. Random minis in BDAY gifts.
21. Hard Mode.
22. Can wear costumes everywhere, even in battle.
23. Player base is universal.
24. Change districts anytime you want and play with anyone anytime!
25. Alliances.
26. Guild Capes.
27. You can be a healer.

Guild Wars 2
——————
1. Released 9 mini dungeons, 1 dungeon path and removed 1 dungeon path.
2. 30-50 skills per profession.
3. Less than 8 competitive build options per profession.
4. Level 80 grind and no horizontal progression.
5. No PvP activities for Guilds.
6. Cash shop is excessive greedy.
7. Gear grinding.
8. Content that is hard because bosses have high HP and one shot mechanics.
9. Map travel costs silver.
10. Many titles are time restricted and can no longer be obtained.
11. Missions are not repeatable.
12. Lore is childish, inconsistent and predictable.
13. Runs OK on low end machines.
14. Story is not engaging, shows no emotion and only 2 characters can be seen on the screen.
15. Most character bag inventory is expensive.
16. Simple NPC AI that only requires damage.
17. Events have generic, “Help” or “Defend” audio.
18. No Heroes.
19. Temporary content.
20. Same mini in everyone’s BDAY gift.
21. Sad Panda.
22. Can not wear costumes in battle.
23. Player base is split between regions and servers.
24. Guesting once every 24 hours, can not play with anyone anytime!
25. No alliances.
26. Cute backpacks that make girls say, “Awwww”.
27. You can not be a healer.

I could go on and on about how ArenaNet abandoned Guild Wars 1 and then spit on their player base.

They took most (if not all) of the features that people LOVED about the first game and stripped them out of the design plans for Guild Wars 2. ArenaNet was determined to make Guild Wars 2 nothing, NOTHING at all like the first game and they were successful.

My conclusion is that AreanNet does not like Guild Wars 1.

Please don't make us craft ascended armor

in Guild Wars 2 Discussion

Posted by: Dr Ritter.1327

Dr Ritter.1327

I know the damage is already done with the ascended crafting materials and raising the crafting level cap, but I feel like ascended armor should be a reward from a questline.
Expand further on the background story of ascension and how it relates to fractals. This is the perfect opportunity to give what most GW1 players want to see, a return of familiar lore and possibly enemies.

The Paragon
[KICK] You’re out of the Guild
#beastgate

A case for the Holy Trinity.

in Suggestions

Posted by: Yoh.8469

Yoh.8469

Introduction
I did not expect I would ever make this argument, I honestly never cared for it, but life is funny that way.

I played GW2 from launch and while it has a fantastic single player experience, towards end game and lvl 80, I felt something was missing, and I couldn’t for the life of me put my finger on it.
It just seemed so dull, repetitive, and nothing worth striving for.

And so when FFXIV: ARR came out I took a break to give it a go, and it’s a great game that honestly takes a few ques from GW2, like FATES ie Dynamic Events, which has made the single player experience much more enjoyable then in most MMO’s I’ve played.
Bravo Arenanet, bravo.

The thing is with me, is that I have very little tolerance for pointless BS and grind, so before FFXIV I never got to end game in an MMO (besides GW1 and GW2) because the single player experience would make me want to tear my bloody eyes out.
So my experience with raiding is rather limited.
(take what I am about to say with a bag full of salt)

-
But it there where I finally figured out what missing in GW2 that prevented me from enjoying GW2 endgame all this time: Roles.
There are no roles in this game, you never have to work together in anything but the loosest of senses, and you never rely on anybody for anything.

Which leads to a incredibly dull multiplayer experience, and for a massively “multiplayer” online game, that is a colossal problem.
And as such, I think that this move away from the Holy Trinity, however well intention, may have been a wrong move in the end.

I praise them to high heaven for trying, and I wish more MMO developers would try new things, but things just don’t always pan out.

-
(Note, if you already know what roles are, how they work, and agree GW2 could need them, feel free to skip the next three parts)

Defining Roles
I feel this needs to be clearly defined, so we avoid confusion on the issue, esp since in the past Anet have stated that GW2 does indeed have roles, of Control/DPS/Support.
But in fact this is not true, and these so called roles are more just nebulous ideas then hard mechanics.

