Showing Posts Upvoted By ScribeTheMad.7614:

Should outdoor boss events drop loot?

in Suggestions

Posted by: lisamee.2408

lisamee.2408

Because of botting and/or gem shop sales, open world loot was nerfed the first month or so of the game. So now we have to acquire the treasures (that level 80’s want) in a strictly controlled and dictated way (dungeons, events, laurels).

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: lagrangeify.5641

lagrangeify.5641

Well my first run through the game was with Order of Whispers, I did loads of stuff with my partner who was a great bloke, we had a lot of laughs, we got a lot of big important stuff done….then Trahearne took all the credit.

He’s an opportunist leech with all the personality of a plank of wood. And he’s rubbish in a fire fight.

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: Celestina.2894

Celestina.2894

One thing to keep in mind is that unless you are a Sylvari, he is literally shoe horned into your story because really the Zhaitan story is very Sylvari focused.

For me, I never felt overshadowed myself. At the same time though, I do not hate but I also do not like him. He had potential for being a interesting character……..but felt rushed, especially for non-Sylvari players.

Unfortunately, presentation has never been GW’s strong point. The plot and lore? Great, but the presentation is where is normally falls apart with exceptions such as Tybalt. Some will tell you otherwise, but even Guild Wars 1 had bad presentation with a few exceptions. Funnily enough, in my opinion Nightfall was the strongest of the stories……..while having possibly the worst character in Kormir.

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: Awesome.6120

Awesome.6120

Anet took away Tybalt and gave us Trahearne in his place. The resentment should be understandable.

[SFD] – Maguuma

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: Strelok.3051

Strelok.3051

He has zero personality and takes all the credit despite doing absolutely nothing. At least he didn’t ascend to godhood like Kormir did, that would’ve really made me mad.

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: Knote.2904

Knote.2904

He’s whiny, lifeless, and get’s so much credit for stuff you never see him do.

Oh, except for when he upstaged my necro by summoning 5 flesh golems and everyone praised him for saving the day despite the fact that he literally does nothing while I kill everything for 99% of the story.

That’s all.

And that voice acting…. my god it’s like he didn’t even care.

Why does everyone hate Trahearne?

in Guild Wars 2 Discussion

Posted by: applekwisp.2139

applekwisp.2139

you must not have been paying very close attention to anything going on around you

"Strengthening the core game" - Thoughts?

in Suggestions

Posted by: critickitten.1498

critickitten.1498

WvW needs adjustment so it doesn’t boil down to “Zerg vs Zerg”.
This is something I’m not actually sure how to tackle, but it really needs to be dealt with. WvW is quite a frustration at times, partially because the classes aren’t properly balanced, and partially because there’s really no way for a player (even a skilled one) to stand a strong chance against a zerg of even the most bone-headed players.

Additional skills/weapons/traits are needed.
Rather self-explanatory. The existing skills aren’t quite balanced, that’s true, but there also aren’t quite enough of them to begin with, and many classes are forced into having only one or two options for their elites. There needs to be more selection and more variety, as we’re seeing too much leaning towards one or two specific build types in each profession rather than having a large variety of good builds to use.

Leaderboards for sPvP and other features.
I don’t do much sPvP honestly, but I’d be more inclined to do so if there was greater depth to it. Right now, a lot of people don’t like PvP in this game because it’s nowhere near the experience that GW1’s PvP was. More variety and more features will help expand this into something better.

Patch notes being more thorough, and staff improving communication.
There’s really no reason not to give full details about what is being changed or fixed in this game. Keeping it secret only gives the detractors more fuel to add to their fires, and indicates less than full transparency with regards to communication.

Remove the nickel-and-dime mentality from the game.
We’re charged for virtually everything. There are gold sinks in the Trading Post, for using waypoints, for changing traits, for repairing armor that was broken due to the cheap shot mechanics of unbalanced dungeons (as I complained about above), and the list goes on. We don’t need this many gold sinks. Don’t nickel-and-dime your players for every little thing, it limits their overall freedom and doesn’t encourage players to go jumping around the world to chill with their friends when it costs them a lot of money to do so.

