Showing Posts For Arkham Creed.7358:

On inconsistent and paradoxical game design

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

There’s no carrot to keep me playing when the next game comes around.

Play for the game, not for the carrot.

I don’t mean to sound rude, I really don’t, but if there is nothing about the world, the lore, the mechanics, the story, or the community that you genuinely enjoy then you’re better off finding a different game. I’m not trying to defame you with that, it is the honest truth; Guild Wars 2 isn’t about the carrot, so if you’re just looking for lunch you would be happier elsewhere.

On inconsistent and paradoxical game design

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

If it’s not mandatory in this game, it certainly is not mandatory in any other game. This game is built on farming, then they won’t let you. It’s the worst type of mandatory.

Actually it isn’t; the anti-farm code that has been in place since GW1 is proof enough of that. I’ll explain, but first allow a short digression to your other point.

Grinding and farming in other games is mandatory because of gear lockouts. That is to say systems in place that prevent you from even attempting late game content, and expansion content, without the current “best” gear. This gear often requires tons of farming, and the end goal of this farming is the ability to farm new content for new gear. It is an endless cycle of irrelevant progression; you farm existing content for the gear you need to farm new content for the gear you need to farm the content after that.

This is not the case with Guild Wars 2 as, aside from Fractals of the Mists (a purely optional dungeon), you don’t need to constantly upgrade gear to complete new content. We’ve seen tons of updates so far and even a few new dungeons, and yet none of those require anything new to access or complete, and most actually upscale your character to be able to compete. That is the exact opposite of other games. In Guild Wars 2 farming is not mandatory for content progression, in nearly every other MMO it is. That is a huge difference no matter how much you want to deny it.

But now back to the issue of GW2 being a farming game. As I said the anti-farm code prevents it. I don’t know how it works in GW2, only that it exists, but in GW1 that code was used not only for diminishing returns, but also to stall farming start ups. That is to say mobs didn’t drop anything good until you’ve completed some other zone objective first. Likewise elements of the code reduced drop rates if you weren’t in a party, preventing solo farming. Add to this constant nerfs to the ways the community farms and it is pretty clear that Arena Net doesn’t want you farming much of anything.

Now you see these long term goals that require such insane sums of gold or whatever to obtain, and your first thought is to farm for them. I understand that; it is just the toxic culture breed into you by the overall MMO genre. The problem is you’re not seeing these things for what they really are; veteran rewards. That is why you need ungodly high sums of this or that for legendary weapons but can’t farm for them, and this is why some ascended items take days or even months to obtain through daily quests. Veteran rewards, not farming goals. They are supposed to take time.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

You’re doing a fine job. It won’t change anything, but have at it.

Given enough time a single glass of water can reshape the entire planet. Patience is a virtue I strive to master, and I’m nothing if not stubborn.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

I didn’t say that everything that Anet posted was smart or well-advised. But even the stuff that they post that’s absolutely fine, and there’s plenty of it, gets twisted or complained about by someone.

There’s no better example than Collin in the Manifesto saying “In most games, you go out, and you have really fun tasks, occasionally, that you get to do, and the rest of the game is this boring grind to get to the fun stuff” and people twisting that to mean “they said this game would have no grind.”

While it is true that fans can take things a little too far, Arena Net themselves are hardly innocent. For example I can’t count the number of times this or that dev or writer confirmed an open beta even, and then when they didn’t have one a certain German community manager who shall remain nameless got very rude with me and argued that such a thing was never actually said, in spite of me linking several articles as proof. Apparently official statements made by the devs through official channels don’t count because…….reasons. Frankly we shouldn’t trust anything Arena Net says. Ever. I’m not even sure the patch notes are accurate half the time.

But we should trust what you say?

I said what would happen if someone from Anet came into this thread and said something, and I was completely right.

Anet shouldn’t say anything because the people reading the threads will draw whatever conclusions they want to from those threads.

I don’t recall telling anyone to take what I say on faith, and often advise against it when dealing with important topics. I have simply been stating opinions, observations, and experiences, your agreeing with me or believing any of it is entirely on you. And to be frank I really don’t care what Arena Net or any members of the community, including yourself, have to say on the topic. My goal is simple and doesn’t require feedback; I am simply going to keep talking about this issue until something is done about it. Period. If that means I am still bumping this thread or creating new ones two years from now then so be it, I’m just going to keep reminding people this problem exists and getting as much attention to it as I can. And given the nearly twenty thousand views this thread alone has gotten I’d say I am doing a good job.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

I didn’t say that everything that Anet posted was smart or well-advised. But even the stuff that they post that’s absolutely fine, and there’s plenty of it, gets twisted or complained about by someone.

There’s no better example than Collin in the Manifesto saying “In most games, you go out, and you have really fun tasks, occasionally, that you get to do, and the rest of the game is this boring grind to get to the fun stuff” and people twisting that to mean “they said this game would have no grind.”

While it is true that fans can take things a little too far, Arena Net themselves are hardly innocent. For example I can’t count the number of times this or that dev or writer confirmed an open beta even, and then when they didn’t have one a certain German community manager who shall remain nameless got very rude with me and argued that such a thing was never actually said, in spite of me linking several articles as proof. Apparently official statements made by the devs through official channels don’t count because…….reasons. Frankly we shouldn’t trust anything Arena Net says. Ever. I’m not even sure the patch notes are accurate half the time.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

That unessential crap, as you call it, keeps people coming back to the game. Not to say that what you want is wrong, or misguided or anything like that, I’m just saying that if they stopped the other stuff the population would shrink.