A role is a class distinction, where one excels in one gameplay element, to the detriment of others. And as such in multiplayer experiences, other players fill the roles that you can not, so where as the group is greater then the sum of it’s parts, and complete a unified whole.
Lose any one part, and the group fails.

This can be anything, from tanking and healing, scouting and sniping, tackling and DPS, or art and programming. But whatever the case, you can’t be everything all at once, you NEED other people.

-
However, it’s also not a role if the game never requires it of you.
Stealth for instance is something only the Thief and Mesmer have, but there is never any instance where they game asks “Do you have stealth? If not you fail”, and so it’s not a role, just a class mechanic.

Is the Majority GW playerbase Hipsters

in Guild Wars 2 Discussion

Posted by: Gummy.4278

Gummy.4278

Do you find that if anything is suggested, if it resembles anything from another game you automatically shoot the idea down? Don’t want your gaming influenced by Mainstream? Were you attracted to GW by some of the unique features that were displayed in early manifestos?

Hate on Quests

in Guild Wars 2 Discussion

Posted by: Delryn.7235

Delryn.7235

For players of Guild Wars 2 the word “quest” is constantly thrown around as a hot topic and flash word where people just mindlessly bash without even thinking what it actually means.

When you hear the word quest you think “oh no I don’t wanna start running around killing 10 wolves”, when in reality that’s not what quest means, that’s just busywork. We already have busywork in the game – it’s called hearts and events.

Things such as “water my plants X times” or “gather X objects and bring them back to me”, those things which people so quickly blame on quests and hate are currently present in the game in the form of hearts and events.


So onto my main point, GW2 needs quests. Once again, I don’t mean “gather X things”, we already have that, we don’t need more.

What I do mean are quests which make you go out, explore, discover and challenge yourself in the world. Right now GW2 is completely barren and empty of substance and content in the open world.

When I’m walking down a road and I see a small cave in the distance and there’s no point of interest, vista, skill point or heart in there, I have literally no motivation to explore there. Now, if there was the possibility of me finding a quest in there which would nicely reward me I might have the motivation to explore the world a bit more.

On top of that the quests themselves could make you explore the world to complete them, as quests usually do.

Think for example you explore a cave to find a dead body in the end with a note on it, you pick up the note which starts a quest. The note ends up being the last written words of the doomed person, in the note he explains how he regrets leaving his family in Lornar’s Pass, who are waiting for him in Pinion Pass.

You now find this note from a mysterious dead man and you have clues (it’s important not to just tell the players ‘go to location X’, let them figure it out but give them decent and simple clues) on where to go and what to do.

Once you meet his family they might reveal something about the dead man’s motivations, why he was there and what happened, etc.

I mean the possibilities are endless, imagine how epic it would be if you found this quest in a Lv1-15 area but had to go to a Lv25-40 area to complete it. Now you have a reason to go to this location, you have something to look forward to when you level up. You’re driven by your desire to find this location and continue on your quest, and imagine how fulfilling it would feel when you’re finally able to find Pinion Pass.

So in conclusion, I think GW2 needs these sort of hidden, mysterious, rewarding, and even challenging epic quests which send you out on an adventure. Also, rewarding is very important, players won’t be bothered unless they have a reward to look forward to. That’s why events feel so mundane after a while, their rewards are very uninspiring.

PS; quests are a great way to tell a story or dish out lore about the game, another thing GW2 currently lacks.

TL;DR – we need epic and challenging quests in the game which make you want to explore the world. Not talking about “gather X things”, we have those in the form of hearts and events already. GW2 is severely lacking depth and something to do in the world, and Living Story hasn’t been cutting it.

Sorry for the horrifically long post too.

(edited by Delryn.7235)

Fix "Champ Farming"

in Suggestions

Posted by: Silver.8023

Silver.8023

I have no problem with people working together in a fashion such as this. The problem I do have is when people get all bent out of shape when someone comes along with a small party who may not have known about some champ train and kill a boss for fun or to see if they could do it only to face the wrath of a bunch of farmers having a big dummy spit.
The reactions to this are sometimes WAY over the top, disrespectful, immature and completely unnecessary.

