Showing Posts For Avariz.8241:

what if..

in Lore

Posted by: Avariz.8241

Avariz.8241

Elder Dragons are not identical to the six human gods. They have their own individually unique differing personalities and histories. However, they do share similar parallel respective magical/physical spheres/aspect of manifestation.

[Spoiler] Ancient Dragon (?)

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Posted by: Avariz.8241

Avariz.8241

The Eternal Alchemy cinematic shows us something very interesting. First of all we see the Pale Tree, who forms the heart of it all, and could just as is easily stand for Tyria (the world). Next we see various colors of magic, dormant. This seems to confirm that the Elder Dragons are indeed forces of nature, and part of the magical balance. Next we see them awaken one by one, in the order that they woke up. But here we see something very odd. This can’t be a goof up on the part of the writers:

The colors start moving in this order:
Red, blue, white, green, purple, black.

However, the dragons woke up in the order:
Primordus, Jormag, Zhaitan, Bubbles, Kralkatorrik, Mordremoth.

It’s especially odd that we see green moving as the fourth, since we know Mordremoth was the last to wake up. Besides, Jormag woke up before Bubbles. So if Jormag is white, and Bubbles is blue, that means they are switched around. Something to consider, is that maybe the dragons started stirring in their sleep much earlier, and perhaps this is what we are being shown. It’s all rather confusing.

The cinematic ends with Mordremoth attacking the Pale Tree / Tyria. This could imply that Mordremoth is the first Elder Dragon to actively attack us. Maybe the other Elder Dragons were just getting settled in, and their real attack is yet to begin.

When the blue sphere moved followed by the white sphere, I just automatically reconnected and assumed the blue sphere represented Jormag and the following white sphere represented Bubble.

Many people speculated the Sylvari are elder dragon minions and the Pale Tree is a elder dragon champion. Well, the Pale Tree does have the same prophetic trait as the dragon Glint. She can tell the future or probable futures like Glint has done. They are both known as prophets/seers.

(edited by Avariz.8241)

Realm of Torment Likeness

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Posted by: Avariz.8241

Avariz.8241

I agree the vision from Ormad machine does confirm the speculation that each elder dragon represent a realm of torment from GW 1 according to the chart. Well each elder dragon absorb magic so they could be like conduits to their respective realms when magic flow into these respective realms and then flow out again in a transformed state. The blood stones were created because of elder dragons and related to them so blood stones are similar to elder dragons in the sense of magic conduits to the realms of torment/alternatively batteries with the magic transformed again and flow out to Tyria.

I agree with the speculation that the central realm in the chart could represent the Pale Tree and does represent the Pale Tree according to our current understanding of in game lore. The vision from Ormad machine envision that the realm of Mordremoth/green invaded and transforming the central white/Pale Tree realm in our current age.

In regard to the Great Alchemy, in a GW 1 quest players saw it represented by a white ghostly dragon and then a white ghostly lady. Aspects and facets of the Great Alchemy quest also showed it represented in respective dragons as pointed out by a Wooden Potatoe video.

The Dragon Glint was part of it in GW 1. In GW 2 the role of Glint seemed to be resurrected in the form of the Pale Tree. If Mordremoth can corrupt the Pale Tree in GW 2 then in GW 1 Glint could have been corrupted by Kracky in a similar way. In addition if the Pale Tree represents Tyria in GW 2 then in GW 1 Glint could have represented Tyria in a similar way.

(edited by Avariz.8241)

The Real Saboteur? (Spoilers!)

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Posted by: Avariz.8241

Avariz.8241

If Master of Peace was the same person whom we met at the docks of Lion’s Arch at the start of Festival of the Four Winds then certainly he had a change in tone of character when I met him again on Dry Top. Before in Lion’s Arch he was old, warm and familiar even though it was a formal reception. However at Dry Top Master of Peace was cold, distanced and had a younger character tone.

How to kill Aerin

in Living World

Posted by: Avariz.8241

Avariz.8241

I can not remember all the details as I’ve completed the final on first try. From what I can pick out, Aerin became invulnerable around half life when CC is used. So do not use CC just use normal hits. For me, Aerin only became invulnerable in the central platform. I used aspect of sun on and off to passed through all the red circles to stop right next to Aerin. This breaks his invulnerability and you can hurt him again. There is a ramp up and ledge next to the central platform. There is a sand curtain at the ramp however which you have to over come using an aspect of your choice. Best to use range weapons as there are other platforms that Aerin can and will jump on.

Who Was Aerin?

in Living World

Posted by: Avariz.8241

Avariz.8241

Aerin actions all indicate premeditation. He was a expert master Assassins. It takes decades of training and dedication to become a master of Aerin’s caliber. He has mastered multiple knives and with knives alone by himself he has killed the elite guards of the Peace Master besides that of killing multitudes of other capable Zepherites on his way to get close to the Peace Master. Aerin is also a master of explosives. You learn this by fighting him as the final boss in the finale of the chapter. Aerin either came on board the zepherite air ship with explosive already prepared, or he is such a explosive expert he could improvise with what he found on board. Either way his action indicate planning and forethought. He did it so well that it hinted at a possible organisation is backing him in all of this.

Edit: On the other hand the trail of scraps of written paper from a journal would indicate that it was written by some one who is quite familiar about the Zepherites. The paper trail detailed zepherite history with the dwarven brotherhood, Glint and Glint’s legacy. This would implicate the Peace Master as only he knows about such things and not Aerin. So is it Aerin or the Peace Master who has flipped and gone bad? Or is it a bit of both and the other?

(edited by Avariz.8241)

Question about Elder Dragon Champions

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Posted by: Avariz.8241

Avariz.8241

Zhaitan having primacy over Death is an interesting insight. However, death is the governance of Grenth and before that Dhuum etc…

Well as we don’t truly know the nature of the gods it’s either they have unlimited power over their particular domain, or they’re just exceptionally powerful within a specific domain.
I lean toward the second interpretation. So Grenth and previously Dhuum can exert a high level of control over death, to a godly extent even, but they are not omnipotent in the realm of death. Thus Zhaitan can also exert massive control over death and the realm of the dead (maybe to a lesser extent than Grenth) while still having a very clear dichotomy between him and Grenth.

