Showing Posts Upvoted By RoyalPredator.9163:

The wait was not worth it

in Guild Wars 2 Discussion

Posted by: BloodFallsSilent.1703

BloodFallsSilent.1703

In some ways I think this is like EA’s move into mobile. Telling their customers “The new dungeon keeper wasn’t made for you, it was made for a new generation of fans”. Clearly, gw2 was not made to appease the people who played gw1. Maybe at one point that was the intention, but then some committee got ahold of it and now it’s just one big hot mess.

The game needs dynamic changes. Huge reworkings. Not skill balancing, not nerfing this skill and buffing that one, but big huge reworkings like when Blizz redid their starting zones with new missions and so on. The fact is, however, that if that ever happens in gw2, it will only happen when it is financially the only way left to survive. The vast majority of the things your real fans want (like the roleplayers you just screwed by taking their dyeable town clothes away, I don’t even RP but it’s clear that’s a jerk move aimed at the people who actually bother to buy your gems, and for what?) are never going to happen. You’re going to placate us with bits and pieces and hope it’s enough, and maybe it is enough for some out there. Maybe it’s enough for enough whales to keep buying those BL keys and keeping you going. I hope it is. I hope you manage to pull an expansion out in a year or two and give me someplace to actually wear those legendaries and be “proud” of them. As it is I look at that time spent as a complete waste of my life, and that’s not something I have ever felt about a game before. It’s something that really makes me re-evaluate where I want to spend my time and money, and that’s another sensation I’m not used to feeling from a game. I can name a few games I’ve played 1000+ hours of, and I have no regrets for them. No regrets for the hundreds of hours I sunk into gw1 at all. Then again, gw1 was never like “Hey break out your credit card and support me if you want bugfixes. You do really love me don’t you?”. The attempts at manipulation are transparent and unbecoming. I realize all mmo’s are skinner boxes to some extent, but you’ve really piled up the psychological impulses to buy (more! now! don’t you want the best stuff?!) in ways that are obnoxious and clearly visible. Everyone knows why the 5% listing fee doesn’t show up in the projected profits, and it’s no accident that it happened. The game is set up to make you waste money testing useless builds that require a full set of 20g armor+runes+sigils+this and that and oh you need more laurels and more this and more but you can skip it if you just. break. out. that. credit. card.

I know that this post will get flamed, and that’s cool, I don’t really plan on responding anyway, I just have wanted to express my displeasure with the direction this game has been taken for a long time, but today was finally a large enough, over-hyped letdown that I am uninstalling, and I wanted to say why before I go. I hope my criticism here has been constructive enough that it won’t simply be removed.

Yes, I spent 1000+ hours playing this game. However, that time has only made me increasingly positive that wherever you’re heading with it, it’s not going to be any place worth actually traveling to, and nothing I couldn’t find in 100 similar mmo’s, with new ones being released now on a near monthly basis. After 1000 hours, for someone to say “I don’t recommend that game, it’s a complete waste of time and a non-stop grind” is about the harshest criticism you could receive, but I don’t pretend that anyone that matters will actually see me pointing it out or care.

See you in a few weeks or whenever your new dragon comes out. Will not expect to be impressed. Feel free to prove me wrong on that one.

Thank you for your time, although, if I could go back to 2012 and do it all again, I would not have bothered to give you mine,

BFS

The wait was not worth it

in Guild Wars 2 Discussion

Posted by: BloodFallsSilent.1703

BloodFallsSilent.1703

The other day, while I was sitting out of wvw (the only thing I like doing anymore in gw2) after a transfer, unable to actually play anything other than eotm, I thought about getting a new game. Maybe go back to WoW, maybe try some D3, oh, I know, Wildstar. I’ve heard a lot about Wildstar. I go to pre-purchase it, but it’s an NCSoft game. Right there beside gw2. People tell me NCSoft is just the distributor, but after the “experience” of feeling ignored for two years in gw2, instead of pre-ordering like I do just about every other game that comes out, I hesitated. Did I really want to give money to people related to this? Did I really want to set myself up for another game of “Well I’ve put 1000 hours into this so I might as well stick with it?”. And the answer was “No”. No I do not feel like getting mired into another unrewarding gaming experience that sees my wallet like it has a bullseye painted on it. The only devs I’ve ever not bought games from based on past reputation are Peter Molyneux and EA, if that gives you any indication of how low my opinion is at this point, but just being associated with ANet now is enough to make me put my credit cards away and move on.

I know people are going to point out that I got my money’s worth from gw2. Fair enough, I certainly did. But it’s not 2012 anymore, and we’re still playing 2012’s mmo. That’s really clear to a lot of people. I’ve played mmo’s since everquest 1, been playing muds since they were back on compuserve and AOL online “was” the internet to most people. Only in the most pay-to-win games do I see new people join and drop out like they do in gw2. I see many, many new people (low ap scores) buy the game, join a guild, play for 20 or 30 levels and quit. They don’t even bother to max a single character, because everyone in their guild has told them, repeatedly “There’s nothing to do at 80, leveling is the fun part”. They don’t believe it at first. Surely there’s more to it. But eventually, after they’ve been told by several people “No, really, there’s nothing special at 80 except more dungeons” it finally sinks in that they’ve totally wasted their $25/$50/whatever.

I want to support this company. I feel strongly, however, that whatever made gw1 great (seriously, that’s my all time fave mmo, you really outdid yourselves in a lot of ways) has been watered down and neutered into something boring, formulaic, and so startchy-clean and perfect looking that there isn’t a spec of dirt on a norn. Giant sweaty dudes wearing leather and carrying axes, killing things all day, but every single one gleams like the top of Mr. Cleans bald head. That was ok in 2004 with 2004-era graphics, it’s not ok a decade later.

I can’t do it anymore. Between the writing (those hiccups to break what laughably little tension there was in the Scarlett final scene are a perfect example), the family friendly until it’s painful art style, the npc’s in major cities constant spouting about how wonderful war is (as a veteran, “I had a dream about a war, I must go fight in it” is the single stupidest reason I’ve ever heard to volunteer to be a body bag, fantasy situation or no), and now this… modifying of things, instead of adding content, and acting like it’s something special… It’s the last straw for me for a while. I’ve put a lot of hours into this game, waiting for it to get good. It’s not getting good. I understand that now. This update has been upsetting to a large portion of your userbase, and I think most of them are going to sigh quietly and either go back to wvw or just move on to another game. Normally I would join them, but things have been wrong (to me) for so long here, and I’ve abided it patiently, that I feel I should speak up.

I’ll come back for the next LS event. I won’t expect there to be more than an hour or two’s worth of new content, and I will expect to grind that content until it gets boring because it will be the only thing there is to do in gw2 that I haven’t already grinded into the dirt.