Silver Stormshield – Guardian
Kaimoon Blade – Warrior
Fort Aspenwood

Paid more for gems than a sub fee this year?

in Guild Wars 2 Discussion

Posted by: Nuka Cola.8520

Nuka Cola.8520

I gave them a big zero dollars this year or last year and until an expansion is released they’re getting nothing from me

Fact: every Thief tells you to “l2p” when the subject is to nerf stealth.

So how do we fix Berserker?

in Guild Wars 2 Discussion

Posted by: rjnemer.7816

rjnemer.7816

For starters, improve AI and raise the cap on condition stacks. Bosses in this game are pathetic.

“If you want to get rid of “zerk” you have to make content
hard enough to make them cry, not just rivers but oceans."

Dailies HURT Casuals, Not Help

in Guild Wars 2 Discussion

Posted by: Eurhetemec.9052

Eurhetemec.9052

I didn’t take into account his suggestion because it’s not going to happen. The reason a daily is called a daily it to get people to log in…well…daily. It’s the whole point of the exercise. Games do it, because they want more people in world.

Taking away a reason to log in daily would diminish the purpose they were instituted in the first place. And taking that logic into account, time gating works in favor of casuals.

That’s just nonsense, Vayne. WoW used a system like this with Daily Dungeons and it worked extremely well.

Dailies HURT Casuals, Not Help

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

Let me explain.

Taking a “casual” as in, is generally busy IRL and doesn’t have as much time to play as other players, if everything was time gated DAILY, meaning to keep up progress you have to log in literally every single day, then this actually hurts the casual player more than a “hardcore” player that has more time to play.

This is because someone who is actually busy IRL may not be able to log in to play literally every day, they may have to skip a day or 2 quite regularly, especially if you’re working like 60+ hours a week on top of other responsibilities, logging on every day to do your daily activities becomes a huge PITA.

Even I, as someone with plenty of time to play find Dailies to be a huge PITA, that constant nagging of “you have to log on now if you don’t want to lose progress” is a bad feeling.

Here’s a very simple suggestion Anet, I hope you can make it work too. Let “daily credit” stack up to x7. So each day you get a “daily credit” which gets spent on your daily activities. If you skip a day or two, those credits stack up so on the third day you could log in and get 3 dailies done in that day instead.

This lets you make up for lost time, this is a very simple system even Rift has and it’s fantastic, one of my favorite features. Anet could implement this for everything, Daily achievement, dungeons/meta events, etc. You would just need to have a UI element somewhere to keep track of this like :

Tequatl : x3 dailies remaining

Ascalon Catacombs P1 : x2 dailies remaining.

Ascalon Catacombs P2 : x1 dailies remaining.

Ascalon Catacombs P3 : x1 dailies remaining.

Etc.

If you imagine, you have a very, very busy week and only get to log on maybe on a Tuesday evening to play, you get a daily done and you’re off. Skip ahead to Saturday, you finally have some free time to play hard, you’ve managed to acquire x5 daily credits for everything and plow through them on your weekend off, no stressing.

(edited by Knote.2904)

Dailies HURT Casuals, Not Help

in Guild Wars 2 Discussion

Posted by: Eurhetemec.9052

Eurhetemec.9052

Not much to say but “Yep”. I mean, that’s all spot-on. I remember before I was casual – back in WoW – I had no idea why people couldn’t always do all their dailies.

Now I actually have to use most of my time constructively, well, suddenly it becomes very clear.

And yes the solution you propose is absolutely perfect.

Otherwise some people would have thousands of laurels by now, and casuals would have far less.

Nope, Vayne, read his post, don’t give a generic response. What he’s suggesting is much friendlier to casuals than the current system.

Right now hardcores have up to 358 Laurels. Casuals are unlikely to have more then a few dozen. This is only going to get WORSE, not better.