/fin

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

(edited by critickitten.1498)

"Strengthening the core game" - Thoughts?

in Suggestions

Posted by: critickitten.1498

critickitten.1498

6. Add a direct peer-to-peer trading system.
I know you’ve stated in the past that you expect players to use the Trading Post and the mail systems for this, but let’s be honest, they don’t perform the same task. P2P trading is in virtually every other MMO (and even in games like Diablo 2) that I can think of, and with good reason: sometimes you want to trade with one specific person, and you may not trust them. The TP doesn’t allow you to trade with individuals, and the mail system relies entirely on trust between both parties. Yes, it’s possible that people will be scammed with a P2P trading system, but that’s already happening to people who rely on your mail system to do this sort of thing. This feature needs to be added.

7. The achievement system needs work.
Daily achievements are just about spot on, allowing players to experience whatever content they want without feeling chained to anything. Monthly achievements, however, do not perform this task well, often asking players to do things that they hate. Considering we have a multitude of achievements for all of the different stuff in the game to “encourage players to try new things”, I don’t really see why we need monthly achievements to perform that same duty, especially when monthly achievements (like daily ones) have specific rewards attached to them. And speaking of rewards, please make these achievement points have some value! Perhaps the best approach would be to make them function like the HoM from GW1, where certain levels of achievement points unlock special armor and weapon skins that players can use. This adds further diversity in players’ armors and weapons, and gives players a reason to push for more achievement points beyond having a bigger number on their account.

8. The personal story suffers from the same fatal flaw as Nightfall’s storyline: you’re not the hero, you’re just the sidekick.
There’s a reason that there is such massive hate for Trehearne across the internet, and people joke about him and his sword “Saladbowl”. The personal story starts out with you as the focal point of everything, raising you up as the great hero who will take down the dragons….and then after Lvl 50 or so, some skinny plant guy shows up and starts bossing you around. Whether or not you like him as a character, one thing is clear: the personal story doesn’t feel like it’s about you nearly as much after he shows up.

I don’t know if this is a flaw that the team can actually fix at this point, unfortunately, but it’s a lesson that can be learned for the next storyline. Make sure that the expansion focuses on the player, putting us at center stage as it should be, and doesn’t focus the narrative around somebody else.

9. Guilds need more love.
And this can’t be stated enough. It’s understandable that functions like guild halls and the like aren’t in the game yet, after all it took GW1 a while to get some of this too….but other things are missing that surprised me. For example, the ability to appoint a new guild leader if your current guild leader is absent for an extended period (or banned) should really be automatic, yet I’ve not heard anything about such a feature being there. Also, it’s possible to accidentally remove leadership privileges from yourself in a guild….shouldn’t that sort of thing have a “are you sure you want to do this?” window attached to it to make sure you don’t accidentally demote yourself? And the amount of guild “swag” (armor, weapons, etc) is still pretty lacking as well.

10. Loot tables are still out of whack.
When I kill anything above a normal level mob, I should get rewards. Veteran, Champion, or otherwise. Yet I continue to get more rewards from standard mobs than Veterans or Champions. I don’t know how this continues to be a problem but it needs to be addressed.

NOTE: From here on, I’ll be getting more picky and poking at some of the smaller things that aren’t by any means “game-breaking”, but are still things I feel need to be worked on.

