Critical Impact [Crit]
(edited by Beorn Saxon.4762)
I understand completely that you can’t login each day. Same here. But wouldn’t a weekly hurt people like us even more? The achievements would have to be balanced that they take more time. Weekend players would then only have two days to finish while others have seven. If they do get that balanced somehow, I would appreciate an additional tier of laurel income. Could backfire on us casuals though ^_~
Right now we have 8ish achievements everyday. We pick 5 to complete and get a laurel. What if every week we had 10 possible achievements tiers. We would pick our 7 favotite and get a laurel for each one we complete (up to 7 max) as you conplete each achievement. This way you are still rewarded one laurel at a time, up to 7 per week, but didn’t have the daily time restraint. Either do a little everyday, or all at once.
I’d even suggest scrapping the monthly and instead, if players complete 7 weekly tiers, they get a bonus 3 laurels, giving 10 for the week. You could still get 40 per month (10 per week x 4 weeks) as the current system (30 dailies + 10 for the monthly.)
(edited by Beorn Saxon.4762)
What I love about GW2
As A Player
All of these things make the game very fun to play. But let’s face it, we all have long term goals. Mine have been to get all 8 professions to lvl 80 and geared, get a few legendarys, hunt achievement points/titles, be proficient in most areas of the game, keep up with current trends in gear/vanity items. I know this is a lot, but when I bought GW2 I was planning on playing it for several years, as I did GW1.
Despite my hardcore goals, I’m a casual player. As in, my schedule is up in the air and I never know when I’ll be able to log in, and when I log in, I always feel like doing something different. But everything that I do, typically rewards and helps me get closer to my long term goals (ei. leveling an alt, getting tokens for armor, mats for legendary etc).
The Issue
The current reward system feels like I’m being punished as a casual player. On a heavy work week, I might not be able to log in all week. So on Saturday I just feel like vegging out all day and think to myself “I’d love to go bust out 10-20 dungeon runs and get that armor” or “I’ve been wanting ascened items for a while, I’d like to go farm a stack of fractal relics”. But with the current system we get max rewards for doing everything, once per day, no more, no less. If you miss a day, you can never get that reward, if you do it more than once, and you hit DR, getting less and less.
This stinks.
Suggested Solution
Instead of rewarding hardcore players for logging in every day and doing all of the daily’s and dungeon runs and meta events, why not make these things weekly based?
Example: Your account could run CoF 25ish times on your account per week before hitting DR. This way, you can use any profession, and run them any time. A few a day, or all at once. Dailys would be Weeklies and reward 10 laurels instead of 1. This way I don’t have to log in every day, but I can still earn the same amount as everyone else once I do log in.
TL;DR. The current system rewards you for logging in everyday and in order to maximize your efficiency you must do what anet tells you to. Your Daily, one dungeon run, one FotM etc. Why not make them all weekly based, so you can play what you want to that day, without being afraid of missing out on potential max rewards.
What do you guys think?
Can’t answer the question for the OP as far as others are concerned.
GW2 did handle the thief poorly IMO and is one the reasons I barley log on to this game.
IMO, its a huge mistake to combine stealth, high damage, and high escapability. They took it further by not adding a long CD time on stealth.
I’m just not a fan of this model of massive burst and garbage healing. Downed state and dodging is just not my cup of tea in regard to mitigation.
Tack on Ascend gear, bad drop rate, and meh dungeons = I don’t log on much and don’t really care about this game anymore.
When I saw the necessity of the warrior to use ranged weapon in zerg fights I knew the pvp was a joke.
I have never seen a fully upgraded keep go down in less than 5 mins unless there was no one there to defend. l2defend/scout.
I have seen a fully upgraded keep go down in less than 5 minutes. Garrison: Outer water gate down in ~1 minute, inner gate down in 10 seconds. captured a minute later.
Undefended maybe. Why u no defend.
There’s the problem. You can’t. The game balance is tilted horribly towards the attackers during sieges. Assume you have 50 invaders in your land, with 30 defenders on the map.
Anything those 50 invaders want to take is going to fall, and there isn’t a kitten thing you can do about it.
1- Siege weaponry cap renders it highly innefectual against massive armies.
2- Line-of-sight favors the attackers. It’s easier to AoE the TOP OF THE WALL from outside than it is for me, standing on top of the wall staring right at them, to use any ranged or AoE attacks.
3- Poor collision detection allows the enemy to turn your gates into death traps. Try to repair them with all that supply you have stocked up. You’ll get knocked off the gate by catapults, or else stunned, poisoned, fried, and knocked into a fresh open grave by a perfect storm of AoE.
