@phys i am sure u will find this strange but the N word for me does not imply being racist. This is something that effects specifically black americans. On the other side there are other more brutal ways of racism that take place outside the US, which i personally consider racist and am completely against. The things that happen in non-US countries makes the N word look clownish really.
Even non US black people don’t take the N word as seriously as americans do…but i can understand why from a historical point of view.
That being said i don’t use the N word myself because i don’t discriminate people based on color, i rather discriminate them based on their level of stupidity.
If u think about it, the very existence of this thread promotes racism indirectly by putting the color of a skin in the spotlight (may it be it good or bad).
I suggest closing this thread. It goes no were honestly. The report has been made ingame. It’s more then enough. No need to put spotlight on colors and risk making more harm trying to do a good deed.
PS. Personally i have not once seen any racist mapchat. But i have seen stuff in mapchat that would make u lose all hope in humanity…and it addressed all colors….not just one.
(edited by Rebound.3409)
Good combat mechanics ruined by sub-par profession balance and an overabundance of particle effects. Balance updates are far too infrequent and lack testing for PvP to be anything more than an afterthought. Content delivery system is free, but the quality is equivalent to the price tag. Overall a game with tons of unachieved promise and potential. A textbook case of a wonderful concept ruined by poor design choices/updates.
+ Nice first impression, fun combat, beautiful art design. Promising at first. Some really good quality of life stuff (moving stuff directly to collection, rezzing, easy to get into huge events etc.).
- Lack of substantial update, not on par with the industry standard, lack of customizable UI, mostly shallow encounters, rather towards casual play. Losing hope for a positive future. Terrible QA. Too much emphasis towards gem store which makes one think that the only thing they want to do is make easy money with minimum effort.
‘would of been’ —> wrong
(edited by ProtoGunner.4953)
It’s an MMO that removes a lot of the frustrations of MMOs before it. If you love traditional MMOs it’ll take some adjustment. If you’re frustrated by traditional MMOs, then this might be a good alternative for you.
valid, but arena net seems to excel at their side and viciously neglect the other.. in removing traditional frustrations they submit their own.. i’d really like to see them refine instead of cater to the zombie consumer crowd.. that is the only way i really see this franchise retaining its longevity
Sure there’s plenty of frustrations and Anet creates a lot of frustration in the way the handle communication. But that says a lot pertaining to the forum crowd and doesn’t say much about how everyone else enjoys the game.
Does anyone really believe most people stay in touch with stuff and read the forums…because I don’t. And a lot of the problems brought up here don’t really get noticed or affect much of the player base. That’s the thing.
We’re the hard core, invested demographic. We’ve pretty much got to be the minority. Half the stuff we argue about most players will never even know about.
That’s rather debatable. I see quite a lot of the same issues brought up and passionately discussed in routine LA map chats all the time – and comments tend to lean towards the negative, just like in the forums.
The forum community IS a minority, but their mindsets tend to be representative of the community at large – and you see samples of virtually every subset of the game’s community within the forum community.
At the same time, however, I would agree that the lack of constant forum replies from Anet is not a major issue in regards to communication. What IS an issue, however, is that there is very little indication as to the long-term plans of the developers. An expansion in the works? Who knows. How far do their Living Story plans go? Are the new skills and weapons that were promised a year ago even in the works? The list goes on, and there has been virtually no commentary on any of these for months on end.
How do you know the people who aren’t talking in routine map chats don’t post on reddit or the forums?
What percent of the playerbase do you really think takes place in “routine” map chats, even?
Irrelevant.
And a pretty large percent. You have to factor in not only those who start such chats (which may well be forumers), but also those who simply add their input and even those (impossible to account for players) who stay out of the conversation but take mental note of it and necessarily take a personal stance on it. There is a large percentage of idle players in LA at any given time. Sometimes these idle for short periods to craft or to handle other business. Sometimes they are the more disillusioned folks who would rather chat than play the game. Either way, it’s a large sub-community of the game as a whole, and it’s an interesting thing to look at and read.