There are a lot of people out there with 3x/4x/5x the achievement points than I do. People who never stopped defending you. If you go to reddit and mention that you’re disappointed with gw2 you’ll be downvoted to oblivion. It still took you two years to give those fans account-bound legendaries and account bound WxP. The phrase “battered spouse syndrome” comes to mind.

The wait was not worth it

in Guild Wars 2 Discussion

Posted by: BloodFallsSilent.1703

BloodFallsSilent.1703

I bought this game in 2012. If I play right now, with the exceptions of fractals, there’s almost exactly the same things to do as there were back then. A few bosses have been added, one mostly empty zone, and the odd tidbit here and there. The focus on LS has made this game empty, painfully empty.

I was very excited (if a person can honestly be excited about gaming at all these days) for this update. I leveled two characters to 80 specifically to take advantage of the account bound legendaries and skin swapping. Now that it’s here, I have no more desire to play than I did before. In fact, I have less, because at least before there was anticipation, some hope of things actually being fun again, and not just tweaked.

I’m tired of killing the world bosses on repeat, running dungeons on repeat, and waiting 2 weeks for a LS update that sometimes is as minor as “have a single conversation with a single npc, and then wait another 2 weeks”. I’m beyond annoyed that most of the content that has been added since release has subsequently been removed “for story reasons”.

I feel like, in many ways, I am the ideal person you’d want as a customer. As a retired adult I have unlimited time and plenty of cash to throw around on things I really don’t need. I have bought multiple copies of gw2 at full retail and given them out to friends, so my goodwill towards this game should be proven. I have over 1200 games on steam alone because it’s enjoyable to me to be able to buy all the things I couldn’t have as a kid. If I felt like I was getting anything worthwhile here that had any value, it would be very easy for me to be putting multiple charges on my credit card to buy gems each month.

Instead, you’ve never gotten another dime from me, beyond the initial purchases. Every time I have been tempted to buy gems, I think about how greedy it felt during the 2012 halloween event when the BL Chest drop rate for the halloween weapons was stupendously low. I remember all the content that was removed. I think about all the minor (unvoiced by me, but pointed out many times here by others) complaints I’ve had that were never fixed, and the fact that there is not going to be any expansion any time soon, when it should have been here or have been announced, at the least.

Thoughts on Read The Wind?

in Ranger

Posted by: Atherakhia.4086

Atherakhia.4086

It was fun for about 5mins until it set in that the amount of times I missed or was obstructed was greatly overstated. It’s just a terrible trait in general and certainly not worthy of a GM slot.

My experience with it is limited to WvW though as that’s all I ever really play.

Issue: Runes/Sigils and Non-Salvageable Gear

in Black Lion Trading Co

Posted by: Ashadow.6874

Ashadow.6874

3 months and still no response, on purposefully removing the only way to transfer Runes to new gear, and then adding Upgrade Extractors at 5x the cost — in $$ (real money) — of Transmutation Crystals.

Original real cost to move Runes/Sigils in WvW/Karma/Order armor using gem store items (only current possible way):

  1. Prepatch (Original method): 50 Gems, Transmution Crystal ($0.62 cents)
  2. Postpatch (New only method -> 4/15): 250 Gems, Extractor ($3.12 dollars)

-

List of currently un-salvage gear that can cause expensive Runes/Sigils to become trapped, at the bottom of this post.

Hopefully this list at the bottom helps players understand the risk and sways them from buying Karma/WvW/Order armors to socket Runes/Sigils in until something is done about this issue.

-

[Edited to update and also to input list of un-salvage gear that can trap Runes/Sigils in them. And actual cost. Changed some of the original post’s language to be more constructive. ]

Post updated a bit. To better raise awareness of true issue.

Can something be done about this please? You removed the ability for us to use Transmuation Stones to move Sigils/Runes to new pieces of gear.

-

Example #1:

  1. Player decides to buy a set of Karma Armor/WvW Armor.
  2. Player then decides to socket said Karma Armor/WvW Armor with 6 Runes of Strength (75.6g -> 12.6g each)
  3. Player decides to make Ascended Armor and socket the Runes of Strength into it.
  4. Player tries to Salvage Karma/WvW armor.
  5. Player CANNOT Salvage Karma/WvW armor and is now out 75.6g.
  • See what happened when Transmutation Stones were removed entirely?
  • Only solution now: 250 gems Upgrade Extractor. (6x 250 gems -> 1500 gems)
  • Former solution: 50 gems Transmutation Crystal. (6x 50 gems -> 300 gems)
  • Player throws away 10g sigil.

Example #2:

  1. Player uses WvW Weapons:
  2. Player adds 10g+ Sigil to WvW Weapon.
  3. Player then crafts Ascended Weapon (or new WvW Weapon/Stat Combo)
  4. Player decides he wants to move his expensive Sigil.
  5. Player cannot salvage WvW Weapon due to huge oversight of removing Transmutation Stones. And is out 10g. (When it was entirely possible to do this before the patch.)
  • Guess what the only current option is? You guessed it again.
  • Only solution now: 250 gems Upgrade Extractor.
  • Former solution: 50 gems Transmutation Crystal.
  • Player throws away 10g sigil.

-

The option to do so existed before the patch. We are not asking for something new. But for something to not be taken away from us.

It does exists now (upgrade Extractor) but at 5x the original cost. (50 gems Transmute Stone -> 250 gems Extractor.)

I want to believe this wasn’t intentional. And that something will be changed soon. (Either a price lower, a new Gem store item, or Salvagable Karma/WvW/Order gear.)

-
-
-

Level 80 – WvW/Karma/Order armor salvaging isn’t profitable.

Maximum value of ecto profit if salvaged: (Full set of WvW/Karma/Order armor — using current value, will fluctuate)
thus the reason why it is pointless that they cannot be salvaged

  • Assuming Ecto salvage rate of: 1.2 ectos per level 80 Exotic
  • Current TP value of 38s
  • Salvaging set of 80 WvW/Karma/Order: 2g 73s 60c (before 15% TP tax)

Cost of level 80 Armors to purchase:

  1. Karma Gear: (80, Exotic) 242,000 Karma per set (42,000 per piece)
  2. WvW (badges) Gear: (80, Exotic) 5g 44s – 950 Badges of Honor
  3. Vigil armor: 8g 88s per set
  4. Whispers armor: 8g 88s per set
  5. Priory armor: 8g 88s per set

Extreme level 80 Karma Armor salvage example:

  • Even with Karma gear salvaged for Ectos. My massive 4.7million Karma
  • 4.7million Karma -> Level 80 Temple Gear -> 30g-49g (around this from salvaging assuming 1.2 or less Ectos per piece of gear)
  • Same 4.7million Karma -> Orrian Jewelry Boxes – 75g-100g+ (My 4.7million Karma would net me at least 75-100g.)