Many people today have the attention span of a fly. They move from thing to thing so fast, they expect to be constantly spoon-fed entertainment. If they don’t get it, they’re bored.

You’re not wrong in asking for something that should be done, but saying the other stuff is waste is probably not true.

There are two counter arguments to your point. First; people are leaving because certain problems are not being fixed, and I’ve seen several people turn away from the game because of the nature of this new content; disliking both RNG based cosmetic content and “temporary” story content. You can’t please everyone of course, but all that really means is that Arena Net is loosing players either way.

Second; World of Warcraft. Or any other traditional MMO that is lucky to get a content update once or twice a year yet still has a massive player base. Yes I know those games tend to “hook” players with Skinner Box gameplay tricks and sub-fees. Point is there are alternatives to constant content updates. Don’t get me wrong; I like that Arena Net has decided to keep pumping out content, but I personally feel like quality of life improvements, bug fixes, and balance should be a higher priority than tentacle backpacks and vague suggestions of what a perverted noble from Divinity’s Reach has been doing with his time.

Your counter arguments are only valid if more people aren’t coming back because of these upgrades than people are leaving. Have you been to Southsun Cove. It’s packed all hours of the day and night. We had five people all party up on south sun and every single one of us was on a different overflow.

I’m sure some people do leave for these reasons. But you don’t know those numbers and neither do I. Anet does. I’m pretty sure if it was the problem you think it is, they’d have done something about it by now.

If what they’re doing is getting people back in the game every month, it’s definitely worth the resources to do it.

I suppose that logically I have no choice but to concede your point. I just have trouble accepting it. Personally I feel like “under the hood” maintenance and repair should be prioritized over existing content fixes, and existing content fixes should be prioritized over new content. I understand why they are working as they are, I just feel like it is a backwards way of doing things. All they’re really doing is just adding to their workload; creating more content they have to fix later (case and point; the tentacle backpack is bugged and its animation isn’t working).

Again, there are fixes being made to other things, just not as quickly as you’d like. As I pointed out, rangers have recently received some love and some of that has spilled over to necro pets as well. It’s not night and day, but it’s definitely a step in the right direction.

Changing too much stuff like that at one time, though is simply asking for trouble.

We’re just going to have to agree to disagree here. As I said I believe wholeheartedly that fixing what is already in the game should come first. And I also fully believe that adding more content to the pile is just going to cause more problems. Who is to say that a fix they are putting off until later won’t conflict with something they are adding today, thus making them need to fix that after they finally get around to fixing the first thing. They need to clean their plate before they ask for seconds. Or to put it another way…

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

That unessential crap, as you call it, keeps people coming back to the game. Not to say that what you want is wrong, or misguided or anything like that, I’m just saying that if they stopped the other stuff the population would shrink.

Many people today have the attention span of a fly. They move from thing to thing so fast, they expect to be constantly spoon-fed entertainment. If they don’t get it, they’re bored.

You’re not wrong in asking for something that should be done, but saying the other stuff is waste is probably not true.

There are two counter arguments to your point. First; people are leaving because certain problems are not being fixed, and I’ve seen several people turn away from the game because of the nature of this new content; disliking both RNG based cosmetic content and “temporary” story content. You can’t please everyone of course, but all that really means is that Arena Net is loosing players either way.

Second; World of Warcraft. Or any other traditional MMO that is lucky to get a content update once or twice a year yet still has a massive player base. Yes I know those games tend to “hook” players with Skinner Box gameplay tricks and sub-fees. Point is there are alternatives to constant content updates. Don’t get me wrong; I like that Arena Net has decided to keep pumping out content, but I personally feel like quality of life improvements, bug fixes, and balance should be a higher priority than tentacle backpacks and vague suggestions of what a perverted noble from Divinity’s Reach has been doing with his time.

Your counter arguments are only valid if more people aren’t coming back because of these upgrades than people are leaving. Have you been to Southsun Cove. It’s packed all hours of the day and night. We had five people all party up on south sun and every single one of us was on a different overflow.

I’m sure some people do leave for these reasons. But you don’t know those numbers and neither do I. Anet does. I’m pretty sure if it was the problem you think it is, they’d have done something about it by now.

If what they’re doing is getting people back in the game every month, it’s definitely worth the resources to do it.

I suppose that logically I have no choice but to concede your point. I just have trouble accepting it. Personally I feel like “under the hood” maintenance and repair should be prioritized over existing content fixes, and existing content fixes should be prioritized over new content. I understand why they are working as they are, I just feel like it is a backwards way of doing things. All they’re really doing is just adding to their workload; creating more content they have to fix later (case and point; the tentacle backpack is bugged and its animation isn’t working).

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

That unessential crap, as you call it, keeps people coming back to the game. Not to say that what you want is wrong, or misguided or anything like that, I’m just saying that if they stopped the other stuff the population would shrink.

Many people today have the attention span of a fly. They move from thing to thing so fast, they expect to be constantly spoon-fed entertainment. If they don’t get it, they’re bored.

You’re not wrong in asking for something that should be done, but saying the other stuff is waste is probably not true.