In regard to Zhaitan having same or similar control on death as Grenth, there is evidence that Zhaitan can usurp Grenth power. As a matter of fact Zhaitan does has the ability to usurp powers of all the six gods and their respective devine manifestations on Tyria. Temples and idols of the six gods on Orr individually manifest their respective godly power. These godly manifestations were assumed came directly from their respective gods. For example fire storm around statues of Balthazar is known to come from the god hood of Balthazar. However, when Zhaitan took over control of the corpse of the head priest of Balthazar, and through the head priest Zhaitan can usurp that part of the power Balthazar has accorded to the head priest and the main temple, namely the fire storm. This is the same case for all other temples, statues, head priests of the six gods. Therefore, Zhaitan can and do usurp Grenth’s power when Zhaitan took control of Grenth’s temple and head priest.

Christian believe that body and soul are important unlike other religion where the soul can dispense with the body. This Christian believe of body and soul constitute the importance of the Resurrection. This is especially important to Catholicism.

Elder Dragons resurrection and especially Zhaitan’s resurrecting the dead corpses of head priests/priestess of the six gods and through them the manifestation of the devine powers of the six gods would constitute a ‘christian resurrection’ spiritual view point of body and soul.

(edited by Avariz.8241)

Question about Elder Dragon Champions

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Posted by: Avariz.8241

Avariz.8241

Exactly. And the Elemental themes of the Elder Dragons aren’t exactly subtle in the cases of Primordius, Kralkatorrik, Jormag and the Deep Sea Dragon. So if they do fit Fire, Earth, Air and Water, and Zhaitan is Death – which again, is pretty much canon – then having Mordremoth be “Life” rather than “Plants” does seem logical.

And from there, it’s all up to your own interpretation!

Zhaitan having primacy over Death is an interesting insight. However, death is the governance of Grenth and before that Dhuum etc…

A better analogue would be Zhaitan has primacy over flesh. He can animate them but he has no control over their spirit. Continuing in your analogues, I would have Mordremoth having primacy over plant material, as in the concept of fauna and flora. Zhaitan can control fauna (flesh) and Mordremoth can control flora (plant material).

Origin of Humans

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Posted by: Avariz.8241

Avariz.8241

Isn’t Orr an extension of the continent of Elona? In GW 1 Orr is a land mass of the Crystal Desert. However when the six human gods and orrian kings lived on Orr the Crystal Desert was the Crystal Sea, but it was still possible even then Orr could still be a land extension of Elona. For instance currently in GW 2 Orr is a land extension of Elona and in addition there is the Crystal Sea as well. If that is the case then as it is currently in GW 2 the explanation would be Orr is the original origin of human on planet Tyria; and as Orr is a land extension of the continent of Elona, this would make the continent of Elona the original origin of human as well.

(edited by Avariz.8241)

Unusual Earth Tremors

in Living World

Posted by: Avariz.8241

Avariz.8241

In wich map exaclty you noticed this? Because I’m completing the world with an alt and didn’t noticed anything weird so far.

From the top of my head, the earth tremors and hostile pop ups happened periodically in Cursed Shore on the plain below the steps to the Gods’ Promenades at Anchorage.

Unusual Earth Tremors

in Living World

Posted by: Avariz.8241

Avariz.8241

While adventuring in certain maps there are now noticeable periodic unusual earth tremors and the appearance of risens or other foes. This had me started thinking. As each elder dragon awoke each had cause land mass disturbances in their own individual way. Now that Mordremoth has awaken are the recent earth tremors and hostile pop ups attributable to Mordy? If the earth tremors are attributable to Mordy, is this an indication that Living Story season 2 would start earlier than people had anticipated?

Age of Giants

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Posted by: Avariz.8241

Avariz.8241

Sorry my computer crashed after I had written a long version and now I had to go out so I had make do with a truncated version.

There were a time of Age of Giants for Tyria’s pre dawn pre historical past, but giants of that age are a genus different from the Jotun and Norn.

The genus of that age were made up of a number of a few species. I believe an example of the genus can be shown by the smaller species of giants that currently exist as the dead remains of the risen giant champions on orrian Cursed Shore.

I think Thuln were referring to his own genus composed of Jotun, Norn, Ogre, and Ettin.

In the same way I believe the Age of Dragons should really refer to the genus of dragons in Tyeria’s pre dawn pre historical past and should not be referred to the Elder Dragons.

(edited by Avariz.8241)

Age of Giants

in Lore

Posted by: Avariz.8241

Avariz.8241

Initially, before, I thought the same as you. However after reading your essays, I was prompted to think further, and now I speculate that the Gods of Jotun might not be the gods of men. Surely, your Thurin would have called the gods of men, The Six.

For one thing, since the Gods of Jotun were active before the time the Elder Dragons sleeps, then they can not be the Six. This is because the Six only arrived on Tyria after all the Elder Dragons have all gone to sleep.

But then again one possibility is the Six subsequently at a later date joined the pantheon of the initial God/s of Jotun when the god/s was/were replaced by the new arrivals as the Jotun themselves were by other races that included men.

(edited by Avariz.8241)

This Nightmare Scarlet...the true villian?

in Living World

Posted by: Avariz.8241

Avariz.8241

It is possible that Mordremoth was not directly controlling Scarlet while he slept, but was rather controlling her through one of his minion, who has yet to be seen, but I doubt it would be Menzies.

