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Wardrobe and Minis

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Ashen.2907

While I am glad that others will benefit from the minipet changes they are a negative for me. Pretty significantly so actually. It really is too bad that Anet cannot add something for those who wish it without destroying something that others prefer.

"Downed State" frightening for new players?

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Ashen.2907

If the downed state is confusing for new players delaying their exposure by an hour or two, with no more explanation than was available before is not an improvement IMO.

I dont see how Anet considers people who have only reached level 5 to no longer qualify as, “new players.”

Personally i am in the camp that says, “press some buttons to see what they do, figure it out.” Kind of like how some people figure out their weapon skills/build. Trial and error.

My issue is that spending dev resources because Anet thinks that people will no longer feel new to the game an hour after starting seems questionable.

Please No Profession Loot

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Ashen.2907

Short term: any noticeable change will cause demand to rise because 5/8 of the classes are getting fewer cloth drops and supply to fall as people buy what’s available before the price hike happens.

Not necessarily. The number of classes isnt as important to this as is the amount of cloth. Without knowing what the drop rate adjustments are we cannot say if the supply will go down or up.

Smart loot system = death to med and heavy!!

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Ashen.2907

Short term, the supply on the TP will fall.

“may fall,” perhaps. We do not know the numbers on the drop rate adjustments yet.

If they increase the combined cloth drop rate for light armor wearers by the same amount that they reduce the combined cloth drop rates for non light armor wearers the supply remains the same.

Smart loot system = death to med and heavy!!

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Ashen.2907

Im still not convinced of that. Its such a small increase as it makes little difference in the long run. You’d have to have a ridiculous amount of drops for it even to be considered an advantage. 1g over 430 gear drops isnt that much.

This is the part that has me scratching my head.

Development takes time and money. If these changes are not going to be noticed why spend the money to implement them ?

And why spend an entire blog post hyping them, if they’re inconsequential?

Exactly.

I am not upset about the proposed changes. I do not think we have enough information to have a strong opinion one way or the other at this point. I do have some concerns about how this will play out depending on what those details turn out to be, but thats about it at this point.

But.

Would it be worth mentioning to say that a specific skill has had its damage increased from 100 to 100.00000001 ? The change would be there, no one would ever notice it. It just seems odd.

(edited by Ashen.2907)

Smart loot system = death to med and heavy!!

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Posted by: Ashen.2907

Ashen.2907

Im still not convinced of that. Its such a small increase as it makes little difference in the long run. You’d have to have a ridiculous amount of drops for it even to be considered an advantage. 1g over 430 gear drops isnt that much.

This is the part that has me scratching my head.

Development takes time and money. If these changes are not going to be noticed why spend the money to implement them ?

Here's what we need

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Ashen.2907

Not gonna lie, would love to see three section or bo staff fighting.

triple trouble: the power of one guild

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Ashen.2907

Just to clarify,

The event is big requiring a large number of players. Requiring (or at least benefiting greatly from) large scale organization including guild, TS, perhaps even commanders.

And there is a guild that is (unless things have changed since last I heard) completely open to people joining just for the event, no need to rep outside of the event, etc, willing to spend the time, money and effort to provide all of this for anyone with a desire to use.

And those who opt to not partake of that offer (and I am not saying they should or should feel compelled to do so) complain that they might be left out. That they are not willing to either join an existing guild set up specifically for this sort of event nor put the effort into creating their own organization (need not be a guild) to do the event ?

Are in fact presenting those who are making the effort for not only themselves but anyone willing to join in as somehow blameworthy when those not willing to organize fail at an event designed around group organization ?

That sounds much like the gist of it. Or perhaps that “this guild is making a serious run of it, they’re required to let me join it”

What throws me off is, doesn’t the guild in question actually allow anyone who is willing to rep during the event to join ? Aren’t they already willing to, “let me join it ?”

No more Downstate at low level?

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Ashen.2907

It costs money to change things in a game of this sort. Companies generally do not spend money changing something about their product unless they feel that they have to or that it will benefit them and/or their users.

If they are making a change there is a decent chance that they have information, that we may (probably) do not, to indicate that it is in some way a problem.

triple trouble: the power of one guild

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Ashen.2907

Just to clarify,

The event is big requiring a large number of players. Requiring (or at least benefiting greatly from) large scale organization including guild, TS, perhaps even commanders.