Now, I also like how you glossed over the real meat of my statement (the final paragraph) to argue semantics as it suits you. Point is – the game has been relatively stagnant (even by MMO standards) for some time and there has been very little indication of it changing in a meaningful way, outside of the Raid and Guild Hall CDI’s. One does not have to be part of the forum or Reddit community to see that, recognize it, or discuss it, and you will often see it take place in the ingame chat box. Whether or not those people are also forumers or Redditors is truly irrelevant.
It’s an MMO that removes a lot of the frustrations of MMOs before it. If you love traditional MMOs it’ll take some adjustment. If you’re frustrated by traditional MMOs, then this might be a good alternative for you.
valid, but arena net seems to excel at their side and viciously neglect the other.. in removing traditional frustrations they submit their own.. i’d really like to see them refine instead of cater to the zombie consumer crowd.. that is the only way i really see this franchise retaining its longevity
Sure there’s plenty of frustrations and Anet creates a lot of frustration in the way the handle communication. But that says a lot pertaining to the forum crowd and doesn’t say much about how everyone else enjoys the game.
Does anyone really believe most people stay in touch with stuff and read the forums…because I don’t. And a lot of the problems brought up here don’t really get noticed or affect much of the player base. That’s the thing.
We’re the hard core, invested demographic. We’ve pretty much got to be the minority. Half the stuff we argue about most players will never even know about.
That’s rather debatable. I see quite a lot of the same issues brought up and passionately discussed in routine LA map chats all the time – and comments tend to lean towards the negative, just like in the forums.
The forum community IS a minority, but their mindsets tend to be representative of the community at large – and you see samples of virtually every subset of the game’s community within the forum community.
At the same time, however, I would agree that the lack of constant forum replies from Anet is not a major issue in regards to communication. What IS an issue, however, is that there is very little indication as to the long-term plans of the developers. An expansion in the works? Who knows. How far do their Living Story plans go? Are the new skills and weapons that were promised a year ago even in the works? The list goes on, and there has been virtually no commentary on any of these for months on end.
How am i making gold? Slowly. Very slowly.
Remember, remember, 15th of November
Gw1 system has downsides too you know. Like low hp professions like ele, had a hard time using the -3 stat 75 hp sigil. But other professino like necro, (with minions who tank for him), could easely take 13 (max) +3 (minus hp but who cares, your minions tanks). He could even then use that buff masochism, +2 further in stats, making it a +18 whopping. Other profs had to rely on 122 or +13+2, wich was lot lower, and kinda punishing.
Gw1 has it’s strengths, but also weaknesses. The grass is always greener on other side. The thing you don’t have (gw1 atm, i’m sure most here aren’t playing it, so it feels like you don’t have it), feel more important, then the things you have, and others dont. To put things in perspective.
There were no low/high hp professions in Guild Wars 1. Health was normalized. Now, armor numbers were different. And how is this any different from the Guild Wars 2 system, where low health/armor professions have a more difficult time making use of berserker gear, while other professions (like the warrior or the high-safety Mesmer) have a much easier time? I’ll answer that for you – it’s much less extreme.
This isn’t a case of “the grass looks greener.” No, it actually was greener. Deep build customization was a thing. Adapting to entire areas/missions was a thing. Teamwork was a thing. Dungeon content that didn’t devolve into stacking was a thing. Zones that didn’t get zerged to death were a thing. Actually receiving expansions was gasp a thing.
And there is no home for the Guild Wars 1 player. They can’t just go back to Guild Wars 1 – it doesn’t have the population to hold up its PvP or its elite PvE content. Guild Wars 2 is a completely different, and in many ways inferior game. Other MMOs are a laughing stock of bad design. The Guild Wars 1 vet community is, simply put, homeless and angry – and rightfully so.
(edited by Duke Blackrose.4981)
For those not familiar with it, Guild Wars 1 used a five-attribute system, with each profession having its own.
{snip}
In short
Guild Wars 1’s system was about doing your role(s) – defined by your skills – the way you wished in your own specific way. The Guild Wars 2 system is all about min-maxing to a role defined by your stats – and the game has suffered for it.
I disagree, the game has not suffered for it at all. In GW2 you have so much more you can tailor and it isn’t restricted to a rigid class system like GW1. Certainly in GW1 you could focus more on your set role but that’s why GW2 is better. There are no roles except those that you want to do in any class you care to play.