Am I the type of player you want?

in Guild Wars 2 Discussion

Posted by: Dark Catalyst.1028

Dark Catalyst.1028

No offense with this reply to you OP, so please don’t take this as a personal attack, ect.

What I get from your post is that you DO NOT want to work for anything, because to you working towards gear/items ect. = grind/treadmilling.

You want to be able to login and have fun, having things given to you because of my previous statement.

You feel very reluctant to spend any time gaining karma or spending your laurels because the fear of ANet putting in different or better gear will render your karma/laurel items/gear less effective.

I again meant not offense with my reply, it just seems like you want to login and have fun and put NO work into it because it will just end in you being outdone or outclassed later on.

Best of luck, and I hope my harshness wasn’t enough to push you over the edge.

Work? This is a game.

I want to spend time getting better at the professions I enjoy playing rather than spending time getting gear so I can compete. Is that so terrible?

Am I the type of player you want?

in Guild Wars 2 Discussion

Posted by: Dark Catalyst.1028

Dark Catalyst.1028

1. I will probably never have a legendary, now that you’ve nerfed karma. I toyed with the idea pre nerf, but imagine my surprise when I started getting karma vials from completing dailies a few days after I spent most of my karma on temple armor. I will not grind 2000+ events and/or dungeons. I left that other MMO precisely because of this type of treadmill/grind.

2. I will never have ascended trinkets. I’m sitting on 62 laurels, but I am loath to spend them because I have multiple characters and I never know what wonderful changes you will implement next. I don’t want to be caught in a situation like I was with karma points, where I spend most of laurels and then you implement some change that makes them more difficult to get or they become necessary to obtain even better items. In addition to this, I only do dailies if they correspond to whatever I’m doing that day. I don’t log in to do chores, ANet.

3. I will never have ascended weapons. That is, unless the required mats build up in my bags through daily activity and leveling crafting isn’t cost prohibitive. As it stands now, leveling that one crafting discipline is cost prohibitive for me.

4. I will never have ascended armor, for reasons stated in point 3.

5. And because of 1-4, I will never participate in WvW because being at a constant disadvantage when playing against other people isn’t fun.

I log in to have fun, ANet. Not to do daily chores, not to grind, not to chase more powerful, and required gear…I log in to have fun. When I bought your game, you led me to the impression that the best gear would be easy to get at level 80, so I could spend my time doing whatever I wanted. Looks like I was wrong.

Has your philosophy regarding the type of player you’d like to retain, changed as well?

GW2 AI is worst than GW1 AI.

in Guild Wars 2 Discussion

Posted by: CHIPS.6018

CHIPS.6018

To me, the biggest problem with fights in GW2 is a lack of relevance to the player’s health and damage. And to that end, the biggest problem with GW2 is that the mob AI is a lot worst than the GW1 AI. The horrible AI in GW2 was simply covered up by mob’s overwhelming health and damage.

Back in GW1, the mobs would at least try to use skills that are available to the players. Only a few mobs have monster only skills. And the monster’s damage and health are only slightly higher than the players for the most part. Being this relevant, the monster AI had to be decent in order to provide the player a challenge. GW1 mobs would at least try to kite from you when they are hurt, for example.

In GW2, it is all about monster only skills and giving monsters unfair advantage.

The monster is too dumb to bring stability? No problem, we give them 60 stacks of Defiant.

The monster is too dumb to kite and too dumb to heal? No problem we give them 10 times the health of a regular player.

The monster is too dumb to snare, bring speed buffs and hit the player? No problem we give them massive damage, sometimes one hit kill.

I am sure most of you agree that the average mob in GW2 have zombie level of intelligence.

What makes an mob intelligent? It honestly doesn’t have to be that complicated. I will speak for the necro mob AI, since necro is my more familiar profession.

-Using Plague #2 to blind the players, while the rest of the mob group attack the players.
-Dagger necro with Spectral Grasp, Spectral Walk, Signet of Spite and Flesh Golem (charge) to keep the humans close by.
-Corrosive Poison Cloud, Epidemic and staff for AoE.
-Randomly cast Flesh Wurm, and use it to escape randomly.
-Use Death Shroud.