And there is a guild that is (unless things have changed since last I heard) completely open to people joining just for the event, no need to rep outside of the event, etc, willing to spend the time, money and effort to provide all of this for anyone with a desire to use.

And those who opt to not partake of that offer (and I am not saying they should or should feel compelled to do so) complain that they might be left out. That they are not willing to either join an existing guild set up specifically for this sort of event nor put the effort into creating their own organization (need not be a guild) to do the event ?

Are in fact presenting those who are making the effort for not only themselves but anyone willing to join in as somehow blameworthy when those not willing to organize fail at an event designed around group organization ?

(edited by Ashen.2907)

Please No Profession Loot

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Ashen.2907

And is there really any veteran who hasn’t a lvl 80 of every class?

Yes

Revitalize the Game World, Resetting Hearts.

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Ashen.2907

Thanks for your input Anthony, but seeing how you formulate some of this, mainly the thing that this thread is about, I do think you miss out on some things… and one thing is still going way over my head…

- Some people would like to an option repeat hearts. Many people are opposed to being required to repeat hearts which is probably enough reason not to require it. In the future we ought to consider repeat rewards or even a prestige system for voluntarily replaying one-time content.

Required? The only person I can sort of feel for in this regard is the OCD guy, who will either have to be very careful not to complete a single heart, so that he then has to do them all, or just do them all, and be busy grinding hearts every month instead of other things… Seeing that would ruin his enjoyment I rather not see something that would cause this.

To me the rest are just using w/e argument to not have hearts reset, and ‘why’ entirely eludes me, they seem to not have the faintest idea what hearts do for the game, nor do they seem to be empathetic enough to see what it could do for somebody else. All I read is ‘rewards rewards rewards’… they won’t do w/e you put in this game if it doesn’t at least reward as much as what the latest FotM reward chain gives. The other ‘sollution’ is “well I don’t want to redo them, so you go make a new character”… as if they ‘have to’ do something? They choose to do w/e they do and don’t do all the other stuff by choice, so why would they choose to redo hearts if they don’t want to!
( sorry that I have to share this frustration in this manner but it’s really frustrating to see this attitude towards something that could help or please others ) And it’s not that I discard their opinion as un-valuable, I would love to see a solution that pleases all of us (it be nice though if they were to have the same stance on that) but anyways:

If I were to take anything from this thread than it would be:
- A global reset of hearts would give to many people the impression they would have to redo them. This is not what this heart reset thread wants to achieve…

- By having a ‘one time’ heart, the function of the hearts is lost after the heart is completed. This means that this function is now lacking in the game. This is most noticeably: a way to give people some background information and regional lore (after not having been to an area for an extended period of time); and provide players with a place to go to pick up DE’s.

-!- The ‘best’ solution suggested so far would be to give people the choice to reset a single heart for themselves so that they can redo it, gain access to the background information, and enjoy doing that bit of content while they ‘wait’ for DE’s nearby to kick off.

As it would not compel anyone to feel like they ‘have to’ do these hearts, it would give this OCD guy a way to not be compelled to grind out hearts every month. Yet it would give those that want to do Dynamic Events, a way to find them, and a way to have some background to them, as well as give them something to do while they wait for the DE. It would also give players that help out others to level a way to participate in their friends activities. It would do all the positive things that hearts provide, yet provide non of the negative things people come up with.

All the other stuff that came up in the thread is good feedback, I agreed with most of it, some ideas were better than others, but non solved the issues that this thread hoped to solve by making hearts repeatable. Another thing I worry about is that I personally hoped for a somewhat easy solution, something that wouldn’t take an actual rebuild of all the areas. Esp. with all the upheaval going on about ‘content added to the game that ANet has to ’show for’ after 2 years’, I doubt any addition to the maps that does not give very good rewards will be reason for people to throw a fit. With a somewhat easy solution you would be able to put efforts there where people mostly seem to want it, and by doing so please me (and the some ) as well as please the many .

I think that the comment about being required was in response to some posters in the thread not understanding that your suggestion was meant to be (clearly stated so as well) optional.

Please No Profession Loot

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Ashen.2907

That’s it, we don’t know how this will affect the drops we get, so please calm down.

I am calm, merely engaging in discussion with fellow players concerning an upcoming release. Note the lack of hyperbole, all caps, etc in my post.

