Spirit of Faith [HOPE] – RIP
Spirit of Faith [HOPE] – RIP
It’s things like that that really highlight the charm GW1 had over other games. Our alliance was a particularly culturally -diverse one that merged into our guild from GW1, and because of the GW2 is structured has since been disintegrating. Not that we mind being tied down to a server, but a bunch of our players have patiently been waiting for guesting across EU/NA worlds so we could play together – expecting the similar region access as GW1 (through guesting this time), particularly because most of them are GW1 players.
I mean, things like this exercept from their Facebook page really paves the way for disappointment:
‘And don’t worry — we want you to play with your friends wherever you are. This policy only affects where you can login from — not which worlds you can access. People from NA will be able to play with people from EU at launch…’
Not that it’s wrong to do handle it this way, many games do – I just wish it was made clearer that players in NA/EU would never have been able to interact with one another in the first place. Region-locking should have been made clear back then, or even partially implemented as a restriction from moving between NA and EU servers. If a day limit between transfers, so could a server selection list.
(edited by Concordia Discors.7592)
Your missing what they are saying.
In the current way that the routing is done, it isn’t possible to guest on to another region because they are on two separate data centers. Look how long its taken them to develop guesting in the first place, the game has only been out since August. I think guesting in other Regions if Arena Net are stating that the routing would be complex and reading in between the lines saying that it would interrupt game time is a BAD idea. , if you have players that are on a NA server go join them.
Heck, for all the comments that are acting like you know better than Industry Professionals, where all the Network Admins, game developers and so on not commenting & why aren’t any of you working for Arena Net?
I honestly don’t understand the condrum, got friend on US server go play with them=Server Transfer
Got friends on the Eu Server go play with them=Server Transfer
Got friend on both? =Tough go and become a Server Guru and solve it for Arena Net I’m sure they will buy you your legendary for you.
People are disappointed because they were under the impression that it would be cross region. It got people excited. People were disheartened that it wasn’t available in Beta, then furthermore at launch. 5 months in and when it finally gets a release date, it’s a half-measure that solves relatively little. Those that have wanted to do group content with friends have already been doing so through overflow servers, or zoning into instances. They were also made able to transfer servers (including between regions) after launch at will… a week cooldown was later added because of WvW issues. This was a measure put in place while guesting was being worked on.
It’s disappointing that a feature lauded by ArenaNet and the community doesn’t actually do what most of the community wanted in the first place. I can’t see how it serves a purpose for the majority of those that wanted it.
Surely those that are playing in a certain region are already with people they want to play with. I know before launch I spoke to my guild and my friends and made sure we ended up in the same place. The only problem was the friends in the other region, but we didn’t think it would be a problem because we were told guesting would solve that!
Mist Angels [Mist] – Piken Square
Seems there’s been a lack of proper transparency.
If the issue is the data-centres, ArenaNet must have known this to be the case for a good while, and have neglected to let the community know. There are guilds split over different regions purely because they expected cross-region guesting functionality. Before game release, it was never specifically said that there would never be cross-region guesting, people were left to assume it would magically appear at some point. I understand the technical limitations, but you should have been clear about them from the get go – people would be less upset.
Plus the GW1 community has come to expect cross-region functionality – it was one of the things that made GW1 so great (either through International Districts, and eventually through easy-as-pie district hopping). This seems like a huge leap backwards, and I’m disappointed that no one seems to want to at least create some sort of workaround – international guesting server is an idea I’ve seen bounced around that may actually be feasible. You’re a modern company, surely you understand that people have friends all across the world, and region-barriers are the domain of the old-school MMO?
Much sadness here, and from the community overall. This is a real blow to an otherwise excellent game.
I understand Arenanet’s technical limitations and reason for two datacenters, but that just makes me wonder how it all worked so perfectly in the original Guild Wars.
Sorrow’s Furnace Commander
“You’re the mount, karka’s ride you instead, and thus they die happy!”-Colin Johanson
Karma could also be used to buy special tokens called “Asura Waypoint Token” and it would allow you to travel to one waypoint you’ve uncovered for free. Similarly, it could be traded, or re-sold for karma.
Another thing we really need is optimization. We already know this, but what kind of optimization? Besides porting to 64-bit, and just overall optimizing it for more cores, there are a few things to do:
- Vectorize the 2D Portions of the HUD/GUI. — This would allow the game engine to not require loading of textures into system memory, and rather, render them from a single file through text, or code. Vectors would also make it so that your HUD/GUI would always fit any monitor resolution.
