Showing Posts Upvoted By nesh.7234:

Official explanation for temporary content?

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Posted by: Thobek.1730

Thobek.1730

Colin will there ever be a part of Fractals that allow us to play a recap of old content?
Stuff like that would be a win-win for those who want Fractals and others who long to play older stuff as well.

When I said we could update or change an existing dungeon, updating fractals in the future is one of the options that’s fully possible yes. And of course since fractals lets us experience moments trapped in time….it’s entirely possible some content may make its way there as part of a living world update.

I love the idea of storing these dungeons in the fractals! brilliant solution to keeping the dungeons but also allowing the world to progress. I don’t like the idea of these dungeons being accessible in the game world. We dealt with that problem they shouldn’t still be there.

Official explanation for temporary content?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Hi Colin, thanks for the clarification. I really appreciate the living story content, I do, but I have the feeling that the core system – dynamic events – are being hurt by this. What I mean: current zones have still the events the game started with, instead of growing in quantity & quality it’s just mostly the same density of events we had when the game was released. 8(?) months ago.

You said your goal is/was(?) to make the current world as strong as possible, but looking at certain zones there isn’t that much of variety there. Very few events have fail-conditions where different follow-up events come up. Dragon-encounters… I don’t even want to talk about those since you stated lately to improve those…

There are so many different work areas, I wonder if the team is too small to handle all of those areas at once. Will we ever see a substantial increase in the number of events in the open world? Or was this vision scrapped because of other things like the living story?

(I’m a bit crabby because I told a lot of people about the 3x more events a year later when it was mentioned in an interview and now…)

http://gw2style.com/index.php – show your look and rate others – great filters!!

RNG broken or is it just me

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Posted by: Flissy.4093

Flissy.4093

Slightly off-topic, but MF gear is a huge drain and shouldn’t be an aspect of the game.

A player running MF gear gives up a stat in order to increase their drop quality. So they are contributing the least, but gaining the most? Where is the sense in that?

I have no comment on RNG aspect of things, as RNG is just that … RNG. You can’t expect to get rings, this is why you get Pristine Fractal Relics. Do 20 dailies and buy your 2 rings. If you get either of the rings you desire in that time, great! If not, suck it up and stop complaining.

<— 1,500 hours and only recently got my first drop worth over 10g.

Light Up the Darkness
“Dear ANet, nerf Paper, Scissors is fine. Sincerely, Rock”
Elysaurus | Warrior | [LOL] | League of the Legendary | Gandara (EU)

Official explanation for temporary content?

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Posted by: ColinJohanson.2394

ColinJohanson.2394

Game Director

We’re trying something very unique and different with Gw2, and a lot of it plays back on the original ideas and concepts we had for the game all these years we’re trying to build towards and accomplish. It’s important to us to continue to try new things, looking at ways of evolving and innovating what a live game can be. In many cases, we’re learning right along with you guys how all of this is going to work for a live game, and constantly adjusting as we see the outcomes and find ways to innovate on what a true online world experience can be.

Living World is above all, the attempt to really give the sense the world is constantly changing and evolving. That there is events and content that change the world in the short term (like our current events) and events that can occur or change for the long term, which is what we’re slowly building towards in the future with Living World content.

Living world absolutely does not mean nothing but content that comes in and leaves again a few weeks later, and though so far that’s primarily what you’ve seen, it’s not all we will do in the future. The intent is living world provides us with a story and narrative experience, sort of like your favorite TV show, to constantly update and change the world and provide unique and exciting rewards on a regular basis.

We might have events that occur and came back again with a few modifications in the future. We may have events that occur and then find new homes permanently down the road. We may have bosses from a storyline that continue on forever as guild bounty hunts when a story completes. Living world also allows us the opportunity to upgrade and make parts of our existing game better permanently, a living world narrative could allow us to rebuild and change an existing zone or dungeon, or could destroy one entirely.

Our goal is to get to a point where on a regular basis, the world around you is not only changing in the short term through our normal event system, it’s changing and evolving permanently through our living world releases as well. What you’ve seen so far is primarily some tests and warmup stuff while we in the background organize the company to support this exciting future for our game, the future for living world is filled with endless possibilities.