If I recall correctly from Eye Of the North, Primordus woke up after my character, heroes, and friends killed the Great Destroyer. This took place in or next to the great central asuran gate chamber. This chamber is a node and gathering point of many lines of magic. This chamber is a source of magic as well as a terminus for many converging flows of magic. For instance the asuran gates converge there. The Great Destroyer were apparently guarding the chamber and using the chamber to spawn destroyer minions. Where did the magic came from to make the chamber a nexus of powerful magic. It could be from the sleeping Primordus, or it could be from the converging flow of magic like the terminus nexus of asuran gates. It could be a magic node like the ley line nodes.

As to who actually caused Primordius to wake up I can only speculate. The Great Destroyer were certainly guarding the chamber where Primodus lay asleep. So the Great Destroyer most likely was the powerful agent who brought back Primodus.

This Nightmare Scarlet...the true villian?

in Living World

Posted by: Avariz.8241

Avariz.8241

Well, Scarlet is the one who woke up Mordy from deep sleep, we all know that now from the season 1 finale; but this does not necessaryly follows that Mordy is the one who is taking over Scarlet’s mind. For one thing Mordy is inactive while it sleeps. All the evidence we have is that a mysterious controller has slowly and surely took over Scarlet, and that Scarlet is the acting agent who woke up Mordy. I am totally opened minded to the idea that an unidentified third actor could have turned Scarlet in to an agent whose goal it was to wake up the sleeping Mordy. The OP idea is one of the possibilities certainly.

P.S. In addition as Scarlet is the powerful active agent who woke up Mordy, then other Elder Dragons must have required their respective powerful agents to wake them up too. I don’t think Scarlet was around for these other Elder Dragons. It does follow that a third unidentified third actor must have orchestrated these prior awakenings of Elder Dragons before Scarlet was born.

(edited by Avariz.8241)

Commander Abilities

in WvW

Posted by: Avariz.8241

Avariz.8241

I was thinking of letting the commander have some (auto)vocal commands; like “Fall Back”, “Retreat”, “Group up”.. that’d be nice and people will be able to keep on playing and be focused on the battlefield instead of the chat.

I like this idea because development of this idea can solve the Commander map chat suppression problem. Map chat suppression is necessary to stop map chat spam abuse, and there is no other way going around that. While keeping map chat spam suppression, commander can use a ready made ‘(auto)vocal commands’, and a ready made commander map chat dialogue menu, that are not map chat suppressed no matter how many times they are used and reused.

For example ‘(auto)vocal commands’ and commander map chat dialogue menu can be the following:
*Stack up
*Build
*Attack
*Follow me
*Don’t attack
*Resupply
*Don’t take supply
*Go to
*Don’t build
*retreat
etc.

P.S. This is in lieu with Ctrl (map points e.g. waypoint, POI, etc.).

Great idea; I love it. However, an option for players to turn off audio commands received from commanders would have to be added, as well. Not everyone will want to hear them.

Also, a method for preventing abuse of this feature has to be implemented, too. Otherwise, the audio channel could be flooded by a troll spamming:

“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”
“Stack!”

Maybe the option to toggle a specific commander on or off would be better than a global on/off toggle. Perhaps as simple as right-click a commander’s icon where muting their audio commands is one of the options (along with “join squad” and any other options which may be added at a later date).

That is similar to spamming emotes now which I consider a very minor concern. My main concern is Commanders having the ability to use such commander exclusive ready made dialogue when they have been map chat spam suppressed as well as when they are not.

Commander Abilities

in WvW

Posted by: Avariz.8241

Avariz.8241

I was thinking of letting the commander have some (auto)vocal commands; like “Fall Back”, “Retreat”, “Group up”.. that’d be nice and people will be able to keep on playing and be focused on the battlefield instead of the chat.

I like this idea because development of this idea can solve the Commander map chat suppression problem. Map chat suppression is necessary to stop map chat spam abuse, and there is no other way going around that. While keeping map chat spam suppression, commander can use a ready made ‘(auto)vocal commands’, and a ready made commander map chat dialogue menu, that are not map chat suppressed no matter how many times they are used and reused.

For example ‘(auto)vocal commands’ and commander map chat dialogue menu can be the following:
*Stack up
*Build
*Attack
*Follow me
*Don’t attack
*Resupply
*Don’t take supply
*Go to
*Don’t build
*retreat
etc.

P.S. This is in lieu with Ctrl (map points e.g. waypoint, POI, etc.).

I’d like it as long as i can assign shortcut keys to these…
Cause I don’t see myself mouse-clicking commands, either would I take the time to type /stack, or /attack, or /hold, all the while looking at what happens on the field and how is my group doing against the enemi, and everything… assigning keys to it would be wonderful!.

Your suggestion of typing /stack, or /attack can be assigned as like emotes with voice and speech bubbles in game as well as in map chat. With alpha numeric keys however I don’t think there are enough of them for all the commander commands while still maintaining UI functionality as is.

I really did not meant as typing commander commands out. What I really meant is a drop down menu with a list of commander commands from which a commander can click up.

(edited by Avariz.8241)

Commander Abilities

in WvW

Posted by: Avariz.8241

Avariz.8241

I was thinking of letting the commander have some (auto)vocal commands; like “Fall Back”, “Retreat”, “Group up”.. that’d be nice and people will be able to keep on playing and be focused on the battlefield instead of the chat.

I like this idea because development of this idea can solve the Commander map chat suppression problem. Map chat suppression is necessary to stop map chat spam abuse, and there is no other way going around that. While keeping map chat spam suppression, commander can use a ready made ‘(auto)vocal commands’, and a ready made commander map chat dialogue menu, that are not map chat suppressed no matter how many times they are used and reused.

For example ‘(auto)vocal commands’ and commander map chat dialogue menu can be the following:
*Stack up
*Build
*Attack
*Follow me
*Don’t attack
*Resupply
*Don’t take supply
*Go to
*Don’t build
*retreat
etc.

P.S. This is in lieu with Ctrl (map points e.g. waypoint, POI, etc.).