Dyes need to be made account-wide.
The given excuse for why they are not account-wide is, honestly, not good enough. There is no sense of “progression” in expecting players to buy up dyes to this degree, and many of the more bitter players feel as though it’s a move primarily designed to help increase Gem Shop sales. I don’t feel like I’m progressing my character at all when I’m trying to locate any one of the 382 available dyes in this game, I feel like it’s just one more thing I’m expected to grind for. This is a minor thing for me, but it’s also a simple thing that would greatly increase character diversity at low levels if I could roll a new character with rare dyes that newer players won’t have. And that sort of diversity is always a good thing.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

"Strengthening the core game" - Thoughts?

in Suggestions

Posted by: critickitten.1498

critickitten.1498

3. Dungeon tokens need to be completely revamped to function more like the token systems of GW1.
One of the most memorable quotes of the designers back before the game’s release is that they didn’t want to build a grindy game, and they especially didn’t want us grinding the game’s dungeons at endgame. Yet it’s hard to pretend that this isn’t precisely what we’re expected to do right now. To obtain a full set of Lvl 80 exotic gear from a dungeon requires 1380 tokens. Assuming you maximize your efficiency by only running once a day (for 60 tokens each), that’s 23 runs (and thus 23 days) to obtain a full set. That’s a lot more grinding than I expected to have in this no-grind game, honestly.

When dungeons were originally pitched, the developers stated that we’d run a dungeon to obtain a token that we’d trade in for the gear we wanted. Many of us took that to mean that dungeon tokens would function just like GW1’s token system. In GW1, when you completed the campaign, you’d receive a token which you’d trade in for a unique weapon of some sort (sort of like how GW2’s campaign ends with the Pact weapon token). This system is what should be used for GW2’s dungeons: run the dungeon once, get a token to trade in for a single piece of armor. Instead of running the dungeon 23 times, you’ve now chopped that down to a much healthier six times, severely reducing the amount of grind you’re putting on your players.

4. Legendary items need to be revisited, and made worthy of their name.
My core problem with legendary weapons stems from the fact that right now, they have virtually no lore to them, and their creation boils down to a significant amount of grinding or TP buying/selling. Legendary items are obtained in one of two ways: you either grind out the materials, or you grind out the gold to buy those materials. Neither of these makes these items feel ‘legendary’. They’re, frankly, much too EASY to obtain….they’re just a large grind, and there’s no skill involved in obtaining them. They certainly don’t sound like these ultra-rare symbols of greatness that Isaiah Cartwright spoke of with such reverence.

When I imagine the word ‘legendary’ in the context of a fantasy world, I envision an epic world-spanning quest of skill, wisdom, and cunning. And that’s really what legendary weapons should be: extremely rare symbols of greatness, something that is nigh impossible to attain (yes, I want them HARDER to obtain, not easier) and whose attainment requires a world-spanning journey of epic proportions. Sure, it’s possible to find the legendary Foehammer just sitting in a troll hoard (I’m glaring at Gandalf so hard right now as I say this), but that’s not really what I picture when I think ‘legendary’, and I think most players would agree that making legendary items worthy of their name would significantly help add depth to the beautiful world you’ve created.

Just as an example, Yakkington’s Ring (an Ascended item) is an item with tremendous nostalgic value to GW1 players and countless historical value. It seems a total waste that it can only be obtained by running Fractals nearly a dozen times. Imagine if it had been a legendary item instead, whose quest starts at Yakkington’s gravesite. You visit there, feeling a source of tremendous power, only to find yourself pulled into the Mists. There you encounter Nicholas the Traveler and Professor Yakkington, and you can talk with them. Nicholas, obviously not willing to hang over the ring for nothing, sends you on a quest to explore the world of Tyria and face off against the ghosts of its past in a huge quest that takes you around the world, just like how Nicholas himself would travel around the world asking for all sorts of junk. Simple concepts like that would take the idea of ‘legendary’ items and turn them into something with TONS of lore and sentimental value behind it, challenging players and giving them a reason to feel like this item is something fantastic and special.

5. Add a better system for finding parties.
I’m not sure more needs to be said. The fact that I need to use an off-game website like gw2lfg.com to find a group is honestly a bit appalling. I’m not sure why this feature didn’t make it into the game’s release, but it’s a serious flaw that needs to be properly addressed.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

"Strengthening the core game" - Thoughts?

in Suggestions

Posted by: critickitten.1498

critickitten.1498

Going to be sampling out of context here, but here’s a post from a dev discussing the upcoming Jan/Feb/March updates.

