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The Future of GW2, Loot, Population, etc.

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Avatar.1923

I think the new changes coming and the living story are arenanets counter to these new mmo releases like neverwinter and ESO.

Until ESO’s business model comes out in the open i really think they are more worried about neverwinter as itsfree to play and free to download..

problem is; neverwinter looks and play like kitten, there is almost no customization, every class can only use “1” weapon. animations are choppy. it isnt true to d&d 4th ed at all,
overall this game is almost dead on arrival in my book.

Hesitant to help due to dodge daily.

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Avatar.1923

I was watching a guy train wolves on villagers walking the path’s in queensdale…. guess they were not getting killed fast enough for him so he was dragging the local animals down to the path’s to get the NPC’s killed faster…..

actually.
yeah i do leave npcs to die so i get that healer daily.

you can go for hours without seeing dead people in some regions. or maybe 1 once in a while, but you need 10!
so i always tp to the same place, get my “daily run done” and then can start enjoying the game at my own pace again.

Guild Missions - revealed!

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Avatar.1923

what kind of “reward” do you want?
do you have any problem getting exotic gear?
runes/sigils ?

WHAT do you want as “reward” to make you happy???!!

seriously.

Guild Missions - revealed!

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Posted by: Avatar.1923

Avatar.1923

You want to know why poeple leave and get bored of MMO’s? You think it’s because lack of content? Guild Wars 2 has plenty of content. There are 26 zones. Twenty Six Zones.

The problem is they are so ridiculously easy that you could train a monkey to complete them.

People play and leave MMOs for alot of different reasons. Difficulty is just one of them.

When the content you play is easy and predictable it becomes repetitive. Imagine you sitting down on your couch and watching a movie for the 3rd time. You know the diologue, the characters and the scenes actually play out in your head before they begin.

We become bored with easy repetitive tasks. Very bored.

randomized dungeons will one day make it into mmos probably.
but aside from that… no “pve” game will give you new content every day, its just impossible.
-fotm difficulty increase is a solution
-as is randomized dungeons
-player generated/created content

also, i can suggest you to move to a lower pop server.
over there the world events arent as faceroll as on JQ.

and remember; a game is a game. no matter how big and good it is.

Do you really like the daily as it is ?

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Avatar.1923

daily as it is: not really

daily with some cool choices like; mini quest, go talk to this dude, clear this mini dungeon/boss ? totally.

Hesitant to help due to dodge daily.

in Guild Wars 2 Discussion

Posted by: Avatar.1923

Avatar.1923

dodger daily is probably the easiest.
and come on, there are mobs everywere…
its not like if one is killed you “choked”.
dodge daily is 4-5 minutes at most.

whoever told you to “go away” probably have some serious personal issues

The Future of GW2, Loot, Population, etc.

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Posted by: Avatar.1923

Avatar.1923

LOOT: i dont see any problem with it. its relatively easy to get a character maxed out. i only wish sigils/runes werent destroyed when switching them.
i dont see otherwise why you need more loot.

MAPS POP: the staying power of the game is in rolling an alt. when you start to feel your toon has nothing more to gain and that you own every low level zones etc, its probably true. its time to move on to wvw, pvp, or roll an alt.
you can always come back to your main if you ever need, or new high level content/gear progression is released.

Proof that DE's are way too easy

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Avatar.1923

lot of people want to “solo” events.
so thats part of the reason.

group events should be slightly more challenging, but mainly because they involve a boss.

and yeah, go rock dungeons with 3-4 party members only if you like challenge over rewards. 3 is minimum for fotm i think, but others can be taken on.

you can start with “story” dungeons if you want!

Guild Missions - revealed!

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Avatar.1923

i agree with huge “known” guilds.

maybe they could create “alliances” within guild, with their private chat, to be nice with smaller group of peeps.

Guild Missions - revealed!

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Avatar.1923

there was no “wipe” back in the day, just rez rushing!

and they require coordination, to a very light degree.
(at the extreme you can say “you need to stick together and rez the fallen”)

but as the game matures, content will be more and more challenging and engaging.
just check the huge step between old dungeons and fractals..

Guild Missions - revealed!

