Showing Posts Upvoted By wasted.6817:

Nerfing Berserker Gear Would Be A Mistake

in Guild Wars 2 Discussion

Posted by: Alex Kelley.2748

Alex Kelley.2748

Critical Damage:

  • We’re adding a new stat to the game called ferocity which affects your critical damage multiplier, similarly to how precision affects critical chance.
  • All existing percentage critical damage stats on gear and items will be converted into the appropriate amount of ferocity, which will then factor into your critical damage multiplier.
  • We expect that in the most extreme power DPS focused builds this change will account for a maximum reduction of about 10% damage.
  • This change will not affect PvP, as critical damage is already at a much lower value and item attributes will be adjusted in order to compensate for the changes.

While I agree that the berserker meta needs to be addressed, I fail to see how this can be considered a solution in the slightest. Allow me to explain why.

Berserker gear is popular because it offers the most bang for your buck. The harder you hit, the quicker things die, and the faster your team is able to complete a dungeon. Even with the effectiveness reduced by 10%, that fact will not change. Berserker stats will continue to offer the highest DPS and therefore remain a requirement.

What will change is the efficiency of your group. You’re not hitting as hard, so things aren’t dying as fast, and that decrease translates into you spending more time inside of a dungeon.

What does that solve?

From what I understand, people dislike the meta because they enjoy having the option to play different roles in combat. However, this idea struggles to find a place in a game where there is no holy trinity. With support and control utilities readily available to even the most damage-centric builds, there is little reason to defer from maximizing your offensive potential.

However, that’s only half of the problem. I believe that content is the other half. Current dungeons do not offer any advantages to players who opt out of the berserker meta, and these are the aspects that should be focused on.

Human Female Running Animation

in Human

Posted by: notebene.3190

notebene.3190

Restore it to what it was for the first 14+ months of the game. I assume it’s a bug, as there was never a patch note, developer blog, or community team member response to long, heated 1000+ post thread (T3 Cultural Outrage Style) that sheds any sort of light on why it was changed.

Since there are probably some people that enjoy your bug, consider making running animation a character trait, just like hair style of eye color. Something you pick at character creation. Can be changed with a make-over kit. Those of us who would like to be changed back to the old way can submit a ticket for a free kit. Then you can start dreaming up things like a ‘skipping Asuran’ for people to buy.

Choices and options please, not force-fed values.

Or, in this spirit, if it’s not a bug, you could just honestly explain ‘why’ it was done. I would like to know the ideals and values of a company I’m doing business with so I can best decide how that relationship will continue.

Game shallowness caused by lack of teamwork

in Guild Wars 2 Discussion

Posted by: lordhelmos.7623

lordhelmos.7623

As stated, my friends and I came to Guildwars 2 with a small and tightly knit guild. Since our 1 year+ of playing, our group has not really expanded. In fact, many of us have lost interest in Guildwars 2 and have been doing other things to kill the time.

We all agree that there is a strong lack of social activities in Guildwars 2 due to the following:

LACK OF DEFINED ROLES AND TOO MUCH INDEPENDENT CLASS POWER

Roles are not defined in Guildwars 2 and the zerker meta continues to hurt the community. In other games, players are forced to become dependent on other players in order to survive. In Guildwars 2 certain classes are so independently powerful and are able to do so many overlapping roles by themselves that the need for other players is extinguished.

Rather than promoting group dynamics, players instead group up with independently powerful classes that are easy to play (heavies) and steamroll content before simply disbanding.

In other games, where roles are defined, you added tanks and healers to your friends list because you needed them. Forced group cooperation helped to foster player relationships because players HAD to work together to succeed. People in your group offered things that you could never do on your own. In Guildwars 2, you don’t need the other players but instead they are there to simply bolster your own independent power. When classes under perform independently, they are unwanted (ex: ranger).

While Guildwars 2 does many cooperative things right (combo fields, rally system), it does too much more wrong (single classes able to do all the roles of the party [warrior: damage/heal/boon/tank/control]). Players are not promoted to make strong relationships or depend on other players because other players bring very little to the table that they can’t do themselves.