Necro mob should use necro skills. For example I don’t think I have seen any necro mob using Death Shroud, the biggest thing for the necromancer.

Another thing is “mob unit”. Back in GW1 the mobs would at least try to fight as a team. They would heal each other. They would buff each other. The would resurrect each other. etc. In GW2 there are mobs that are in a group. But they don’t fight as a unit at all. They just each do their own thing during the fight.

Conclusion:
-mob AI needs major improvement. They need to starting acting more human like. For example Anet should observe how a human players plays a necro, and then make the necro AI accordingly.
-mobs need to be relevant to the players, just like GW1. That means using skills that a player can use, having similar health and damage. Mob of a profession need to start using skills from that profession, not some monster only skills.
-Mob units need to fight as a team, just like GW1.

Chipsy Chips(Necromancer) & Char Ashnoble(Thief)
The Order of Dii[Dii]-SBI→Kaineng→TC→JQ
Necro Encyclopedia-http://www.youtube.com/watch?v=BrAjJ1N6hxs

(edited by CHIPS.6018)

Twilight Assault - Coming October 1st

in Guild Wars 2 Discussion

Posted by: ZudetGambeous.9573

ZudetGambeous.9573

Meh, more pve content like we don’t have so much already… Add new pk modes, and pvp content to make this game go further…

PvP is what’s holding this game back. So many needless restrictions, stupid decisions and random crap 95% of the players have to put up with to cater to this sick unrealistic fantasy the devs have of making this game an “E-sport”

The game would be much better off if they scrapped PvP entirely.

Devs disappointed by human race bias

in Human

Posted by: Vis.8471

Vis.8471

LINK:
http://www.pcgamer.com/2012/10/16/guild-wars-2-designer/
(And by “disappointed” I am referring to the statement of ““people avoiding charr & asura are missing the strongest story stuff””)

============

I chose a human due to the fact that I wanted to play a Norn or a Charr however the Norn males are hideous and their animations are god awful. Charr’s cant hold a shield without it clipping through or way off their arm and their tail goes through most armors by clipping etc etc. And they are both SLOW. So I went with the boring old human.

The most likely race to be released next is the Tengu which is just yet again another large animal race so I’ll just stick with my human after them as well. I’m waiting for a magical race. Something like the largos etc.

This is the first MMO I have ever rolled a human. I only did it due to the Norn males having worse hairstyles, movements, animations than any other MMO race I have ever seen.

============

TL;DR?

Were you forced into playing a human due to something?
OR
Did you choose a human simply because you wanted to roll a human?

Pls reverse the In-Combat Slowdown

in Suggestions

Posted by: Lolyta.4582

Lolyta.4582

GW2 imitates almost every other game in existence by applying a movement (run-speed) slowdown when in combat. This is bad for three reasons:

1. As anyone who has ever been in any life-or-death situation can attest, people actually SPEED UP when their lives are threatened. “Fear lent me wings” is a famous old adage illustrating this basic concept. “Ride it like you stole it” is another.
2. Applying a SLOW when in combat is just plain goofy, silly, mindless etc. To say that it breaks immersion is an understatement- it defies logic.
3. GW2 should not be satisfied with merely following the MMO herd but should innovate in this area as it has in so many others.

Please, either apply a movement SPEEDUP in combat or at the very least eliminate the absurd slowdown.

Thanks.

Conditions damage fix suggestion

in Suggestions

Posted by: HiddenNick.7206

HiddenNick.7206

Everyone knows that currently damaging conditions simply aren’t working right now when used in large groups. I know that are some implementation problems with fixing it.

What I suggest might be an easy way to fix the issue. So here it is:

Make all damaging conditions, that wouldn’t have an effect because of over stacking it, to apply some part of that damage instantly.

Please stop neglecting conditions in PvE

in Tequatl Rising

Posted by: Lopez.7369

Lopez.7369

What makes this so frustrating is they said they were looking into this a year ago.

I can understand how raising the bleed cap is a huge technical problem, but it’s beyond me why objects are completely immune to conditions — or crits, for that matter.