One of our major goals with these releases is making our existing world as strong as possible, ensuring there are reasons to go to all the locations in the world we’ve already built, and strengthening the core game we’ve provided.

Now I’ve said before that I had a laundry list of things in this game that I find flawed, and I’ve had people ask me for that list in the past. Given that the upcoming updates will focus around “strengthening the core game”, I’d thought I would give my own personal list of things I’d like to see improved in these next few months, and see which aspects people agree/disagree with.

Since this is a large list and people will naturally assume I’m making this post for the sake of attacking the devs, I’m going to preface my list with a disclaimer: I love this game. It’s my favorite game of 2012, and I’ve talked several of my friends into buying it to play with me. It’s a great game. But it’s not a perfect game, and there are a lot of areas I (and likely others) feel that there needs to be improvement in.

Also, I apologize for the entire thing being such a massive block of text, but the forum’s formatting doesn’t allow me to add enough spacing to make it more readable. Sorry!

So, here goes:

1. A complete ground-up restructuring of every pre-November dungeon.
Fractals is perhaps the best example of how to do dungeons properly, but it’s still not 100% there. Fractals provides an engaging experience with dungeons that rotate and feel unique, boss battles in the classic Zelda sense that require teamwork to complete, and a dungeon experience that continues to evolve as the level goes up, but it still needs tweaking here and there (as discussed below). It’s not quite as bad as the other existing dungeons, however, which botch things on virtually every level. Existing dungeons are filled with a lot of “cheap shot”, OHKO mechanics designed to kill you for even the slightest mistake or lack of reflexes. This sort of design needs to be done away with, in favor of rebuilding the dungeons to be more like Fractals. I don’t mind a challenge, as it can spur me to try harder and get better as a player. But OHKOs do not promote such a thing, especially if they’re not always avoidable, and they really don’t make you a better player so much as make you frustrated.

2. Redesign and retool the function of Agony in GW2, and fix the lack of lore behind it.
When GW1 originally released with the Prophecies campaign, players were expected to infuse each individual piece of armor to protect from Spectral Agony. This was very unpopular, so a few months later, infusion was retooled such that you only needed to infuse yourself one time for the entire set of armor. One would think that a lesson was learned, there, but yet here we are in GW2, having to obtain separate pieces of gear and grind the dungeon repeatedly for the materials necessary to infuse each individual item with Agony Resistance. You’ve taken Agony from GW1 and made it even worse than it was back then. Agony needs to be seriously looked at, and the grind for AR significantly reduced.

But perhaps most importantly, we need a reason for Agony to even exist. Back in GW1, Spectral Agony was a power specific to the Mursaat, a race of powerful creatures (who may or may not be dead, it’s not entirely clear and that’s likely on purpose) who helped organize the White Mantle. In GW2, Agony is a condition that shows up in the Fractals because….well, we don’t know, because there has been absolutely no stated reason for Agony’s existence as far as lore is concerned. The devs have only said it’s supposed to resemble the power from GW1, but we’ve not actually been told how it came to be in the Fractals or what its purpose is, beyond the OOC mechanics reason of “making the dungeon harder”. There’s a serious lack of lore here and it could use some filling out.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

Current grind direction of GuildWars 2?

in Guild Wars 2 Discussion

Posted by: Alarox.4590

Alarox.4590

Let’s just say GW2 used to be better before they introduced ascended. The sheer amount of currencies introduced for this item tier alone speaks how badly designed they are.

Exactly.

What amazes me is how people can argue in favor of Ascended gear without listing one single kitten way it makes the game better for the player.

Not one single reason. None.

Alarox – Human Guardian
Rampage Wilson – Charr Engineer
Sea of Sorrows

Current grind direction of GuildWars 2?

in Guild Wars 2 Discussion

Posted by: Alarox.4590

Alarox.4590

It’s a legitimate topic of discussion. If you think that discussions about grind should be taboo and require your personal moderation, then you must think most topics are completely pointless and deserve the same response.