- Make the light / luminosity of objects, etc. dependant on sources of dynamic lighting. — This is important for GPU specific optimizations. When you use light sources rather than specular highlights based on what degree the texture is facing, the object becomes more realistic. Of course, you still need some form of specular highlight. But I direct you to the vector suggestion in the previous bullet point. Speculars are just 2D wrapped on a mesh that is 3D, so this would be easily done if the 3D engine sent the dimensions of the 3D object as if it were 2D for each plane of the model, and then you could make the vectors spread out over the top of that.
- Learn from other games and engines. If you don’t know how to do proper HUD/GUI scaling with minimal performance loss, seek out help from games like Team Fortress 2 by Valve. The commentary mode in the game will help your game immensely. Similarly, code from the Unreal engine could be useful if you reverse engineer it for your engine.
- Don’t use animation for LOD switching — just use minimal animations such as fading in and out, no noise-like animation like the HUD/GUI.
Mounts would be nice too.
(edited by Iyeru.5240)
I along with pretty much everyone else enjoying GW2 may have noticed that in Skyrim or Oblivion If you out there have played these games ,there were some flowers you could pick , but in GW2 somewhat not really a lot to choose from , I’m hoping that will be addressed in a future major update or expansion with some or even a lot of botany ( picking flowers and herbs ) quests , how about fields of different flowers lots and lots of different types of flowers and herbs ( more than Oblivion and Skyrim ) at the moment early days of course , the game seems to be sadly lacking in this area of oportunity to entertain the masses.
I mean, seriously. Can we have just one dang pair of plain, ole’ pants for the light-armored characters? Especially for the girls? I know the ratio of women to men in this game is unbalanced, but must it be so completely obvious that no women were consulted in the making of armor designs?
It’s not even a question of too much skin showing, because some of this stuff looks dowdy as heck. The closest I can come to not having a skirt on my character is Harem pants (rly? who thinks this stuff up?), the skin you buy with gems, or the pair that comes with tail feathers. (o.O) I was initially excited to see the skin in the BLTC because there was no skirt at all (gosh! It looks almost like my necro armor from GW1!) until a closer look revealed it was actually a pair of panties and leggings held up by a garter belt.
Awesome.
Not.
I’m not saying you should change the existing armor at all. Lots of guys like dressing their female characters up in ways that take the boredom out of life. I get that. But I’m sure these same guys wouldn’t mind seeing their characters zipping around in some nice, snug slacks and a pair of kicky boots. The Krytan set for the Mediums is perfect. I have been saving up my coppers for when my Engineer gets to level 80 because she will look awesome in it. And she has the option of Duelist as well. But my Necro? Poor baby gets the shaft. Her choices are Demented Cheerleader, Pole Dancer, Mother Superior, or a Tulip.
And while I’m asking for the moon, can we have an outfit for the male Mediums that doesn’t come with a coat? My Thief has a nice bum, and I don’t think guys should have all the viewing pleasure.
Tnx.
(edited by Dark Aidget.3879)
Similar to the cow finisher. Evil laugh finisher. The character would start the evil type laugh as they begin the finisher on a player in WvW or PVP.
I’d like to point out they originally said names would be unlocked after the head start.
So you’ve had plenty of time, months even.
“Now, at the top of the puzzles like that there should be something really, REALLY worthwhile, like a Quaggan singing GW’s version of Bohemian Rhapsody or something.”
-MithranArkanere.8957
Haven’t read the rest of the thread yet; this was just such an awesome mental image that I had to reply immediately. I’m not really a “laughed so hard I fell out of my chair” sort of guy, but if I were, this would’ve done it. I can’t seem to stop grinning.
“Quaggan sees a little silhouette-o of a man. Scaramouche! Scaramouche! Quaggan does the fandango!”[insert .gif of Quaggan doing fandango here.]
“Then, I pull my Orichalcum Pick.” Is that what they call it now?
My best screenshot is of me inside the Clock Tower
After about 12 hrs total I finally made it and I did it with only a mouse because I do not have the use of my right hand…
I understand that you are working on the bot issue, but could you possibly look into a feature where if you report a player, that somehow this is recognized so you can move onto another bot. Either by message, or color, or something.