(edited by Avariz.8241)

Collaborative Development: Edge of the Mists

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Posted by: Avariz.8241

Avariz.8241

Proposal Overview

Building private and public guild hall facilities in EOTM and WvW structures. Only the public guild hall facilities reward the guilds that build them with guild influence and money at each WvW PPT.

Goal of Proposal

Having guild halls and guild hall facilities in EOTM and WvW structures that offer convenience, guild influence, and money would incentivised players and guilds to defend structures.

Proposal Functionality

Building guild halls and guild hall facilities should have a cost.

Building public guild hall facilities in EOTM and WvW structures reward guild influence and money to the guilds and respective guild banks at each WvW PPT. Guild hall facilities are merchants, golem bank, guild bank, weapon merchant, armour merchant, crafting stations etc. A second type of guild hall facilities are private where the facilities are fenced and gated for guild members only.

Private guild hall facilities should not reward the guilds that build them with guild influence and money.

This is in association with a guild claim on a structure and subsequent influence and money reward at each WvW PPT with the structure claim lapsing after one hour and reclaiming thereof.

Big structures like SMC can have a maximum of ten guild halls for example. Garrison can have a maximum of 8 guild halls for example. Valley Keep, Lowland, and Over Look can have a maximum of 5 guild halls each for example. Bay and Hills can have a maximum of 3 guild halls each for example. Towers can have a maximum of 2 guild halls each for example. Supply camp can only have one guild hall for example.

Associated Risks

Building guild halls in EOTM overflow maps is awkward. Instead of full blown guild halls, guilds could build guild hall facilities in EOTM structures.

(edited by Avariz.8241)

Collaborative Development: Edge of the Mists

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Posted by: Avariz.8241

Avariz.8241

None active guild structure claim should lapsed after an hour. The same guild should be able to reclaim the structure after the claim has lapse or another guild can make a new claim after the previous hour claim has lapsed.

Collaborative Development: Edge of the Mists

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Posted by: Avariz.8241

Avariz.8241

Proposal Overview

Guild claims on a EOTM and a WvW structure reward guild influence at each PPT of WvW to the guilds that have a claim.

Goal of Proposal

One problem is not enough incentive for players to claim and defend EOTM and WvW structures. Most of the time for most of the structures in EOTM and WvW, they are empty with the occasional spike in numbers during a battle few and far between. Less and less commanders build sieges to defend structures as there is only insignificant reward for doing so. More and More commanders only build sieges to take structures as this is where nearly all the reward come from when structures are taken.

Proposal Functionality

Guild claim on EOTM and WvW structures should worked as normal with the addition that at each PPT for WvW, guild claims still in effect should also award guilds that have a claim guild influences.

Associated Risks

Guild influence balancing due to large influx of influences to large WvW guilds could have a over whelming detrimental impact on small PvE guilds. Unequal treatment to PvE guilds as they gain no benefit could cause division between PvE and WvW.

A further development beside award of guild influence at every PPT for structural claims in effect by a guild for both EOTM and WvW would be award of coppers or even a silver or two for structural guild claims to a guild at every PPT into the guild bank.

The same risks as before with inflation and rebalancing there of due to inflation which consequently having a negative impact on small PvE guilds and thereby causing division between PvE and WvW.

P.S. Structural guild claim reward at PPT can be graded according to upgrade and what tier the structure is at. Reward can also scale according to size and importance of structure.

(edited by Avariz.8241)

Collaborative Development: Edge of the Mists

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Posted by: Avariz.8241

Avariz.8241

Proposal Overview

Guild claims on a EOTM and a WvW structure reward guild influence at each PPT of WvW to the guilds that have a claim.

Goal of Proposal

One problem is not enough incentive for players to claim and defend EOTM and WvW structures. Most of the time for most of the structures in EOTM and WvW, they are empty with the occasional spike in numbers during a battle few and far between. Less and less commanders build sieges to defend structures as there is only insignificant reward for doing so. More and More commanders only build sieges to take structures as this is where nearly all the reward come from when structures are taken.

Proposal Functionality

Guild claim on EOTM and WvW structures should worked as normal with the addition that at each PPT for WvW, guild claims still in effect should also award guilds that have a claim guild influences.

Associated Risks

Guild influence balancing due to large influx of influences to large WvW guilds could have a over whelming detrimental impact on small PvE guilds. Unequal treatment to PvE guilds as they gain no benefit could cause division between PvE and WvW.

(edited by Avariz.8241)

My Server Is Always Full

in Players Helping Players

Posted by: Avariz.8241

Avariz.8241

So I got my friend Guild Wars 2 the other day so that she can play with me, however my server (which is Jade Quarry) is always full. We have tried right after a new build is ready, and most of the other hours in the day. Is there any certain time when servers are less likely to be full?

6 days ago I logged on to the game around 04:00 in game server time, both Blackgate and Jay Quarry were not full. That was very unusual so I logged on again later at around 18:00 in game server time and both Blackgate and Jay Quarry were full.

I have no explanation for it except speculation. Anet could have raised server cap which subsequently filled up. Alternatively, full status have been changed for logged on population and not server registration as was the case before. Again alternatively, people on both servers could have organised a mass stay away for a time gap for guilds transfer. Who knows. But yes, there was a time a week ago for 2 or 3 hours when both servers did not have full status. IDK it could happen again.

Collaborative Development: Ranger Profession

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Posted by: Avariz.8241

Avariz.8241

Specific Game Mode

PvE

Proposal Overview

A new collection of pets that acts as normal pet do but also give buffs like aspect. This new collection of pets come with the stay put option. Pets that have magical properties and act as medium for Rangers are called familiars.

Goal of Proposal

Familiars with the stay put option can solve the aspect issue, the stow issue, and satisfy Anet defining the ranger as a pet class.

Proposal Functionality

Anet have to introduce the familiar pets and introduce the stay out options for all pets with the ranger/pet camera view switch back function.

Associated Risks

The familiar class of pets need to be balanced by trade off between buffs versus pet attack skills.
Edit: Another trade off is buffing allies in a very localised area versus buffing only the ranger across one map or across different maps.