Guildwars 2 does very little to capitalized on its teamwork systems (i.e. some of the most powerful combo field attacks being able to be done just by one person [engineer turret aoe healing], Guardian hammer spam on self-dropped fields).

Extending into WvW and PvP. The mesmer and thief are so independently powerful because of how stupid the stealth mechanic is that they just abandon players that attempt to fight along side them due to their access to an infinite number of escapes. The extreme 1v1 capabilities of these classes leads to them to be superior due to power creep and only encourages them to align with other thieves or mesmers to troll.

Other players attempting to roam with these classes in WvW just end up being deadweight.

LACK OF GUILD ACTIVITIES:

Aside from the limited Guild dailies, there are no raids, no GvG, and no content that focuses on guild cooperation. Instead we have large zerg events where the scale is so huge that the independent contribution of a smaller player party matters very little. There is no way to isolate the rewards to the players who promoted the most teamwork when there are 200+ people participating in a giant lagfest that usually encompasses pressing 1 for 30 mins.

Havoc squads are the closest thing to organized small group combat, but they get crushed by large zergs that do little to promote team skill. Certain escape classes simple abandon allies when this happens to lone wolf.

ENTIRE GAME REVOLVES AROUND MELEE:

All the group buffs in the game are 600m or less on average. There are very few targeted area heals. Players are encouraged simply to stand next to each other and stack heavy boon classes (warrior/guardian) to achieve near godlike status. The gameplay does not promote any kind of strategic positioning. In fact, positioning barely matters at all in Guildwars 2 unless your ranged and out of the “god” temple of your companions. Then you are told you are playing wrong.

This just leads to a boring dynamic that encourages stacking and button mashing with very little strategy or teamplay.

OVERALL SHALLOWNESS AND TL;DR:

Overall the failing of the above systems (too much independent class power, lack of roles, melee focused gameplay with no teamwork, very little guild support/content) makes the game feel like a very shallow cooperative experience. As a result, most of us in at least my group, have lost interest and just check back every now and then to see if things ever got better (only to find more Scarlet Briar while larger issues are ignored or not being solved in a reasonable time table [1 year, same problems or empty promises in the shunned classes forums]).

Ultimately the current systems of Guildwars 2 promote very little cooperation and instead result in selfish gameplay. Large zerg events do not promote teamwork and are too large and chaotic to reward team synergy.

(edited by lordhelmos.7623)

The Old, the New, and the Ugly

in Guild Wars 2 Discussion

Posted by: killcannon.2576

killcannon.2576

I like the dark and brooding tone of the two older trailers.

It sure feels a lot different than quaggan back packs and bows that shoot unicorns.

What to do with all Rings from Fractals?

in Fractals, Dungeons & Raids

Posted by: J Eberle.9312

J Eberle.9312

Take a screenshot, print it off and send it to arena net in the mail along with a written letter asking them why they haven’t done kitten about this yet.

whatever happened to the GW height mechanic?

in Guild Wars 2 Discussion

Posted by: Liewec.2896

Liewec.2896

not really a question since the answer is “it’s not here”
but just for discussion, why was it not included? was it considered?

the mechanic:
in GW1 while your character was using a bow you would gain additional (and scaling) range and damage if you were at a higher position to your enemy,
so if you were several feet higher you’d likely see no difference, but stand on top of a castles walls and you’d really see a benefit!
this was brilliant and added a point and purpose to holding the high ground.

one of my favourite experiences in any game was defending fort aspenwood in GW1 as a sniper ranger, really feeling a sense of a home-field advantage.

(for anyone who didn’t play the original GW i’ll help you imaginewhat it was like,
imagine if the keep walls in wvw were 1000 high (so enemies need to get right up close to hit the defenders on top of the walls with their 1200 ranged weapons),
now imagine that your range from on top of the wall is 2000 (and you have a damage increase of 25%), allowing you to hit people as they approach your walls before you enter their range, thats how it was in GW1, you really felt like you had the advantage of a castle’s walls.)

GW2 is missing this sense of a home-field advantage, if your base is being attacked by a large zerging force there is nowhere you can attack from where you are’nt instantly dying to your enemies spamming the walls with aoe.

height enhancing range/damage adds a real depth to strategic positioning, and makes holding the high ground a really epic experience!