Thing that bothers me w/duel wielding weapons

in Guild Wars 2 Discussion

Posted by: Serophous.9085

Serophous.9085

…is basically spamming one the whole time, while my other hand sits there doing nothing until i press 4 or five for a longer than norm CD attack…

I’m not talking about focuses, shields, etc, I’m talking about duel axes, swords.

It just seems so…off to me.

Tanks/Bruisers Left Behind?

in Guild Wars 2 Discussion

Posted by: Draehl.2681

Draehl.2681

I won’t be (too) longwinded here, but I feel the design philosophy and balance of the game clearly favors building glass cannon, doing high amounts of damage, and/or evading attacks. Aside from some niche Spvp bunker builds this is very much consistent across the entire game.

Dungeons/Champions? Build zerker and kill faster. You dodge/evade/block the big attacks. As a Soldier geared Necro with protection and full LF bar you want to eat the hit? Sorry, instant death. Liandri sends her regards. All that lifesteal, hitpoints, regen, toughness in the world can’t help you vs a one hit KO. Okay, so I can’t eat those large hits? Why don’t we instead blind/weaken/crowd control that boss? Nope, sorry. Defiant/Unshakable is having none of that. It would be one thing if evaders were forced to tank now and again, but how common is that compared to the plethora of one hit kill scenarios? Again. Build zerker and kill faster.

Open World? Nothing is dangerous enough to warrant defensive stats, conditions, boons, etc.

WvW? I find it ridiculous that a particular Thief build can do more damage while simultaneously taking less damage than their target and players around them. Be it over a short or extended period of time. Should they run into a less than favorable situation, be it a bad small group matchup, run into a zerg, etc. Just evade, disappear, and utilize great mobility to simply avoid the situation. A bruiser style warrior comes upon the same scenario? You have to fight it out and just die. No recourse.

Overall I just feel that pure tanks, bruisers, sustained damage types, etc. have a much lower value compared to the available spike damage/evasion options out there. The only legitimate argument I can see for this reasoning is they require a higher skill cap. I do agree in most cases that they do, but this need not be set in stone. If more effort were made towards increasing the skill cap while simultaneously improving the effectiveness of other builds this disparity would begin to fade.

Twitchy assassin/berserker type play need not be the only skillful endeavor available. Let us wade into battle and whittle down our foes should we see fit to do so. Let us stack healing power to assist allies. Why do all these others options even exist if this were not intended to be viable?

Shockwave graphic is behind danger zone

in Tequatl Rising

Posted by: Pikka.6023

Pikka.6023

This type of really basic graphics mistake bothers me a lot, and the degree it harms this event cannot be overstated. It’s not like a mismatch on some random rock or wall that once in a blue moon impedes someone’s movement, or obstructs a projectile. This graphic is fundamental to the event, one of the most important graphics and effects to get as accurate as possible. How this passed QA is beyond me. Even if you know to jump early, it’s still much harder to execute when there’s a mismatch of what you see and what you know, especially in an environment as busy as this event.

There have been a couple new builds since the new Tequatl event was released, and I’m amazed each time something this important and simple to fix hasn’t been addressed.

However, that’s not even the biggest problem with this event. The complete lack of any animation for Tequatl’s Reach is.

Any story surrounding the Teq living story?

in Tequatl Rising

Posted by: fritanga.1623

fritanga.1623

I would have liked to see a cutscene bringing the story aspect of this update out a bit more. Personally, if I had been running this update I would have done the following:

Last week I would have made the laser have less effect on Tequatl and added some flavor commentary on an NPC saying that the laser is not as useful on Tequatl as it used to be. Perhaps Warmaster Narru? Then when the update went live, I would have instead of linking to the map, had a cutscene taking place in Rytlock’s office with Rox and Rytlock present. Narru (or some other Vigil NPC) would be there telling Rytlock that the megalaser isn’t as effective as it used to be and that Tequatl is much stronger than before and that they need more Charr Legionaires to reinforce them. At this point, Rytlock tells Rox to investigate the dragons and find evidence of what they are doing. Cutscene then ends.

