Just a few things I’ve thought about while playing:
Linking events in chat
- Then when you click it in chat, it shows you the event, and adds it to the top right off your screen. Sort of the in same thing that happens when an NPC asks for aid.
Auto switch option for town clothes in town
- That way you don’t have to consciously do it yourself, and as the game get’s more clothes linked to events, these will become as prestigious as armor sets. Also, it just makes sense.
Areal looting
- Would be nice after killing a big swarm, and the events continues on. Then you don’t need to spam F like crazy. Plus, this has become a bit of an MMO feature.
Day/night indicator
- A small circle in chat maybe. Since day and night actually plays a part in this game, I’m sure this will help.
Rares account bound on use
- Alright, this is a bit of a stretch. But I see rares as good hand-me-downs for alts, and after I’ve used a decent weapon, and wished I could give it over to an alt, I couldn’t. Don’t think it would be game breaking.
Collections upgrade for the guild bank
- Every guild has that one guy who loves crafting (I assume), and it’s nice when the guild chips in to help him along the way. A collections tab in the guild bank would help those members interested in crafting. There can even be a daily limit placed so one guys doesn’t go too crazy.
Viewing a friend’s character and achievements
- I’m pretty sure this is being worked on, but I think it would work best if viewed by friends or guild members. I’m just afraid it would become a “gear score” thing of sorts if just anyone become privy to your personal personal details.
Two upgrade slots on two handed weapons
- As dual wielding characters have two sigils available, doesn’t it penalize two handed wielders a bit? Maybe two handed weapons can have a primary and secondary slot.
Trait descriptions
- When we hover over the + also describe what the trait lines entail, for instance, the Guardian’s honor trait line would say “Support traits: Improves symbols and shouts.”
Quick achievement access
- When you gain a new achievement, allow the popup at the bottom right of the screen to be clickable. This would then open the achievement window at the corresponding achievement.
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Are the new jumping puzzles, events, bosses, etc… only going to be available during the Halloween festival, or will those specific things remain even after the holiday passes? I’m mostly interested in the jumping puzzles, I hope they aren’t available for only a week
Well:
Tyria Evolving
The world continues to evolve with new events, jumping puzzles, bosses, mini-dungeons, and achievements appearing across a variety of maps.
I’m pretty sure these are lasting additions being planned. The Tyria Evolving part feels like it implies just that. It’s the first of many to come.
Just curious, will we get a 500mb download next week Sunday, or will the patch be distributed in increments throughout the coming week.
Or, have you guys already been sneaking in some of the Hallow’s Eve data over the last few patches.
For a while after release, gems averaged 300+ for one gold. A week or so later the price seemed to have stabilized around +-250ish. About a week ago it plummeted to just over 200 and yesterday I noticed it reached 180. Just look at the graph, it’s climbing like mad.
I guess it’s because of the fact that more characters are max level and gaining a lot more gold. Thus paying more for gems won’t burn such a huge hole in the pocket. But does that mean it will continue until 1 gold equals 20 gems? I hope not.
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The big difference here though is that in GW1 they were all human. Some races have limits, like the charr with their hunchback. It’s a huge task I would guess, to make dances fit the racial differences.
True, which is why I think races should be restricted to some dances, as in some are charr exclusive, others might be norn exclusive.
Even though I know they won’t be jumping on developing new dances at present, since there are far more changes that trumps racial dances. But somewhere down the line, something like this could be fun.
There is more than just Halloween coming in October…What those things are? You’ll just have to wait and see, keep an eye on our website and blog for more information in the coming weeks.
O_O Say what now? Colin you tease, quit playing games and tell us already! The anticipation is killing me…
But yeah, since Monday I’ve been spamming F5 non stop after they told us to expect a Halloween blog this week. Yeah, and it’s Friday evening where I live. It’s been a long week. The blog needs to come come soon.
I was surprised to find that it wasn’t actually in the game. After playing GW1 for many years, I sort of thought it would be in game without question…
Is anyone else excited to see the GW2 incarnation of polymock? I know I am.