The big issue for me right now is these groups are so huge, 10-15 players running around, fast shooting, and with animals, that when I start reporting them, it gets confusing on who has been reported and who has not. EXAPLE. Bot names I saw last evening were ntcughksh, ntcasjdkj, ntcajksdjk, etc. I don’t know who I have reported and who the heck I have not.
I am just trying to help you guys out and report as many as I can, but might be doing duplicates and not getting everyone. A feature would help to determine who has been reported by your account.
(edited by Field Marshal.7946)
The problem with skimpy female armor, is that it usually degrades female characters to sex objects. People are so touchy about the problem because in other MMO’s, the female characters have ONLY skimpy armor, and the male characters have ONLY realistic, covering armor.
Guild Wars 2 doesn’t have this problem, it gives players the choice to have females wear realistic, covering armor—or skimpy armor. It has taken some huge steps in ending sexism in games. Many people are happy with this, and are worried about going back to how things were.
Even though your want for more skimpy choices isn’t a bad thing, it worries people who are afraid of losing GW2’s gender-equality. That’s why this thread has gotten some of the negative response that it has.
Personally, I like armor the way it is now. But I think they should add lots of variety to town clothes—including skimpy options.
Alright, alright. Time to crush some dreams and tell you people what you shouldn’t drool after because of their blatant impossibility.
- No professions focused on a single weapon. That’s just not how the professions work.
- No Fist fighting. Gear is important, if you fight barehanded or fists strapped, you don’t have much to brag for. Besides, Engineers already have the concept of Utility skills turned weapons covered.
- No Dervish. The whole back story of dervishes in GW1 is about them being mystics who gain their powers from their devout faith for the human gods.
- No race-specific professions. These would against one of the main design philosophies of the game.
- No new weapons that would be unique to new professions. This would only cause problems, and would be against the idea of professions having unique skill sets for the same weapons.
Now, to what I find plausible.
- New races. These would come packed with new areas and storylines alongside new looks. Tengu, Largos and Kodan are all possibilities, with Tengu seeming the most likely if they do add new races.
- Ritualist. Unlikely, but possible. Even though other professions have inherited much of their former abilities, they could just as well use spirits to possess themselves, their enemies or their allies as one of their class mechanisms, instead of summoning spirit turrets like they did in GW1. They also had their weapon spells, which could work wonders with the weapon system of GW2.
- A third soldier profession. As other have said, the ninth profession would bring all armor classes to an equilibrium. What this profession would do? Who knows, perhaps a reworked Paragon, perhaps an offensive armored spellcaster like some hope.
And then to the things I find likely…
- New storylines. Goes without saying that one of the key parts of the game, the personal story, would get 100% natural extensions.
- A new dungeon or two. New challenges, new exotic armors to get.
- New areas. New lands to explore, new maps to conquer.
- New weapons. A smooth way of adding to the skills available to players, a bunch of new weapons so that everyone would get something. Say, scythes, polearms, crossbows… A scythe, for example, would fit right into the hands of Necromancer, Guardian, Mesmer and perhaps a Ranger. Thief and engineer would get crossbows (who can say rockets?), Polearms would go to Guardians and Warriors, where Warrior would also get his hands on a crossbow, and Elementalists would cry alone in a corner because I didn’t think of a new weapon for them in my example case. Point is, new weapons = new interesting skill sets.
- New skills. Utility skills, healing skills, elite skills… Not more powerful than the existing ones, of course, but alternatives.
I think that’s about it. Of course, with the imagination Anet employees have shown us, I’m sure I’ll be surprised with that they bring to the table when the time comes.
There are so many times I would want to dye my weapons. I personally think if weapon dyes were on the gem store there would be a ton of sales.
In Guild Wars 1, when my son was having trouble with a mission, (with rare exception) I wouldn’t join him because, if I did, I would effectively complete it for him, dooming him to have more difficulty with the next mission.
In Guild Wars 2, when he is having trouble with content, I join him, because the content gets harder with more people, and I do not completely trivialize it for him.
Just go and group with your friends—that is why there is downscaling, so you can do that without having to make an alt.
Also, Guild Wars 1 was designed with the intent of being a PvE game that people would play through once—PvP was not expected to blossom the way it did. When an expansion was released, it was expected that players would come back. They didn’t expect people to stick around and farm the way they did. The subscriptionless model was based on this premise—that people would play, have fun, then move on, and maybe return later. If you’re just waiting for more story content to devour, you’re doing nothing wrong by moving on. This isn’t a roach motel game, where you will return to find your once top-tier gear is now vendor fodder because you didn’t keep “current.” You’re at the end—play it because it is fun.