-

List of currently un-salvage gear that can cause expensive Runes/Sigils to become trapped:
posted again here near bottom if someone is looking for just this

  1. Karma Gear: (80, Exotic) 242,000 Karma per set (42,000 per piece)
  2. WvW (badges) Gear: (80, Exotic) 5g 44s – 950 Badges of Honor
  3. Vigil armor: 8g 88s per set
  4. Whispers armor: 8g 88s per set
  5. Priory armor: 8g 88s per set

-
-

Original real cost to move Runes/Sigils in WvW/Karma/Order armor using gem store items (only current possible way):

  1. Prepatch (Original method): 50 Gems, Transmution Crystal ($0.62 cents)
  2. Postpatch (New only method -> 4/15): 250 Gems, Extractor ($3.12 dollars)
#SAB 2014 plx

#OccupySAB2014

(edited by Ashadow.6874)

Thoughts on Read The Wind?

in Ranger

Posted by: Bryzy.2719

Bryzy.2719

I’ve been using it in WvW for about 15 mins now.

At first I was like “oooh…”

But then I was like “urgh…”

This shouldn’t be a grandmaster trait. This is a basic fix.

It carries the illusion of increased attack speed which is why Anet are palming it off as a GM trait.

Should at the least be merged with Eagle Eye or Piercing Arrows.

Ridiculous.

Cool Idea For Pets

in Ranger

Posted by: Fluffball.8307

Fluffball.8307

That’s how it worked in GW1. More customization is always better.

Hair Streaks!

in Guild Wars 2 Discussion

Posted by: Spiral.3724

Spiral.3724

I would love to see new hairstyles with colored streaks in them. I think this would go over insanely well! The “accessory” color could be used to change the color of the streak.
Yes, I’m a girl, and yes, I’m vain.

Spiral Madheart – Level 80 Mesmer
The Wrong Crowd [bAd] Yak’s Bend

What's the biggest mistake you've ever done?

in Guild Wars 2 Discussion

Posted by: Zanshin.5379

Zanshin.5379

Believing the Manifesto. ba dum tssss!!!

I see why I stopped playing; Concerns

in Guild Wars 2 Discussion

Posted by: Soap.6124

Soap.6124

I haven’t played GW2 for nearly a year now.

I thoroughly enjoyed most of the game; I have a couple 80’s and some fairly high PvP-rank characters. Very close to world completion, high level crafting skills, etc.

I decided to see how the game has come in the past months and fired it up again; after a large amount of patching, a good bit of nostalgia, and a couple of hours, I found myself in a state of déjà vu; I got that same feeling of “there’s really nothing to do” again.

How could this be? Months of content and patches being added but still there’s seemingly nothing to do.

Well, it got me thinking. I really like the structure of the game; it’s got a ton of potential and the ANet team seems very proactive when it comes to their game. It’s just a matter of direction, if you ask me.

Here’s some of my concerns, take them for what they are; I’m sure many people agree as well as disagree and think I’m an idiot.

• The loot isn’t fun. There’s very little variation when it comes to items, besides aesthetics. While leveling up this isn’t too much of an issue, it kind of dulls the experience at max level. Sure, I don’t have full Ascended gear, but I’m also not very compelled to put a ridiculous amount of time and effort into getting them due to one, these items don’t really have a meaningful impact on gameplay, and two, there’s no gameplay that really merits them.

• Nobody really does dungeons; they skip them. If people are going out of their way to skip content, don’t you think there might be something wrong with the content? Most dungeons contain too much filler and lack real “loot” for your efforts; that doesn’t create a challenging, rewarding, nor immersing dungeon experience.

• Build diversity and overall balance could be much better. Nowadays, it seems like nobody likes you unless you’re full Berserker, using your classes “best” weapon. Doesn’t that seem a little strange to anyone? If balancing between PvE and PvP is difficult, why not just balance them separately?

• World events should be more… worldly. Off the top of my head, one of my favorite world events is when that huge Giant runs over that low-level Charr town in one of their zones. I like that event because there’s repercussions for not dealing with him; your town is pretty much useless. What good are world events that really don’t have any weight within the world around them? Would be pretty fun if towns getting attacked was more of a regular thing; it makes the world seem more dangerous.

Living story content is great and all, but shouldn’t the focus be on content that’s fun and repayable? I don’t know about you, but I’d much rather see:

? Added a new zone where players fight the native clans for control over rare, natural resources!
- Rare and bountiful resources that appear randomly throughout the map are guarded by powerful monsters!
- Monsters periodically assault player hubs; the attacks never stop!

Than…

? Some kitten with a giant robot spawned in the middle of the mountains somewhere; go kill it if you’re bored and looking for somthing to do.

Do you like Black Lion Chest Keys?

in Black Lion Trading Co

Posted by: cranked.3812

cranked.3812

RNG boxes are never a good idea.

Surviving the thieves

in Ranger

Posted by: Lenor.8197

Lenor.8197

Hello, lootbags. WvW thief here. Since power Rangers are considered a happy corpse on legs by most thieves, i’ll try to show you our perspective, what we hate to bump into. Okay, here it comes.

1. AoE on Shadow Refuge. Since you bothered to slot that longbow, don’t waste your Barrage on silly stuff like my Black Powder/Heartseeker combo. I’ll just move out on it. What i hate is when my Shadow Refuge has an ugly red circle on top of it. Of course, other AoE/Cleave weapons work even better. Hit me with a maul, i’m dead.

2. Did i mention “Hit me with a maul, i’m dead”? Ranger’s melee weapons are an effective choice against me. Sword/dagger offers obscene amounts of evades. It’s like trying to backstab a grasshopper. Greatsword, on the other hand, is a great backstab deterrent. Nothing makes me throw a juicy kitten like a GS #4 right when i am about to backstab, followed by Hilt Bash and Maul.

3. Canine Pets. Yeah, forget bears/cats/devourers/moas/piggies. They just take valuable space and waste natural resources. If you want to give me a challenge, at least bother slotting your Wolf. And remember, dogs execute their awesome leap right after pet swap!

4. One, two… dodge! That doesn’t apply only to Rangers, but it’s an effective strategy against all D/X thieves. If you see me stealth, count to two and dodge. You’re almost sure get away. If you have no dodge, bind about face to a nearby key. Difference between 10k and 5k crits is amazing if you ever have to eat it. Weapon dodges count too, so keep them in mind.

5. Don’t stand there. Nothing brings a smile on my face as a Ranger having a casual picnic and plonking things with his longbow. Yes, expect me to dodge that Point Blank Shot. And then you’re already a lootbag. MOVE. Especially when i stealth.

I hope those few tips will help you in countering us Thieves a bit better.