There are two counter arguments to your point. First; people are leaving because certain problems are not being fixed, and I’ve seen several people turn away from the game because of the nature of this new content; disliking both RNG based cosmetic content and “temporary” story content. You can’t please everyone of course, but all that really means is that Arena Net is loosing players either way.

Second; World of Warcraft. Or any other traditional MMO that is lucky to get a content update once or twice a year yet still has a massive player base. Yes I know those games tend to “hook” players with Skinner Box gameplay tricks and sub-fees. Point is there are alternatives to constant content updates. Don’t get me wrong; I like that Arena Net has decided to keep pumping out content, but I personally feel like quality of life improvements, bug fixes, and balance should be a higher priority than tentacle backpacks and vague suggestions of what a perverted noble from Divinity’s Reach has been doing with his time.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

I never said more important, that was you. What I said was that cosmetic additions in general were obviously a higher priority than Collin’s comment would suggest. Heck just look at the ratio of class fixes to new cosmetic content of the last few patches and you’ll see that one is clearly getting more attention than the other. I don’t mean to sound as if I think a cosmetic issue effecting one profession should be held above general content that can be enjoyed by all; obviously that is ridiculous. But I am pointing out that apparently Arena Net has placed higher priority on cosmetic additions than “quality of life” improvements and new features; the exact opposite of what Collin suggested.

You may not know this, but the guys working on cosmetic additions are not the same guys who make class fixes or “quality of life” improvements.

Yes, yes; I know there is a difference between an art team and an engineering team. That said they are connected. For example who do you think had to add those new drops to loot tables, or scripted a bunch of new achievements in order to get a backpack that serves only to invite “I’ve seen enough hentai…” jokes? And do you think recent quality team meetings were focused on checking to see if ranger pets weren’t still morons, or that engineers weren’t universally underpowered, or were they focused on approving the blink animation on the “totally not ripping off Soul Calibur” themed weapons?

I don’t know…they’ve made some decent improvements on ranger pets recently, so yeah, I think they must have talked about it at some point.

My point still stands; the efforts of one team effect the entire development process. That said I actually am willing to wait for this. In fact I don’t care if it takes an actual boxed expansion for Arena Net to correct this little oversight (really all it is), so long as their efforts in the short term are focused on improving the core elements of the game, and making sure that the basic game is as good as it can be. Clearly however that isn’t the case. Arena Net have said themselves that what their focused on right now is the Living Story. Their game and their choice of course, but it is frustrating.

I would greatly prefer that they suspend all development of new content and the living story completely until they actually fix the bugs and balance the game. And I know I’m not alone in that either. Obviously Arena Net has chosen to waste time and money on unessential crap like the Southsun Cove events, so is It really so wrong that I would like them to waste a little time and money correcting a problem that should have never existed in the first place? After all this whole legendary kit issue is only coming up now because someone on the development team didn’t think ahead when the engineer was first being thought up.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

I never said more important, that was you. What I said was that cosmetic additions in general were obviously a higher priority than Collin’s comment would suggest. Heck just look at the ratio of class fixes to new cosmetic content of the last few patches and you’ll see that one is clearly getting more attention than the other. I don’t mean to sound as if I think a cosmetic issue effecting one profession should be held above general content that can be enjoyed by all; obviously that is ridiculous. But I am pointing out that apparently Arena Net has placed higher priority on cosmetic additions than “quality of life” improvements and new features; the exact opposite of what Collin suggested.

You may not know this, but the guys working on cosmetic additions are not the same guys who make class fixes or “quality of life” improvements.

Yes, yes; I know there is a difference between an art team and an engineering team. That said they are connected. For example who do you think had to add those new drops to loot tables, or scripted a bunch of new achievements in order to get a backpack that serves only to invite “I’ve seen enough hentai…” jokes? And do you think recent QA team meetings were focused on checking to see if ranger pets weren’t still morons, or that engineers weren’t universally underpowered, or were they focused on approving the blink animation on the “totally not ripping off Soul Calibur” themed weapons?

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

My comment wasn’t so much about the timeframe of desired content as it was the disingenuous statement. Obviously there is a fairly large team working tirelessly on completely unnecessary cosmetic additions to the game rather than new features and fixes, and given the rate of cosmetic additions of late I’d say more man-hours and expense has been applied to said cosmetic additions. I’m not complaining, I’m just curious why Collin felt the need to obscure this fact.

So in one post you’ve called the lead developer disingenuous AND decided for everyone that your Legendary kits that affect very, very few players are more important than cosmetic additions that can be enjoyed by everyone?

I never said more important, that was you. What I said was that cosmetic additions in general were obviously a higher priority than Collin’s comment would suggest. Heck just look at the ratio of class fixes to new cosmetic content of the last few patches and you’ll see that one is clearly getting more attention than the other. I don’t mean to sound as if I think a cosmetic issue effecting one profession should be held above general content that can be enjoyed by all; obviously that is ridiculous. But I am pointing out that apparently Arena Net has placed higher priority on cosmetic additions than “quality of life” improvements and new features; the exact opposite of what Collin suggested.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

I just wanted to point out that since this post was made we’ve gotten multiple new backpack skins (some animated), new armor pieces (also animated), two complete themed weapon sets, new gem store clothing and weapon skins, new NPCs with new weapon and armor skins, new town clothing and even underwear skins for some NPCs, re-skinned enemy types with new skill animations, new dungeon art assets, and even a complete living story chapter in what remains to be the most poorly optimized location in the game world.