Revitalize the Game World, Resetting Hearts.

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Ashen.2907

Thanks for all your comments, everyone!

I’ve been checking in on this thread pretty regularly and I appreciate the thoughtful discussions. I wish I had time to reply to everything but it’s a busy day and the thread is growing larger so as a quick alternative I’ll throw out some potential takeaway points to summarize the discussion:

  • The reward structure in Dry Top is desirable for many people. But Dry Top lacks some favorable elements from earlier open world maps such as chaining or random events. My thought here is that one does not exclude the other and in the future we could incorporate both the best of both designs.
  • Some people would like to an option repeat hearts. Many people are opposed to being required to repeat hearts which is probably enough reason not to require it. In the future we ought to consider repeat rewards or even a prestige system for voluntarily replaying one-time content.
  • Karma may be an underwhelming common event currency. Many people would like to see it applied towards a greater variety of personal reward goals such as crafting materials, more skins, etc. People seem favorable to region specific rewards, but at some point we have to reconcile the notion that it would probably further devaluate karma. I would also like to submit that karma has another issue which is that whenever you purchase something you are setting back your progress towards other purchases. Of course, that’s a fundamental aspect of currency and yet, it’s less intrinsically rewarding than gold because you can use gold to make more gold (gear upgrades, crafting, trading, etc). At the level 80 end especially, big karma sinks are largely cosmetic and will not help you earn more karma. Personally, I feel that effective reward systems regularly disperse rewards along the path to a longer term goal. (If you haven’t checked out PvP Reward Tracks, you should!)

Lastly this:

@AnthonyOrdon.3926: How hard is it to create dynamic events? I thought to remember an article back at release that your systems allowed to create new events in a short time.

Good question! The answer: it depends. Largely on the complexity of the event and the experience level of the event designer. I can create a very simple event very quickly. Things such as interesting characters, voiced scenes, event criers, new mechanics, new items, finely tuned scaling, new bosses, new boss abilities, world impact, and chained events are examples of things that will give an event higher implementation cost. Some events feature none of those and some are all of the above. Complexity is also deceptively difficult to perceive. Clockwork Invasions, for example, appear to be many, many events but conceptually they were just one very large event, which is much less expensive. When I implemented those, I deliberately sacrificed depth to achieve breadth. In retrospect, a little more depth was definitely in order. But we were able to create what was more or less a brand new experience and we have those lessons to apply if we revisit the concept in the future (which I intend to do, at the right place and time).

But in specific regard to this thread, your question asks the possibility: could we keep maps fresh by adding tons and tons of events? In my experience, a large complexity factor in event implementation is other events. Any time an event is placed near another, we have to at least consider how they will interact. There’s one interaction between two events, two between three, five between four, nine between five, and so on. Returns definitely diminish. Over time we’ve come up with some effective techniques and patterns to mitigate this, but the cost is greater than zero.

Clearly I’m willing to ramble over this, so maybe someday we should have a thread on event complexity vs fun vs replayability. ;]

Thank you very much for this post. This sort of inside view is exactly what I would look for in rock solid dev/player communication.

The CDI is coming back! Topics

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Ashen.2907

Chris, can u tell me what is CDI and how it gonna change things?

I have no idea what is it, never attended on them beofore. And what’s so special in it?

CDI (Collaborative Development Initiative) is a developer/player community communication process wherein matters related to game development are discussed within a structure that makes the feedback more useful (hopefully) to the devs and players alike.

Here is a link to previous CDI:

https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development-Master-Sticky/first#post3662022

i don’t understand i what format it will be?

Online question-answer?
Who is allowed to attend?
It’s just another forum thread?
Twitch stream converstation?

It will be a forum thread in which anyone can participate. Players are asked to submit posts according to a provided format.

The CDI is coming back! Topics

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Ashen.2907

Chris, can u tell me what is CDI and how it gonna change things?

I have no idea what is it, never attended on them beofore. And what’s so special in it?

CDI (Collaborative Development Initiative) is a developer/player community communication process wherein matters related to game development are discussed within a structure that makes the feedback more useful (hopefully) to the devs and players alike.

Here is a link to previous CDI:

https://forum-en.gw2archive.eu/forum/game/gw2/Collaborative-Development-Master-Sticky/first#post3662022

What are 3 features that you wish the most?