Something my guild did w/Bobble heads!

in Guild Wars 2 Discussion

Posted by: The Assasin Xx.2198

The Assasin Xx.2198

D A W N [DAWN] guild on Gandara

(edited by The Assasin Xx.2198)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

74. Crafting an item automatically crafts appropriate amount of sub-component (e.g. refines ore).

75. Queues in crafting.

76. “Favourites” list in crafting.

77. Ticked crafting tiers are preserved upon game restarts and are independent for different crafting disciplines.

78. Having minis and halo/horn-like items persist through zones.

79. Having boosters and BLTC consumables put into wallet/finisher-like system.

80. Exchanging skill points and karma for Tomes of Knowledge.

81. Ability to salvage ascended gear (especially rings).

82. New ways to spend fractal relics and ascended materials.

83. Ability to exchange different types of ascended materials through Mystic Forge at a discounting rate.

84. Ability to put exotic sigils/runes and ascended gear (especially rings) into Mystic Forge.

85. Mystic Forge should be treating stack of items as multiple items (e.g. lets drag 4 sigils of air without unstacking them); or automatically refresh listing when stacks are split in inventory.

86. Discovering (“unlocking”) Mystic Forge recipes on first use for recipes with constant output or constant type output (material promotion, forging weapons and infusions).

87. Ability to mail dungeon potions to party members without being blocked.

88. Unsoulbound dungeon runes (makes no sense as you can run dungeon on char A, then buy gear with char B, salvage and get another set of soulbound unstackable runes).

89. Account-bound story mode for dungeons.

90. New titles (e.g. for jumping puzzles, for legendary collector).

91. Trackable “Dungeon paths/world bosses/fractal tiers already run today”.

92. Trackable dungeon paths in Dungeon Master achievement.

93. “Command templates” for commanders: set of pre-editable chat commands which can be keybound to numpad keys and then instantly “said” in events like Marionette, Assault Knights, Holo, Tequatl, Wurm, and possibly WvW (typing takes a lot of time, especially for people who do not use Latin keyboard layout by default, and after several iterations it discourages commanders from providing intel to newcomers).

94. Tuning of “suppressed due to excessive messaging” mechanism; addition of a “Quick-report for chat spam” system which raises spam-index of a player if reported by several players.

95. Option to hide/show/make semi-transparent self commander tag.

96. Account-bound (or at least transferable) commander tags.

97. Option to make commander tag visible only to its guild.

98. Option to change commander tag colors (“Go to red commander for main zerg, yellow for north turret defence, green for south turret defence!”).

99. Player-side option to disable displaying of commander tags on minimap and/or game.

100. Option to always show self name-guild-title.

101. Option to always/toggle show object names.

102. Option to toggle ally/enemy/etc. visibility on keypress instead of show-while-pressed.

103. Option to disable “Screenshot saved in C:/Users/SugarPinkPony…” messages in chat window unless folder is full.

104. Auto-create new screenshot folder when previous is full.

105. Option to mute skill phrases (“For grape justice!”, “I could outrun a centaur!”, necro minion phrases etc.), with option to choose between self/others, triggered powers/received conditions separately.

106. Audio notification for WvW queue (with an option to override “Mute GW2 in background”).

107. A “natural” way to input item chat links instead of whispering to self.

108. Ability to read multiple guild channels (possibly without being able to say anything).

109. Ability to keep party chat log on party disband (useful in case of kick abuse).

110. Logging party member names in chat on joining party though LFG (useful in case of kick abuse).

111. Option to always skip cutscenes (or “auto-skip unless path never run”).

112. Option to disable green arrow Personal Story helpers (possibly once at least a single character hits 80).

113. Improved personal reward system to deal with AFK leeching, counter-productive zerging in large LS events. Will probably be addressed in “Facilitating Friendly Play” blogs.

114. Choosable overflows. Same.

115. Home-server players get priority over guests. Same.

116. “Kicked on dungeon opener leave” problem solved. Same.

117. “Merge parties” problem solved. Same.

118. Fixes to pathing and shadowstep issues (Blink not blinking, Illusionary Leap not leaping and so on).

119. Fixes to skill/trait bugs – being worked on though not advertised.

120. Alterations to skills which are cast at a distance with no target to be cast on self instead (mesmer’s Feedback, ele’s Drake’s Tooth); or an option for it.

121. Fixes to “stuck in combat for no apparent reason”.

122. Fixes to “stuck inside a wall after blink/retreat/destroyed graveling burrow”.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

123. Fixes to “stuck in place, use /dance to unstuck”.

124. Fixes to dungeon exploits.

125. Fixes to mob AI.

Other features suggested in this thread:

126. New default order for reviving interaction: downed players first; then dead players; then dead NPCs.

127. Option to auto-deposit collectibles on looting (coding may be simplified by tying this action to on opening inventory instead).

128. Option to always display 2nd weapon set on character (not likely as it is hard to make it look not cluttered and heavily clipping; may be mitigated by displaying the 2nd set only when 1st set is unsheathed (character in “combat stance”), or displaying only for 2-hander+two-1-handers combo).

129. Make all, current and future, cutscenes skippable through the usual “Skip” button (say hello to Scarlet stomp achievement).

130. Stacking partially used salvage kits up to 25 (not 250 as the Mystic Salvage Kit requires a Mystic Forge Stone from gemstore).

131. Option to automatically take all purchases on speaking to a BLTC merchant/on purchasing items while speaking to a BLTC merchant (the behaviour contradicts usual merchant behaviour and makes it possible to forget items while purchasing “directly”).

132. Option to toggle displaying of other players’ titles in options and/or as a bindable key (useful in zergs where you would like to see player allocation but titles make it a mess). I actually remembered I wanted to include this one myself.

133. Option to choose between press-key-to-toggle-walking-mode or hold-key-to-walk.

134. “Nourishment slots”: stacks of food from this slot are automatically consumed when expired (not likely as conflicts with Metabolic Primer from gemstore). “Minipet slots”: mini from this slot always follows you around the world without needing to click it from inventory (can be simply replaced by minis persisting through zones and restarts).

135. Undockable chat panels to have different relocatable chat panels with chosen info.

136. Making the game handle “swap” actions when inventory is full (e.g. swapping gear; current behaviour takes 2 steps – 1. put new item, 2. remove old item – and it leads to problems with equipping, salvaging, crafting etc.).

137. Being able to view collections (“read-only mode”) from inventory. Makes sense as we’re already able to magically deposit items, so simply accessing a “piece of paper where the character wrote down how much of everything he has” looks plausible and makes gathering or buying necessary materials easier.

138. Being able to see in chat log when mutual friends advertise in LFG. Can be accompanied by an untickable “Broadcast my LFG advertisements to mutual friends” option in settings.

139. Option to retain character rotation when waypointing.

140. Ability for Commanders to assign Generals (may be a buyable ability).

141. Official version of “Combat Mode” – a crosshair which targets anything under it and makes AoEs cast at where crosshair points, plus various rebinds. Thread on reddit, video demo.