I just wanted to point out that since Collin’s post was made it’s only been a month. Changes like Legendary kits are going to take time. Learn to be patient.

My comment wasn’t so much about the timeframe of desired content as it was the disingenuous statement. Obviously there is a fairly large team working tirelessly on completely unnecessary cosmetic additions to the game rather than new features and fixes, and given the rate of cosmetic additions of late I’d say more man-hours and expense has been applied to said cosmetic additions. I’m not complaining, I’m just curious why Collin felt the need to obscure this fact.

Problems with Engineers and Legendaries

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

It’s something we’re absolutely aware of and want to address in the future, one of my main characters is an engineer so I feel ya on this one. My poor quaggan backpack is visible like 2% of the time I play as I kit swap, never mind my weapon skins.

We’re currently focusing our engineering (programmers, not guys with net guns) resources that could work on solutions to issues like kits/skins on major systems that address issues higher priority and wider reaching like lag in large battles, LFG, custom arenas, spectator mode and so on but this issue is absolutely on our radar.

As always, please post your ideas of what you’d like to see solution wise, we love to see the fun ideas y’all come up with too!

I just wanted to point out that since this post was made we’ve gotten multiple new backpack skins (some animated), new armor pieces (also animated), two complete themed weapon sets, new gem store clothing and weapon skins, new NPCs with new weapon and armor skins, new town clothing and even underwear skins for some NPCs, re-skinned enemy types with new skill animations, new dungeon art assets, and even a complete living story chapter in what remains to be the most poorly optimized location in the game world. Clearly purely cosmetic additions are a higher priority than was admitted, and “major systems that address issues higher priority and wider reaching” referred exclusively to player-verses-player (someone want to explain to me why I can jump into the middle of a WvW zerg and get twice the frame rate of an empty Southsun Cove zone?).

(edited by Arkham Creed.7358)

What feature do you miss from your old MMO

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

My primary MMO of choice was the original Guild Wars. Things I miss include…

*Heroes
*Ranger spirits that were actually worth using
*The ritualist
*Guild Halls
*A complete lack of half-hearted, annoying, and personally offensive “stealth” just because rogue classes are “supposed” to have it
*The dual-profession system

The most legendary Legendary.

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

Kudzu, because it’s the only legendary that has an actual effect on your opponent. Whenever you shoot an enemy with it, they begin to grow flowers/plants from their bodies.

Interesting. Although I have to admit that doesn’t strike me as a big deal, mostly because I’ve been running around with a Flaming Dragon Sword since head-start that lights my targets on fire regardless of what sigil I use, so on-target visual effects never occurred to me.

Viewpoint of a (very frustrated) new player.

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

I really hate to ask this because of what it implies, but you are both new to Guild Wars 2 and a veteran of past MMOs, so we should really make sure we’re covering all the basics here. Just know I’m not being insulting or anything, this actually is a problem I’ve seen A LOT of new players having, and the only reason I can think of why you’re having so much difficulty with basic PvE mobs (I can face-roll all but the most difficult mobs with every class, and I am far, far, far from a pro-player with an expertly crafted build).

Are you just standing still while you use your skills? Because you can move while casting most of them, and even dodge-cast some.

Eng kits animation with predator

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

just grenade kit? no other kits? dam alright. thank you

In terms of legendary weapons engineers have pretty much been……..well, to put it nicely; we could stand to have a little work done on our behalf.

Poll: Engineers with hammers

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

So far 61 people don’t understand the concept of a poll.

Poll: Engineers with hammers

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

A simple poll to see how much of the engineer community would like hammers to be added as an engineer weapon set in some form. For brevity please add either +1 or -1 in bold somewhere in your post, depending on how you voted, to make it easier to reference. Thank you.

+1

Post level 80 character progression

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Total lack of responses….okay….

The most legendary Legendary.

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

yeah all the legendary look cool, but which one sounds cool?

QUIP

God I can’t stand quip; the constant pops and squeaks its makes gives me a headache.

Does anyone have Balt open?

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

I went and got some, and I have NO clue why you said to get them. They are terrible. It doesn’t lose agro, and it leaves if you move or try to commune. They are absolutely 0 help.

Anyone have an open map, or an idea that works?

I believe they were nerfed a while ago. Stealth used to break aggro, now it doesn’t.

@Flamethrower Aficionados

in Engineer

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Arkham Creed.7358

Just try to think of it as more like a belt-fed automatic shotgun firing cartridges filled with splinters of burning magnesium or something.

Who told you my play style?

Question about upcoming magic find changes.

in Guild Wars 2 Discussion

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Arkham Creed.7358

I would love to wager that by the time MF will get a tuneover I have already finished my scavenger hunt, sitting with Rytlock at the new bonfire in my personalized home instance with seven “hero’s” in short distance at my command in full ascended armour.

I believe you meant “heroes.” Just saying.

Basilisk Venom is freaking awful

in Thief

Posted by: Arkham Creed.7358

Arkham Creed.7358

2 min cooldown? Its 45 secs….

Perhaps it simply feels longer. Either way it is still vastly inferior to a non elite skill.