Enjoy the ride!

Official explanation for temporary content?

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Posted by: Jski.6180

Jski.6180

problem is new players joining will see no content had been added, how do u explain to ppl picking up the game 1year from launch o u missed all this content sorry your out of luck and they are stuck with the basic content the game launched with 1year ago by then…

How do you explain to someone who starts watching a 25 year old soap opera that it’s 25 years old.

If the game is good and the content is good, then it doesn’t matter. Because there’ll be cool stuff to do.

And really aside from the dungeon, what are you really missing from F&F? lol

ah good u know Anet wont do any more temp content in the next 4 months, this isn’t TV, its a MMO were content gets added to show how long its been going. Yes new players playing a 1year old game but with the same content as when it launched u don’t see a issue here ? please. As for the soap thing they can go back and watch it lol can u go back and redo content Anet remove ?

Well that kind of the instinctive for ppl to keep playing it now we are given content that is exclusivity to the time. We are playing GW2 when there is not as much content and still things that are being fixed in time. So ppl who wait a year + for this game will miss out on some of the exclusive content because they waited but they will get the game that is better then it was before.

The idea of being a founder comes to mind that other mmorpgs tend to do but in GW2 its not about having stronger items or more spaces for items / heroes its about story and “in my day” type point of view.

Main : Jski Imaginary ELE (Necromancer)
Guild : OBEY (The Legacy) I call it Obay , TLC (WvW) , UNIV (other)
Server : FA

Official explanation for temporary content?

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Posted by: Mungrul.9358

Mungrul.9358

A few words and sentences to consider:
Too much of a good thing.
Familiarity breeds contempt.
Delayed gratification.

I think it’s an interesting exercise for an MMO developer to make content that may never be experienced again. It’s even more transient than TV shows; at least they get repeated.
Here, they’ve committed resources to making something that can only be experienced for a very small window of time.

Those that experience it will feel privileged to have played it. They’ll have a history with the game that newer players won’t.

Those who made it will experience something that many creatives don’t often have the chance to. They’ve made something that once it’s out in the wild, has a set lifespan.
Then it will die, never to be seen again.

Creatively, this is a very cool experiment, and I applaud ArenaNet for it.
Interestingly, the quality of the content itself is almost inconsequential. The important thing is the temporary nature.

Please note that due to restrictions placed on my account, I am only allowed 1 post per hour.
Therefore I may take some time replying to you.

best boss encounter ever

in Flame and Frost

Posted by: Kenage Achalarus.4276

Kenage Achalarus.4276

ok that boss fight introduction reminded me of the old bebop and rock-steady from teenage mutant ninja turtles. and so far those 2 are the most memorable bosses and i would love anet to make a step into that direction make bosses that are memorable not because their tough or hard but are fun awesome and have personality. most legendary bosses i fight are blank faces.

a Mesmer with a Greatsword [Confusion], your mind has been [Mind Wrack]

best boss encounter ever

in Flame and Frost

Posted by: NibriAyid.3680

NibriAyid.3680

I won’t call it the “best encounter” as it was quite punishing for a story mode encounter, but I’ll give it best introduced encounter. For once the bosses use something that has been seen before!

In other bosses that I saw so far in dungeons (and guild bounties!), it’s been:
“What’s that boss doing?”
<splat, rez>
“Okay… so that attack does…”
<dodge, dodge, splat, rez>
“AARGH now it does…”
<splat>
<insert profanity here>

“Oh! They’re using the same stuff that I saw before. Now how do I…”
<splat>
“Okay now I get it! Cool!”
<win>

Please continue to do this where some of the mechanics are introduced beforehand, specifically:

(bah spoiler tag’s not working properly you’ll figure it out)

best boss encounter ever

in Flame and Frost

Posted by: Farzo.8410

Farzo.8410

I think ArenaNet finally found their way on how to create their dungeons and PvE encounters.