50% of the time, I hear a call to defend. The other 50% of the time I hear “Ah let ’em have it…”
Wvw resets can be quite exciting for some. Just an idea to add playable drums/ and or horns ect.(only in a certain time slot before the resets, so they aren’t annoying) to hype up the resets in Lion’s arch. Kind of like a hockey game or something. Might encourage people who never do any pvp/wvw to at least check it out.
A filter for light, medium, and heavy armor in the Trading Post would be nice instead of having to sift through to find what you need.
In GW1 you could save your skill set-up / build to make it easy to reload it. Furthermore you could link it in chat to your teammates so they could view your skill layout.
Could we have this in GW2 please?
Its been discussed about a lot – Legendary isn’t something you should buy or grind.
A progressive work would be the right choice @ these.
Hmm, WWW traps are added.
Another point of my list become reality
N1, keep up working, ANet!
EPICNESS in Fights
There are tricks to give depth to battles.
I know I won’t say new things, but they’re not good enough in the game:
Sound effects needs to be deeper and stronger, focusing on hit force. These weapons have very nice sounds in real life.
More serious Character Customization
“You can be the hero you want to be!”
Remember this? I think there is a giant misunderstanding.
We see clones again, just like back in GW1. And we hate it.
If we want to make our own “heroes”, let us customize it in much more options.
More of: pre-made faces, haircuts, beards, body types.
Should be scale-able, like was in AION. + Limits should synced to each other, preventing anatomy anomalies.
Correction needed on skin and hair colors, and models+textures+shaders needs a rework. Smoother edges and color corrections.
When its updated, as a nice sign of fairity, give us at least one free “Heavy Makeover Kit” per every account existing."
Guild Member XP Rank-leveling
Just an optional option: For an amount of Influence earned, the members should level-up in Ranks. This detail can be enabled by the guild leaders or anyone who has premission.
Unique style UI for every profession.
Nearly the same, but different colors and unique frames.
If possible, let us chose the UI Theme styles in the Options menu. Customization here is same important. People customizing their PC desktop for the same reason, and we take it serious.
Guild Bank Requests
There should be a log tab, where people can do requests like:
(\_/)
(O.o)
(D.D)/
SOLUTION FOR EMPTY AREAS \\ Unique WWW-PVE SERVER BALANCE
==> The “WWW-PvE Cross Support System”
Every MMO has this illness, and GW2’s downgrading system is the first essential step, but its not yet enough.
I call it “Dinamic Economy Areas”
First: Equalize loots for the level the char has. If someone on level80 goes back to level10-15 areas, he needs same drops as in high-level areas, except the gathering. This will prevent overflooded lvl80 areas.
The next step is very complicated to make, but this feature may saves the game at all.
My concept is: ALL GAME AREA has dinamic events about gaining WWW and Economy support.
Players will see towns and NPCs in states depending on the Area’s condition. It can be:
If the area is in “Lost” state, players need to recapture it from the conqueror forces who camped in destroyed towns and villages, killed NPCs.
When players “Balanced” the area, it will become more friendly, prices will be better, as well as loots (compensating the less enemy activity). Otherwise, they have to guard it with the NPCs, because enemies want those values badly.
If the players do really good work and capture the whole area, the enemy activity will be minimal, and they try to invade in waves (1 hours peroids). To compensate it again, prices will be even better than in “Balanced” state.
So, when players in PvE areas guarding NPCs, support caravans, capturing forts/vilalges/camps, more blueprint can be bought, more supply can be mined in WWW with some other extra benefit.
PvE Activity will make WWW better. It means a server needs to focus 50-50% on both PvE and WWW
When players earn success in WWW, the server is rewarded with bonuses like stat buffs, bit better drops, special opportunities, unque skins, etc.
Since the game has server instanced areas (and not fully open like we expected), its more easy to combine it with my custom weather and skymaps. Lost state has clouds, smoke, it should look a bit depressive. Balanced is normal. Captured state should bring a nice rainbow as a stylish sign." Metal, Wood, Food, Medical supplies, War supplies (Armor/Weapon), soldiers/workers gained from these areas – to make it logical and realistic.
Dinamic Event Resets
All event needs a hidden timer to complete,
so in case it stucks by game bug, they don’t need server reset." Optional: “Reset in every half hour in when its not running properly”
Ugly High Shadering
At maxed out graphic settings, shaders looks pathetic. I’m not the one who dislike.