At this point, Rox sends you a mail telling the player that they need help finding samples of the dragons (with hints as to where said samples might be located). Then, when we have found all the samples, we can talk to another NPC about ways to improve the weapons effectiveness.

I just feel that the story wasn’t told well enough and left people wondering what, if anything that it had to do with it. Many players who I spoke with considered this just a content update with some minor living story stuff tacked on. If that really is what it is, then that’s cool, but if a story is there to be told, then it needs to be told a little better. If Warmaster Narru is going to play a bigger role in the future, then they should have been a little more than just a minor NPC who says “At least this isn’t southsun” and have a little flavor text when you interact with them. If Rox is involved, then it would have been better to throw some more dialogue her way as well.

No "Dark" Environments in Guild Wars 2

in Guild Wars 2 Discussion

Posted by: bhagwad.4281

bhagwad.4281

I was just listening to the “Fear not this night” track and thought how awesome it would be if I was only ever…you know…afraid! But in GW2, even orr just isn’t “dark” enough. I’m not able to place my finger on why. Maybe it’s not literally dark enough, or the banter between the NPCs spoils it. But the atmosphere just isn’t creepy even though it’s packed full of risen.

Maybe because of the pact’s presence I never really feel alone. There’re always machines, bombs, and of course the meta achievement indicator makes me feel that company’s always just around the corner. But I think the environment itself is a bit too cartoonish.

Does anyone remember the Domain of Anguish (DoA) in the original guild wars? Now that was a dark place. Sometimes so dark that you literally couldn’t see anything. It was dangerous and the land belonged to your enemies. You were alone against impossible odds. And you were afraid.

Even some of the nightfall environments were like that. Pristinely demonic. Alone. No risen chickens or bantering NPCs showing no terror of what’s around them.

I want a sense of terror – of atmosphere. For some reason reason I’m just not scared of Orr even though you can die pretty easily. It’s gotta be the atmosphere.

Come on Anet. Make me fear the night!

Edit: Even the new maps like Southsun are just too “happy happy” with a “coconuts bras and bikinis” feel. Just a holiday resort. You can do better!

(edited by bhagwad.4281)

I'm getting so tired of this...

in Guild Wars 2 Discussion

Posted by: SonicTHI.3217

SonicTHI.3217

Yet another very constructive and well written post that will be completely ignored by ANET.

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

I'm getting so tired of this...

in Guild Wars 2 Discussion

Posted by: Crazylegsmurphy.6430

Crazylegsmurphy.6430

1. Overflows

I’m so sick of being booted off my home server into overflows. It is happening everywhere. What is the point in having a home sever, with a community of people you know, if every time you log in, you’re tossed in with a mixed group of strangers?

Why am I not a priority on my own server? Why are servers not creating overflows for my specific server?

2. Disconnects

I’m so tired of being half way through content, being disconnected and then finding myself on some other overflow, missing achievements, or screwed out of rewards.

This is an online game. That means disconnects are a fact of life. Why isn’t the game intelligent enough to save our spot for a few moments?

3. Insta-kills

Why is it that I can spend a bunch of gold on my level 80 character, and still be basically insta-killed by AoE and invisible enemies? I’m so tired of ANet thinking the way to make things harder is to make everywhere you step a danger. I’m a melee player, yet I’m punished for playing that way.

I stand in a sea of FX and get insta-downed by some stupid fire/poison/freeze condition.

4. Dulfy

Why do so many things in this game seem to require walk through guides? I show up, talk to Rox, and then stand around like a complete idiot, not having any idea what to do…so, I log into Dulfy and realize, “somehow” the website has all the information I need to complete the quest.

I’m so tired of ANet being lazy with design and relying on (or feeding the information to) third party websites, so players can finish content. If you want me to go on a quest to find stuff, give me some clues in-game! Don’t create vague, lazy content and expect me to run around aimlessly until I happen across it.

5. Stop trying to force me to play

You’ll get your money! Forcing me to play with time gated content, and “only here for a limited time” nonsense is making me not want to play. My girlfriend sat there last night and “Dulfied” her way through the entire update because she knew she wouldn’t have time otherwise.