Guild Wars 2 don’t need tank and spank and such mechanic, they need bosses with small ’’puzzles’’ and fun mechanics like that, with some spanking added.

best boss encounter ever

in Flame and Frost

Posted by: nmoral.3876

nmoral.3876

I truly enjoyed the bosses, i did it 3 times, with some people went smooth and easy and with one of those groups..well..awful.

What i loved most was the presentation like if they were the bad guys from Power Rangers or some other old Japanese show XDD

PS: i would shorten the length of the dungeon, there is a point where fighting the trash mobs its boring

Worth coming back?

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Posted by: jayb.1329

jayb.1329

“hey guys is it worth coming back? i know theres no way that you could actually tell me whether or not it is or isn’t im just asking to complain in a way thats less direct than just outright complaining”
-BankaiLEET and every other annoying whining crybaby on this forum

Questions for players that hate grinding.

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Posted by: Shadow Blade.1324

Shadow Blade.1324

the problem isnt so much grind imho its RNG grind where your not guaranteed anything for your effort

x grind = y reward is fine as anyone who puts in the time gets the reward an example of this would be something like getting a dungeon set for tokens

whats not fine is X grind = Y reward for Player A
and X grind = 1/4 Y reward for Player B

or if your stuck with DR X grind = 20 porous bones

i wish the devs had a consistent vision and didn’t push out content they know is flawed

Questions for players that hate grinding.

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Posted by: Kraag Deadsoul.2789

Kraag Deadsoul.2789

[snip]…
Yes life is a grind, but games are escapism. We really shouldn’t have to grind horribly towards our fun.

Then don’t. Find a new definition of fun.

There is absolutely nothing in this game that requires you to have a Legendary. You are not locked out from experiencing any area of the game for failing to have a Legendary. It gives you no measurable, statistical advantage over any other player; it’s the equivalent of an exotic item in stats. Even if the day comes that Legendaries are upgraded to match the stats of Ascended weapons, there will be cheaper ways to obtain Ascended weapons with equivalent stats.

ArenaNet is not making you grind for anything; Legendary, dailies, laurels, etc. You are choosing to grind for these items and achievements because you have decided to place an arbitrary value on them. When you made the choice to equate having fun in GW2 as obtaining a Legendary, then you accepted the associated cost (grinding). If you don’t want to bear that cost, then don’t engage in that activity. However, you’ll then have to accept that you aren’t going to earn a Legendary, either.

The argument that players find the grind required to obtain Legendaries or earn Laurels for Ascended items onerous is without merit. If you want something in the game that you have chosen to place a value on, you’re going to have to work for it (work being defined as spending a certain amount of time performing specific tasks). If you don’t like those tasks, you’re entitled to that opinion. If you want the items associated with those tasks, though, then you have to jump through the hoops required to obtain them.

ArenaNet isn’t forcing you to do any of this; you’re choosing to do it to yourself. If you’re not enjoying it, then either it’s time to do a little honest self-assessment surrounding what motivates you to play this game or find another game that is more in sync with your definition of fun. If you’re a slave to your own desires, that’s not ArenaNet’s responsibility; that’s your’s.

For the record, “No, I do not have a Legendary”. I have no interest whatsoever; never have, never will. I examined it and saw it for what it is; a grind designed to keep you putting hours into the game for very little return of fun (however you choose to define “fun”) and zero return of any concrete in-game advantage outside of cosmetic bragging rights over a bunch of colored pixels.

Seen in this light, Legendaries benefit ArenaNet more than the player base by keeping the segment that pursues these carrots-on-a-stick logged in and playing long past the point of it being fun. Even so, you can never forget that you chose this. If you don’t like it, then un-choose it and find something else to do in the game for fun. If you can’t find anything outside of the pursuit of a Legendary (or laurels for Ascended items, or any other arbitrary goal), then maybe that’s your answer right there.

I play WvWvW almost exclusively. The price of admission (assuming a person is playing to the objectives of the WvWvW arena as designed) is siege weapons and upgrades to fortifications. I’ve chosen WvWvW as my definition of fun inside the game and those things are the associated cost; they weren’t hidden from me. I don’t complain that I’m being made to “grind” PvE to earn the coins needed for these purchases. I’ve made the choice to do this and I’m responsible for that choice. I earn the coins I need then get back to playing WvWvW.