I doubt that, however, and I think people argue against even discussing this because they’re overly defensive about GW2…. I like the game too. So does the OP otherwise he wouldn’t even be posting.

That being said, grind is anything you’re somehow obligated to do that is obtained through niche and generally unfun (to the person doing them) activities. Ascended gear is a straight up objective improvement on your character that can only be obtained by doing a limited number of things, most of which the average person would rather not be doing.

In addition, Ascended gear isn’t just something you can go out of your way for a day or two to get. Ascended gear takes a large amount of time and dedication to get, so it’s not just a case of just doing things you don’t want to do. It’s a case of doing things you don’t want to do over a long period of time.

The usual argument against my above statements is that “you can do anything with exotic gear so it’s not a grind!”. Objectively speaking, you can do anything at level 78 with all masterwork items. However, you still will have a much easier time with lv 80 Exotic gear. It’s a case of whether or not you want you game to be entirely skill based or a skill/gear hybrid. I, and I would imagine most players, would prefer their wins and losses to be entirely based on their own skill level rather than part skill level/part gear level. The reason getting Exotic gear is not a grind is because you can play in any way, doing whatever you want to do, and still be able to get full Exotic gear. Events (karma), dungeons, WvW, crafting, trading post (gold), and in a reasonable amount of time.

Alarox – Human Guardian
Rampage Wilson – Charr Engineer
Sea of Sorrows

(edited by Alarox.4590)

Ascended Earring Costs

in Guild Wars 2 Discussion

Posted by: critickitten.1498

critickitten.1498

Doing a daily or weekly events is not a grind. Even fractal are set up to be a mostly non grind daily chest. See a grind is something you do over and over to mostly progress your hero to a higher level grinding gear is part of this but this is more of the view of what you do in one day. So in this game the only true grind is farming gold to BUY items that you want or to kill mobs to level up eveny thing else is just an intensive not to spend all day on the game and only log in once a day or week.

Its like the view of grinding from mmorpg has changes the sec GW2 came out where in WoW you had to spend weeks doing the same thing over and over in the same day was not a grind but doing something once a day is? I am sry but that is out right morally wrong to call GW2 a grind. Look at other games FF11 the one i mainly know you got to spend days to get 1 level and your killing the same mobs over and over items and gold where comply on a different level. Look at EQ1 the “first” high pop mmorpg from what i know you had to do a lot to get items and level and to even get to new content. If you got to go out side of mmorpg even the new fps games make you kill x number of ppl with a type of gun to unlock other guns that IS a grind.
Tell me what game had no grind in it?

You’re completely missing the point in your desperate attempt to defend the devs here.

I agree that it’s impossible to remove all grind from a game, because by definition, grind is repetition. And you can’t avoid content repetition. That doesn’t change the fact that the devs promised a no-grind game, and yet are continuing to release content that makes the grind worse. That’s a complete 180 from what they said they were doing.

Sorry, but this sort of thing is completely indefensible, and it’s perfectly fair for people to call them out on this.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

Ascended Earring Costs

in Guild Wars 2 Discussion

Posted by: Halanna.3927

Halanna.3927

I’m going to quote Isaiah Cartwright on the cost of ascended accessories:

These items are mainly earned through guild content, we included them on the laurels vendor to give players the opportunity to earn them if they are not in a guild but they are priced high to encourage players to try and accomplish them via the guild content.

source: https://forum-en.gw2archive.eu/forum/game/gw2/Holy-kitten-Cleric-Ascended-Accessory/page/3#post1516124

That is a horrible statement. Basically Anet is saying, “play the game the way we want you to play and we don’t care what you like”.

They are telling us, if we don’t play the way Anet wants, we will be punished.

I have bad news for you Anet. “Encouraging” me to do things I don’t want to do won’t make me do them. It will only make me quit and go find a game that I can play and have fun doing so, not being forced into content I don’t want to do.

It’s so odd. Anet is not new to the genre or games. Yet they are acting like a newbie company that has no clue how to make their games fun. It’s just so strange to read some of the stuff they have to say about the current state of the game.