Edit: My spelling was more horrifying than Grenth’s hoary nipples.
Hutchmistress of the Fluffy Bunny Brigade [FBB]
(edited by Fildydarie.1496)
How about make undergarments, underwear, and permanent hair gear dyeable? Currently, they’re limited to default color and that’s boring.
Perhaps make actual armor for these so that they work like all our other armor.
(edited by Bloodlust.3672)
Downed state 2 is worthless, especially if killed by a melee who is already in stomp range..
Yay, you’re rooted right next to me so you don’t accidentally run off and not stomp me.
I will give them credit where it’s due by stating it’s the best system of underwater combat I’ve seen yet in a game like this. I dislike most underwater content but the environments are beautiful and the combat while isn’t quite there is a notch above most attempts. My first character was a Necromancer and I think they’re pretty good underwater, but there are still some issues that I think overlap with other professions.
My problems with it:
-Weapon choices feels limiting and does not always synergize well with builds we’ve set up.
-If your utilities happen to be unavailable underwater, then all your trait investment for these skills are also useless.
-It’s harder to make out distance and depth in water compared to land.
Idea: Now what I think would greatly improve underwater combat without having to create big changes is that give us the ability to have a trait build reserved JUST for underwater. That way it won’t feel like we have to sacrifice one end for another and feel like half a character underwater or vice versa.
I guess making them account bound was the start of the slippery slope. No, they should not be tradeable.
Ill just call a basic game design concept present in mobas, fps, hack & slash, rpg, fighting games, beat them up and even third person games:
Because skill-shots and combos need more work to do than simple or auto-aimed attacks, they are rewarded to the players more than the others. (proportionally ofc)
This is not arbitrary. That relation means that a good player can real show of making combos/good aimed shots and getting an edge for it (have u ever seen pro playing mortal kombat/street fighter games?) while beginners are compensated for trying combos instead of button smashing. Everyone wins.
The thing is: that rule its not yet in the game. Elementalist combos-skillshots deal less damage that 2 hits without swapping from other classes given the conditions. (even in 1 hit in WvW as some screenshot showed in this forum)That can NEVER happen in a real balance.
I really like the swap/combo game play, and because of that I would really hate if they buff the basic attack/damage from the class. But the combos and skill shots must be fixed/updated with a real compensation balance in mind.
This is exactly how I feel. I love the elementalist’s complex gameplay, and I have done a ton of PvE, PvP and everything in between while playing mine obsessively. It is clear to me that the complexity is not rewarded with results. It does not give us a high ceiling, but a low floor.
I do not want it simplified. I want it to be rewarded. If my attack rotation takes three times the time and key presses as that of a warrior, I expect to do more damage, not less. If my defenses are all active ones, as I have the lowest possible combination of hit points and armor, I expect them to be more effective than hit points and armor.
The spells and attunements are a great design. Just change some of the numbers a bit.
Ratbag Dogsticker (Guardian)
…Yak’s Bend
You know the simple fact that this argument is recurring so often on the ele boards makes it pretty clear that there is a problem.
ANet never stated the ele is the ‘hard’ profession; in fact they claimed that the necro was the hardest which makes it clear they never intended the ele to be this difficult.
Maybe if they wanted to put a big red banner on character creation when selecting the ele that says ‘hard mode’ some people’s arguments would be hold some weight. The fact is though that the ele is not meant to be any harder to play than other professions. It really is as simple as that.
Add to that the issue that eles are both harder to play and less rewarded for doing so and they reach the situation where anyone with half a brain would call them ‘underpowered’. No, their big burst combos aren’t that great given that they have cooldowns reaching 30s or above. The other professions have no cooldowns that high on their burst.
A badly played ele should not suck, they should be able to get by like a badly played thief or a badly played warrior. A well played ele should be able to do incredibly well just like a well played warrior or a well played thief. As soon as the same skill levels on different professions result in different returns you have an imbalance, and no amount of claiming everyone else is ‘bad’ will change that.
maby it would be possible to activate update(s) and pay as much as one can afford instead of whole amount of money/karma. Then next player that checkes updates can pay some more and update starts when whole amount is payed.