Basilisk Venom is freaking awful

in Thief

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Arkham Creed.7358

No suggestions on how to fix it from me, and honestly I think it should just be scrapped completely and replaced by something else. Seriously it is a one-and-a-half second stun on a nearly two minute cool-down. That is an elite skill? Pistol Whip is a stun followed by a ton of damage and no recharge, what does that make it? Some kind of “Ultra Legendary Cosmic Skill of Godliness?” Maybe someone knows something I don’t, but Basilisk Venom strikes me as by far the weakest elite skill in the game.

Super transmutation crystal idea

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Never going to happen. I’m sorry but it just won’t. Differentiating between classes in PvP is hard enough as it is with armor being shared between multiple professions, so there is no way something like this would work. You could argue that it could be a PvE only mechanic, but that is invalidated by WvW.

Post level 80 character progression

in Suggestions

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Arkham Creed.7358

Addendum:
Recently (no I don’t have a link) Arena Net made it known that they were looking into some way to allow players to swap out individual skills on their weapons. An often requested feature. And it occurs to me that this utility trait idea is the perfect way to do that. You see back before release Arena Net had in place a system of trait lines for each weapon type in the game, and players could earn new traits through alternative means (now skill challenges) that would allow them to alter the form and function of their weapon skills.

Bring that back with this idea. Starting at level eighty players can begin progressing through “weapon mastery” trait lines either through repeated kills with each weapon type, or renewed profession challenges. As these lines are progressed players would gain the ability to slot in traits that could drastically alter the effect of existing weapon skills, or even completely replace certain skills with all new ones. Their old system, the new thing players demand, and presented as alternative character progression. This is a win/win without doubt.

Guild Halls and Guild verses Guild

in Suggestions

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Arkham Creed.7358

Very well thought out suggestion presented in a clear and organized fashion. +1

My one critique would be that the loss of the Celestial Sigil should not cause “the losing team [to lose] access to upgrading and services as well as the ability to declare a guild war.” Unless extremely temporary [read: they only lose privileges until the end of the current match], removing these essential services and functions of a guild is too punitive.

I agree with making it possible to steal the Celestial Sigil and that there should be a consequence. This consequence, however, should be limited to the current GvG match. Also, I think there should be more than one method for winning the round. Otherwise, if it’s based on ownership of the Celestial Sigil, the strategy simply becomes “ring the Celestial Sigil with defensive siege weaponry and play turtle wars”.

That’s it for the critique. As for additions, I’d suggest allowing each guild member to build their own home on the guild’s map instance. Much like the guild hall (more like the guild world, now), individual guild members could spend gold, karma, skill points, laurels, Badges of Honor, crafting materials, and/or guild commendations to construct and outfit their personal residences.

There would be a ton of customization options down to the smallest details (what furniture to appoint it with, the style of the doorknobs, paintings hung on the wall, color palette, etc.). Players could put trophy rooms in their homes displaying their achievements. ArenaNet could turn this to their profit by offering these items in the Gem Store, as well. I’m not suggesting that becomes the only method for acquiring them; simply that it’s yet another alternative for those who don’t want to farm or grind for the other currencies. Players get to build custom homes and ArenaNet may make a little money on the side. Win-win.

I realize with ginormous guilds of hundreds of members, there’s the potential for the guild hall map to become a bit crowded or have the appearance of urban sprawl. With how big a borderlands map is, though (assuming you’re suggesting the guild hall map be roughly the same size as the WvWvW map), there’s plenty of empty space in which to build.

Furthermore, limitations could be set on where homes can be built. Take, for example, the village that exists at the Northern supply camp on the current WvWvW borderlands maps. There’s about a dozen buildings there and it doesn’t look overcrowded; and there’s still plenty of room to build. I’m not suggesting that become the only location where players could build homes; just one example of where to limit such construction so you aren’t encountering a home every few yards all over the map or in otherwise odd or inappropriate locations. Could add the option to build aquatic homes like the Quaggans.

Perhaps the homes could even be made destructible and/or capturable during the course of a guild war. This would instill an even greater pride of ownership and an objective to fight over (“OH NOESSSSS! They captured Bob’s house!! We MUST get it back!!! FOR THE GUILD!!!!”). Once the current match had concluded, captured homes would revert back to their original owners and any damage done would be automatically repaired.

I realize there’s a lot of “what ifs” and technical limitations that may prevent the addition of player housing. Consider this a brainstorm idea rather than something written in stone.

Very well thought out, and I love the idea of player housing being a part of this. Thanks for the input.

The most legendary Legendary.

in Guild Wars 2 Discussion

Posted by: Arkham Creed.7358

Arkham Creed.7358

A simple idea; let’s all cast our votes for what is our favorite legendary in the game, and please explain at least briefly why you favor it above the others. Why? Well it is no secret that all legendary weapons were not created equal, and some players see some of them as being of greatly inferior quality. So the idea behind this thread it to collect in one place all the data Arena Net would need to determine the formula for the best legendary, and thus be able to create better legendary weapons in the future, and perhaps improve existing ones.

So come on; cast your vote. There are no bad opinions. I’ll start us off.