Light reflection on characters are very strong. Reduce it please. O.o
All map textures looks wet. No material feeling on any of these textures. They need much better shaders at maximum settings. Even optional parallax textures on: Self, +Friends (party, friendlisted and guild members), +everyone closeby.
Please try to make more realistic material looks.
More Hack’n’Slash like dinamic animations
It will give more feel of force and the NPC creatures should behave much more realistic. No more one spot turn.
Seriously, they need a huge redesign.
Ranged Looting
Ranged kills should have loots like in WWW, spawned at player. "Just because its bit pathetic to “ninja” between foes to get loots as ranger.
If I just wait, the loot disappears sadly…
(edited by RoyalPredator.9163)
WWW Blueprint Variety
If we want to make WWW a real battlefield, we need more war-technology. List: "Moving & Shooting Mounts:
Placed:
These things should be ranked, so Normal, Superior and Greater versions available, the more effect it has, the more it costs, more health it has and more supplies needed to build.
If the loot is finally fixed, and we’ll get at least 1 Badge of Honor each kill, exchanging would be useful.
I have a lot of design ideas for these. Ask me for them."
WWW Fort Capture Reward Chest
Killing Lord of a WWW fort should give us a reward chest that contains some of:
3 Stage moving system
I think we need some improvement here:
“Now we have:
• Walk
• Run
+ Dodge
It would be better if we can:
• Walk
• Run
• Sprint by double pressing ""W"" (or binded key. This feature needs to be sticked in the option menu, just like double-tap Dodge. It drains dodge energy)
+ Dodge"
R a n g e r R e d e s i g n
I’m playing as Ranger main, and I found it boring and half-done in Guild Wars 2.
Some advices: In Real Life, Rangers are kind of thieves in combat.
They should hit with heavy damages from distances, and fast shots with less damage.
A long casting but heavy damage and long distanced longbow skill would be a nice ultility skill. -50% attack speed for +50% damage.
*Point Blank shot: Knockback at close range, knockdown only in longer.
Now Rangers are silently nerfed, while they should deal much more damage. I’m on full crit dmg build, and the maximum damage I do with a single skill is ~9900, while a warrior or thief can do 15,000 to 26,000 in same time.
-> Equal damages, more critical chance in base, longer shooting range at longbow (1700)" Autoattack animation should re-captured with more dinamical one. Sound effects should be a hard target hitting noise, not weak whispering.
Animal Interactions There are rabbits, frogs, mosquitos, rats, racoons on the ground. “What if we can get interacted with them, gaining some kind of boost?
Like the rabbits gives Luck for 5 minutes, or the frog gives chill on attack for some hit, rats gives chance to cause weak poison, etc.
The gained buff is kind of Nurnishment, but won’t replace what we have on. Has cooldown, can’t stack it.”
i think being able to switch out utilities that are recharging while out of combat would be fun and that it would ease some frustration
retain the recharge timer of the swapped out utility to keep it balanced
Yeah I can agree that the Destiny’s Edge characters are lacking in substance. Order of Whispers story is epic thus far.
Poor Tybalt… I would have chased after him and told him, “You are not going to make stupid decisions without me!
”. It really broke my heart when I saw that Jolly Roger symbol right behind the gate. Why did my character not care that much?!
(edited by Zacchary.6183)
Why do people keep saying there are things to do? Yes, there are all those puzzles, map completions and titles. But dungeons? That’s a joke to find a group for. With no actual group finder or lfg system (which is now a standard in almost every mmo) getting a group as someone who just logs on for a few hours and logs off. Is impossible.
Using a site outside the game is not acceptable. Newer mmos with less work put into them like Neverwinter even have a working LFG tool. I still don’t understand why Anet refuses to add it. I’d rather dungeon crawl for hours instead of doing jumping puzzles, those just aren’t for me.
And joining a guild is unacceptable too? Some of us get dungeon runs all the time, because we belong to a guild. It’s much easier to find like minded people when you already have a group of like minded people in one location.
And the LFG site works just fine. Usually doesn’t take more than a few minutes to get a group.
Finally Anet doesn’t refuse to add an LFG tool, they’re working on one and it will be in game when it’s done.
Some of the most epic dynamic event chains take place in Orr – one of my favorites is the one that plays out across the zone of Malchor’s Leap and tells the story of Malchor the Sculptor, his love for the goddess Dwayna and subsequent blindness, madness, suicide and reincarnation as a ghost. Being in that zone and hearing that heartrending cry, “DWAAAAYNA!!” sends chills up my spine every time.
According to this in order to play the game you have to use the gem store.
1-player 1 got his legendary day 1 using gem store.