Casual vs. Hardcore Content

in The Origins of Madness

Posted by: Manijin.3428

Manijin.3428

I’ve read the complaints of a lot of people, both here and elsewhere, regarding the nature of this last Living Story update. For the most part, these forums being what they are, the complaints typically center around the nature of the content, i.e., the Great Jungle Wurm world boss being hardcore raid content, and the Marionette being casual content.

My question to the playerbase is: Why can’t we have both? The thing players need to understand is that, from the outset, ArenaNet had decided that there was going to be a way for casual players to experience content, and a way for hardcore players to experience content. Heck, just look at the original concepts for Explorable dungeons: Specific builds, gear setups, food, and maybe even classes were going to be REQUIRED to do explorable mode dungeons, not to mention having a chat program like TS. This idea was, eventually, scrapped in favor of making most explorable mode dungeons PUG-able.

This idea that EVERYBODY needs to be capable of doing all of the available content in the game has been executed, I believe, incorrectly. While everyone should have ACCESS to the game they paid for (no IRL cost-gating for content), and all content should be completable (no 5 second rage timers or something silly :P), there can, and should, exist difficult content that only the well-practiced and prepared teams can overcome. This gives people something to work towards, and truly rewards them for their effort.

“But wait!” you say, “I can’t do that content because X/Y/Z!” Well, guess what. I’m a casual player, too. I will probably never get above fractal 12, I will DEFINITELY never get full ascended gear, and I probably won’t ever beat Tequatl or the Great Jungle Wurm. But ya know what? That’s okay! Do you remember the first time you beat a video game, only to discover that you’d missed a whole bunch of side quests or bonus content? Did it cheapen the experience for you? Of course not! It only made you more excited to give it a go, and if you couldn’t, you left knowing that you’d still completed the game and had a blast. It might have even inspired you to play through again.

Now, that’s a lot to ask for from a MMOG, but I think that the idea of hardcore content should, and in some cases is, make a resurgence in GW2, not to the detriment of casual players, who should expect content for their skill level, but to empower those players who desire a greater challenge. Yes, sometimes a greater challenge requires gearing and playing a specific way, and that’s not always going to be for everyone. We, as casual players, need to accept that philosophy, and understand that there is content meant for us to “Play how we want”, and that there is content made for hardcore players to “Play how they want”, and that’s okay. Just don’t walk into a steakhouse and ask for chicken. :P

Dangerous precedent: Watchwork Pick

in Guild Wars 2 Discussion

Posted by: Vol.7601

Vol.7601

If you haven’t noticed, a new infinite mining pick has been released which also provides a 20% chance of sprockets.

I have absolutely no problem with infinite tools. They are convenience.

But a chance to get a material that cannot be gathered by other tools? This is P2W.

When scarlet is gone, we more than likely will not be able to get sprockets anymore outside of two sources – the node in your instance and these picks.

It doesn’t matter that sprockets may not have as high value, and that 20% is still low. It sets a dangerous precedent, however, of introducing unique, non-vanity features to future items to generate sales.

Seriously Anet, take this from your no.1 fanboy – this is not cool.

The ‘best’ compromise is to provide older unlimited tools with a similar bonus ore. But personally I would prefer if there were no bonuses at all. Just leave the animation there and sell it for 1000 gems.

edit1: as another mentioned, the other best compromise is to include other temporary picks with the 20% chance, i.e. orichalcum pick with 20% chance at watchwork

(edited by Vol.7601)

Click Wars 2 (About QoL Stuff)

in Guild Wars 2 Discussion

Posted by: Julian.8326

Julian.8326

Have anyone noticed that we do a lot of unnecessary clicking in this game?

Want to buy a stack worth of an item? Click 250 times. Does that items has an “are you sure?” prompt? Click 500 times.

Want to create lot of stuff on the MF? Click 4 times * amount of items to create. To create 77 Mystic Clovers you need to click about 2250 times.

You get a vial of liquid karma from your daily… so I can click on it? Boosts and banners don’t work anymore, and it’s account bound, just give me the karma as a currency…

The latest comes from the bags of spare ciphers. Somehow, someone thought that the sequence:

Bag -> Bag -> 5 Tokens.

is better than:

Bag -> 5 Tokens.