Min/Maxing is the staple of most good RPGs and GW2 follows that philosophy and creates a world where class is just how you do combat, and how well you do it is based on a more complex stat structure. In your example an Elementalist is not relegated to doing only their attunements and only able to pick one. Instead they do them all and tailor how they affect combat by manipulating the stats they have assigned.
I’ve played both GW1 and GW2 and of them both I think GW2 is the better system. Not perfect mind you but much more flexible and fun.
Peace.
There are two types of customization at play here. Active customization and passive customization, namely.
With 8 customizable skills on only two restrictions (one optional elite and the need to have all skills within your two class choices), Guild Wars 1 had the superior active customization. That is not up for debate. It’s objective. Guild Wars 2 allows you 6-7 points of active customization (weapon choice and slot skills), but all of these choices are restricted. Furthermore, most slot choices in Guild Wars 2 are effectively decided for the player in regards to the type of damage they wish to deal. A weapon is generally only utilized in its respective damage type (direct or condition), and will only rarely be utilized by the other, barring hybrid builds. The same can often be said of elites, and sometimes even utilities. At this point, most “choice” becomes the illusion of choice, and that’s without even mentioning that there is a restricting factor on every single skill slot and a low pool of skills and weapons to choose from in these. Simply put, the active customization of Guild Wars 2 is terrible.
Passive customization is where Guild Wars 2 may have an edge, but this is very much a matter of taste. So let’s simply sum up what each one does. Guild Wars 1’s passive customization was comprised of runes/insignias (more simplified), two different categories of sigils (weapon parts), and stat allocation. Guild Wars 2’s is runes, sigils, traits, and stat allocation. Each has their own respective strength here. Guild Wars 2 characters effectively have tons of passive strengths, whereas Guild Wars 1 characters have a greater degree of effectiveness distribution via their stat system.
With Guild Wars 2, we see a much greater degree of passive abilities via the trait tree, but are these meaningful in creating a playstyle? The answer to this is sometimes. The trait tree is primarily full of three categories of traits – numbers traits, playstyle traits, and useless traits. Of the useful traits, many of these (and many of the most effective traits) are numbers traits – those that tweak damage, cooldowns, hard stats, or other non-defining factors. These do not help a player to determine their playstyle in any meaningful way. It is only the minority of traits – those that do provide interesting effects (such as Evasive Arcana), that actually shape how a player plays. Unfortunately, stats once again serve as a rut in the system. By attaching stats to the trait tree, Anet effectively limited the number of viable trait builds that can be created by creating wasted stats when taking certain trees or requiring certain trait paths to min/max your desired role.=
Now, this had never even really been the question. The point of the thread is “which is better. System A (example: Fire Magic, Air Magic, Water Magic, Earth Magic, Energy Storage), or System B (Power, Precision, Toughness, Condition Damage, Prowess, Healing Power, Boon Duration, X attribute).” The better system in any game is the one that creates more variety. And System A undoubtedly does. Why? Because it allows for a layer of definition on top of the active customization that does not undermine it. Active customization is the rule of playstyle depth, and Guild Wars 1 understood this and built around it, rather than attempting to box it in through slot restrictions, restrictive stats, and content that explicitly forces certain choices out (via condition immunity, crit immunity, Defiant, and other bad mechanics).
11air11fire111air11fire111air > 111fire11air1111fire11 …
Autoattacks dmg are one of the things that should be changed and makes the game less “skillful” in many ways, makes the gameplay different.
People say that there is so much spam dodges. But why is that ?
People have to counter random dmg with random dodge. Autoattacks shouldnt never ever have to make pressure and force u to use dodge or even waste one of ur def cds no matter with/vs what class no matter what amulet,runes but this happens a lot.
It needs to be down, it doesnt let u to focus and dodge only important burst/off cds
from the enemy u have to just random dodge. Also AAs shouldnt proc with any offensive sigil. Even in the teamwork mechanics If AAs would do less dmg, players would even set up, sync their burst more. If its toned down u can even nerf vigor/energy.
The game should direct player to know all off abilities and counter it with dodge, sync the burst. Not by doing pressing 1. Try to count how many times u will have to waste dodge vs AA and gives some player advantage above u because of his AA + sig procs when u play next in 1V1s.