My favorite legendary is The Juggernaut. This isn’t just because of a hilarious series of youtube videos about the X-Men character of the same name (I’m the Juggernaut —-—!), but also because I love the effects of the weapon. While the footprints could stand to be more noticeable I love the liquid metal splashes with each swing, and it gains massive bonus points for being the only legendary that actually has a real effect on your character model.

While some are content to just add a few particle effects here or there around the character, or on their arm, The Juggernaut is too good for that and actually warps your armor skin into a unique “quicksilver” liquid metal shell that is still effected by dyes. That alone is freaking awesome, and I only wish hammers were available to engineers so that I could actually use this fantastic weapon with my main character. Clearly, at least to me, The Juggernaut has the absolute most effort put into its effects, and the most visual impact on your character; after all even if you’re not close enough to make out the details on the weapon itself you still just know what weapon it is because nothing else in the entire game has that kind of effect on the character model. In my opinion The Juggernaut is truly legendary.

Post level 80 character progression

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Link to original idea https://forum-en.gw2archive.eu/forum/game/suggestions/Utility-trait-line-with-magic-find/

If you clicked the link then you already have an idea of what this is going to be about, if not I’ll sum up. I think that the best form of post-level eighty character progression would by adding “utility trait lines” to all characters. While the linked thread talked specifically about a “treasure hunter” line, it has since occurred to me that this idea could be expanded on to encompass virtually all post-endgame character progression.

In essence, Arena Net needs only to add new trait lines with alternative forms of progressing through them with each expansion or major game update. For example with the next expansion they could simply add a “Pact Herald” trait line (I am assuming the pact formed in the current personal story will still play a role) that gradually unlocks as you progress through the new story content, allowing themed buffs and bonuses to specific (non-statistical) elements of play. This allows for further progression and for players to feel like they are growing more powerful/more efficient without having to tinker with the level cap and all associated game elements such as statistics and equipment.

Better yet is that these new traits could be as specific or broad as Arena Net likes, being tied to story progression, achievements, mini-games, or literally any other aspect of play. I’ll give you a couple of examples.

Karka’s Bane
You are a master karka hunter, well-practiced at the art of karka slaying.
Unlocks gradually as you progress through the Karka slayer achievement track. Minor traits include passive buffs to the exp gained from slaying karka, while major traits include combat related buff choices such as doing extra damage to karka, reducing the duration of conditions applied by karka, or increasing the drop rate of karka specific loot.

Master Platformer (or Do the Mario)
Run, jump, and tumble; you’ve mastered the art of exploring Tyria’s hard to reach places.
Progressing slowly as you gain achievements relating to jumping puzzles, this trait line passively improves the rewards for completing jumping puzzles, and can slot in bonuses to movement speed, jumping distance, and other useful benefits while in the area of a jumping puzzle.

(edited by Arkham Creed.7358)

Utility trait line (with magic find)

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

I like some aspects of it. Personally I’d say: unlock the trait-line at lv.80. This would expand a progression-feeling after having reached max. level.

Put points in it not by leveling up but by finding hidden objects (which spawn randomly in certain hidden areas) – each of those unlocks a point. Certain objects are part of a set, complete this set to unlock a new major trait.

While I like the idea of having it tied to exploration in some way, I don’t see that as being very feasible. At least not in the form of a collection mini-game. However having it unlock at level eighty and continue to expand with each “experience level” thereafter could be an acceptable idea for post-endgame progression.

Another concept, combining the two, would be to unlock the trait line at level eighty, and progress it via world completion. That is to say you get a minor trait exp boost at 16%, 48%, and 80% world completion, with a new slotted major at 33%, 66%, and 100% world completion.

Utility trait line (with magic find)

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Wow, I figured this would have gotten more attention than it has.

Powerleveling

in Players Helping Players

Posted by: Arkham Creed.7358

Arkham Creed.7358

Hey guys, my friend wants to know if it is possible to plvl him 32-60 in a Dungeon such as CoF…Would he get xp or would it be a waste of time? Thanks for helping me figure this out!!

You do indeed get exp from dungeons, and quite a bit of it. However at level 32 he can really only run a single dungeon. Although that said there is a trick…

Okay, this may have been patched, I’ve not tried it in….ever, but allegedly you can run the dungeon with your friend using a higher level character, assuming he has one, then just near the end, right before you take out the boss, having him log out and switch characters. He can then get back into the dungeon with his low level, you guys can take down the boss, and he gets to level up. At low levels he can manage a level a run this way. From what I’ve heard at least.

If he doesn’t have a higher level character and this is his first however I would highly, highly recommend he not power-level his character at all. Guild Wars 2 isn’t like other MMOs where your one and only goal is to reach endgame as soon as possible; its about the journey. You’re supposed to have fun leveling and take your time, and a large number of early players got burned out and quit specifically because they didn’t know that and raced to endgame.

Guild Halls and Guild verses Guild

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Another idea to tack onto this one; guild armor. And I don’t mean that rather bland chest piece we cal already obtain; I mean a full set of armor obtainable only through GvG battles, much like the WvW armor.

Ranger Spirits

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

I’d rather they just revert the system back to the way it was in the original Guild Wars; spirits we so much better back then. Converting one damage type into another, adding bonus damage with certain forms of attack (such as arrows), increasing projectile speed….so, so, so much better.

(edited by Arkham Creed.7358)

Design your weapon contest

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

The idea is simply making a contest where participants design their own dream weapon, sketching, full 3d model or any type of design, the winning designs would be added to the game.