142. Fix to “no reward chest if disconnected during but before event end” issue.

143. Ability to hide engineer backpacks (if not for PvP and WvW, then at least for PvE).

144. Option to turn off completely and to relocate target’s damage indicators (like to center of the screen or to target’s info bar); several reasons behind it: too hard to read in particle spam; too hard to read when overlayed several times over itself (e.g. Shatterer hit by mortar); can’t be read on mobs with a high/distant target point as gets rendered out of screen (e.g. Shadow Behe and other world bosses).

145. Damage indicators which are out of screen can be shifted to the respective side of the screen to be always visible.

146. Ability to vertically rescale Bank/Collection, Merchant etc. windows (playing on high resolution but having to scroll-scroll-scroll small windows is no fun).

147. Bring focus onto TP window when clicking “buy more on TP” from inventory/bank/collection/crafting window.

148. Different icons for dead and downed players and NPCs; preferably identically to the way minimap shows them – skull/downed icon (too many times in mass events you can’t see whether you’ll be ressing dead or downed until you start, and it’s too easy to start ressing dead when you actually had a downed player who is always a higher priority).

149. More vivid blue color for downed player icon (often difficult to tell NPCs and players apart when post-processing is set to high and it significantly alters screen colors).

150. Option to rebind right button camera mode to another button (with toggleable/holdable option, as in feature 25).

151. “Compact” function for Bank and Guild Bank (with proper permissions) similar to inventory.

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

37. Stacks collected from bank automatically stack with materials in bags if present.

38. Option to use single-click instead of double-click for moving items in bank, crafting, Mystic Forge.

39. All windows always retain their position, including merchant windows. Inventory window never collapses into “tiny mode”.

40. Merchant and crafting windows should receive topmost position when consecutively activated with [F] instead of toggling between off and on (annoying during crafting when many windows overlay one another, and when a wrong [F] resets the crafting window).

41. Ability to tie several 1-handed weapon sets together for 1-click switching (e.g. sword+focus <-> staff), as well as having them in inventory always next to each other.

42. Ability to “extend” a 2-handed weapon item so that it always keeps an adjacent slot occupied for convenient switching to dual 1-handers.

43. Ability to tie armor sets together for 1-click switching.

44. “Equip as secondary ring/accessory” right-click option for trinkets similar to “Equip in off-hand” weapon option.

45. Option to hide boots.

46. Option to hide chest armour for males and females.

47. Option to separately hide left/right shoulder.

48. Option to AoE auto-loot everything automatically (AoE-loot-on-kill) instead of AoE-loot-on-constantly-spamming-interact-key-and-ressing-or-talking-to-NPCs-instead. I know it is possible to bind interact and loot onto different keys, but having 1 key for both seems more user-friendly. Still, hilarious things happen when you pick up a banner instead, press 4 and rush into certain death because you didn’t notice it wasn’t a loot [F] but a banner [F].

49. Dedicated colour for looting [F] only (blue?).

50. Option to disable talking to NPCs in combat (there’s nothing worse than having an NPC dialogue pop up over mobs and target info while trying to spot a Subjugator in the middle of a zerg).

51. Ability to display a list of [F] actions and/or cycle through them instead of clicking to select a target which fails 95% of time (just try to click and pick up a Fiery Greatsword next to a Frostbow next to warrior Banner next to a dead player next to a dead NPC next to a NPC with a popping dialogue box); and/or a “Select next object” key. Also makes it easier to choose between crafting station/trader/merchant/NPCs and similar interact-heavy environments.

52. Do not display “Use [F]” for siege when it is already used by another player.

53. Option to relocate the interact [F] pop-up.

54. Immediate stopping of reviving on any movement (currently has a “grace period” which makes it easy to fail dodging an attack while reviving).

55. Option to choose between “Dodging relative to camera view” and “Dodging relative to character orientation”.

56. Ability to “Use all” on stacks of items; auto-stops if out of space.

57. Ability to “Buy X amount” from vendors through right-click or similar to crafting arrows+input method.

58. Option to always auto-collect reward chests (Wintersday chests were a pain to open).

59. Right-click option to sell “all of this type” for merchants and TP (useful for vending minor runes/sigils and selling major runes/sigils).

60. Filter armour by weight on TP.

61. Separate category for backpieces on TP, proper category for food on TP.

62. “Undercut by 1 copper” option on TP. I wonder how volatile the market can become with this option…

63. Removed game lag on loading TP.

64. Improved TP logic and responsiveness (especially amount of clicks needed and “my orders” section).

65. Main page of TP gets preloaded and displays current promotions without a loading period during which players usually have enough time to switch to other tabs (thus missing news and promotions).

66. Option to start preloading map data for 1st character at character selection screen (useful for people who mostly play their main).

67. Trait templates – 2 free slots (WvW/PvE, PvE/dungeons), extendable through gemstore. “No ETA on templates” is official.

68. Graphics presets – to choose your own presets for “Zerg on Teq and I don’t want to crash” and “Now let’s make a new folder for screenies” scenarios.

69. Character-independent keybindings.

70. Ability to rebind modifier keys (shift, alt, ctrl) – mine are set to skills thus linking/drawing paths is interfering with it. At least let us choose between left/right pairs of modifiers.

71. “Waypoint favourites” in bottom-left corner of the map, preferably with editable names/notes; possibly unlockable with gems by 5+5+5 slots.

72. Option to show N-E-S-W letters on minimap (many players do not have English as their first language, and it still takes an extra second to translate the desired direction).

73. Option to display day/night indicator (possibly on minimap).

20 level 80s and counting.

(edited by Lishtenbird.2814)

List of 150+ QoL Features

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

EDIT 26 April 2014:

Unfortunately, I will not be spending my time discussing the ideas and keeping this list up to date anymore. Anyone who feels like it – you’re free to continue posting here or recreate a new thread and keep it updated. Cheers!

Here’s a list of features which would’ve let me and many other players truly “experience Guild Wars 2 as never before” ©:

1. Improved targeting system: option to display and cast AoE skills at max (“green”) distance even if cursor is out of range (particularly useful for shadowstep skills);

2. option to exclude yellow mobs from closest targets;

3. option to limit closest target to a narrow cone in front of the character (say hello to white moa at Jormag);

4. option to prioritize heaviest mobs over trash;

5. separate key to target heaviest mob (not bound by default);

6. option to always cast AoE on selected target (if it is in range);

7. option to prioritise enemies over allies when clicking to select target (Lyssa surrounded by trash and players);

8. retaining target marker on reappearing targets (Lyssa, Inquest Golem Mk II, Shatterer);

9. reworking the way in which large targets with high target point are losing focus when camera is tilted towards the grown a bit.