SAY NO TO RNG!
The problem isn’t just RNG. A few classes are built around doing enough/all of their damage at a constant rate. This means using dodges in a rotation, rather than to dodge meaningful abilities, is the better way to play against these things because there isn’t anything meaningful to dodge. Dodging at any point against said opponents is just as valuable as dodging at any other point.
The perfect examples of this are builds like S/D thief and Power Necro. Both of them are just spamming a few abilities at a constant rate, and the stuff that is meaningful to dodge aren’t able to be reacted to (#3 ds fear, steal, etc). So against these classes you just use your dodges/cooldowns at a constant rate.
Most classes and specs are sort of like this but S/D thief and Power necros are the epitome of this. A more soft example, like you said tage, is mesmer. It can do enough damage on auto attacks to make you want to dodge, but you really want to save dodges for the big stuff like #2 gs and shatters. Most classes are soft examples like mesmer.
Other classes like condi Necro and hambow Warrior operate a little differently. Sure necro has a pretty strong auto attack in scepter but it’s not huge. Necro and Warrior operate by having very strong abilities on low cooldowns. Warrior has hammer CC/pindown and especially earthshaker on very low cooldowns and they all warrant dodging, thing is you’ll run out of dodges and eventually cooldowns. So against warrior you are essentially put on a timer where eventually he is going to put a big cc combo on you and you won’t have anything to stop it. Condi Necro is similar with very powerful abilities on low cooldowns where eventually you will run out of cooldowns/dodges and be dead.
So in the end with how much a lot of classes can dodge I don’t think its that big of a deal and having to deal with different classes specs differently and knowing how to use your dodges/cooldowns against them specifically is sort of interesting.
Like you said in the end of your post though Tage, the RNG factor of it is what makes it frustrating. Dodge one auto attack -> next one procs sigils on you -> don’t dodge the next few auto attacks because you know sigils won’t proc -> dodge another auto attack after 3s or so > next auto attack procs sigils on you. That sucks and makes dodging auto attacks have very little meaning specifically against classes with RNG attached to their auto attack.
An interesting temporary fix could be to make sigils not proc on auto attack :O dunno just throwing things out there off the top of my head.
(edited by Phantaram.1265)
I don’t think a $3500 tournament is the reason why an expansion hasn’t came out yet.
Scyllau
Daiboru
Second, anyone who thinks that just because the majority of people in one thread say something that equals the majority of players in the game is mistaken. It is common knowledge among all MMOs that only a very small percentage of all MMO players participate in the forums.
The fact that a minority is on the forums does not mean they do not represent a bigger group.
This excuse has been used over and over again. Go back time to a thread like this one https://forum-en.gw2archive.eu/forum/game/gw2/Too-Much-Temporary-Content-Can-Only-Harm-GW2/page/3#post2380400 and what do we see. A person talking about that we don’t know how many people disliked it bla bla. Well looks like also Anet had to conclude many people disliked that.
Go to many of the threads over the last two years where people talked about how many people left because some elements in the game that where boring. Also then you would see the same argument saying nobody knows if many people left but what turned out after Anet came with the NPE patch? They did so because many people did indeed leave the game even before reaching level 80.
No there is likely not a majority of players that dislike the removal in general but we can make an educated guess based on the forum that more people dislike the fact that it’s gone then people who disliked the animation in dialogs (making is a bad removal) without having the exact number.
(edited by Devata.6589)
In Guild Wars 1, on the other hand, item nomenclature was irrelevant.
Not always. Earth eles weren’t that great and air got hit hard after the IL nerf, just to refer to your own examples. Fire ele was the best ele for damage dealing and E/Mo was your prot spec.
While I agree that the system in GW1 was better, I also enjoy the simplicity found in GW2 – they basically trimmed off all the unnecessary fat (although in the process trimmed off some wanted meat as well) that was in GW1. Also, item nomenclature made a huge difference. I kid you not, I’ve seen people use Windwalker insignias on their VoS dervishes in PvE…
Let’s not bring balance into the argument. Point is, an Air Elementalist is intended to be as good as an Earth, Water, or Fire Elementalist at their role while bringing their own unique skill pool with functionalities not available to the others. That’s what the game was all about, that is why the old system was superior, and that is why, barring borderline-incompetent balancing by Izzy, it was generally more successful at creating build variety.
