Sea of Sorrows killed him, here is the screenshot for proof.
Showing Posts Upvoted By Soulweaver.2190:
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The owls are not what they seem.
in Super Adventure Box: Back to School
Posted by: CommodoreSkippy.2657
After hours of scrutiny, I believe I’ve found the answer.
Today I heard my Charr Warrior yell “WAHOO!” in an excited voice when I Shield Bashed a frog. It made me rather confused.
So i went out and got some extra characters early on, and now the birthdays will be coming up soon.
and what do my characters get? 1 Queen Jennah mini, and 13 deleted redundant minis.
wheres the uniqueness, wheres the awesomeness of getting lucky that a toon got something special for their birthday, such as my main in GW1 who still carries that awesome mini he got for his 3rd birthday to this very day. wow you really sucked the fun out of this one ANET.
Since they are all equally worthless (being that none can be traded), why not let players for their birthday pick any mini that exists in the game. or give them random chance at any mini at least. (and yes i mean any)
And if you are paranoid about people who bought extra toon slots getting more gifts than those who never bought a slot, than only give them one choice per account. Sure that would be unfun as skritt, but it is no different than what you got now. right now its even worse because as soon as I get one I have to purposefully delete it.
Birthdays in GW used to be fun. Now i dont even want to open my other bday mails and spend time deleting them. If you guys dont like my idea above, how about adding a “Auto-delete redundant birthday mail” in the options panel?
Because the class is fun as hell due to its survivability and rather unique abilities. We just need the devs to give us more love, possibly through way of a spirit overhaul, pet overhaul, or some other things.
[hS]
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
PvE Main – Zar Poisonclaw – Daredevil
WvW Main – Ghost Mistcaller – Herald
I just finished Juggernaut today and let me tell you – it feels like an achievement to me.
And that’s what counts.
The current dailies require that players go to specific locations (underwater kills), perform specific tasks they may not have originally enjoyed doing (crafting), or demand that you set up very specific and controlled scenarios (dodger) in order to complete their dailies
People are as likely to enjoy crafting as to enjoy gathering. People are as likely to enjoy hunting through maps looking for the variety kills as they are to seek underwater kills. Everyone kills enemies when playing the game, but everyone (who actually tries to play well) dodges enemies too.
More importantly, the diversity is a great thing. The player who liked to craft was never rewarded, while now he is, once in a while. The player who enjoyed gathering was rewarded all the time, while now he still is, once in a while.
How is that not “forcing” people to change their playstyles in order to continue finishing their daily achievements?
You are not “forced” to finish your daily achievements. If there’s a daily achievement that goes against the playstyle you enjoy, you should not do it, not play through content you don’t think is fun. By doing the former, you are losing what – a few laurels – while telling ArenaNet that you don’t like a specific kind of achievement, and hopefully ArenaNet can use this information to improve the game. By doing the latter, you are just grinding.
“I think that players are starting to mature past the point of wanting to be on that
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
Got two level 80s and a level 28, so I guess not.
Assume you enter an instance through a closed door. You stand before that door and turn around to leave – nothing happens. You walk away a bit, turn around and walk towards the door – you get the choice to leave.
It’s simple: There is an area that needs to be entered in order to trigger the dialog window for leaving. If you simply stand there, you haven’t technically entered that area, so you need to leave it first. Move around a bit, then try again.
“Weve got to get in to get out” holds no sway here
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