10. Queuing of pressed skills (so that I do not have to hold a button to get a skill cast even if I have network lags).

11. Option to turn on highly-visible cursor for aiming in zergs large-scale LS events.

12. Ability to relocate more UI elements, such as target info bar, which would allow players to see visual cues on large bosses on a 16:9 screen, as well as seeing boss buffs (retaliation/protection/condition reflection) next to their skill cooldowns.

13. Ability to relocate weapon skills.

14. Right-click on utility skill brings up skill choice pop-up (easier than aiming into a small arrow while running).

15. Option to turn the red out-of-range bar into a red/gray color tint/red cross on the skill icon.

16. Option to disable tooltips on skills (for people who use mouse to click skills).

17. Option to make buff/condition icons on target to retain their position (can be mitigated by an option to align to left/right instead of center only); an option to always display empty placeholders for boons and conditions.

18. Option to split nourishments/guild banners/bloodlust buffs/consumable timers from boons/signets/attunements, with possibility to regroup and relocate buffs from different categories.

19. Option to make buff/condition icons larger.

20. Option to turn off (or permanently collapse into tiny icons) UI elements, such as Personal Story tracker (and daily/event trackers).

21. Option to adjust camera position (higher-lower).

22. More zoom and FoV (zoom angle/perspective) options.

23. Option to hard-fix camera zoom position and make solid objects semi-transparent instead of constantly zooming in (particularly useful at jumping puzzles).

24. First-person/no character view for taking screenshots and fighting large bosses.

25. Option to change “hold right key for camera” into “click right key to toggle camera usage” (I’m running with right key pressed 90% of time).

26. Option to display player names and armour always in their respective team color instead of “blue=ally/red=enemy” in PvP and WvW. I’m totally confused every time a red enemy comes from a blue base and captures a blue point – this is a consequence of transferring from a different PvP game which always persisted team colors, and I’m sure I’m not the only one with this problem. To make it worse, /team channel is of an enemy-red colour instead of current team color.

27. Slider to adjust amount/intensity of particle effects (which make events like Risen Priestess of Dwayna look like an epileptical disco).

28. Ability to pin a bag/several items from it to be always visible – especially useful for nourishments, consumables, weapons, minis.

29. Option to display bags in 2/3 columns (displaying 18 slots in one row and 2 in another makes it too high; however 20 in a row is too wide).

30. “Compact” function compacts all items in their respective bags if bags are displayed, or compacts everything if bags are merged.

31. Fractal uncommon/rare/exotic gear boxes should work with sorting gear regardless of the order in which bags are put.

32. Invisible bags should not be filled even if placed as a top bag (because it’s where the most useful stuff is stored) unless out of space.

33. Content from invisible bags should not be displayed in Mystic Forge (dear customer support, just how many precursors do you have to manually restore each week because of this “feature”?).

34. A magical bag shared by all characters (may be a gemstore item not to conflict with bank golem).

35. Allow moving items directly from Guild Bank to Bank.

36. Allow direct stacking of items which belong to the same player in Guild Bank.

20 level 80s and counting.

(edited by Lishtenbird.2814)

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Ezekiel.1985

Ezekiel.1985

Keanu Reeves is sad.

What is Sad Keanu sad about?

He is losing this outfit on the 15th. I hope you’re happy ANet. Keanu was already sad about his sandwich. Now this.

Attachments:

GW2: WORST Cash shop. Stop being stingy ANET

in Black Lion Trading Co

Posted by: Rovaeden.8546

Rovaeden.8546

The Gem store is so incredibly disappointing to me for a number of reasons.
Rather than list a large number of things that I dislike I will attempt to be constructive and offer suggestions for improvement.

1.) Make all gem store items permanently available so that people can purchase what they want when they want, and not be arbitrarily punished by being unable to play at a given time.

2.) Make more of the ‘Toy’ items permanent rather than charge based, or have a charge based version and a perma version at different price points.

3.) Lower the prices across the gem store by 20% – 25%. In comparison the the best ftp cash shop I have ever seen in a game (I deliberately do not mention which game, as people will focus on that and derail the topic of focus), GW2 prices are much too high, especially for one use items (and LOL keys, wtf Anet, really?).

4.) Round Gems to the dollar. I’m sick of being nickle and dimed paying $10.00 for 800 gems. Whats wrong with evening it off and making it $10.00 for 1000?

5.) Provide More content and more interesting content. More skins, more toys, make tonic transforms more interesting (add jump and emote animations at the very least and even add the ability to fight mobs while wearing an illusion), add fun RP props and heck, even add mounts.

There are so many neat things that could be sold on the Gem Store, but instead ANET chooses to overcharge for junk. I just don’t understand why?

Narrative Lessons From 15 Months of Scarlet

in Living World

Posted by: Shriketalon.1937

Shriketalon.1937

Greetings and salutations.

With Season 1 of the Living Story drawing to a close, it seems appropriate to offer review and reflection of everything that has come thus far. Sadly, there is much to consider, as the brand new path trod by Anet has many missteps and mishaps along the way.

Rather than talk about individual flaws, I thought it might be best to take a stab at the overall writing style of the Living Story and the narrative flaws it continues to exhibit. Plot holes come and go, individual complaints will always remain, but the best way to help Season 2 is to consider the pitfalls of Season 1 from a writing and gaming perspective. And so, I thought I would offer up a bit of constructive criticism in silly infographic format.

For your consideration, Fifteen Lessons From Fifteen Months of Scarlet Briar.

Attachments:

For future armor sets

in Guild Wars 2 Discussion

Posted by: Scumbag Mawile.6384

Scumbag Mawile.6384

Could you quit doing this?

Yeah, thanks.

Attachments:

Disciple of Quag

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Hamfast.8719

Hamfast.8719

Hey, guys! Hop on over to THIS thread:

https://forum-en.gw2archive.eu/forum/game/gw2/Share-your-Mix-n-Match-TOWN-CLOTHES

…and post your Mix ‘n’ Match Town Clothes pictures to show ANet in a positive way how much you will miss it if they carry through with this ugly scenario!

Build a man a fire, and he’ll be warm all day.
Set a man on fire, and he’ll be warm the rest of his life.
– Unknown Fire Elementalist

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Twyll Blackleaf.9641

Twyll Blackleaf.9641

(continued from last post)

Q: So tell me, Curtis. How can they believe they’re capable of designing things that look good as a set when they CAN’T? It’s so hard to make a Charr look good, and none of their sets do. Aesthetic unity I can understand, but their aesthetics suck according to pretty much everyone who actually wears town clothes. The only possible thing they COULD value is “not having to deal with seams.”
A: Don’t call me— Whatever. In all fairness, that’s a pretty understandable thing to value.