As for insignias, that is not the GW1 equivalent of item nomenclature. Those are runes – plain and simple. Yes, they were the only real stat customization of the first game, but they served the same function as modern runes. If anything, I’d say that GW2’s runes are one of the only game systems to have improved from the first game’s equivalent, simply because of their variety of interesting passives.
I would argue that very little of the design in GW1 was “unnecessary fat.” It was mostly lean meat, even if it did have a little grizzle. GW2 cut the grizzle, cut away a vast chunk of the meat, and then stapled on the masses of fat that we know as ascended gear and stats attached to gear and trait lines.
(edited by Duke Blackrose.4981)
The GW1 system was designed for a completely different game with a completely different type of “average player” playing it.
This system we have now – both stat-wise and skill-wise is designed to be as “dummy proof” as possible so terribly bad people can still perform and don’t drop the game.
That’s the short answer.
Pretty much this. It’s amazing how dumb-down games have become in such a relatively short amount of time.
why dumb-down?
Can I assume that smart games provide 9999 skills, 999 foods and drinks, 999999 other items and allow top gaming sets to be fully utilized and full time own those with basic keyboard and mouse?
Is it dumb down also that everyone have access to endgame gear and are gear and stat wise on pair with everyone else?you know. I’d like more of such dumb games.
I really do.
im guessing you arent familiar with gw1 stat system, because it was less big numbers, and it was the same stats for 7 years, it also was easy to get max stats and everyone was on par.
Difference is, your stats mattered, and gave you a lot more build diversity and playstyle differences.
It could also walk on water, make the blind see, and miraculously survived an assassination attempt by Claus von Stauffenberg.
i wouldnt really mention it, except the current stat system only works well if players must take damage, which is kind of not the way the game really plays.
berserkers/condi focused dont get hit risk vs reward is skewed
defensive players cant force themselves to get hit being defensve is selfish
healing isnt meant to be a focus stat doesnt do much.
this stat system just doesnt really work well in pve
What worked in Gw1 is in part thanks to the game having the “old trinity” set in place to force team comps and allow for disparities between builds. a group could succeed easily or fall apart completely just by keeping everyone alive in combat.
Gw1 was also very skill based, and had some complex math and less than straight forward fall out to contemplate to create fulling working buidls and teams.
The simple but robust Trait point system in Gw1 was the way to balance and confine the mass of Skills, which were the true stars of the combat and the core of the game play.
Gw2 has turned that on its face entirely which has showed the glaring issues with the old system it replaced trinity with. Lump Stat numbers.
The trait system for Gw2 was a good move, allowing it to also change how skills and game play was handled by the player. I love the CONCEPT of the Gw2 trait system.
I appreciate limiting skills to prevent impossible to balance and the steep learning curve of Gw1.
I less appriciate the removal of enchantmets and hexes and the reworking of conditions
but where all these systems fall apart ontop of one another and are either kitten or gutted is the replacement of player skill and thought of Skills ore builds by Stat points.
Stat points often do not leave room or atleast, much room, for creativity to flow or necessity to drive players to create with other tools. It leaves little room for an expansive base of options on skills and further options on those skills.
I would have hoped for the Gw1 skill/build system with the more expansive Gw2 trait system to come together but as is common with Anet, they’ve gone from one extreme to another and missed that golden middle ground..
“Gw2, It’s still on the Table!” – Anet
For those not familiar with it, Guild Wars 1 used a five-attribute system, with each profession having its own.
Let’s say you were an Elementalist. Your 4 standard attributes were Fire Magic, Water Magic, Earth Magic, and Air Magic. These were available to primary and secondary Elementalists and each of these lines directly boosted the effectiveness of skills under their line. They also had a 5th unique attribute (as did every profession), called Energy Storage, which raised their energy and boosted skills under the Energy Storage line.
Guild Wars 2 uses a much more generic system of Power, Precision, Ferocity, Condition Damage, Toughness, Vitality, Healing Power, Boon Duration, and a Profession-specific attribute.