(edited by Avariz.8241)

Collaborative Development: Ranger Profession

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Posted by: Avariz.8241

Avariz.8241

Specific Game Mode

WvWvW

Proposal Overview

Pet act as a stationary scout in one place while the Ranger is roaming freely in other parts of the map.

Goal of Proposal

Stationary scouting is a chore in WvWvW. Commanders are having problems with it when not enough players want to do it. Stationary pet with accompany pet view as an alternative to player ranger view would solve the stationary scout necessity in WvWvW.

Proposal Functionality

Pet stay put option and Ranger able to switch pet camera pan view. This could happened while both pet and Ranger are in different parts of the map. Possibly This could happened while pet and Ranger are in different WvWvW maps.

Associated Risks

The loading time in switching camera pan view between Ranger and pet can get too long especially between different maps. It can impact on player cap per map.

Collaborative Development: Ranger Profession

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Posted by: Avariz.8241

Avariz.8241

Specific Game Mode
WvW

Proposal Overview
Player ability to semi-turn-off pet combat AI. This is to enable player to have direct clicking/button pressing of pet skills in the same way as player’s own skills. Also the ability to turn back on pet combat AI.

Goal of Proposal
Pet combat AI is adequate for PE but not against large number of intelligent hostile players in WvWvW. The on/off pet AI option allows the player direct control of an extended set of pet skills just like player’s skills.

Proposal Functionality
More pet skills and all these skills should be displayed when pet AI is turn off to allow the player to click/press them. Like player’s skills pet skill icons should show cool down effects etc.

Associated Risks
When pet combat AI is semi-turn-off, the player will have more work to do, more to think about, and more things to be aware of and know.


Update: When I referred to pet skills I was of cause referring to the 3 or 4 pet attack skills automatically controlled by the pet AI.

The proposal was for the pet AI to have a player semi-switch on/off option. So that when off, the player can directly activate the pet AI controlled attack skills. Further on from that the pet attack skills should have an auto attack function, which allow the player to setup when pet AI is switched off, exactly the same as for the player’s skills.

Having gone in game to reappraise the ranger’s pet AI skills and functions, I found the f4 avoid combat function is pretty much what I want for semi-turn-off AI. This is where the pet AI stop using its attack skills when aggro and also staying close to the ranger. However, in a pet avoid combat function player could find it useful to have more pet skills to activate beside the only f2. In addition another useful feature is the option for player to set auto attack on the pet AI skills just like the player’s skills set. This is in pet avoid combat function and possibly for when pet AI guard function is fully on. Also another useful feature for pet avoid combat feature is pet mimic of the player in certain player actions. In the mimic feature when player dodge or double dodge pet could mimic the player and do the same dodge or double dodge for example.

(edited by Avariz.8241)

Collaborative Development: Ranger Profession

in CDI

Posted by: Avariz.8241

Avariz.8241

Specific Game Mode
WvW

Proposal Overview
Player ability to semi-turn-off pet combat AI. This is to enable player to have direct clicking/button pressing of pet skills in the same way as player’s own skills. Also the ability to turn back on pet combat AI.

Goal of Proposal
Pet combat AI is adequate for PE but not against large number of intelligent hostile players in WvWvW. The on/off pet AI option allows the player direct control of an extended set of pet skills just like player’s skills.

Proposal Functionality
More pet skills and all these skills should be displayed when pet AI is turn off to allow the player to click/press them. Like player’s skills pet skill icons should show cool down effects etc.

Associated Risks
When pet combat AI is semi-turn-off, the player will have more work to do, more to think about, and more things to be aware of and know.


Update: When I referred to pet skills I was of cause referring to the 3 or 4 pet attack skills automatically controlled by the pet AI.

The proposal was for the pet AI to have a player semi-switch on/off option. So that when off, the player can directly activate the pet AI controlled attack skills. Further on from that the pet attack skills should have an auto attack function, which allow the player to setup when pet AI is switched off, exactly the same as for the player’s skills.

Collaborative Development: Ranger Profession

in CDI

Posted by: Avariz.8241

Avariz.8241

Specific Game Mode
WvW

Proposal Overview
Player ability to semi-turn-off pet combat AI. This is to enable player to have direct clicking/button pressing of pet skills in the same way as player’s own skills. Also the ability to turn back on pet combat AI.

Goal of Proposal
Pet combat AI is adequate for PE but not against large number of intelligent hostile players in WvWvW. The on/off pet AI option allows the player direct control of an extended set of pet skills just like player’s skills.

Proposal Functionality
More pet skills and all these skills should be displayed when pet AI is turn off to allow the player to click/press them. Like player’s skills pet skill icons should show cool down effects etc.

Associated Risks
When pet combat AI is semi-turn-off, the player will have more work to do, more to think about, and more things to be aware of and know.


Escape from Lion's Arch - Trailer discussion

in Battle for Lion’s Arch - Aftermath

Posted by: Avariz.8241

Avariz.8241

Escape From L.A., coming new content, wait haven’t I see this film before way back years ago…Escape From L.A.

Collaborative Development: Commander System

in CDI

Posted by: Avariz.8241

Avariz.8241

A Squad System should be half way between a Guild System and a Party System.

The Guild System as it currently stands is individual guild members can not see each other dots on any of the maps. In the Party System each member can see each other’s blue dot on all the maps. I think squad members should be able to see each others’ gold/green dots on all relevant maps similar to the blue party member’s dots.

Maximum guild members for any guild can go over a thousand. Maximum party members is 5. The Squad System should have a maximum of 40+.

The Guild System does not show member icons and info in UI on normal play. The Party System shows members’ icons and members’ information in UI on normal play. This take up significant screen space and can cause visual blockage. The Squad System should not show members’ icon and info as this would be none playable as the whole screen could be blocked. The Squad System should have a similar menu to the guild menu where members details could be shown at a click of a icon tap.