Ok, so this is kind of a rant thread, but come on! Not only you need to fix stuff like buying a stack of items at once and so on, but do not make the same mistakes on new updates… I don’t understand why on earth would you design this kind of stuff this way when the alternatives are easier and make more sense.

It’s also weird, because from the start GW2 was praised because of “not wasting players time”, which in part is true: Fast crafting, fast traveling, smooth leveling, insta 80 for PvP, etc. I don’t understand why they don’t follow their own philosophy on most of the inventory management.

Ok, /rant over, I guess. I’d just love to see some QoL improvements on future updates. Not only inventory management, but stuff like build templates, better TP filtering, etc.

Marcus Ironforge ~ Norn Ranger
Alianza Argentina [ARG] @ Sorrow’s Furnace

(edited by Julian.8326)

Thanks for highlighting our great community!

in The Origins of Madness

Posted by: LordHogFred.3691

LordHogFred.3691

So over the last week I’ve been reminded how good the Guild Wars community can be. I’ve had great fun in overflows helping command lanes at the marionette and running with groups at the wurm.
The vast majority of people have been cooperating and just having fun, reminds me of what it was like during release week with everyone just chatting in map chat and being amazed by the behemoth :P.
Thanks ANet for making some fun content that is encouraging the great community we have to mingle more

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: Lindelle.3718

Lindelle.3718

Just going to c/p something I said in another thread….

Before the Teq update I remember seeing so many threads about how everything was too easy. Anet is trying to please their entire playerbase, including the people who wanted more hardcore content. There are still TONS of more casual friendly content out there, far outweighing the hard content. And this MMO, though it can be grindy and does include some hard content, is by far the most casual friendly MMO I have played.
If people killed these bosses as soon as they launched (didn’t marionette go down the first night?), we would see more people complaining that the LS content is always too easy. Hell, in my opinion, I still see marionette as pretty casual-friendly. There are really only two perma world bosses that have any real difficulty. One is still killed multiple times a day, the other was just released.
As said before, Anet is trying to please all groups of people, PVE and PVP, casual and hardcore, and just can’t win. Which is unfortunate, because in my own opinion, I think they did pretty well in doing so, and are continuing and improving this.
Edit: And just to add, I have not killed the wurm boss. I’m okay with this, and don’t expect to for quite some time, if ever. Let those people that get enjoyment out of coming up with specific strategies to complete puzzling and difficult content have their fun too. If it wasn’t fun for them, they would not be doing it.

Lindelle Ulfsvitr – Norn Ranger
“Walk with the pack. In the eyes of Wolf, we are all brothers and sisters.”

Difficulty of Marionette/ Jungle Worms

in The Origins of Madness

Posted by: Fluffball.8307

Fluffball.8307

We need a lot more of these difficult bosses so people will figure out they aren’t entitled to win every encounter added to the game. You can spam 1 to win 99.9% of PvE; don’t complain when good content is added. If it’s not for you, it’s not for you. But a lot of us are loving this stuff.

Difficulty of Marionette/ Jungle Worms

in The Origins of Madness

Posted by: Milkduds.7109

Milkduds.7109

Im a civil engineer and I Work 60-70 hours a week in the field. I love this game and really enjoy the time I get to play it. Ive got 4 level 80s, two with map completion, all in at least exotics or better. I unload real money on the gem store regularly.

Im getting discouraged by content like tequila and the worm/marionette because I have not completed any of these, not even once. I realize that if I log at the exact right time after guesting to the correct server and sitting in the zone for an hour+ to get a spot then maybe I have a chance to complete these but that’s not realistic for me.

I have a wife and a 3 year old, they need my time too.

At least I have Spvp solo Q, hot join. If it wasn’t for the fact that I don’t have to gear grind to be on equal footing Id have never bought this game. On a side not that’s why I don’t do WVWVW, because of the ascended gear power creep they implemented.

Back before I got a real life I loved to spvp in WAR and later SWTOR and Rift for a time. So I consider myself a kitten fine player.