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Ashen.2907

1) The option to perma-stow my ranger’s pet while gaining a buff to offset.

2) The ability to turn skill/spell FX down drastically without otherwise altering game visuals.

3) Either the removal of Ascended gear or the ability to get it without crafting (or the current ultra rare drop)

Hardmode/Vanquishing

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Ashen.2907

I would rather see monsters have better builds and the like rather than just adding health and making them hit harder. Nothing wrong with adding levels to mobs, but they are already largely big bags of HP don’t you think ?

Breaking the ice (exploit)

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Ashen.2907

Making more from an event that was never meant to be failed to profit is considered an exploit.

Anet’s stated position on purposefully failing an event (for profit):

There are really two sides to this, and when it comes down to it, you are both right – and you are both wrong. Both sides have the right to complete the task that they set out to do (completing or not completing).

Note that Mr Cleary states that the side attempting to fail the event has the same right to do so as does the side attempting to complete it.

If the company says that exploiting is not allowed, but that purposefully failing an event for profit is allowed, then they have said that failing an event for profit is not an exploit.

That said, I believe that failing an event should not be more rewarding than succeeding and hopefully Anet can come up with a fix to this trend. If they redefine purposeful event failing as an exploit int he future that would be their right, but as of the their most recent comment (unless I have missed something) on the matter it is not.

So how do you explain the Iron Marches bans for farming linen by not completing an event?

Do you have a quote from an Anet rep giving the exact reason for the bans ? I am quoting an Anet rep here, not extrapolating, guessing, etc.

Breaking the ice (exploit)

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Ashen.2907

Making more from an event that was never meant to be failed to profit is considered an exploit.

Anet’s stated position on purposefully failing an event (for profit):

There are really two sides to this, and when it comes down to it, you are both right – and you are both wrong. Both sides have the right to complete the task that they set out to do (completing or not completing).

Note that Mr Cleary states that the side attempting to fail the event has the same right to do so as does the side attempting to complete it. He then goes on to speak about toxicity and player interaction, the given reasons for the nerf in that case.

If the company says that exploiting is not allowed, but that purposefully failing an event for profit is allowed, then they have said that failing an event for profit is not an exploit.

That said, I believe that failing an event should not be more rewarding than succeeding and hopefully Anet can come up with a fix to this trend. If they redefine purposeful event failing as an exploit int he future that would be their right, but as of the their most recent comment (unless I have missed something) on the matter it is not.

Please No Profession Loot

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Ashen.2907

Prices will normalize shortly after the release for anyone concerned about an advantage.

Don’t you think that this will depend heavily on the ratio of cloth drop reduction for non light armor wearer vs cloth drop increase for light armor wearers ?

In theory there may be no change in supply of cloth for the market as a whole. If the supply does not go up but the demand remains there really isnt any reason for prices to change.

There are three classes (Ele, Mes, Necro) who will have their rate of cloth drops increase.

There are five classes (Rang, War, Engi, Thief, Guard) who will have their cloth drops. reduced. It seems likely, especially concerning the popularity of Warriors and Guardians, that more of the playerbase will see a reduction than an increase.

Of course the reduction may very well be a smaller number than the increase. Until we have more information its difficult to say for certain what the final result will be.

(edited by Ashen.2907)

Revitalize the Game World, Resetting Hearts.

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Ashen.2907

Karma is something many long-time players have in tremendous bulk, specifically because there is nothing to spend it on. I think at some point I had upwards of seven figures until I decided to start buying Lost Orrian Jewelry Boxes.

If you moved to Karma-based rewards? There would have to be either a reset of Karma or an astronomical amount set as the goals to prevent older players from just going “huh, 5000 Karma for this new shiny thing? Sure, I’ll get fifty . . .”.

It is possible to get around this but yeah it would be a problem. I am down to about 3m karma at this point (having spent quite a bit on Orrian Jewelry Boxes). I know others have significantly more.

GW2 China: over 1M activated keys

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Ashen.2907

I see mention of large scale free trial promotions. Do those counted in the 1m activated copies for quarter ?

Profession Loot Changes...

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Ashen.2907

There are people who exist that only have one toon, you know.

So you do what everyone else in the game does when they get a precursor they don’t want/can’t use. Sell it on the TP and buy the one you do want.