It’s the old argument of the journey versus the destination. If the destination is your goal, but you hate the journey required to get there, then what exactly about the destination is so worthwhile? We do this in real life to meet basic necessities of food, clothing, and shelter; enduring jobs we may hate to earn the money we need simply to survive. In a game, however, such exigencies don’t exist; you don’t have to endure a journey you don’t enjoy just to reach an arbitrary destination. So why do so many players continue to do this but then try to blame anything but themselves for making this choice?

So many souls, so little time. ~ Kraag Deadsoul

Questions for players that hate grinding.

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Posted by: Pixelpumpkin.4608

Pixelpumpkin.4608

GW2 is the least grindy MMO I’ve ever played. Nothing ever felt like a grind to me.

Other than getting a legendary, which is VERY grindy and very, very, very boring; but I chose not to pursue that too actively. So it’s probably not going to happen. (At my own non-grinding rates, it will take me years.)

Questions for players that hate grinding.

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Posted by: Atlas.9704

Atlas.9704

Well I’ve always thought of life as a huge STD with a 100% death rate. :p

Elona, Land of the Golden Sun….and undead…and poison. The travel brochure lied okay?!

Questions for players that hate grinding.

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Posted by: ZBoss.5610

ZBoss.5610

Storyline or quests. Don’t make me just hunt thousands of Glacer Golems and hope a lodestone will drop. Give me a quest that will be incredibly challenging and give me at least half of what I’m going to have to grind for. A little grinding is inevitable, but the amount needed for certain items that only drop from 1 or 2 enemies is silly. There are so many things that could be tied into dungeons, personal story, and even whatever is going on monthly!

Stealth and why it reduces depth and skill

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Posted by: Manuhell.2759

Manuhell.2759

They are introducing boon hate to indirectly nerf some classes, so…why not change some skills as to counter stealth? Like, pet/turrets could be immune to that (turrets haven’t even got eyes, after all). Or some skill could give a buff that makes you see stealthed players for a while.

Stealth and why it reduces depth and skill

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Posted by: Trey Enma.7851

Trey Enma.7851

I don’t think Stealth would feel as obnoxious as it does if players had some more reliable way of dealing with it instead of just getting lucky and guessing where the stealth target is. They introduced Boon Hate to punish bunker builds, why not revamp certain things to help with stealth. Help, not obliterate it’s value.

Imagine someone you cannot see in front of you, and you’re armed with a stick. If you swing said stick and connect with the invisible target, you would feel that you landed a hit.

Currently in GW2, there is no way to tell you successfully landed a hit on a stealth target until they’re no longer under stealth. If they added some sort of sound effect or something when a successful hit connects with them, I think it would add to more active play, while not completely giving away their location. Seeing damage numbers might work, but there’s a chance that it’s too much of a giveaway in location, especially if you AoE or range them.

Another option would be to allow boon removers to treat it as a boon and remove it. Just a thought.

I hope my point isn’t too strawman like. It’s not intended to be a complaint about stealth, but I do feel that sometimes it feels a bit silly. The invisibility doesn’t really feel very classic Thief like. If anything, the way that they implemented it, you would think that Mesmer would be the king of invisibility since it’s basically an illusion using light. Just my two cents.

This is why Shadow behemoth is always late

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Posted by: Geotherma.2395

Geotherma.2395

Clearly he knows he is outmanned, outclassed, and outgunned. Please buff SB and other bosses.

Sincerely,

Geo~

:)

Attachments:

Intel i7 3.9ghz processor 16GB Ram 2TB HDD
Nvidia GTX 650 Win 7 64bit FFXI 4+yrs/Aion 4+ years Complete Noob~ Veteran OIF/OEF
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Orr events and scaling - Feedback Thread

in Dynamic Events

Posted by: bri.2359

bri.2359

Get out of berserker or MF kit and enjoy!