Please make content for people like me. We are the ones who actually bring money into your pocket with our real jobs and gem store purchases.

cut out the garbage with the power creep gear grind nonsense, make some more content that I as a great player can do on my own schedule without needing to depend on having no life and the stars aligning.

So, they put in a couple of fights that you can’t just queue up for and do “on your time” and by your utter convenience and suddenly this is a big deal? You think you’re the only type of player who plays this game? Plenty of people here are willing to put in the time, casual and hardcore, and try and down these events. Nothing is stopping you except for your own real world commitments which is not anyone else’s problem.

The majority of the game is very casual friendly. It’s not dependant on gear. It’s not a hardcore raid or die game by any stretch of the imagination. Most content is catered towards people like you, and people who just want to take the game at their own pace.

They put out less than a handful of bosses that are challenging and can’t just be done in a night and out come the wallet warriors and people who, with a 60 hour a week schedule, a wife, and a small child, have no business playing a video game anyways.

Geez. Reminds me of WoW, except this time there is no excuse for it, because like I said, this isn’t a raid or die game by any definition of the term.

“All is Vain…”

Difficulty of Marionette/ Jungle Worms

in The Origins of Madness

Posted by: Raptorcheese.7053

Raptorcheese.7053

First off, just want to say these events have been amazing to play through. Me and my friends all are always giddy with excitement when attempting these events. However..

Personally I have not completed both events. I have done the Twisted Marionette at least 10 times and failed it. How many times have you guys completed it? My only concern is that it often comes down to a small group of people wiping on a platform. I am not saying they suck, but it just a bit frustrating.

What are your guys opinions on the 3 Great Jungle Worms? I only did it once with a extremely large group. But after splitting up, my group manage to place only 1 set of 20 kegs of explosives. Everyone started dying and it looked like everyone just ditched.
Have your servers got it down? Or are your groups still struggling?

Just a side note, even though these attempts are failures, I still prefer these events a thousand times over Shadow Behemoth for example, where you just press 1 to win.

Well, I defended these new events at first..

in The Origins of Madness

Posted by: Josh Foreman

Previous

Josh Foreman

Environment Design Specialist

In the never ending quest to improve our design and find ways to please as many people as possible we’re always digging into constructive criticism. We have not perfected the recipe for an open world boss event, probably because we’re pioneering new territory here.

As far as I can tell there are a couple challenges we are trying to overcome. First, we are trying to teach the community a new skill: self organization. And I’m happy to see that in the aggregate, they ARE learning. I’m sure as this process continues we will find better ways to accommodate the communication structures that will emerge.

Secondly, from both a technical and player-experience perspective, it’s best to break up zergs as much as possible. Thematically keeping everyone feeling like they are contributing to a common cause from multiple locations, and still feel heroic is an interesting challenge to balance. Always looking for new ideas on this issue!

distribute players by parceling them out one platform at a time like a poker dealer rather than selecting platforms for them randomly? Really? As a programmer myself I was astonished when I found out that it was possible to have 5 on one platform and 1 on another. I mean, this is really basic stuff!

Having 5 on one platform and 1 on another could only be a very edge case requiring several people to drop out at the right moment. Our script does exactly what you said, poker dealer style.

let people on platforms who have already completed help out with other platforms

We tried really hard to get this in. Every solution we came up with had technical constraints.

lengthen the timers a bit

The timers and mob HP were balanced and rebalanced several times in an attempt to find a sweet spot that would ensure people couldn’t faceroll the event, but wasn’t so difficult that no one could do it. Everyone’s mileage will vary. And as with any group activity, virtual or real life, there is luck inherent in that. Some people hate that dynamic and some love it. If someone has an idea about how to ameliorate the inherent luck factor in group events, please speak up!

make it easier for parties to be in the same overflow where there’s actually enough people to win

I know there are people working on various solutions to this problem.

have the event scale in difficulty based on the number of players

It scales quite a bit. The more people there are in a lane will change the number of vets and champs that spawn, and the platform boss’s HP scales based on how many end up on the platform.

RE: The Tequatl-ization of all new content

in The Origins of Madness

Posted by: HownDoog.8529

HownDoog.8529

Casual. Oh you mean 90% of all of the games content? The majority of events, dungeons, and world bosses? Okay.