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Avatar.1923

they have an ok difficulty the internal dungeons.

obviously a system like fractals, that makes it harder everytime is a solid way to keep the players “on their toes”.

but i remember my first few runs in the explorable dungeons haha, i had a blast and i couldnt believe the challenge!
some are still tuff enuff; cm, coe

i believe with time anet new content will really be “right” for the game.

and they are suppose to revamp some of the old dungeons, didnt they say that?
(cof is probably first on the list…)

Guild Missions - revealed!

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Avatar.1923

i hope the new content is done smart and isnt “beatable” only with numbers of auto attack spammers.

It’s not.

Granted, there a bunch of different mission types and they all vary in difficulty. But given that this is guild content, we created some challenges that should hopefully require some decent coordination. And while the risen temple of Grenth is a fine example of very hard event, I think you’ll find that the guild content pressures you ways other than dealing lots of damage. A few missions haven’t even been completed by our internal testers yet (but they came extremely close).

ill go visit grenth then. i was getting a bit disillusioned by open world (as endgame only!).

nice touch to put cooperative gameplay, and even nicer that a chunk of it is “tough”.
end game players are “usually” the type of players who are willing to take the heat and the blame if everything goes bad. a little bit of undirect competition is good imo.

you guys seem to be getting a good grip on your game. future looks bright.

Guild Missions - revealed!

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Avatar.1923

a tonic to become.. “a guild banner”. Underwhelming.

yeah, that was a bit cheesy.
to talk about it in a marketing interview is kind of sad

Guild Missions - revealed!

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Avatar.1923

grenth, grenth…
everybody answers “grenth” to counter talks about midless zergfest.

i need to go take a look over there.. see if there is hope for open world content to be rewarding gameplay.

Guild wars 2 ruined all other mmo's

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Avatar.1923

neverwinter combat is not good imo.

gw2 is almost the best i can wish for in a themepark.
designwise, the only problem i see is how to deal with “zergs and farmers”.

i think a zerg breaks the open world fun & challenge.. dragons are boring, temples too, aoe spamming stuff… cursed shores is almost ridiculous right now when you step into it for the first time; its like “wtf is going on here”.

Guild Missions - revealed!

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Avatar.1923

@slowburn

thats my problem..
open world zergs are not fun..

i hope the new content is done smart and isnt “beatable” only with numbers of auto attack spammers.

open world endgame is really difficult to design, i hope they kick kitten on this one!

Update to reduce culling has worsened in my experience

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Avatar.1923

right now in pve, culling is awfull.
but mostly only lions arch.
and dragons (but they are boring anyway) and orr, now that it is a farmland (boring too imo).

so, dungeons are allright and levelling up in zones is also free of culling! (aside when you arrive in farmland cursed bore full of players, i mean “risen” farmers, but i can deal with that, its only one zone for them, im happy they are confined there)

(edited by Avatar.1923)

My Saddest Day In Guild Wars 2 Since Beta

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Avatar.1923

lets be honest here, the “challenging” endgame is dungeons/wvw/pvp.

farming is bORRing, puts you brain on off.
and going to do low level zones, is a tad too easy.

so indeed, if you re a pve endgame lover… you only have dungeons, and some are not super good (but some are!).

imo, you should start an alt or jump into pvp/wvw.

no pve is gonna hold a maxed out toon forever, for most players.
lets be realistic.

Fractals grinding neccessary?

in Players Helping Players

Posted by: Avatar.1923

Avatar.1923

fractals are necessary because they are fun.

farming “halla” is Not fun.

Professions lacking any kind of depth?

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Avatar.1923

last day someone told me gw2 was shallow gameplay.

he was using keyboard a and d for turn, q and e for strafe, and 1-9 for skills, and no weapon swapping.

Professions lacking any kind of depth?

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Avatar.1923

I don’t sPvP much, but I get the impression that the game is only “deep” in sPvP. The reason I say this is that a good number of the traits and utility skills (I play guardian and necro) are very situational in PvE.

That being said I still love PvE and changing traits on the fly in dungeons, but I think I just got used to having three distinct subclasses per class like in other MMOs. I’m waiting for the day that the devs give us more weapon skills and allow us to move them around on the hot bar.

indeed, the game in pve doesnt encourage you to fully explore your class.
you head for something and you stick to it. mostly.
its too bad!
as a guardian there is a lot of weapon id like to try, but my build/gear just isnt optimal for them, so i forget it.