Well they did it with the original Guild Wars, so why not?

Utility trait line (with magic find)

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

An idea that hit me while watching the most recent episode of Guildcast over on Gamebreaker, I think this would be a great solution to the magic find problem. In short, add a sixth trait line to all characters that is universal across all professions, call it “adventuring” or “treasure hunting” or some such. This line would require no manuals or points, but would instead gradually open to maximum as you level your character. This line is built around the same type of utility functions as Ascended Amulets; meaning that the same four infusion types would be represented by major and minor traits here.

The basic “Experienced” trait would be the minor, offering a slight buff to the exp gain from killing mobs as you level. However the more interesting infusions of Magical (magic find), Karmic (bonus karma gain), and Gilded (bonus coin from defeating foes) would be the major traits players must slot in. Each trait tier would have new traits of greater effect, and these traits can be stacked and mixed. For example at level eighty a player could stack all the Magical traits for 100% magic find, or they could mix in a few Karmic traits instead, getting less native magic find, but an increase in karma gain as a tradeoff.

Shadow Return suggestion and discussion

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

I also like to use a sword on PvE, even with the daggers being usually considered superior, and I totally understand why you are asking this.
In PvE, Shadow Return is not that useful, since it actually gimps your mobility, not allowing you to teleports between your multiple targets without interruption.

But it’s not meant to allow you to do that. As it stands now, the sword 2nd ability is the best engager / disengager from the Thief, even rooting your target in place.
In WvW / PvP, it’s a really interesting ability, allowing for the smoothest hit and run tactics.

So it can’t just be removed like that, or PvP / WvW Sword Thieves would be basically nerfed to ground in the process.

I don’t know how it may be done, maybe with a Trait totally changing the ability if you actually make that choice?

Actually there has been talk of splitting skill functionality between PvP and PvE, so perhaps it could have both functions, with the classic style in PvP and the altered (no shadow return) in PvE.

Shadow Return suggestion and discussion

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

No.

15char.

I like Shadow Return the way it is, stop trying to nerf it.

“So rather than flat out calling for its removal I decided to open up discussion on the topic. Perhaps the majority will agree with me, perhaps not. Either way it should prove enlightening.”

You could at least read the full post before you make an kitten of yourself.

Shadow Return suggestion and discussion

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

No one has any opinions on this?

Hammers for Engineers (old idea, new twist)

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

I’ll go ahead and get on board with this one just because I want the legendary. That is actually my favorite legendary, but I can’t stand the only two classes that can use it.

Guild Halls and Guild verses Guild

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

What to do in your guild hall

With the addition of guild halls would also come guild dailies and monthlies. These objectives earn the same experience and karma rewards as open world dailies, but rather than earning laurels you instead earn guild commendations for completion. Likewise guild dailies and monthlies take place on the guild map, and range from simple creature kills, to gathering, to dynamic events, to maintaining friendly relations with the neighboring NPCs. Guild challenges and missions can also appear on the guild map.

This means war

By interacting with the Celestial Sigil your guild leader may view a list of other guilds in the game with guild halls, through this list the guild leader can declare war on any guild of equivalent size and rank that is not currently at war with another guild. A notification will be sent to the targeted guild, and if the challenge is accepted a guild war begins. Guild wars function as miniature versions of World verses World, with each guild’s home map taking the place of battle grounds in WvW. As in WvW players will battle for control of keeps (spawn points), recruit NPCs, deploy siege weapons, and undermine supply as they battle back and forth across each other’s maps, using the asura gates at the far ends as a link. Rather than battling for points however the objective of a guild war is simple; steal the opposing side’s Celestial Sigil and return it to your own guild hall.

Once a team has won or lost a guild war they find themselves in an interesting situation. The winning side now has two Celestial Sigils, and the losing side has none. This means that the winning side gains both a buff a their influence/commendation gain as well as a discount on guild upgrades and services, while the losing team has lost access to upgrading and services as well as the ability to declare a guild war. This is a temporary state however as all Celestial Sigils will eventual revert back to their true owners.

Keep your friends close…

Guild leaders can form alliances with other guilds of similar size and rank. When guild within an alliance declare a guild war, each side’s alliance members may offer to join in. This can result in an alliance battle; a 4v4 guild battle. That is to say upward to four guilds on either side battling across a total of eight guild maps for control of the majority of the contested Celestial Sigils. Winning alliances share in the rewards, and losing alliances share in the penalties of loss. In time guilds with strong bonds can chose to declare war on larger and higher ranked guilds, creating 2v1 and even 3v1 guild wars as an alliance of smaller guilds join forces to battle a single larger guild. Merging alliances into single large guilds is also possible.

Guild Halls and Guild verses Guild

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Let’s start by setting the record straight; GvG wasn’t as big a deal as people make it out to be. Yes it was cool, but it wasn’t some awesome and revolutionary game mode. It was an instanced 8v8 capture point mode with a few NPCs thrown in to complicate things. In other words it is was a non-tournament sPvP game played on maps like Legacy of the Foefire. Granted that Alliance Battles were a bit more exciting, but no one ever says Alliance Battles now do they? They always say GvG, and frankly GW2 already has that; just start up a sPvP match in LotF with all guild teams. There; you’re done.