I hope they take it the distance, add small tournaments, even add 2v2 battles.
Even in GW1 the males and females have separate dances. Every profession received it’s own dance, which brings us to a total of twelve (without the 4 added per expansion). GW2 gave us only five, one per race.
Somehow that seems lazy.
Now I’m not suggesting the females get new dance moves, not quite. Rather add in a sort of dance academy, where you can go to learn your own dances from a wide selection.
Maybe they can even take it a step further, make an entire mini-game of it. Let’s say there’s a dance you’d like to teach your character. Well, first you’ll have an instructor. Next, your skill bar will be switched out with 5 dance moves. You will then need to follow your instructor’s moves as he teaches you the dance. Upon completion you will gain a new dance.
Yeah, I don’t think it’s really a matter of whether or not they will be a playable race. It’s more a matter of when. These guys seem to scream Bubbles expansion.
I remember vaguely that someone at ANet mentioned they initially discussed whether or not to include levels in the game. But in the end they did decide to do so, obviously.
I think they game could have been interesting without “levels”. Sure, you’d still accumulate XP, and ding to receive skill points and trait point. I guess the major stat improvements would have been through traits then.
Same here. Can’t remember exactly when I received my last one, and at a stage I logged in with two in mail, and receive one to two more during play. Chat also seem void of spammers, haven’t reported anyone in days…
I like it!
You could even have event trains that yield specific armors/ weapons for coin or karma.
I like this idea. I’ve often wished that players would gain a bonus reward for participating in an entire event chain. Receiving a zone specific piece of gear would be rather fitting.
I’ve often wished each area that I map had its own unique looking armor set spread out amongst all the karma vendors. Some vendors do have items with a special look but most have generic looking items.
Yes, it would be great if merchants in an area sold zone specific items for karma. That would be great, especially from merchants tied to certain events.
I think this would cool. I would prefer it, however, if there was a set amount of waves that would attempt to take the keep/castle that lasted a long time… 3 – 4 hours culminating in an undead dragon attempting to take it as well, knocking down one of the walls allowing a flood of undead in.. if you manage to push them all back and take down the dragon (or make it “retreat”) then the keep is safe for a certain amount of time… 2 – 4 hours.. either half the time of the length of the invasion attempts or an equal amount of time.. just so it doesn’t become the “be all, end all” of activities in Orr… there should be a time for a break to do other things in the area or run a dungeon or two.
You definitely make a solid point. It would be a shame if this turned into an “be all, end all” attraction. It would make a lot of sense to limit the attack force, perhaps to twice a day, while making the assault quite long, 2 -3 hours maybe.
The thing is in Orr, many of the risen already attack camps and take over which takes away a wp and merchants as the “incentive” to keep them around.
It could work a lot like these camps, but just at a much larger (more epic scale). It can even escalate the longer players hold onto the fleet, and the greater their numbers are.
Let’s say, for instance, at first smaller risen will flock to the walls, while siege weapons batter the walls from a distance. Soon mage will come and shoot barrages at players on top of the walls. Then, flyers will start swooping over the walls, terrorizing the occupants, while larger siege weapons, further away blast the walls and the players on the inside. Later on giants will come and bash the gates and walls, and if players get past that, undead dragons can drop down and wreak havoc.
The point is, the waves will grow and become more and more difficult, until eventually you loose the keep. Then players will need to retake it. The incentive to do so could be some special rewards on the inside, something worth keeping, and it could perhaps even become more rewarding to keep said “artifact” over a long period of time.
It gives incentive for higher-level players to explore those areas and makes “junk” drops more relevant.
Definitely, and these can even be rewarded in specific areas, like say in chests, or can even be awarded for completing events or explorations in those areas.
I think these items can add strong choices not only while gearing up, but also when determining your character’s exploration patterns.
I would like it if these guys drop something special, something above the norm. Not really blues or greens, per se, that would just make them too sought after, like others have pointed out.