Professions lacking any kind of depth?

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Avatar.1923

gw2 has lack of depth because you can beat anything by spamming auto attack

seriously, a no-cost no-cooldown skill that does the majority of your dps was a bad idea

I wouldn’t group with you. if thats how you play you must be slowing your team’s down alot.

Unless you dont do dungeon’s, than yeah auto attack away.

exactly, pvp and dungeon are separate content and thats where the gameplay shine.
world events and boss etc are, as they are now, kitten and simply boring auto attack zerg fest.

Professions lacking any kind of depth?

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Avatar.1923

yup its probably a way to widen the horizontal progression.

simply being able to switch sigils and runes would already be nice, but now you have to carry the whole other armor set in your bag.
+ you have to grind some more to make it look nice!
its just a lot of work to tryout different builds,
i know its “endgame” content, its just… not ideal for my personal situation!

i dont feel like doing wvwvw cause i have to “retweak” my build each time.
i cant simply jump in and have fun.

its
just a little detail.

Guild wars 2 ruined all other mmo's

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Avatar.1923

I miss the trinity.

I never thought I’d say this, but I find myself missing the trinity approach to groups at times, too. I don’t miss the long wait to find a “tank” or a “healer,” but I sometimes miss the clearly defined roles. Too often, the “everyone can do everything” concept feels “messy” to me, as though players are struggling to figure out what they’re supposed to do in a dungeon.

Still, I applaud GW2 for trying to break the usual mold and do things more creatively, even if what they’ve come up with isn’t exactly my cup of tea.

there is no “defined role” but there are “roles to be taken” in some dungeons. (dredge fractal switches and last boss for exemple).
probably anet should expend on this idea of having the dungeon create the role.
then players can discuss and see who does what.
this way, no matter your class, its about your playstyle!

i just feel the dungeons are not quite there yet in term of design possibilities.
fractals are an improvement, but they can make them much more “teamwork” than what they are now.
and the same could be said of the world events.

problem is the the game, its the content designers that are not totally comfy with it yet (or should i say, were not back then when they did the content).

future is bright imo.
i you imagine what this game “can be”.

Guild wars 2 ruined all other mmo's

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Avatar.1923

Teso will grab a lot of people.
will they stay there ? or come back to gw2 as people came back to wow everytime?

thats the question.
Teso have enough “pull” to grab 5+mil players right off the bat.
if the first few gameplay videos are convincing.
i know i have 3 friends (not mmo players usually) who will give it a try an they dont “feel” like trying gw2 for whatever reason.

“elder scrolls” is a kitten IP… lots of power.

(btw neverwinter will totally fail to be any threat to gw2, take that for granted)

Professions lacking any kind of depth?

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Avatar.1923

there is enough “deepness” for most player.

choosing your 2 weapon sets
choosing the sigils
choosing the armor stats
choosing the runes
choosing the trinket stats
choosing traits
choosing powers on hotbar

i mean.
i use to be greatsword+staff
but then for fun i started playing with mace/focus.
i discovered a whole new way of playing the guardian, more symbols, more stable, more tanky!

my only problem is that its kind of expensive to get another set of armor to get another set of runes to fit with your new build.
way too expensive..
runes shouldnt be “destroyed” when you replace them.

dunno, i find anet isnt promoting endgame deepness by not allowing people to play around with different builds.

but deepness is definitely there

map "instanced" content.

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Avatar.1923

remember, its “hard” to coordinate a 30+ people group in open world.

gonna use “map chat” ?

i still think my instancing solution is best.
and,
player started events, like for exemple guild
mission could do; make a party of only guildies, go to x zone, talk to x dude and start a special super event like a centaur camp on steroid. of course lowbies in the area will need to be informed that the area is starting to “buff up”.

i can see that being an interesting mechanic too.

large group open world content.. would require the game to totally put in a new mehanic. exemple; npcs start to assemble squads, that are each assigned a special task etc etc.

we ll see what anet have in store.
instancing is the “easy way out”. but maybe they can surprise me with real open world endgame fun!

map "instanced" content.