Q: Maybe if they weren’t making a game in which appearance is so important to the players! Skins are the endgame in this game, for crying out loud! The entire Wardrobe is based on making customizing your appearance easier! Caring about seams is part of their JOB!
A: Yeah. And I think they realize that now. The thing is, this happened to be the one change they didn’t think to toss out there well in advance. But, I suspect that the end result of this whole ordeal will be that they’ll find a way to reintroduce a town clothes system.

Q: Well they need to LET US KNOW! I need to know whether to demand refunds or hold onto the hope that they’ll get their collective head out of their collective sphincter and make the stuff I paid for useable again!
A: They have two weeks to do so.

Q: And given how hard it is to extract any sort of information from them…
A: Think of it like this: If I were trying to solve a problem, would you expect me to tell you how it was coming until I’d solved it? :P

Q: I would expect you to tell me that you recognize there’s a problem and you’re working on it. We haven’t even gotten that. Right now all we’ve gotten is “We are sorry.”
A: We have gotten an answer. They’ve been talking about it.

Q: Even if they ARE working on the problem, what they SAID to us is, “There is not a problem.” So it is entirely possible that they talked about it and decided it is not a problem. (Editor’s note: This is me losing faith, largely because I was hungry and being hungry makes me grumpy.)
A: What they said is, “This will not turn out as bad as you think, but we don’t have as much leeway as you expect, either.” Largely for the technical reasons I outlined that might be the case. I’m pretty sure “you’d be surprised how many skins will be useable as armor” are weasel words for “we are frantically working to make the skins you apparently like useable as armor now after we didn’t realize we needed to.”

Q: I suppose if they’d given us a reason to believe ANY of what they said instead of using weasel words…
A: Ultimately, they have yet to mess up in a way that they haven’t made right in some way. Even with the awfulness of the Living Story’s plot, the combat of the last several updates was awesome. So, I’m willing to give them the benefit of the doubt.

Q: Whatever you say… Curtis. :P
A: Don’t call me… whatever.

So, maybe that helps explain things. Or maybe it just gives the GW2 forums a disturbingly intimate view into my love life, I dunno.

Anyway, obviously all of this is speculation, and speculation that I don’t even necessarily understand and might have paraphrased poorly, but it’s speculation that helped explain to at least one layperson (me) what other people’s speculation might actually mean. Hopefully it will also provide a nice, convenient platform for ANet to use as a basis for communication, even if only to be able to confirm/deny things.

Edited to add: He would like me to note that he is also a historian, which I didn’t figure was relevant to the argument, but as he puts it, “My craft is pretty much the art of asking, ‘Why the cats would somebody do that?’ and coming up with a sensible answer.” Which actually makes a lot of sense, and now I don’t have to suspect that he’s secretly the avatar of Curtis.

Edited again to add: Apparently he didn’t want me to note that in my post, as he thinks it makes him sound like a French-word-for-shower, and also was talking out of his donkey. (Wheee translating my normally vulgar speech with my beloved into euphemisms?) He was just noting it to me. But I’m keeping it anyways because I thought it was funny.

(edited by Twyll Blackleaf.9641)

Power rangers

in Ranger

Posted by: Rym.1469

Rym.1469

Condition damage should’ve been more of a DoT really. Less cleansing, less condition spam (no applying on AA, only other weapon skills) and less damage overall.
The conception of Conditions was pretty classic – players using them need good survability so they have 1-2 bonus defensive stats. But as it stands now, conditions are very bursty. If you’re not bursty with your conditions, they get cleansed quickly. Failed concept.

As for Power Ranger – It is and should be okay as a Melee Power ranger using S/A+GS. But I lost hope for any play with Bows. Only semi-viable thing is spamming aa on SB in power spec but it’s so lame and boring that I can’t stand it.

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

No Repair Costs = Rewarding Unskillful Play

in Guild Wars 2 Discussion

Posted by: Rym.1469

Rym.1469

I’d like to see old GW1 “Morale” debuff maybe. Not 15% each death because that was quite ridiculous, but 5% debuff stacking up to 5 would be okay

[rude]Antagonistka – Revenant, EU.
[SALT]Natchniony – Necromancer, EU.
Streams: http://www.twitch.tv/rym144

No Repair Costs = Rewarding Unskillful Play

in Guild Wars 2 Discussion

Posted by: Lishtenbird.2814

Lishtenbird.2814

The things I dislike most in party and group events are people who constantly go through the downed-rally-downed-rally-dead cycle. Which is not that uncommon, especially in suboptimal PuGs, especially in places like mid-level fractals or Living Story group events.

Source? Zee meta of berserker’s builds which do not always work when party is not coordinated enough to provide enough DpS to finish the fight fast or enough support to carry glass canons, paired with lack of personal skill to survive with such a build.

Result? Lying dead half of the fight making your party finish for you, or wiping and retrying stacking X times, or spending X tries to finish the dredge fractal with some of your party members totally naked by that moment.

Current state? If you die, you know you will be punished; it may not be a lot, but 1) it is significant for new players, 2) it accumulates over time and 3) no matter how small it is, the psychology tells you “it costs”. You understand that staying alive is at least a bit more profitable than not.

After patch? #GOROLLAZERKLOLIDONTCAREIFIDIECAUSEITSFREEYOLO! Translation: there is almost next to no motivation to stay alive in the group fight because as long as you hit the target a couple of times, you get your credit, and your party/the zerg will take care of everything else. So, more people will be eager to risk – new players because it doesn’t cost them money anymore, old players following nerfs to damage. Thus, more glass canons will start playing, more dead body will start falling, more content will turn into discontent to players who’re tired of spending half of the fight reviving downed zerkers and wiping in process.

TL;DR: removal of repair costs is a step away from “facilitating friendly play” and “build diversity”.

EDIT: hypothetical figures to illustrate the consequences:

  • If I run around doing 10 world boss events and pres per day and get 2s per each, then it accumulates into 6g per month.
  • If they nerf it to 1.5s, I’ll get 4.5g.
  • If someone dies 1 time per hour and spends 1 hour on these 10 events, he used to lose 0.45g from it; so after nerf, he’ll be effectively missing -1.05g.
  • If someone dies 4 times per hour and spends 1 hour on these 10 events, he used to lose 1.80g from it; so after nerf, he’ll be effectively getting +0.30g.
20 level 80s and counting.

(edited by Lishtenbird.2814)

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Twyll Blackleaf.9641

Twyll Blackleaf.9641

(continued from last post)

Q: So that means that because town clothes weren’t working as they originally intended, regardless of how they were actually being used, they decided to make the change to Outfits to fit the original intention?
A: Yes. I think ANet has an engineer’s perspective: This system is broken, so I will fix it. Why would somebody use something that is broken anyway?

Q: How the cats are you so good at translating— oh right, Engineering degree.
A: And game design nerd, thank you. I’ve read a lot about programming theory.