As in guild chat and party chat, only squad members can see squad chat and Squad Commander Icon.

(edited by Avariz.8241)

Collaborative Development: Commander System

in CDI

Posted by: Avariz.8241

Avariz.8241

Commander Icon visibility is half the job of a Commander. The Other half is communication. I propose Commander Icon visibility functions should match up to communication dialogue functions. i.e. Map Chat red dialogue visibility matched up with Red Commander Icon whole map wide visibility, Say Chat green dialogue visibility matched up with Green Commander Icon local map area visibility, Guild Chat gold dialogue visibility matched up with Gold Commander Icon universal guild member visibility, Party Chat blue dialogue visibility matched up with Blue Commander Icon universal party member visibility.

A player can turn on a character commander tag once and by clicking (checking) a dialogue tap in the dialogue menu the corresponding Commander Icon should show up on map according to its function.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

Cult practices is based on fiction too, and it has similar censorship and control logic. So, that is my opinion. I don’t want this thread to highlight that, but here you go. Scientology was created by a science fiction writer for example.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

Once again stop stealing other people’s thread and derailing it. You can make your own thread.

You are posting in a forum, the point of a forum is for people to be able to post responses and converse about things – nobody is “stealing” your threads…

This is the lore forum and as such what goes inside it pertains to the canon lore of the actual game itself, or to the speculation of unconfirmed or unknown aspects of the lore. In the case of the unknown people in the forum will discuss and point out what works and what doesn’t with anyones theory, this includes pointing out where someone has gone wrong or misunderstood the actual in game lore.

What you perceive as attacks on your personal opinion is actually people pointing out facts that are in game.

All anyone has ever done in response to your topic is point out the ACTUAL in game lore to show where your assertions and speculations are incorrect.

If you want to post fan-fic then post it in the appropriate forum section. If you don’t want people to respond to your ideas then the forum is not the right place for you.

Make your own thread and put your particulars like that in there. Then you be happy I am sure so that I can continue with my thread. Thank you.

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

Once again stop stealing other people’s thread and derailing it. You can make your own thread.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

I think the moderators of this forum can decide how much or not at all contradictory my story is to their story. After all I am only telling Anet story base on my understanding of theirs. The general reader of this thread can read how much or not at all I contradict in game content. I am speculating on lore despite calling it fan fiction base on Anet’s fiction.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

Stop stealing other people’s thread and way of story telling to aggrandize your own. This is a game and an evolving fictional story. Konig Des Todes, for all your mumble jumble magical technicality within this game fiction, I just don’t agree with your personal style. You and your coteries are on a par with real life religious cults or a religious inquisition. Once again this is a evolving game fiction. I don’t need your kind of censorship and control. I myself am only doing fan fiction that more or less cogent with Anet’s. This is part of my enjoyment. I don’t need your unwelcome help.

I am sure you all can make your own thread. You don’t have to intrude into mine and derail it.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

I am fine with Konig Des Todes, Aaron Ansari, and you Narcemaus not finding human sacrifice as mean of charging up Bloodstone magic morally reprehensible as the Bloodstone Fen mission exemplified. Now that you had your say, you lot can move on and I don’t expect more contribution from you. For myself I will keep to the opinion that Bloodstone magic practice indicated in the Bloodstone Fen mission is evil.

There is strong evidence that Bloodstone magic is inherently and fundamentally base on human sacrifice. The Bloodstone is the most important integral part of the magic storage process developed by the Seers. The Seers did had a nature of utilising spiritual essence from killed victims. If Bloodstone magic can be readily adaptable to another method of charging up then ancient King Doric would have done it. The King and his powerful nation would have found an alternative use for the Bloodstone if only Bloodstone magic could be adapted to any other method apart from human sacrifice. But he, his nation, and other people and races can not do it.

Ancient King Doric had to seek the help of the 5 gods to resolve the terrible problem of Bloodstone magic. As Tyrian history tell us, the players, the 5 gods themselves can not alter the permanent evil nature of Bloodstone magic. The 5 godly powers in their divine wisdom decided the best option was to destroy what they can of the Bloodstone and scatter the remain pieces far apart all over the Tyrian world. This was done at the cost of sacrificing ancient King Doric, the most beloved devotee of Dwayna, and using the most terrible godly volcanic explosion at Abbadon’s Mouth, spawning ground of the Titans.

(edited by Avariz.8241)

First depiction of a Fox in GW2?

in Lore

Posted by: Avariz.8241

Avariz.8241

There is still the small matter of the missing monkeys and moles.

Edit: Oh, I just remembered the monkeys. They are the red fur simians on Tarnished Coast. So, the missing monkeys are represented after all. But, those red fur simians can do magic rather well and can do the toughest fight for players.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

No, he thought what was being done with it was bad. He wasn’t protesting the magic, he was trying to end the killing. Magic, from the bloodstones or otherwise, is not inherently good or bad, it’s just a tool. For every sacrificial rite or fireball, there’s a resurrection or a portal. Like any power, the moral dimension is projected only upon its use.

I am not saying magic is evil. I am saying Bloodstone magic is evil. I am also saying magic can come from a variety of sources such as divine magic from the 6 gods. Magic can also come from the Great Alchemy. Magic can also come from the Pale Tree. Bloodstone magic is evil because the only known fact within players’ game experience is people have to be sacrificed on the Bloodstones.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

No… your argument is that the bloodstones somehow require or utilize “human essence”, which is just flat unsupported. You’re taking the use they were put to for a handful of years out of their thousands of years of history, and making a sweeping claim that they are therefore devices of evil. We aren’t the ones overstating the facts, mate.