Your chance of getting a precursor hasn’t changed. What you do with a precursor you don’t want hasn’t changed. I fail to see how this patch makes anything worse and has been previously stated, it may make it more likely for you to get a useful precursor.

So…why the kitten?

I don’t think it is as bad as (some) are making it out to be. But, some professions may have their drop rate of the highest value precursors lowered in exchange for having their drop rate of lower value precursors increased.

I think that its reasonable for players to be concerned any time there is a shake up of this magnitude (referring to the entire system not just precursors) but I also think that its a bit early to be panicking.

Profession Loot Changes...

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Ashen.2907

So basically they made precursors even harder to get.

Got it.

Except they didn’t. Just farm for it on a character that can use it.

Which can, and will in some cases, mean more difficulty in getting the precursor.

Revitalize the Game World, Resetting Hearts.

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Ashen.2907

The system on drytop brings me to an idea how it could be used in zones with meta-event bosses. This would need much more effort from players so it’s important that rewards have to be adjusted considerably.

—> like drytop people will have to do enough events in a certain amount of time in order to start the meta-event chain

What would this solve?

  • Meta bosses would feel much more important to that zone
  • People would have to work for the chance to fight a boss
  • bosses would give much better rewards
  • people wouldn’t have to wait 1h before the boss spawns

Hmm, or even something as simple as having event completion affecting drop rates in the zone.

Please No Profession Loot

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Ashen.2907

Find me where it says that level 80 players aren’t affected by these changes.
EDIT:
Taken from the article:
“Finally, since we believe that, especially for newer players, good rewards mean things you can play with […], we’ve made it so that you’re more likely to get loot that you can use.”
The word especially indicates everyone will be affected by these changes.

In that context especially could mean veteran players who have sub level 80 characters and especially newer players.

That said, of course everyone will be affected because non level 80’s get drops, salvage for materials, etc use the TP too.

Favorite Map and Why

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Ashen.2907

Malchior’s Leap and Cursed Shore. Tied really.

I love the sense of a blasted wasteland to explore. The idea of being a hero to pioneers seeking to reclaim this blighted region for civilization. The diea of wresting ancient treasures and mysteries of an almost forgotten age from the cyclopean ruins that are all that is left of a once proud, tragically too prideful, race.

Those zones capture the essence of this perfectly for me.

DO NOT change the dungeon owner system

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Ashen.2907

If that player paid to open the instance then sure but otherwise no.

Hmm, PvE private queue ?

Player buys a gem store token that prevents them from being kicked from instances that they start ?

DO NOT change the dungeon owner system

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Ashen.2907

With the new update, anyone or the whole group can be kicked by 2 friends for whatever reasons near the end of the run AND invite their own friends to finish it.

And prior to the update they could have done almost the same. Only one person was immune. If the concern is players in general getting kicked then instance ownership does not address it.

Restricting or eliminating the kick function does.

I don’t know what you mean by restricting the kick function, but by eliminating the kick function it would be a pain to continue the dungeon/fractal especially when you are already 3/4 in and can’t kick someone who keeps hurling insults at the group or there’s 2 guys that refuse to co-operate (say half the group disagrees on the way something should be done, eg. someone wants to use a skip/exploit) knowing they wont be kicked.

It’s probably pugs that will face this more.

Restricting the kick function might include:

1) Requiring 3 or 4 kick votes rather than 2.

2) Instead of having a blank kick option you have a multiple choice check box with options like AFK, Abusive Language/Behavior, etc." This input would then be saved for review in case the kicked individual files a complaint. If he was kicked for AFK and it is determined that he was demonstrably not actually AFK the kick voters receive a ban.

In general though I do not think that giving group A the power to grief group B is a good way to prevent group B from griefing group A.