What is the philosophical difference between these two systems?
It’s a pretty important one. In Guild Wars 1, your attribute point allocations directly determined how efficient you were not at dealing damage, tanking, or supporting but rather at how your individual skill types functioned. That’s a pretty important distinction, and it is one that has created serious contrast in how group scenarios in the two games work.
Gear choices and builds in Guild Wars 2 are one-dimensional. Adapting one’s build to a game mode is all-too-often more about one’s stats than their utilities. In PvE, for example, Berserker Gear is largely regarded as the only optimal choice (and there are a plethora of reasons for this) because damage is more important than any other factor and there is no advantage to alternate gear forms.
In Guild Wars 1, on the other hand, item nomenclature was irrelevant. An Elementalist could be just as situationally effective on a build that ran Earth Magic as with one that ran Air. Both had their uses as damage dealers and both had their uses as supports. There was no drastic difference in how much damage, support, or durability any given character was capable of unless their choice of skills (and corresponding attributes) made it otherwise.
And that is the main problem here. Guild Wars 2 sought to achieve free-form roles by using an archaic system that is counter-productive to this goal. The first game had already achieved that goal swimmingly, and had done so with a much more innovative, customizable, and simple system.
In short
Guild Wars 1’s system was about doing your role(s) – defined by your skills – the way you wished in your own specific way. The Guild Wars 2 system is all about min-maxing to a role defined by your stats – and the game has suffered for it.
I know no game will stay around in the long term with such malicious mistreatment and disregard of its playerbase.
The game killed off most of the good will it had built up with the predecessor, and continues to sail in a direction that is quite different to the design choices and goals that attracted a large portion of their past clients. If you believe the NPE will help save the day, or that good will is being built somewhere secretly, then that’s your call.
I, like everyone else here, honestly don’t need to do much to discredit you, as you do that just fine all on your own. In this very thread.
Much like juno stated above, I find this thread completely pointless, other than to argue for argument’s sake.
(it’s also funny how there’s no lock in sight simply because this is a GW2 support thread)
How about bringing the animations back until the fix is ready and on release adding something to the options menu along the lines of:
[ ] Disable Idle Animations During Cinematics
To round out this discussion:
I believe that Djinn hit the nail on the head: Disabling the animations globally took far less time than re-implementing them individually will require.
To answer Kolompi’s question (if I’m understanding it properly), designing, testing, and implementing new animations takes a long time. It was judged more prudent to disable the existing animations (and work on having them function selectively) than to reposition team members into the process of redesigning them.
And again, the animations will be back in the future.
“It was judged more prudent to disable the existing animations” because in some dialogs it was strange. Looks like a bad judgment to me.
I’m sorry, but I can’t even see how those animations would be sexual. You’re a hardcore adventurer and you got a crink in your back. you stretch. You’re boredly looking around and fidget with a stone under your boot. What’s wrong with that?
Question: do we have any proof that they were first removed because of sexual issues? Or is that all just speculation?
Posts in this thread further prove that the human female body is simply too confusing for the playerbase, it would probably be best to remove it from the game
I found the origin thread: https://forum-en.gw2archive.eu/forum/livingworld/lwd/Default-Character-Animations-Spoil-It-All
It’s so annoying that a handful of people got these removed for everyone else. If they’d removed them and then fixed them immediately, sure. But they removed them and now there’s no ETA on when they’ll be back in? I don’t understand why this was a high enough priority to remove or tamper with in the first place.
Soooo sorry! I asked about this and forgot to post!
Some time ago, it was noticed and reported as a “bug” that during cinematics, the “fidget” animations continued. So you’re seeing this exciting story bit about a dragon attack and, behind the scenes, your character is yawning and toeing the sand. It just didn’t fit.
So the animations were temporarily removed to be worked on and reincorporated in a way that allowed them to perform normally in the game but to stop (or maybe change) during cinematics. But getting to a place where the animations could be configured on a more fine-grained basis took more time than anticipated.
From what I understand, the team has the tools to reconfigure and re-enable the animations, but the team lead told me that naturally they’ll need to figure out when someone (or maybe more than one person) can be assigned the task. As it turns out, each animation bit needs to be reconfigured individually.