Rework world bosses

in Guild Wars 2 Discussion

Posted by: Zoid.2568

Zoid.2568

ArenaNet should rework all the zerg world bosses and make them into organized raid encounters instead. Just look at Karka Queen and The Shatterer. That’s 100% zerg and a lag fest. It’s not fun.

These two new bosses are really fun, especially Twisted Marionette. Wurm is very hard but also fun when you have enough people to do it.

TL;DR: Rework zerg lagfest world bosses.

Marionette Phase 2 is Terrible, Here's Why

in The Origins of Madness

Posted by: Kal Spiro.9745

Kal Spiro.9745

It’s a great concept, until you realize that it will effectively trivialize the whole thing. Lets say there is a non-ideal setup of 20 people in the lane. That should be five groups of 4, but because it seems to use some nonsensical measure it makes three groups of five, one group of four and a group of one. The guy in the one is screwed, obviously.

One of the groups is beast though, and they trash their warden easy. Now they pop into the other groups. It was one of the five groups, and now there are two groups of six, a group of five, and the loner is up to three, cause it worked out this time. The two groups of six finish their wardens soon after. Now we have a group of 9 and a group of 11, both for fights expecting about five. One of the groups happens to destroy their warden a little faster than the other and the last warden, the one that had been the loner is looking at twenty guys.

As each warden falls the following wardens become more and more trivial. The only way to make this a reasonable measure is to use ninja rules. As each warden falls the remaining wardens have to increase in difficulty, until the last warden can actually be a challenge for 20-30 people. Unfortunately this isn’t necessarily fun either, since we are still looking at a timer.

I tend to assume this is why they let it go the way they did. It happens every other hour on the hour so there are plenty of opportunities to finish. It’s going to fall short for some, but ultimately it probably works out.

Tarnished Coast Kal Spiro – Ranger (80), LB/S-D, Eagle/Wolf, Signet, M/S/WS #SABorRiot
|Daredevil|Ranger|Guardian|Scrapper|Necromancer|Berserker|Dragonhunter|Mesmer|Elementalist
|Deadeye|Warrior|Herald|Daredevil|Reaper|Spellbreaker

[suggestion]Private overflow Raid Boss maps

in Guild Wars 2 Discussion

Posted by: Grumpdogg.6910

Grumpdogg.6910

They could add proper raiding to this game so easily using their existing instancing, overflow and scaling technology. But, they don’t want to.

So we continue to count down the days until the next few MMOs are released…

“I swung a sword, I swung a sword again, oh look I swung a sword again!”
- Colin Johanson while spamming key 1 in GW2

The Marionette is Well Designed: Here's Why

in The Origins of Madness

Posted by: Josh Foreman

Josh Foreman

Environment Design Specialist

Next

Hey, thanks everyone! We spent a lot of time tweaking the balance on this, and I’m glad that so many people appreciate our efforts. We REALLY like hearing that people are making memories and cheering each other on. Those are the kinds of experiences we make MMOs for.

I’m not surprised that the Wurm is not liked by as many people. We were making that specifically for the hard core groups that are all about the organization and figuring out the strategy and tactics. It’s really cool watching the community grapple with this puzzle and innovate as they get closer and closer to finding a winning strategy.

The Marionette is Well Designed: Here's Why

in The Origins of Madness

Posted by: VincentDW.9376

VincentDW.9376

1) Players have different roles. Instead of everyone doing the same thing at the same time (stack, zerk, kill) as is the case with many bosses, players must simultaneously fight minions to prevent them from entering the portals, construct and repair defenses, and attempt to sever the Marionette’s chains.

2) The roles are mutually reinforcing, and your contribution to any role has an immediate and visible impact on the overall event. The better the defenders do, the more attempts the group gets to sever the chains. The better the attackers do, the fewer attempts are necessary. This mechanism, in my opinion, is VASTLY preferable to an arbitrary countdown timer, as it puts more control in the hands of the players.