Don`t Be Greedy

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Ashen.2907

To all players: don`t be greedy. The content you are getting every 6 months is equal to a full expansion in other MMOs. New areas? EOTM, Southsun Cove, Dry Top (and 2 pvp maps) . New features? Wardrobe, Traits, New armors/weapons. New content? this is kinda lacking but still, 1 new dungeon, dungeons paths, fractals, SAB. AND ABOVE ALL, Story wise: we are getting roughly 1-2 hours of story play every 2 weeks, lets do the math, on average we get 1.5 hours SO… 1.5H every 2 weeks on a 6(?) month Season = 18 Hours of story, that is equal to a 60$ worth new Single player RPG story amount, the only difference is that you getting it for free, and you getting it 2-3 times per year. Thats a lot of effort, i my self can be disappointed sometimes with some features that we havent got yet that i think are essential if you want to make your MMO competitive, like Housing, Dueling, more legendaries etc. but we got to think that the Devs are people too and there have limitations on how much they can produce. The only thing that they should probably do from their perspective is become more open to the players and start talking about things on development more often and with honesty.

you have low standards
this is what ffxiv gets about every 3 months, NON EXPANSION
http://na.finalfantasyxiv.com/lodestone/topics/detail/c96b9e090eb60d1ebd1b89e20e582d59335acd84

this is what = a gw1 campaign
http://wiki.guildwars.com/wiki/Guild_Wars_Factions

ffxi expansion
http://wiki.ffxiclopedia.org/wiki/Treasures_of_Aht_Urhgan

btw 18 hours for a single player rpg is really bad, generally they used to aim for 40 hours, but that has increased recently, with stuff like skyrim dark souls, etc.

im not saying they have done nothing, but they are not even close to an expansions worth of content from the expansions i am used to.

That’s just it. The expansions you and I are used to. We used to demand and expect more from publishers. Now it seems we have a Lot of players that do not really understand what an expansion is. Let alone what an expansion is supposed to have.

An expansion expands how we play. It is not Just new maps, new quests, new dungeons.

Most expansions I have played included , new classes, new skills, new Mobs, ….

The closest things that for me qualify as expansion like… are the new trait system, because you can swap out traits on the fly for free, and the wardrobe. which Includes account bound dyes.

Aside from that… I really do not see any new permanent content that is " expansion-like." In 2 years even WoW added more. WoW is better at providing expansions than Gw2. Think about that for a Moment. let it sink in. World of Warcraft….. better.

I agree.

I do think that the living world has the potential to compare reasonably with a traditional MMO expansion, but I do not think it is there yet.

Revitalize the Game World, Resetting Hearts.

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Ashen.2907

The intent of the Renown Heart system was originally to help players find event content. They also provide a decent method for us to give the player some context and awareness of what’s going on in the area. There are probably a few issues in that design which we could discuss. We could also let it suffice to say that hearts do not make the best repeatable content the game has to offer.

On the topic of keeping players engaged with open world content, I think this goal may be for more approachable from a different angle. Consider Dry Top, which has no hearts. Players on that map are participating in events all the time, largely on the premise that each event contributes to both map-level and personal-level goals. This gives me the notion that with a little help at the system level, events can and should be the bulk of repeatable open world content in Tyria.

I’d be very interested in hearing your thoughts on that.

Is it possible that Dry top is getting that degree of participation because it is the, “new shiny,” and that given time it will, like any MMO content, become less played ?

I am not attempting to denigrate the idea that design premise contributes to the replay value but I am not sure if it has been around long enough to say at this time.

Dungeon Instance Owner change FTW

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Ashen.2907

It’s kind of sad that players even need these preventions in the first place. This is why the players are to blame. This is why other MMO companies have severe restrictions against gold sellers and exploiters. If you guys are angry, direct it to your fellow players. It sucks that we have to rely on devs to be our babysitters.

I would like to suggest an edit to this statement:

If you guys are angry, direct it to abusive, griefers.

…not to fellow players in general.

Don`t Be Greedy

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Ashen.2907

@Ashen. Hence why I said it “seems”. I don’t know anybody’s struggles, but from what I see on these forums, it “seems” their lives aren’t entirely amazing.

Seems means you perceive it that way. I get that you were not attempting to make an statement about the objective quality of their lives, but developing preconceptions without knowledge of the subject(s) can lead to serious misunderstandings.

My point is that if you have no knowledge of someone you might not want to prejudge them in that manner. Developing an opinion, a perception, a seeming, of someone life without knowledge of them is a dangerous thing in my opinion.

Regardless, no hard feelings.

Please No Profession Loot

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Posted by: Ashen.2907

Ashen.2907

I have some concerns about this new system as well.

1) cloth materials such as silk are more valuable than leathers.
2) Increasing a light armor wearer’s drop rate of cloth increases his wealth gain.
3) decreasing a medium armor wearer’s drop rate of cloth slows his wealth gain.