Ascended Earring Costs

in Guild Wars 2 Discussion

Posted by: critickitten.1498

critickitten.1498

They didn’t say there would be no grind

Incorrect.

http://www.reddit.com/r/Guildwars2/comments/13tuac/im_the_studio_design_director_on_guild_wars_2_ama/

I would also like add that we have never said there would be no vertical progression. We do intent to focus on horizontal but we will have vertical progression moving forward with the focus on zero grind and a very low power curve.

They promised a no grind game after people got kitten off back in November. And yet the grind for ascended gear has only continued to grow worse, just as the “doomsayers” predicted back in November. Guess they weren’t as crazy as everyone thought.

Remember when our developers talked about “strengthening the core game”?
How’d that work out for us so far?
Now let’s try some ideas that will really work.

Ascended Earring Costs

in Guild Wars 2 Discussion

Posted by: LOCO.1785

LOCO.1785

Wow…

So they give us an alternative way to get them, but make it so stupidly expensive that it isn’t really an option at all.

slow clap

Ascended Earring Costs

in Guild Wars 2 Discussion

Posted by: Fortuna.7259

Fortuna.7259

Oh funny, and here I thought the quote would be:

“We presented another option so nobody could complain there was no other option. We made the alternative ridiculous so that everybody understands what option they are supposed to pick.”

LF2M Max Ascended Only!

Ascended Earring Costs

in Guild Wars 2 Discussion

Posted by: Xaaz.8472

Xaaz.8472

That’s a garbage statement. He may as well have said “We priced them high because we want you to be another face in the crown of a large guild”

Terrible implementation.

Ascended Earring Costs

in Guild Wars 2 Discussion

Posted by: Jornophelanthas.1475

Jornophelanthas.1475

I’m going to quote Isaiah Cartwright on the cost of ascended accessories:

These items are mainly earned through guild content, we included them on the laurels vendor to give players the opportunity to earn them if they are not in a guild but they are priced high to encourage players to try and accomplish them via the guild content.

source: https://forum-en.gw2archive.eu/forum/game/gw2/Holy-kitten-Cleric-Ascended-Accessory/page/3#post1516124

(Note: I personally disagree with his reasoning, because some players simply have no access to guild missions and its rewards because smaller guilds (10 people or less) have difficulty earning enough influence to unlock the guild content, let alone completing any guild missions.)

To all the PvE exclusive players...

in Guild Wars 2 Discussion

Posted by: LowestTruth.2635

LowestTruth.2635

Do I like WvW PvP?
Not at all, if you see.
I do not like WvW PvP.

Would I like it here or there?
I would not like it here or there.
I would not like it anywhere.
I do not like WvW PvP.
I’d rather get stung by a bee.

Would I like it on a fancy rig?
I would not like it on a fancy rig.
I think their egos much too big.
I think their language like a pig.
I would not like it here or there.
I would not like it anywhere.
I do not like WvW PvP,
I took an arrow to the knee.

Would I like it with plenty of gold?
I would not like it with plenty of gold.
Not with gold. Zerging gets old.
Egos too big. Language like pig.
I do not like WvW PvP,
Why, oh why can’t you see?

Would I? Could I? For the buffs?
Buff it! Buff it! Buff it tuff!
I would not, could not, for the buffs.

Oh, I may like it? I will see?
I may like 300 versus me?
I would not, could not, take 50.
No I will not go, let me be!
I do not WvW PvP.

Tarnished Coast

To all the PvE exclusive players...

in Guild Wars 2 Discussion

Posted by: Zeppelin.6832

Zeppelin.6832

This may come as a big surprise to you, but not everyone likes PvP..

Shock, awe, and gasp

To all the PvE exclusive players...

in Guild Wars 2 Discussion

Posted by: Windu The Forbidden One.6045

Windu The Forbidden One.6045

This may come as a big surprise to you, but not everyone likes PvP..

Dear A-net: Please nerf rock. Paper is fine
~Sincerely, Scissors