3) Despite the large group setting, there is still the opportunity for individual/small group heroism. Splitting the attacking group into five smaller groups, where each small group has to accomplish a task, makes individual contributions matter greatly. Where it’s easy to get lost in a zerg and feel as if your contribution isn’t doing much in the grand scheme of things, it’s obvious that what you do individually matters here.

4) The difficulty is very carefully tuned. Success is definitely possible, but by no means guaranteed. Boss encounters should not be so easy that winning is essentially a guarantee with no effort (see most previous world bosses), but also not be so difficult that they discourage players from future attempts. The Marionette walks that line nicely by providing incremental benchmarks for success – each chain cut is a miniature success on the path to overall success, and even if you fail, it’s easy to imagine doing incrementally better the next time.

5) Rewards scale with performance instead of being all-or-nothing. Even if the overall event fails, you receive some reward for the partial successes you achieved, preventing a failure from being perceived as a total waste of time and thus encouraging players to try again even when success is not guaranteed.

6) This event fosters community. Never have I seen so many map chat messages saying, “We believe in you!”, “You can do it!”, and “Go team! It’s up to us!” And if you ask me, that’s the best part of the whole thing.

3 simple yet genius ideas

in Guild Wars 2 Discussion

Posted by: amrothx.4136

amrothx.4136

1. Keep on doing Living Story but make it permanent.
2. Make ascended gear stat-switchable
3. Expand PvP with GvG, random arenas, deathmatch ….

If you do that GW2 will be king.

Peace!

UPDATE 06-06-2014

LS becoming permanent step 1 of 3 complete, two more to go

(edited by amrothx.4136)

Quality of Life updates that need to happen

in Guild Wars 2 Discussion

Posted by: Kurr.4179

Kurr.4179

If GW2 keeps heading in the direction it is (raid bosses on the open world instead of their own instances), something NEEDS to change with overflows.

I won’t go in detail, but we all know how painful it is to even join a fight right now. You need to wait a good hour just to join your server.

The solution to this problem would be to allow us to see the amount of players in each overflow, and name the overflows (districts… where have I seen THAT before?) as well as allowing people to choose one to go to.

So you would have a small drop down list going for example :

Jade Quarry : 135/135
Overflow 1 : 135/135
Overflow 2 : 118/135
Overflow 3 : 40/135
Overflow 4 : 7/135

And then you just pick and go to the one you want to. You could even choose to queue up for a specific overflow if you wanted. You could also choose to leave the main server for an open overflow.

Another option that would be great for big guilds like say TTS, is to add an option to create your own private Overflow like an instance, and the only people allowed in would be people taxi’ed in AND people in the same guild.

As I know this feature is not something ANet wants (I imagine it would require a lot more servers for them), the ability to create a private overflow should be a guild unlock/consumable like the guild buffs. The Guild Leader or assigned person would enter say Bloodtide Coast, and pop the consumable and get a prompt asking if they want to create a private instance of this particular map. This instance would last until everyone in it leaves, or for a maximum or 24 hours or something like that, so that guilds wouldn’t have to constantly make new instances like that.

So your list would now be :

Jade Quarry : 135/135
Guild Overflow : 98/135 (private)
Overflow 1 : 135/135
Overflow 2 : 118/135
Overflow 3 : 40/135
Overflow 4 : 7/135

And you would only see that overflow if you are in that guild, but you could still be taxi’ed to it by friends even if you aren’t.

This would allow big guilds to actually prepare perfectly, instead of searching endlessly for empty Overflows. And PUGs could just go to overflows where it’s close to full and I’m sure random teams would form as usual (but it would now be easier to organize). Honestly there are quite a few huge guilds in this game and this would really make a difference in establishing team work.

This system would allow ANet to keep their overflow system like they currently have, but give a lot more options to players and communities for teaming up properly.

GW2 lacks tangible reward

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Posted by: Jatacid.3725

Jatacid.3725

In order for a game to be successful, it should be entertaining to play alone.

Not necessarily without other people – but as a single player perspective it should be entertaining to play.

GW2 once you reach end game becomes a thing where you simply ‘catch up’ on living story content – then grind a handful of fractals.

A lot of people leave this game because there ‘is nothing to do’.

Sure the temporary content is nice, but beyond that, the game is lacking really fun replayable content.