How is this fun? Why am I here?

Every day I log in, it’s boss timers, crystal infusions, kill 50 rats, kill 5 vets, Akitten daily activity….

Then, sit and wait 24 hours so I can do it all over again. This is all so I can eventually get gear to help me….what….champ farm in Queensdale in style?

I’m here to play a game, not do task lists.

6. Achievements, Achievements, Achievements, Achievements

Why is everything an achievement? Why is everything locked to an achievement? And why are my achievements based on large groups of players doing everything right?

I’m becoming so tired of being a slave to achievements. I’m no longer here to play, I’m here to blast through as many achievements as I can, just in case I don’t find time in the next few weeks to get them. I need them, because they give me points, and points give me gear and gold.

So, new content comes out, and the first thig I do is open the achievement panel and figure out the fastest possible way to get through the content. I can’t afford not to. What happens if I want to do something else for a few days, or become busy with life? Well, I better blast through everything just in case, cause the not so living world will all go back to sitcom normal in two weeks.

EDIT 7. Time Gating

So, let me get this straight. ANet creates rapid fire, temporary content.

Players, trying desperately to experience all the content, farm, or maintain some semblance of a normal life, blast through content (usually with the help of Dulfy). ANet, thinking this is no good, starts making things time-gated, adds timers, and cycles in content (mini-games).

Now, players who want to play, are told they can’t play. So, if I want to farm baubles in the SAB for a Saturday because I won’t get time in the next week, I can’t. I’m forced to log in every 24 hours, or miss my chance to get baubles.

I control my time ANet, not you. If you want to start making everything time-gated, trying to force me to play every day….you will lose this battle.

It’s so strange. If you fall into the “play every day” trap, you just accept it, and mind-numbingly do it without thought. If you take a few days off and come back…you realize that what you’re doing in the game is not playing, it’s just doing repeatative tasks over and over.

I think that is why ANet needs to kep us all playing. If we clue in that were not really doing anything, we will find something more productive to do.

I’ll write some “suggestions” later, but I have to visit the loo.

(edited by Crazylegsmurphy.6430)

Start making play styles

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

I don’t think they’re the same thing either. I have a playstyle that can use many different builds. I don’t play the game around a build…I make a build around my play style.

A lot of people have said that the professions in this game are too similar because everyone can do the same sorts of things.

Those people are looking at mechanics, not flavor. I’m pretty sure this is the type of thing the OP is talking about.

Exactly.

Guild Wars 2 has a lot of game mechanics but not nearly enough ways to use those mechanics.

The design team is looking at it all wrong, you have plenty of mechanics to make builds with. You can number crunch all day to make balanced builds but in the end, viability doesn’t mean fun, it just mean it works.

Now if the items you are balancing is fun and you want to make it viable, that is a different story but

Jonathan Sharp
  • We’re looking to improve shouts so that support via shouts is more viable.
  • We increased the power of many support skills which weren’t seeing much play.
  • To help Rangers support allies, we increased the ability ranger pets have to support allies.
  • Venomous Aura was very difficult to use, as the radius was fairly tight. We’ve now increased that radius a bit
  • We’re working on the staff in an effort to make it a stronger support weapon, and we also improved the conjure weapons so that they’re stronger for support.
  • To stay in line with the support theme, we wanted to find ways the Mesmer could support allies.
  • The Blood line underwent some tweaks, as it’s something that Necromancer players often feel is a lacking trait line.

It’s all about making mechanics viable.

Nothing about play styles.

As a game designer, you should look back and say, “is this fun?” instead of “is this optional?”

However, you want to make combat diverse and interesting, you must add play styles to the mix as well.

(edited by Nova Stiker.8396)

Start making play styles

in Guild Wars 2 Discussion

Posted by: Nova Stiker.8396

Nova Stiker.8396

Stop making builds.

Playing too much with numbers and not enough brainstorming play styles.

Adjusting numbers = Viability
Adjusting numbers =/= Play style

Stop giving weapons builds, start giving them play styles.

Am I right or wrong?

(edited by Nova Stiker.8396)