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Avatar.1923

making the dragon fights instanced wouldnt be so much different than spaming chat and everyone teleporting in to rampage it… aside from mechanics not being able to keep up with many players.

but yes. if they can work on making it better, then its cool!

doesnt change much thing about mid level zone being emptied as the bulk of the population reach lvl 80.

thats why i was thinking that level 80 content in zones could help to push the story of the zone further and giving it a second life.

if they manage to create “awesome” open world major events then itll be because they can manage the zerg.
by giving a chance or a need for the high end players to coordinate.

i just had very disapointing experience with the endgame open world events.
i feel theyre good for farmers only and that the gameplay doesnt cut it.
so, basically, at endgame pve i find myself sticking to instanced stuff mostly (aside from quickly doing my “run” to finish my daily, lackluster imo)

guild mission, content that guild can start up in different zones and that is “high level” is very cool if done right. and probably can be a saving grace.

(edited by Avatar.1923)

map "instanced" content.

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Avatar.1923

challenging group content; agreed with that. for max level zones.

if they find a way to make a “zerg” actually fun, and giving those events gold reward, its for the best. definitely.
(because you know that where the loot shine the most the players abound…)

but instancing some “high end tweaked events” for 5 man, in each zones, can also be there alongside your solution.

im of the opinion that “themepark” cannot have open world endgame content.
stuff stuck on a timer that you cant do when you want to..

your solution is good for max level zones. and is the original design intent.
unfortunately, it failed, and its not by scalling more appropriately the dredge events in dredgehaunt cliff that youll make it happen..

but “instancing it”.
youll make it alive again.
and youll have some level 80 visiting the map more often, they might even finish up their dailies in the zone afterward.

map "instanced" content.

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Avatar.1923

by putting only a big boss here and there in lowbie zone (behemot, dragons etc) you dont help the zone.
everybody just tp there and tp out after opening the chest.

poss loot drop fix, check your clocks

in Guild Wars 2 Discussion

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Avatar.1923

wow! even the dev is checking it and adding up to the hype of the (funny?) thread.

solid

map "instanced" content.

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Avatar.1923

maybe.

but i still think at bunch of lvl 80 running around queensdale would make the lowbies feel impotent, and kinda break the mood that “nicely dressed heroes” should not be liberating an apple orchard.
remember we re talking about “replayable endgame content”.
killing a spider in that apple orchard to save a kitty isnt that epic when zerged by twenty lvl 80s..
your solution doesnt help “lowbie zones”.

open world is ok a bit more quiet for levelling up.
and by instancing it, high level players could “replay” the map.

for max level zones; i agree with you. the mechanics of scaling needs to be improved and its for the best.

(edited by Avatar.1923)

Dragons not leaving chests

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Avatar.1923

(endgame being “where the loot shine the most”, best definition of endgame ever…)

Dragons not leaving chests

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Avatar.1923

themepark games “need” instancing at endgame.

map "instanced" content.

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Avatar.1923

basically the challenge for those mass open world event is really low in 99%of the time.
and if its harder youll get map chat and LA chat all spamming and everbody will tp there and its gonna be kitten even more.

map "instanced" content.

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Avatar.1923

^

its instanced content im talking about.

like personal story missions (that use the open world as map) but meant for groups.

repeatable, and startable at a specific npc (npcs) in each zone.

it would put people in the zones as much as putting dungeon entrance do.

basically see it as “dungeons within the open world”. a rewarding repeatable content, that you get the possibility to do after clearing the zone.

+ it would give a reason for people to go 100% zone complete.
+ they can reuse large portions of their amazing world.
+ it would make a lot of sense for the lore.

(edited by Avatar.1923)

Guild Missions

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Avatar.1923

i hope its instanced.

otherwise its gonna quickly turn into zerg mess like the sad dragon events.

map "instanced" content.

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Avatar.1923

^
problem with this: ZERGS.

see how the temples/world boss are boring ?
its just “not fun” to spam 1 and down a dragon thats on a timer.

i still think my suggestion would rock until somebody can say why it wouldnt.