My only qualm is, these are the tough guys of the world, and they mostly have normal drops, nothing special. I really don’t want them to drop something awesome, but at least something that will make me think “oooh, what am I going to get”. I’m not sure what to suggest though. :/
It’s been on my mind as of late that something that makes the areas in the game unique would be fun and interesting. So, I thought, why not let the larger zones have their own sort of item aesthetics.
Let me explain. Each of the five large zones (Shiverpeak, Meguma, Ascalon, Kryta, Orr) could have weapons and armor drops catered specifically to them, like in Meguma the armors have a rugged look, while in Shiverpeak they have a pelt aesthetic.
This can even be taken a step further by adding high level (better looking) versions that don’t drop. Now when you salvage the lower (uglier) versions, you might get specific materials that can then be used to craft the higher level items. Or the higher level ones can be bought instead.
This might be a fun incentive to item hunt, and to explore the different zones.
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During a discussion on another site, I had this odd idea. Why not implement some WvW mechanics into late game PvE. I think this will work very well in Orr.
Basically, Orr is already a huge invasion against the army of a titanic foe. You see siege weapons here and there, but they’re basically just lobbing boulders on a few scattered troops. Wouldn’t they work a lot better against defensive walls.
Let’s say a keep is discovered in Orr, one worth a lot to both sides. From here many WvW ideas can be implemented. Attack the keep, hold it, and defend it. Zhaitan’s minions can try to reclaim it if taken, and since it’s PvE, it can get a lot crazier than normal WvW. For instance, one of those undead dragons can swoop down from the sky to wreak havoc.
Maybe it’ll work, maybe not. But it’s an enticing thought nonetheless.
(edited by Azjenco.9425)
Notice the combat?.. how it’s NOT just circles on the ground?
Umm, I don’t think you’ve been following the game that long:
http://massively.joystiq.com/2012/09/12/wildstar-wednesday-shows-off-the-telegraphs-of-combat/
Seriously watch the video, the combat looks quite good.
The game comes forward with some very interesting ideas, and I think GW2’s ideas may play a hand in Wildstars development. The whole dynamic content layout of the world is definitely the way to go for MMOs. Wildstar’s momentum mechanics sound very interesting and I’d like to see how it grows.
Then there are the paths that opens branches in gameplay that caters to your own play style. This sounds very interesting, but I just hope you’re not cut of from content too much when you choose specific paths, i.e. choosing scientist cutting you of from the explorer’s jumping puzzles.
And then there’s the player housing, which just sounds fun and interesting.
I’ve been following this game loosely since announced, I don’t want to get too into the whole development process anymore. I’ve scrutinized every small scrap of info on GW2 and D3 over the last few years, and many other games before release, and it’s just a tiring process. Rather with Wildstar I decided I’ll just check in every now and again.
As for how it’ll effect my GW2 playing. Not at all, I can play both games, but the important question is, will it be subscription based or B2P. If you need to sub, then I’m out. I’ll never pay monthly for a game again, and no sad excuse can ever persuade me otherwise.
It still looks a long way from release though, so we’ll see how the game develops, but so far I am sold.
Reducing the number of enemies would just make it even easier to run straight past them. Orr is meant as an area where you eventually have to fight if you want to get to something specific. What running past everything leads to can be seen in the dungeons, where people are unable to dodge the most obvious AoEs or even to using their few abilities they have.
But it’s not even difficult to run through everything now.
Sometimes you’ll get crippled or immobilized, which requires a stun breaker or two. This is especially annoying when you want to get somewhere specific, and this is something people don’t seem to grasp at all, saying things like “yeah, but it’s supposed to be hard”.
No, Orr isn’t in the least bit difficult. It’s so easy, you never feel threatened. Instead, it’s a tedious chore to battle foes. They aren’t difficult, no where near even a challenge, they’re just waves upon waves of disposable dung being flung at you.
Maybe just reducing their numbers and making them veterans isn’t the answer. There must be a better way, and the solution certainly isn’t by handing out cripples and stuns like candy. That is plain lazy. The enemies in Orr need to feel threatening and fights should be challenging. And it sure as hell isn’t at the moment.