Q: I’m a nerd for game design too, though!
A: Yeah, but you’re into fluff, not programming :P

Q: Okay, point. All right then, He Who Knows the Mind of ANet… If Outfits STILL have to be made differently for each armor class, why did Curtis say that doing Outfits allows them to put armor in the store that DOESN’T have to be modified for each armor class? Or was he referring solely to the aesthetics?
A: Yup, aesthetics. This is the only way for them to be able to put out armor that doesn’t have to look like it’s Light, Medium, or Heavy, and also do it quickly. They can design an outfit, tweak it for each complete mesh without having to worry about seams, and ship it, then start work on the next. From THEIR perspective, it makes life easier for the art team and allows them to actually kick out more content. It also means that when designing a clothing item, they don’t have to think about how it would look with every other clothing item: it only has to look good with the rest of its outfit.

It’s pretty much ultimately the problem of any complex system: the more discrete objects you have to deal with, the harder it becomes to introduce new discrete objects. Outfits allow them to swap the paradigm around and eliminate the combinatorial complexity from the design equation.

Q: That DOES seem like what a confused engineer would think about how designers think. Really, though, the designer doesn’t have to make EVERYTHING compatible with EVERYTHING. You don’t go to the store and think that because they’re selling a navy blue shirt, it’s going to really well with the black pants they sell because everything they sell has to look good together! Besides, we’ve got plenty of single items that don’t match other things. Fuzzy bear hat and Charr town clothes?
A: Yes, but when was the last time they released something that wasn’t a complete set?

Q: But people never USE them as a set— Oh. OH. They didn’t KNOW that.
A: Even if they did, the fact is, combining things as a complete outfit and not worrying about how it goes with other things will allow them to pump out new stuff a lot faster. That, I suspect, is what Curtis meant by “you’ll be getting new outfits more often.”

Q: I should start calling you Curtis.
A: Please don’t.

(continued in next post)

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Twyll Blackleaf.9641

Twyll Blackleaf.9641

Hm, just had a very interesting discussion with my boyfriend wherein he speculated about ANet’s reasons for this seemingly incredibly dumb decision, and made some pretty good points. He’s got some knowledge of programming and is a game design nerd but also a writer at heart, so he occupies a sort of middle ground where he might be capable of communicating what ANet cannot communicate, so Curtis, PLEASE pay attention to this and possibly DO A CONFIRM/DENY? for everyone’s peace of mind.

This is a paraphrase of a much longer and more involved conversation, but I hope it gets the gist across.

To start with, some very simplistic definitions: A skeleton is a series of lines that join together to determine points of articulation and movement. A mesh fits around a skeleton to provide the shape of what is moving. A texture goes on that mesh to give it color and pattern and such.

Q: So, why can’t town clothes be used in combat, anyway?
A: Because combat animations are based on armor class, and the mesh for each armor class is constructed differently.

Q: But your combat stance in both of them is identical, and the way you jump, run, and so on. And running and jumping animations and such are also identical no matter what armor class you wear, so they all must have the same skeleton. Why not just apply combat animations to the identical town clothes skeleton then?
A: Some systems in the game that affect animations probably reference the mesh itself, and not the skeleton; and they probably can’t go through and change all of those systems to interact with EITHER the character’s armor class mesh OR the town clothes mesh.

Q: But aren’t those systems already prepared to handle three different armor class meshes?
A: Yes, but right now, all they have to do is detect what armor class the character is. If a character could use two different meshes, they would also have to detect which mesh the character is using at the time. And we don’t know how many systems they would have to change.

Q: But you can fight naked, and you can do Costume Brawl naked. Obviously the naked mesh is the same either way. So how do those systems work then?
A: The armor mesh is still there, but without a texture, so it’s invisible.

Q: So what if you made the armor mesh invisible, and then put the town clothes mesh over the identical skeleton, so the systems have the armor mesh to interact with but the town clothes mesh is the visible one?
A: There might not be a way to code that now, after the fact, depending on how the game’s code is built. It could also lead to all sorts of bugs.

Q: And yet, they’ve already made Outfits that are the same for each armor class, and combat somehow works in them.
A: They probably made a different version of the Outfit for each armor class, which just looks pretty much identical. That’s probably why it’s easier to do for a whole Outfit and not for individual pieces, because they’re having to make completely new meshes each time, rather than using what they already have. And there are only about six complete outfits, so it’s something they had time to do.

Q: And what about all the ones getting turned into tonics? They made brand-new meshes for all of those too?
A: Those won’t be useable in combat.

Q: Oh man, that’s even worse than I thought. So people asked for combat town clothes, and now most of them are being taken away and not used in combat anyways. So why would they do that? Why wouldn’t they just leave town clothes, if they’re going to STILL have meshes that are specifically designated for being out-of-combat anyways?
A: Probably because it would be difficult to code the new Wardrobe system to hold two different armor weights per character. Right now it only has to display and use armor of one weight type per character.

Q: What if town clothes weren’t part of the Wardrobe, then? How about if they were collectibles, like the PvP bank, that became wearable after you withdrew them from the bank?
A: The new system doesn’t have a PvP bank any more, so it might not be able to support any kind of clothing bank. We don’t even know what they had to do to allow the engine to swap meshes; we don’t know if their new system will support that.

Q: There will still be out-of-combat tonics, though, and you can only swap traits out of combat, so obviously there will still be an “out of combat” tag. Why not have clothing items that you can use out of combat, still?
A: We don’t even know if town clothes were ever really intended to be an out-of-combat thing only, or if that was a stopgap measure.

Q: So you’re saying town clothes might have been initially conceived as being used in combat as well, but the way the code worked out they could only be used out-of-combat in order to work, and THAT’S what The Voice of ANet Speaking Through Curtis meant about town clothes not working as intended?
A: Basically.

(continued)

Trait reset gems useless?

in Black Lion Trading Co

Posted by: Eyelusion.8205

Eyelusion.8205

I got stuck with 168 pvp glory boosters. I wish anet wouldn’t make us throw away all of the stuff we can’t possibly use or just don’t want to use that we either won as a reward or opened from a chest in place of something else we could have gotten that is still worth using.

This isn’t the first time and I’m sure it’s not the last. It’s been about 3 weeks since we were told not to delete our stacks of blade shards and nothing yet. Anet announced a trader merchant for them, but no date, nothing for 1.5 weeks or so now…

I haven’t bought any gems with cash because of this type of thing for a few months now and I used to spend $50-$100/month. My loss = their loss. GG

Ele’s Pwn J00!

Feedback/Questions: Town clothes, Costumes, & Combat

in Guild Wars 2 Discussion

Posted by: Xyonon.3987

Xyonon.3987

To be honest I’d rather see NO wardrobe at all than beeing robbed by ANet for the city clothes diversity.

ö.ö

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