Dragons not leaving chests

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Avatar.1923

it happened to me once. but maybe i missed the fight or hitting the dragon, dunno fell asleep during the fight with my finger on 1.

poss loot drop fix, check your clocks

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Avatar.1923

its quite funny and may i add “showing the true color of mmo players”
that a random, ahem “fishy” post like this, get that many views and replies.

LOOT !

group instances (super events)

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Avatar.1923

wrong place.
sorry :/

(guards for the win)

map "instanced" content.

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Avatar.1923

only “startable” if you have 100% completion on tha particular map.

even more fun

map "instanced" content.

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Posted by: Avatar.1923

Avatar.1923

would it be a good idea, to put in each zones, maybe 3 “super events” that would be similar to personal story mission, but meant for group of 5, with dungeon difficulty.
(could be started at an npc)
i find this way they could reuse their open world map.
and maybe if you complete all the 3 “super event” you can choose do fight a “zone boss” as an extra.
ie (in harathi hinterland)
-capture a centaur camp
-steal military plans from a caravan courier
-go rescue an engineer to do a special catapult
-then after that, you can fight the centaur boss and his lackey in his hood
just a thought like that.
reusing the maps and putting instanced “missions” that are same level as the map level, but dungeon difficulty.

group instances (super events)

in Guardian

Posted by: Avatar.1923

Avatar.1923

would it be a good idea, to put in each zones, maybe 3 “super events” that would be similar to personal story mission, but meant for group of 5, with dungeon difficulty.
(could be started at an npc)

i find this way they could reuse their open world map.
and maybe if you complete all the 3 “super event” you can choose do fight a “zone boss” as an extra.

ie (in harathi hinterland)
-capture a centaur camp
-steal military plans from a caravan courier
-go rescue an engineer to do a special catapult
-then after that, you can fight the centaur boss and his lackey in his hood

just a thought like that.
reusing the maps and putting instanced “missions” that are same level as the map level, but dungeon difficulty.

New daily achievement system...

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Avatar.1923

^
its the only way to get the “amulet”.

so i do it.

but i still dont think it makes sense to just tp near a water spot to go kill some fish,
then tp in your usual spot to raise the same 10 npcs.
and after its all done, you can resume playing the “fun game”, levelling up an alt an stopping to smell the roses and/or doing challenging endgame stuff with your main.

just my opinion.
and no offense, but your solution is kitten.

New daily achievement system...

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Avatar.1923

problem to me is that they feel like work.

why not give out dailies after a certain amount of xp gain?
that would be “play how you want”.
right now, i find myself rushing thru some zone, teleporting here and there to get the daily done so that i can actually enjoy the zones as they’re meant to be enjoyed without fearing “missing some events or missing some rez or missing aquatic combat”.

and since anet put a lot of “gear importance” on the dailies (laurels/ascended) i feel like i need to do them, and basically they arent fun.
(fyi, before the laurel i simply wasnt doing the dailies)

Why is everyone complaining about guardians?

in Guardian

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Avatar.1923

for 99% of the situation.
just run an AH shout build and learn to dodge and youll be fine.
maybe some other “builds” can do better in very specific situations, but gearing up a toon to max stat/runes/sigil in gw2 is so expensive and time conssuming that you’d better off using a good all rounder (except for pvp).

Precursor trend

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Avatar.1923

problem is their value/rarity is so high compared to everything else that if youre lucky enough to get 1 then you can start to play the big leagues and will be able to play the TP, fully gear a toon with multiple builds exotic sets etc etc.

its just a bit “too much” imo.
but maybe its the intended design.

Precursor trend

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Avatar.1923

^
so true.

legendaries are not even a question for me.
i just dont want to grind for them.

prefer grinding fractals which requires skills, or do pvp/wvw which requires skills, or level up an alt.

farming to me is… brainless and boring.
but to each is own.

To the people who complain about exploits...

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Avatar.1923

last time i was grouping with a “exploit lover” type of player. and kitten we wiped so many times…
some exploit were rather easy (like the wheel in the drudge fractal)
but right now they try to sneak everywhere, then everybody wipe except one guy and everybody spawns forward.
i mean. soso

i prefer old school solid tactic.
but i just voice my opinion when in group, i dont “complain” if im with pugs, the majority wins.