If the adjustment to relative drop rates is equal (the amount of cloth added to light armor wearers equals the amount of reduction for medium/heavy armor wearers) and player distribution is comparable, then the supply of cloth does not go up and prices do not go down. All you end up with is redistribution of wealth from non light armor wearers to light armor wearers.

Even if the reduction in cloth drops for medium/heavy armor are more than offset by the increase for light armor wearers, resulting in a net increase of cloth being added to the system and so a long term reduction in market value/price for cloth, the short term impact on non light armor wearers has the potential to be unpleasant.

I am not saying that this change will be a disaster, rather that, if not handled very carefully, it could very negatively affect a portion of the playerbase.

Revitalize the Game World, Resetting Hearts.

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Posted by: Ashen.2907

Ashen.2907

I like the idea in principle but might want to see some revision in the details. The idea of adding incentives for replaying content, hearts in this case, is a great idea. On the other hand a visual sign on your map giving the impression, to a quest completionist like me for example, that one’s progress has been reverted (I know that you are not advocating for a true progress reversion, but it would feel like one to me).

I do like the idea of adding hearts to the daily and monthly checklists.

I also think that would be interesting to add rewards for secondary completion of aspects of world completion:

The second time you complete all hearts on a character you get X
The second time you visit all vistas on a character you get Y
Etc.

Have tertiary options as well.

Hmm, going back to the OP’s idea, have a toggled option to show how many times each heart has been completed so that those actively working on revisiting hearts have a useful tool to aid them without giving a visual indication that feels like lost progress to those who want to be done for that character.

Dungeon Instance Owner change FTW

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Posted by: Ashen.2907

Ashen.2907

In mi opinion the answer is much easier than all what i’ve said before:

They don’t have a clue on what they’re doing OR they they haven’t thought about it.

Let me start off by saying that I do not think that Anet is incapable of making mistakes. It is made up of human beings and so is subject to human failings.

That said,

They have access to more data than we do. This means that, at least potentially, their decision on this matter is an informed one.

September Fix Patch

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Posted by: Ashen.2907

Ashen.2907

Oh one thing, how could I have forgotten. That totally validates a completely baseless claim that they’ve done nothing for two years, and second claim that they’ve done nothing permanent.

/rollseyes

I made no such claims, and have in fact stated the exact opposite on multiple occasions.

DO NOT change the dungeon owner system

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Posted by: Ashen.2907

Ashen.2907

With the new update, anyone or the whole group can be kicked by 2 friends for whatever reasons near the end of the run AND invite their own friends to finish it.

And prior to the update they could have done almost the same. Only one person was immune. If the concern is players in general getting kicked then instance ownership does not address it.

Restricting or eliminating the kick function does.

Don`t Be Greedy

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Posted by: Ashen.2907

Ashen.2907

If this is true:

I don’t know your struggles and I don’t know what’s going on in your lives

You might want to hold off on this:

It seems to me that many players that complain or bash Anet for their, shortcomings probably have bad lives.

Super Adventure Box [merged]

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Posted by: Ashen.2907

Ashen.2907

you wanna know why less people played SAB?
ill tell you why:

1) SAB is zerg free. No “press 1 to win”, no champion boxes, so players tried it the first time and when they saw what it is all about, most of them skipped it the second time. Why would someone spend time on it when he can go back to his zerging fests right?

2) Too challenging. Players got a bit frustrated and quit.

look anet, this is the kind of players you want to have, good luck~

3) because if we wanted to play an 8-bit platforming game we could just dig round in our attic/closet and pull out games purchased for just that purpose.

GEM wars

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Posted by: Ashen.2907

Ashen.2907

nevermind i just wont trust their free game policy anymore

I think that if you take a moment to take a deep breath, relax, then look at the content and features added to the game over time you will find that they are for the most part:

…free.
…have a cost but it is measured in in-game currency such as gold.
…have a gem cost, but are cosmetic options.

We were told all along that Anet intended for the cash shop to focus primarily on account service (character slots, etc) and cosmetic options, with some convenience (permanent gathering tools) thrown in for good measure.

There are a number of things that I feel Anet got completely wrong (opinion) with GW2, but the monetization is about as customer friendly as I’ve ever seen in a game.

a) 100% of the playable content of the game without spending more than the box price.

b) Full access to max character power level (including gear) without spending more than the box price.

c) The ability to trade in game currency for cash shop currency (I know the exchange rate isnt good, but gold farming can at least subsidize real money spending).