I made 5g doing penit/shelter/jofast events on my guardian for an hour or 2 yesterday, and this was without selling the dropped mats or bags.

Only changes I noticed was vet chickens now do an AoE knockback, and abominations have a charging animation that knocks back anything in the path of the charge. Both of these are trivial. Seems to be a bit more pulling and stunning, but nothing using condition removers cannot deal with.

Lvl 80’s: Ranger; Guardian; Mesmer; Necromancer; Thief
Gandara Megaserver

Orr events and scaling - Feedback Thread

in Dynamic Events

Posted by: Dawdler.8521

Dawdler.8521

More events scale now instead of just spawning more cannon fodder for each additional player, ending up with spawns where 20 mobs die before they are visible. Its not really OP, its how the game should have been from the start. Last time I checked, 1 Orr mob didnt quite match 1 player – even veterans can be soloed without loosing any HP.

Flame and Frost dungeon

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Posted by: killcannon.2576

killcannon.2576

Not a hard dungeon. The enemy types you’ve encountered before if you have done any of the F&F stuff, and the final bosses were influenced heavily from Dark Souls, though not as hard. Lots of dodging and jumping, take some vigor skills and some reflects and it’s cake. Was a laid back experience from most dungeons, appreciated the story. Hope we get some permanent content like this…nudge nudge wink wink.

Flame and Frost dungeon

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Posted by: Chessrook.8643

Chessrook.8643

First run in was me (Warrior), two eles, a guardian, and a necro. Died a few times, but we figured out where we went wrong, fought hard, and eventually won. Was the first time we all went in too. AND it was a PUG.

Fun too. No yellings or anything… even had fun taunting that bloody weapons tester.
Me: That the best ya got?!
[cue dozens of red rings]
Me: HOLY-!
Necro: Ya had ta open your mouth…

A Noob's Thoughts

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Posted by: Sarabande.8260

Sarabande.8260

CLIPPED

No, I didn’t “rage quit” WoW, not at all. And why would I want WoW to fail? I’m not a spiteful person. Just after 7 years I got tired, but hell a game that kept my attention for 7 years deserves some level of respect. The community over there is far worse, the lore is boring, and the community was further hurt by LF-this and that… but that doesn’t make me bitter towards WoW. Come to think of it, even if WoW had awesome lore, the community was amazing and there was still a sense of server community – I would still have left, most likely. In truth, as I stated, I could go on about the good things about WoW, for instance combat there feels more, ummmm, snappy. There is a lot GW2 can learn from WoW – and with a game that successful these devs would be stupid not to draw from that game. The game didn’t betray me – how could a game betray me? Also, I would not want GW2 to “crush” WoW, because I feel competition is good as it drives developers to produce better content instead of making them prone to rest on their laurels because they are the only big kid on the block, something I feel Blizzard has been guilty of at times.

GW2 not having a sub is a perk, but I’d pay $15/month to play this. Hell, within a week I already spent twice that on the market. It’s not about money.

You see no way someone could like way points, vistas or points of interest? Well I see no way someone could like rep grinds, hearthstones, or polka music – actually I do – see… opinions work that way. I like the fast travel without effort. What would I do in WoW? Go to a flightpath, hop on a bird, tab out and read the news until it lands – oh so immersive. Vistas and points of interest give you something to complete, whereas in WoW all you did was just clear the fog off the entire map… you do the same here except you have something to do along the way. In other words, you have just as much freedom of exploration in GW2 as you do in WoW, except here you get recognition for it (you do in WoW now with achievements) — it’s rather benign the vistas and PoI’s, but fun nonetheless. Still, like WoW, you still have a bunch of areas you can hop to, just ignore the vistas then — vistas existing does not take away from what you call “true exploration,” they just give you something to gain along the way. Does one see the vistas and think, “that’s the only place I can explore because that’s what the map tells me. Dang, how can I truly explore with those vistas and PoI’s telling me what to do?”