TL;dr: This change is coming, as soon as it can be scheduled and prioritized. Naturally, some matters that are higher on the priority list but this project will be scheduled as appropriate.
What took so long was someone crafting the story about how it didn’t fit with the cinematics. It’s about one thing, and one thing alone, and I’m saddened that the only solution that anyone can thing of is one of intolerance and one that isn’t more inclusive and about choices and options.
How about instead of removing something that is there and throwing it away entirely, something many of us have enjoyed since the beginning of the game (and this applies to the original running animation as well), ‘adding’ options that in some people’s opinion will better fit with the cinematic or whatever narrative the lawyers feel like conjuring up, and then making them character configuration options (like your choice of hair, eye color, body type, etc), and add them to the makeover kit?
That way, if the idle animations as originally developed don’t seem right to you in the cinematic, you can choose not to have those animations. If it doesn’t seem right that your character runs as was originally developed then you can choose the newer animation.
1. Everyone has their choice.
2. Something new you can add to the cash shop (imagine a skipping Asuran!) for us to buy.
3. No one is left out.
Otherwise, it’s about one thing: intolerance.
I spend mere seconds in cinematics. Sometimes not even long enough to see the removed animations play out or at least notice them. I spend a lot more time waiting for events to spawn and so on. If it was so important to remove the animations then it’s equally or perhaps more important to get them back in there, but so far it has been almost 2 full months since they were removed.
This also doesn’t explain why the running animation was changed a year ago (and the sitting animation where she moved her finger on her thigh, which was removed).
It may be partly because of cinematic “immersion” but I believe there is an underlying pathological reason for all these animation changes/removals on Human female in particular, and that above all bothers me the most.
Thanks Gaile for taking the time and effort and ask the animation team lead about this. I’ve serious problems processing the answer though.
- Almost every patch that came out introduced some bug (sometimes more bugs) that were so serious that people were wondering how this could slip by the gametesters or QA.
- The mesmer community (i main a mesmer) had a list of 40+ bugs out of which some 20 were actually gamebreaking in the way that skills did not activate, phantasms were “kicking dirt” instead of attacking, etc…. but it has been prioritized as not so important, instead we got some tooltip fixes (still important but more important than skills not working?)
- Is the “bug” about the character yawning in the background REALLY that bad that it had to be removed?
- How much time does an average human female spend in a LS2 cinematic and how much in town, waiting for world bosses, trading, and so on being idle?
- If this has already been prioritized kitten insanely important that it just HAD to be removed so as not to break the cinematics, why does it have to be evaluated again and prioritized again? Isn’t it already established that it’s very important?
I don’t know why but i am still hoping it will be fixed and soon (not Soon™ but actually soon). Until then i have to say, i’m very disappointed with this whole approach, and i guess the adventurers and warriors can be happy about having their “look to the side, repeat, repeat, repeat” not-sexualized, politically correct, teen-approved idling.
It’s all because A-Net is very good at removing old, but not at adding new content.
Thanks Gaile for taking the time and effort and ask the animation team lead about this. I’ve serious problems processing the answer though.
- Almost every patch that came out introduced some bug (sometimes more bugs) that were so serious that people were wondering how this could slip by the gametesters or QA.
- The mesmer community (i main a mesmer) had a list of 40+ bugs out of which some 20 were actually gamebreaking in the way that skills did not activate, phantasms were “kicking dirt” instead of attacking, etc…. but it has been prioritized as not so important, instead we got some tooltip fixes (still important but more important than skills not working?)
- Is the “bug” about the character yawning in the background REALLY that bad that it had to be removed?
- How much time does an average human female spend in a LS2 cinematic and how much in town, waiting for world bosses, trading, and so on being idle?
- If this has already been prioritized kitten insanely important that it just HAD to be removed so as not to break the cinematics, why does it have to be evaluated again and prioritized again? Isn’t it already established that it’s very important?
I don’t know why but i am still hoping it will be fixed and soon (not Soon™ but actually soon). Until then i have to say, i’m very disappointed with this whole approach, and i guess the adventurers and warriors can be happy about having their “look to the side, repeat, repeat, repeat” not-sexualized, politically correct, teen-approved idling.