I think one of the things that is the cause of it all may be the lack of good rewards. Everyone has more-or-less end game gear. The arguably best-in-game visual items are all store based. People seem to be wanting to find exotics only to put them in a mystic forge – never to use.

What kind of a reward system is that? “Heres your reward, now go throw it in the toilet”

GW2 needs to dramatically rethink their rewards system for end game. Put tangible rewards all over the world – not just in fractals.

A player needs to have incentive to play beyond friends to play with. The combat has dissolved into dodging red circles and without more mechanics is no longer the ‘reward’ for good playstyles. Itemization has dissolved into upping agony resists in order to get what? More agony resists? The fact people play so many fractals is an example of how people are desperate for an ongoing reward system.

How do you feel about GW2 right now?

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Posted by: Phantom.8130

Phantom.8130

So you want linear progression. If that works for you, that’s great.

I don’t particularly want linear progression. If I’m good enough to do a higher level dungeon without doing a lower level one, I should be able to.

linear has nothing to do with it. please don’t put words into my mouth, then argue against those. it doesn’t need to be a line. it can be more like a tree with branches, and that would actually be preferred. just some form of tangible progression that has nothing to do with grinding out new gear. i want goals and activities, not new shinies.

there’s nothing like that in the game currently. fractals don’t count because they’re the same thing over and over and over and over. the horizontal/vertical gear grind doesn’t count, because those are just carrots on sticks. they’re not content, and they didn’t even get horizontal gear progression right. horizontal progression is about adding ability variety, not aesthetics. but they crippled their ability to do a proper horizontal progression by making every stat and piece of gear solely about combat. combat should be just one category of many, with subdivisions underneath of it that correlate to the general build concepts.

so, there’s no activity progression (no, the LS isn’t activity progression. it’s story progression, which is usually just watching a movie in tiny chunks) gear progression is a mess. there’s no goals aside from “grind for higher pointless numbers”. whether those numbers are unccessary stat boosts from gear, the “achievement” points that are just a measure of how much someone’s grinded, some form of currency, most of which are useless (anyone remember the last time they needed karma?), or you can hop into WvW and grind out WXP because power creep it always a great addition to a PvP based game (sarcasm), or hop into sPvP to grind out glory that they’re apparently getting rid of. i don’t enjoy grindy games.

How do you feel about GW2 right now?

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Posted by: Lord Kuru.3685

Lord Kuru.3685

Lots promised before and after release; very little delivered. Lots of interesting ideas (e.g., Living Story); terrible implementation. Also, extremely grindy.

How do you feel about GW2 right now?

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Posted by: Dromar.1027

Dromar.1027

Sad because so far its been 16 months and…

No instanced raids
Hollow (skin)progression
Story content that adds nothing meaningful.
Dull PvP
Zergfest WvW(now with boring grind!)
Same bugs/exploits since day one
Same bad mob AI(mossman can still be exploited)
Lack of defined roles for classes(and diversity)
Constant imbalance
Anet cares only about PvP(hence imbalanced pve)
They went from an amazing 2012 Halloween to a forgettable 2013 one
They didn’t bring back the skins from 2012 Halloween(1800g ghastly grinning shield? wtf)

How do you feel about GW2 right now?

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Posted by: imsoenthused.1634

imsoenthused.1634

I feel like it’s an ok game, but an unfortunate sequel to a much better game.

All morons hate it when you call them a moron. – J. D. Salinger

How do you feel about GW2 right now?

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Posted by: cheshirefox.7026

cheshirefox.7026

you mean builds farm 2?
everything this game was supposed to be, it isn’t
you can tell there are people at arenanet implementing things to fix the problems we’re all noticing, but it’s always a back seat to pacifying the cash-crop crowd of customers..

the best example i can think of is gw2 as an end of the line railway boomtown, it may seem quick and prosperous, but if the game continues to lack depth, the more dignified players are just going to move on

how do i feel about gw2 right now?   fingers crossed

i can outswim a centaur!
when i’m done on an issue
i start talking in nerglish

How do you feel about GW2 right now?

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Posted by: Kevan.8912

Kevan.8912

grindy. and too similar to other mmos.