Ancient King Doric is a possible first king of human on continental Tyria. He thought the Bloodstone magic was bad and possibly evil enough to warrant it be broken. Various factions and guilds say he too had to sacrifice himself on the Bloodstone to break it into pieces.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

Lore expounded by other factions and guilds but not by myself is that the Elder Dragon consume magic as much as they can and then they go to sleep. To save some magic the seers made the Bloodstone. Presumably this meant the Bloodstone is the most important part of the magic storage process. Once again the latter is not from myself and as such I do not want to make comment on it. However, I did limit myself to those lore in my writing.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

Yes… that’s what Konig said. The humans are killed on the bloodstones, then the souls that are released are trapped within the batteries. The batteries were taken to Hell’s Precipice and used to power the Door of Komalie. Destroying the seals drained the batteries, thus opening the Door. Slaying the Lich atop the bloodstone recharged the batteries and closed the Door. At no point were the souls taken into the bloodstones. Rather, it would seem that the local environment of the bloodstones, which alters the workings of death and resurrection, created a zone where the souls could be captured by the batteries. See here, Rurik’s dialogue here, and most especially here.

I am correct too in saying he has overstated his case which he did and now so have you overstating his case.

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

Distraction aside, the evil nature of Bloodstone magic has parallel in Foefire magic. Foefire released by Magdaer also stop transmigration of souls locking the victim spirits in time stopping them moving on. Some of those human spirits are unwilling when they were killed running away trying to save themselves.

The related swords Magdaer and Sohothin were said originally from Orr before given to Ascalon. So the two swords and the Bloodstones did had a point of origin in Orr where once the 6 gods had resided.

First depiction of a Fox in GW2?

in Lore

Posted by: Avariz.8241

Avariz.8241

Also, Thief Spear has an attack called “Nine Tailed Strike”… not EXPLICITLY related, but… it’s something?

Nine Tailed Strike is a reference to the “Cat o’ nine tails”, which is a type of whip used by the British Navy as punishment.

Unlikely, since Nine Tail Strike first appeared as an assassin skill in Factions. Given the Asianesque setting of Factions, other fox-related skills possessed by assassins in GW1, and that in the system of keywords that assassin skill names had in GW1 fox references were associated with a skill having the unblockable quality (which the original Nine Tail Strike shared) it’s much more likely to be a reference to the Asian legend of nine-tailed foxes.

I don’t think there were any foxes that appeared directly in GW1, but it’s probably reasonable to presume that they exit in Cantha at least, we just didn’t see any.

The skill icon for Nine Tail Strike should depict a picture of a fox with nine tails. Well, if not the fox head surely the fox bushy tails.

Edit: I went to the trouble of searching the wiki and the skill icon depicted there. It is not the same one I remember it. Oh, well but at least there is the Golden Fox Strike skill.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

A minor correction on your first paragraph that really affects the entirety of your post: innocents were killed to power soul batteries, not the bloodstones – the bloodstones seem to be just used to channel the energy of the soul from the body to the battery. Humans were not sacrificed (to our knowledge) on the Ring of Fire bloodstone – the soul batteries were transported from the Maguuma Jungle to the Ring of Fire. In neither case was the Bloodstone “activated.”

A correction on the second paragraph: Nothing actually says those “Devotees” were souls nor sacrificed. And it has been corrected by Angel McCoy to show that Abaddon wasn’t the only one to give magic from the Bloodstone (Abaddon didn’t give the Bloodstone – that was made by the seers long before). And the conflict that magic brought was between more than just humanity. As for last sentence, see above.

Krait Obelisks are similar to the bloodstones only in that they contain magic. It is unknown if sacrificing on them does anything to said magic contained within.

As for your paragraph on dragon magic… “Dragon magic” is the corruptive magic expunged by the Elder Dragons to make minions; they devour any kind of magic, corrupt it, and release it. Though during hibernation the magic they release is not corruptive so the corrupting part has to be a proactive action.

NO, not really, players in GW1 know countless Krytans were killed on the actual Bloodstone itself in the Bloodstone Fen Mission. They also know the Lich was killed on the actual Bloodstone in Abbadon’s Mouth to seal the Titans. So Mussarat batteries and the insect creatures in Realm of Madness that blocked transmigration of souls are only an overstated distraction.

(edited by Avariz.8241)

Bloodstone, First Gift of Magic for Human

in Lore

Posted by: Avariz.8241

Avariz.8241

When as a GW1 player, I find the Bloodstones to be evil. This is my first encounter with them and this happened in the Bloodstone Fen mission. Innocent and unwilling human victims were killed and their human spirit and essence were absorbed to charge the Bloodstones. Unwilling human victims seemed to be the only method to utilise the Bloodstones. Beside the Maguuma Bloodstone, again this same human sacrifice was used on the Abbadon’s Mouth Bloodstone where countless human souls were imprisoned when they were murdered there.

Later in GW2, I learn as a player that Abbadon’s altar also held devoted human souls. This is the Temple of the Forgotten God mission in the Straits of Devastation. Abbadon supposed to have given human the use of magic by giving them the Bloodstone. History says Bloodstone magic caused ceaseless conflict among all the humans. I would have said there were ceaseless conflict because Bloodstone magic required killing human and capturing their tortured souls.

Krait’s Obelisk Shards are similar to Bloodstones, but instead of human sacrifice now the sacrificial victims are mainly unwilling Quaggan slaves.

The Seers made the first Bloodstone and their magic in GW1 was essence infusion magic. The essence was captured from killed creatures and then putted into armour. This is almost the same as killing human and putting their human essence into the Bloodstones.

I see Abbadon’s gift of magic to human as a detriment in making the human killing one another to power the Bloodstone.

Dragon magic in the form of Zhaitan consuming magical artefacts compare more favourably to Bloodstone magic that consume human spirit. Eating magical artefacts is by itself not evil whereas consuming unwilling human victims’ souls is evil.

Jormag on the other hand did consumed Spirit of the Owl…etc…

(edited by Avariz.8241)

Mole in Moletariate?

in Lore

Posted by: Avariz.8241

Avariz.8241

No one is trying to censor you, having read this entire thread. The only thing that I can read from your posts and everyone else’s is simple. The way in which you wrote your sentence, however you meant it, reads as from an in-game perspective. None of this really hurts what you wrote in your OP, it was merely someone noting that it could have possibly been better phrased in order to bring across the idea you were aiming for. Although I have to say, I’m not exactly sure what type of debate or speculation you were trying to create here. Your OP seemed more like a statement rather than a spark for conversation.