You’re wrong about the entire media influences on how women should look thing. See, I’ll be blunt: I happen to like what by the measure of this society can be termed fat girls — shame I can’t make one in this game (I did give mine the biggest body type though). Know what else? I prefer dark skinned women. So no, the media’s idea of how a woman should look does not appeal to me. Meh, call me an archaic Roman patrician, and skinny girls can be pretty too, but I would rather see a nice plump belly and a round face than a woman’s spine, sternum and clavicle (something the media likes to portray in “ideal” women). Look, go youtube a song titled “Natural Beauty” by the artist Immortal Technique, either that or look up the lyrics. That’s pretty much in tune to what I am saying here.

Lastly, with respect to the above, please, for the good of yourself and others, refrain from assuming you know someone enough to make such bold claims. You may think you have evidence, and maybe you do – but your work with it was sloppy and hasty. Therefore, it’s rude, presumptuous and is really a waste of time since your output is probably gonna be wrong. As you learn a bit more about the world, you’ll see trigger happy analyzation (over a forum, no less) only works for a select few who have a very special gift. No offense, but you don’t have that gift.

Also, bait people to give me things? No. Besides most people are aware pretty much every one of these female toons are guys anyway. That may have worked in 2005, but not now. Even if it did, I am not that low to essentially scam or take advantage of peoples’ emotions by fooling them into believing I am woman and it’s rather insulting and immature to levy such a charge. Plus I am not a woman nor do I want to be one for trickery or any other reason – many people [not saying you in particular] cannot seem to grasp the concept because of the barrier that has been placed between man and women and maintained in most cultures since time immemorial.

Thank You for the good discussion.

THAT'S how you make a dungeon, ArenaNet!

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Posted by: Ballistic.4531

Ballistic.4531

During the boss cut-scene, has anyone seen that karate-move the bruiser boss did, with sending kisses after the move? It was freaking hilarious!

This world needs more people being frank and less people being offended.

THAT'S how you make a dungeon, ArenaNet!

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Posted by: lothefallen.7081

lothefallen.7081

This dungeon just felt and played better than any others ive experienced in this game. It felt epic, urgent, and you felt connected to the characters in what you were doing as well as why you were there.

Forget homogeneous paths…

Forget boring bosses…

This is how all dungeons in the future should be!


The Ardent Aegis
http://aa-guild.shivtr.com/

Too much work for temporary content.

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Posted by: Beorn Raukar.4328

Beorn Raukar.4328

Limited time things gives the illusion of a dynamic world.

Although I do not know. I think the original idea of dynamic events were that they would make the world feel more alive. Like what you do has consequences. The problem is that the scope of the events are relatively small and repeat too often.

Temporary content is suppose to make the world feel like a real place.

Not only gives the illusion of a dynamic ever changing world, which is a good thing, but it also gives some sense of exclusiveness to players. Meaning, that players who were there when a certain content happened can say, “yeah I was there when, so and so”. It also keeps players coming back to play more, because there is always something new to play. I think this is a wonderful approach to a dynamic world in MMOs.

Patch notes are up (30 April)

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Posted by: GreyWraith.8394

GreyWraith.8394

Endure Pain skill: Players can now capture points while under its effects.

I’m all for buffing classes that need it, but it needs to be done differently. Invulnerable/stealthed captures are terrible design (for any class).

End of the Dream by Evanescence
unofficial theme song of the Nightmare Court

Max Level 100 confirmed?

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Posted by: Infernia.9847

Infernia.9847

Many people have played MMO’s that they know going into the game, they will have to upgrade gear each and every time the game gets an expansion or level cap increase. They ‘know’ when they start playing, this is the key to the issue.
GW2 was not marketed as that type of game. Most people have taken their meager earnings and put it all towards ascended & exotics to gear up multiple characters. They are not doing this with the thought in mind that all this will change when the next level cap increase occurs.
If it was clearly stated that the level cap will increase, then I would wager that most people would gear differently than they do now.

I don’t think Anet is in a hurry to increase the level cap. They are still working on balance, tool tip accuracy, & bug fixes. An increase would be a nightmare to balance if it was implemented any time soon.

Blackgate : Level 80 Ranger, Necro, Guardian, Warrior
Devs: Trait Challenge Issued