Simple (or not) Dungeon Owner fix

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Posted by: Ashen.2907

Ashen.2907

This may not be a popular response, but here goes:

I would rather have the kick function disabled while in an instance. If someone is abusive, report, disband, reform without them.

GEM wars

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Posted by: Ashen.2907

Ashen.2907

well for example those living world seasons cost 200gems to unlock and they arent gem store items

They are free for anyone who logs into the game for even one minute during the two week period when that LS episode is live. You don’t have to play it at that time, it is saved for you to play at your convenience.

Essentially its a little like television. You have a TV, you have a DVR, if you choose to not record a show for free during its first run you have the option to buy the DVD later. The difference is, I guess, that the DVR is built into the game. You do not need to buy any extra equipment to have the episode saved for you.

GEM wars

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Posted by: Ashen.2907

Ashen.2907

I think the OP might be referring to the point where the interface asks if you would like to spend a transmutations charge when dying armor ? Been a while since I changed my character’s armor so I may be remembering this incorrectly.

Still, the system does not actually charge you for dying your armor.

Will we ever see the Queensdale Docks?

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Posted by: Ashen.2907

Ashen.2907

The location/lore loading screens, the lore books….

Wow, would have loved to have those around.

what else was in todays update?

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Posted by: Ashen.2907

Ashen.2907

If you have after 2 years of playing Guild Wars characters under lvl 20 then you are doing something WRONG!

I think you will find that different people enjoy the game in different ways than yourself. When it comes to fun you might want to consider that it is not wrong for someone to play the game, enjoy it even, in a manner that suits them.

September Fix Patch

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Posted by: Ashen.2907

Ashen.2907

Just some food for thought, if you work really hard, (on, seriously your filters need work) something going the direction you’ve chosen for the game to go, and your customers are considering it “nothing”, maybe you’re going the wrong direction.

Some more food for thought might be that only a tiny fraction of the playerbase has come here to say that they consider it to be nothing. If far more people than complain about it, or quit the game, play it, spend money in the gemshop, etc then of course they will continue with it.

September Fix Patch

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Posted by: Ashen.2907

Ashen.2907

This still refutes the claims that Anet has not released or worked on “any content.” People ignore “temporary content” simply because it is not their cup of tea. Doesn’t magically make it “not content” though.

I have never agreed with those who claim that Anet has not released or worked on, “any content.” Anyone making such a claim is either ignorant (using the word in its technical sense not as a pejorative) of the facts or dishonest. Whether or not Anet has worked on content is not a matter of opinion. It is not subjective. It is a verifiable, demonstrable, fact that they have done so.

I do prefer permanent content because I like to be able to go back at a later point when the mood strikes me, “you know I haven’t played X in quite some time, sounds like fun !” For me every play session in an MMO starts with the question, “what do I feel like playing today.” Its a bummer when the answer to that question is, “something that doesn’t exist in game anymore.” (Obvioulsy I don’t expect seasonal events to be permanent).

The direction of the LS, toward permanent content, has addressed my primary concern about this method of content delivery. I love the concept of the living story. I think it is a brilliant idea and have high hopes for it as the devs continue to evolve the concept.. If season two is superior (according to most feedback that I’ve seen) to season one then season three might be even better still.

September Fix Patch

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Posted by: Ashen.2907

Ashen.2907

Temporary content is…..wait for it…. content.

They keyword you’re ignoring is in fact “content.” If it wasn’t content it wouldn’t be called “content.” Temporary or otherwise. Temporary simply describes the type of content it is. Ie – limited time. We also have recurring content. It’s still content, it just only returns during set periods – like Halloween or Wintersday. Then you have permanent content which is “always on” so to speak.

It’s all content. Stop saying it isn’t, just because it’s not your preferred type of content.

While it exists yes it is content. When it ceases to be contained within the container (the game in this instance) it no longer qualifies as the contents of that container.

Its a matter of verb tense. Is vs was. Something that is accessible within the live game is content. Something that is not accessible within the game is not, though if it was previously accessible then at that time it was content.

This has nothing to do with whether or not the content in question is my preferred type of content. Some of the content that has been removed was among my favorite. The fact that I liked it doesn’t change that it is no longer contained within the game.