2- player 2 want to earn his legendary and refuse to use the gem store.
3- player 3 is poor and cant afford it.
Anet made it to take years to get a legendary (if you are unlucky with the precursor).
now tell me they are not pushing us to use the gem store.
You – don’t – need – a – legendary – PERIOD.
I think we have two slightly different topics here. The first is about farming and how ArenaNet deals with it. In my book, they do a pretty good job making farming as hard as possible and they most definitively should continue doing so. Farming is not healthy for a game, it just drains players time and forces them to do things that not all of them enjoy over and over again.
If you could decide for your own whether or not you want to farm ArenaNet shouldn’t interfere, but this is just not how it works. Farming people screw the eco for people who don’t want to farm and therefore force them to do so, that’s what has happend in almost every other theme park mmo and it would have happen to GW2 too if ArenaNet hadn’t taken countermeasures.
However, there are certain items in this game you can farm, but those are all account bound on pick up (fractal weapons, dungeon tokens, honor badges, …) and therefor cannot harm the eco.
The second topic is about legendaries and what a player has to do in order to get them. Here I do agree that ArenaNet did a rather bad job. Legendaries should have been tied to something like the Personal Story and shouldn’t require any non-accountbound mats at all.
There will be new ways to earn laurels. Also, you can attain some ascended gear from running fractals. And I like dailies/monthlies as they are now, account shared. Let’s me bang out my daily on a sub-80 alt to earn some quick XP. If they were player-based, everyone would 1) complain that people with 1 dedicated main had a disadvantage and 2) would cause people to feel “forced” into running dailies with all their characters.
Agree, Siphaed. “Long term investment” indeed.
“Delayed gratification” is a phrase that got lost in today’s insta-everything world. Both in concept and use.
I have nine 80’s. Three of them have Laurel Amulets.
The exotics I have on my characters are good enough to allow my guild to 4-man both Fractals and Explorables. The amulets are gravy and a nice addition, but not absolutely required. Gear does not play my characters, I do.
I prefer that what is currently account bound remain account bound. For obvious reasons, many of them explained in this thread.
I am in no rush. There is no game to “beat”. I don’t need it yesterday. I like having something to work towards.
I don’t feel kittened by the Laurel limit. I feel relieved. The thought of doing dailies, systematically, on 9 different characters sounds more annoying than fun; more like another set of demands/chores than relaxing. (Oh, and btw, I have a second account. Haven’t bothered doing dailies there.)
-Old school min/maxer that understands the player’s skill drives this game, not the gear.
(edited by goldenwing.8473)
At the moment ArenaNet is focusing on fixing/creating more content with the current zones to max out their world as much as possible.
This is something I like because in other MMOs, they just keep releasing zone after zone, and the zones just die out when the next new thing comes.
So they will update the world they got before they think of adding more zones.
I agree! i am very happy that ArenaNet is deviating away from the general way of making MMOs!
Good job Anet!
Coming from SWG, I know how Player Housing and Guild Halls (Housing and City Housing) should be done.
Player Housing…
- Able to add interactive Furniture…(Chairs that can be sat in, Food to be eaten, Holograms that do a dance, something besides just sitting there unable to be used)
- Trophies…killing world bosses, getting certain achievements, getting certain items (Legendary)
- DIFFERENT TYPES OF HOUSES (Everyone getting the same box with the same 4 walls is NOT the way to go)
- Able to pay NPCs to set up a shop, or able to set up a market stall in your house for visiting players (able to set items that you want to privately sell)
- Friends able to visit your house without your permission
- Able to lock said friends out of your house if you don’t want them in.
Thats really all I can think of for Player Housing…
Guild Halls
- Owning a guild hall eats away at a monthly/weekly cost via the Guild Bank, IE not a one time cost.
- Able to have other guilds visit
- Housed in only a certain city, each city costs a different amount (inspired via DOT.HACK, of based on what City you had to go to see a Guild, you knew how big their pockets were (A City in Lions Arch would be “greater” in value then a city in say, The Grove.)) estate prices and such :P
- each new function of the city (Banks, PvP, GvG, WvW, Merchants, etc) adds to the upkeep of the guild, so buying a Bank would add a new section to your city (not just an NPC) but would also cost say…1g more per month.
Yes, I know my Guild Halls opinion isnt what people are going to want…at all…but it will keep guilds active, and keep the Guild Hall as something that is only for the Guilds that can afford it.
I’d rather see an alliance system where smaller guilds and larger guilds can support each other before a guild hall.