Now on to what people really want; an advanced and improved PvP mode strictly for guilds. I’ve come up with an interesting idea, and I think you’re going to like it. But first let’s start at the beginning.

Guild Halls

Obtainable through influence, karma, guild commendations, and gold a guild hall is both a PvP map and a social location. The reason for the being available through so many means is because I don’t feel any active guild should be denied the ability to own a guild hall, even if it is only a small, casual, and social guild. Likewise guild halls come in multiple sizes, ranging from small to freaking enormous, and in a verity of styles. In the past guild halls were located in the now destroyed Battle Isles, however I believe that Guild Wars 2 guild halls should be located in The Mists. The same cross dimensional/time bending limbo that World verses World currently makes use of.

Because of the nature of the mists the allows guild halls to come in virtually any theme Arena Net can dream up, including updated versions of past guild hall styles, and new guild halls referencing lore from both games. This could include a guild hall based in ancient Ascalon City, a corrupted palace owned by Palawa Joko, ancient (pre-sinking) Lion’s Arch, pre-corrupted Orr, a massive ocean map filled with small islands and ships, or even alternate PvP versions of cities and maps from the open world. The only limit is technology and imagination, as far as settings and themes anything goes.

Obtaining and upgrading Guild Halls

Found in Lion’s Arch, the Eternal Battle Grounds, and the Heart of the Mists, a new NPC will happily trade guild leaders special items called “Celestial Sigils” for a verity of currencies. Once obtained these magic glowing orbs are used to “imagine” a guild map in the mists. This basically just brings up a menu screen where players can preview and select the theme of their guild hall, and be transported to the chosen map. Once there the map is actually arranged much like a WvW map; there is a primary dominate keep (the actual guild hall), a surrounding environment populated by ambient wildlife, NPC settlements, and aggressive creatures. In addition there are several smaller keeps scattered around the map, and on the far side a series of Asura Gates.

Within the guild hall itself there is another Asura gate that always links back to Lion’s Arch, and near to it a pedestal whereon the Celestial Sigil is displayed. By interacting with the sigil guild leaders and officers with permission can purchase and review guild upgrades both new and old, as well as spend influence, karma, or coin to alter the cosmetic details of the guild hall ranging from the minor (color changes and displaying the guild banner) to the major (adding new rooms, enlarging the map itself as the guild grows). In addition all guild upgrades have a physical presence in the guild hall. Not only does this mean that guild armorer, weapon smith, and banker NPCs will populate the area, but also that asuran workshops can appear and open or even a hidden treasure cave that acts as a physical guild bank may be added, assuming the proper upgrades are purchased.

(edited by Arkham Creed.7358)

04.30.13 Patch Notes

in Engineer

Posted by: Arkham Creed.7358

Arkham Creed.7358

They nerfed Incendiary Powder? God kitten it; thanks for destroying my build Arena Net.

Spectator app

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

I’d rather just have a spectate option in the main game itself like GW1.

That’s coming in the April patch, already confirmed.

Make rewards in the game be skins

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Rewards and special skins in the game should be simply that: skins. What I mean is that the armor you get from things like dungeons, cultural vendors, or even rare drops should not have stats, they should just be skins that you apply to a piece of armor.

So this leaves where you get armor with stats to use as a base, and my answer is to leave it to crafting. This would make sure that crafting never becomes obsolete. Since people can’t just run dungeons to get quick exotics, people will be buying more crafted exotics. With a higher demand, there will be more gold flowing through the economy.

Actually there won’t be, and never will be, a higher demand. This is because due to its use as a speed leveling tactic everyone already has mastered nearly all the crafting skills, or at least the ones relevant to their characters. You simply will never make any money with crafting because everyone else can already craft anything they want themselves. Don’t bother trying to craft for money, I learned that the hard way, the real profit is in material farming.

More legendary weapons (no great swords)

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

As the title says; I would very much like some more legendary weapon skins be added for each existing weapon category (except great sword) that have alternate themes and styles, to add a bit more verity to the legendary choice.

As to why I am excluding great sword from this request is simple; there are already three legendary great swords. And that is to say nothing about there simply being more great sword skins in general. So yeah, legendary or not, take it easy with the great swords please; other weapons need new skins way more than great sword.

Spectator app

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Anyone else remember all that talk about smartphone apps? Personally I’d love it if we got PvP/PvE spectator view with game connected chat (perhaps just guild chat) as an app. Just imagine being able to pull out your phone and watch a live sPvP match while you’re on the bus, and discuss tactics for the next tournament with your guild at the same time, while they’re in game. Or perhaps whip out the iphone and see what’s happening in WvW, or just give tips and advice to your buddies while they’re on a dungeon run.

Magi prefix and suffix

in Suggestions

Posted by: Arkham Creed.7358

Arkham Creed.7358

Currently the magi suffix is easily obtainable up to rare quality via crests, however their currently is no magi prefix outside of the Durmand Priory armor sets, and no exotic quality version of any kind. This is unfortunate as I am sure there are players out there would like to have this type of armor, myself included, but obtaining it is near impossible unless you join the Priory, and completely impossible for an exotic or ascended variant. I would like to request that this prefix type be made available in exotic quality through some means. This of course means all weapon types as well as all armor weights and accessory slots.

For those unaware; the magi attribute layout is healing power/precision/vitality.