Well, as in the previous thread before this one I already stated mole people is a descriptive term. Does that mean my statement can now stand on their own common usage sense and not taken as an in universe usage sense. If, yes then people can stop bashing me with it, the in universe usage sense.

Mole in Moletariate?

in Lore

Posted by: Avariz.8241

Avariz.8241

Konig.. It’s lions and tigers and bears oh my. Not tigers and lions and bears oh my.
- this is pretty much the only thing of value to be found within this thread.

Avariz, given the way you feel and the fact that nobody seems to be able to understand how exactly you are interpreting things why did you make this thread? If you don’t want to have some ridiculous argument in which misunderstandings go back and forth then learn when not to continue trying to provoke people. This thread was unnecessary and adds nothing to the lore forum.

The point is censorship and control on neutral artistic subject matter by negativity. In a creative sense people should have an interest in knowing what Poletariate actually means in real life and its derived Moletariate. Speculating on all the possibilities and potentialities is enjoyable rather than just accepting one given orthodoxy.

(edited by Avariz.8241)

Mole in Moletariate?

in Lore

Posted by: Avariz.8241

Avariz.8241

That ‘silly’ argument’ is not mine. It is all Konig’s and his people.

As humorously false as “my people” is, the argument was yours. You made a false statement – which had already been mentioned by Cataclysm, the fact you claimed that the dredge’s ancestors were called “mole people” rather than being called dredge, which to your credit was a misunderstanding caused by confusing wording on GW2W – and you continuously argued it, constantly going more and more off-topic than the original clarification I made.

I have bold the relevant line but here is the whole sentence:
“The mole people are the direct ancestors of the Dredge.”
See your mistake? You have terrible English reading skills.

You realize that all you did in pointing out Cataclysm’s “mistake” is prove him (and by extension, myself) correct, right?

No offense intended, but perhaps it is you who need to freshen your English reading skills. The way you worded the sentence is just another syntax for writing out “the dredge were once called ‘mole people’ instead of dredge” or “the ancestors of the dredge were not called dredge, but instead called ‘mole people.’”

I, myself, will stick to using Proletariate. That is a proper noun as opposed to a common noun. The same goes for Skritt, Dredge, and Moletariate. All of them are proper nouns as opposed to common nouns like cats and dogs which are common nouns. Alternatively I could use ‘skritt’,‘dredge’, and ‘moletariate’. This is still grammatical correct in common usage while still follow in universe naming convention.

However, using a proper noun like ‘skritt’ like a common noun like cat is used then that is incorrect in common grammar usage.

The names of species are lowercased. You are correct in capitalizing Moletariate, but incorrect in capitalizing skritt and dredge.

It would be like you always capitalize Human. As you should know, we do not. The names of species – cats, dogs, humans, monkeys, tigers, lions, bears (oh my), skritt, dredge, mursaat, charr, ogres, goblins, elves, dragons, so on and so forth are not capitalized. They are not proper nouns.

I think you need to re-evaluate your English skills and re-read what a proper noun is. A proper noun is a name for a very specific entity – specifically, things like an individual, a small group, or a specific location. Umbrella Corporation is a proper noun, for example. Humans are not a proper noun, because it is not a “very specific entity.”

Race names are not proper nouns.

I would go the extra mile and link a blog post by Bobby Stein in which he explains that while in GW1 they had incorrectly capitalized race names, they had no intention of doing so in GW2 (there are, however, slip ups). Sadly, the blog in which said post was on was deleted for some reason. It was at arena.net/blog

I am saying you are incorrect keep referring to my statements in an in game perspective and say it is wrong when I keep saying I am making statement about the game in a out of game perspective that do not break any in game lore.

You are wrongfully keep attributing my statement in an in game perspective. So just stop interpreting my statement your way and let my statements stand on their own sense.

I used the descriptive term mole people. People here is the common noun and mole is the adjective modifier. This was in communicating with other players in a out of game context even though the game was the subject.

So, yes you are wrong trying to interfere an out of game discourse by imposing an in game convention. That in game convention is only correct through the literature convention of artistic licence. The language usage is adjusted to further the realism of a make believe and imagery world. Words like Skritt and Moletariate are not common nouns. They are made up. Made up nouns follow the proper noun usage.

Cataclysm.7491 and a number of your followers have been proved wrong as yourself admit. I did not do so before in previous instances but now I have to point out to you that in this instance I have never capitalise human after the start of a sentence. You keep attributing examples that show mistakes to me when such mistakes are made up by you. I, myself, do not do that.

(edited by Avariz.8241)

Mole in Moletariate?

in Lore

Posted by: Avariz.8241

Avariz.8241

I think the OP needs a sense of humour. The dredge are a parody of a communist society. They look like mole-men. They live in places like Molensk. Their society is a moletocracy (if I remember right). Their government is a moleteriat. You can play whack-a-mole games by hitting dredge with a hammer as they come out of the ground.

Communist governments did declare themselves to be from the working class, even though they actually formed a new political elite over time. So even if you take it all seriously it is still reasonable for the government to take a name from the working class it claims to represent. Alternatively, the moleteriate could be the equivalent of the secretariate rather than the proleteriate.

I, myself, will stick to using Proletariate. That is a proper noun as opposed to a common noun. The same goes for Skritt, Dredge, and Moletariate. All of them are proper nouns as opposed to common nouns like cats and dogs which are common nouns. Alternatively I could use ‘skritt’,‘dredge’, and ‘moletariate’. This is still grammatical correct in common usage while still follow in universe naming convention.

However, using a proper noun like ‘skritt’ like a common noun like cat is used then that is incorrect in common grammar usage.

(edited by Avariz.8241)