Life Transfer and Egg-laying are supposed to be interrupted, only in theory however.
CC in this game is horribly designed for open world PVE, because the implementation of Defiant stack is a punishment for using CC rather than a reward.
I was in a zerg, interrupting the champion and causing 63 stacks of Defiant due to scaling. This means one single untimely CC mistake will result in a very harsh punishment.
CC won’t work for open world PVE for these reasons:
1) PUGs can never be corrdinated in removing Defiant.
2) It takes just ONE CC mistake to screw up the whole removal effort.
3) The event scaling for the number of Defiant stacks exponentially aggravates the punishment.
4) For many open world champions, soft CCs like cripple, chill, blind, etc only last for some length close to 0 sec.
That’s why most people in open world PVE don’t bring CC weapons or utilities.
P.S. On the subject of the egg-laying of the champion spider, the anticipation part of the animation is the same as its web-pull, egg-injection, and even normal attacks. So, trying to interrupt the egg-laying is a risky gamble.
Traps are a great addition if done correctly. They will actually force zergs to slow down and allow for area denial. That being said I don’t think anti-stealth should be a trap, if anything it should be a class skill. It’s kind of unfair to include a trap that counters 1-2 classes, unless of course you include traps that counter other classes(trap removes heavy armor, traps prevent use of pets, traps prevent element switching, etc).
I really how they make traps worth it though, they need to be a decent radius and a 1 hit and down powerful. Otherwise zergs will just plow straight through them. If they aren’t powerful enough for zergs to worry about then they are useless. I absolutely loved setting landmines in RFOnline, nothing like pushing a zerg back and planting mines to help prevent their rush.
Greetings!
I personally love the idea of traps. Long ago i wrote it in the Forum and now it will finally come. I cant understand why People complain about it. Traps can give versatile gameplay.
Example:
You can place a Firetrap on a favorite Cata spot. Someone goes there and places a cata and poof a Burst of flames goes up and hits the People building it up.
You can place a foottrap which cripples like Swamp Trap in Fract.
Poison Trap can go poof and lowers health replenishment for the ones who cross it.
The implementation is the Key factor. Traps should have a limiting factor. For example 1 Trap per 10 Area Segments which are needed normally to place a Siege. That way they cant be stacked. Another Thing is that Traps shouldnt be placed forever. The Lasting time should be 15 minutes and can only be prolonged when you update it with 5 supply. That would also Limit the usage.
And if you are on Fixing and implementing then please… why the hell should thiefs be able to stealth finish People? You want to place a finisher then stay visible..
next you’ll be able to buy a sword that turns blue when thieves were near…
DO WANT! I WOULD SO PAY GEMS FOR IT!!!
Am I alone in loving the idea of traps?
If implemented correctly (and that is a BIG if), these could prove to be gamechangers in dealing with zergs. How about a trap that scales in damage to the number of allies within a set range?
Stealth-revealing trap, it doesn’t permanently remove stealth; so why all the crying? This is more of a nerf to veil bombs than single thieves.
After all, who’s going to waste a trap on the chance a single thief might show up? I assume they take some time to set or at least select from your inventory.
No, the stealth traps are going to make SM fights a lot more brutal when defenders are on siege.
Supply removing traps, I love this idea. This will allow 1-2 defenders to hold a tower against a zerg long enough for reinforcements to show up. You put one trap in front of the gate, and maybe another where people typically set up catas, and you stall a zerg for several minutes as they go back to the camp they just cleaned out.
Add a couple of arrowcarts on that tower…it’s anti-PvDoor; something most people have been griping about since release.
As for WxP for dolyaks, please yes! Getting PuGs to escort dollies is impossible and it takes your most organized guilds out of the fight during reset night. This will get casual PuGs and underlevelled folks out to take care of one of the most essential, yet boring tasks in WvW.
Traps? Seriously? Oh kitten off.
Like someone else said much better a few posts up wth are you doing introducing traps that break an entire classes mechanic? Are we also getting traps that unsummon pets? Traps that stop warriors building/using adrenaline? Traps that stop switching from F1 through F4?
Every single mmo I played that had 1 or more stealth classes always had a way to counter stealth (note: I’m not saying counter that class or player, but the stealth mechanic itself). Things like not being able to stealth in combat, huge stealth cooldowns or in the better games usually something like a specialized class (buff) skill to either detect stealthed players or remove the stealth from an area. Traps would fall into the “remove stealth from an area” category that several games have done before but was lacking here.
As for traps in general, just wait how they work out and don’t over react like a little kid to something that doesn’t exist yet.
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