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A)Dungeons
-Are not fun.B)Skills and Traits
-DescriptionsE)Story mode
-Voice acting is bad.
A) I think dungeon bosses need to be less ‘tank’ and spank, and more mechanic driven. Most fights go the way of, watch out for the circles and hit his huge bar, while sometimes the insanely heavy damage hit downs someone.
I don’t get this. I feel bosses should be more multi-faceted. Have strange effects happening, interacting with the environment, and just be all round different. To give an example, the one boss in TA story turns a player into a kitten that gets chased by hounds, while he also unloads heavy confusion on another. It’s a small example, but it makes the fight different and memorable.
B) I just wish traits would be better portrayed in the skill tooltips, like if something adds burning to a skill, let the skill show it. If a skill has a lessened cooldown, then show it.
C) I wouldn’t say the voice acting is bad at all. Considering the amount of recorded actors, there’s a decent lot in there, especially the main voices.
No, my problems with the story lies elsewhere, the last 10% to be exact. WHen you hit Orr, the narrative grows a bit shallow, and uninteresting.
What I dislike is the fact that Trahearne makes the story his own. I believe he should have been a mediator between the Orders, a neutral voice of the Pact, if you will. Not the leader. You should have been the general, which makes sense, but Trahearne makes you feel a bit too much like a flunky.
Then I dislike the way the Pact went. I appreciate the fact that there needs to be an alliance, but once it happens, it feels like your order looses its identity. Wouldn’t it have made more sense if the orders still went about their own methods, but coordinated their movements. While the OoW gain key information weaknesses and battle movements, the Priory uncover lost relics and ancient weaponry, while both provide an edge to the Vigil in their full out assault. Instead the story has too many ragtag elements of each, while Trahearne gives you small, unimportant options.
Wouldn’t it have been more engaging if Trahearne brought you information from the other two orders, while you make tactical decisions as to your own order’s movements? Where each decision you make have lasting effects on subsequent story missions.
Well Orr isn’t supposed to be an organized picnic for you to slowly smell the flowers.
Which is exactly why I made this post. Right now it is a picnic. I fight four to six risen at a time, and the few veterans are far too few.
My post header has been changed, I think a better title would be “fewer, but more lethal enemies in Orr”. I say, cut a third of the amount away, make 70% of them veteran, and 5% elite, which leaves 25% normal risen. That way, you’d be more careful when fighting, cause if you over pull, it might get dicey.
There’s been a lot of talk about the mass mobs in Orr and how they jump you, causing long drawn out battles. The enemies spawn fast and fighting three to four risen, walk a bit, then fighting three to four risen, etc. gets a bit tedious.
I know this is supposed to create a tense, hazerdous environment, but I don’t feel that. However, I heard an idea somewhere, and I’d actually like to hear an ANet response, if at all possible.
Why not lessen the amount of enemies, but place more veteran risen around? Even create a few elites here and there, but make these a bit more discernible. This will definitely be cause for travelers to be cautious, and make you have less of a ‘pull as many as you can then aoe until they stop moving’ mindset. Even give them different, odd abilities, just to mix things up a bit.
Finally, why doesn’t Orr have any massive enemies to battle? Just a thought…
I do agree though that the rewards need to be looked at.
You’ve just proven that the downscaling system doesn’t work…
the down scaling system works… it’s meant for you to help a friend along who is leveling. Plain and simple.
A few weeks ago a friend asked me to help him out around the starter level. We played quite a bit, the whole morning from level 5-20ish.
Now I wanted him to have the full experience, so we did story, DEs, a bit of crafting and I showed him around. Now, he was teleporting about and I followed. For him it was less than 10c to do so, while for me it was over a silver.
I actually made quite a loss that morning. The scraps sold for few coppers and the rest of the drops were bad. I didn’t find anything useful, or worth selling, so I salvaged most so I could level crafting a bit. I maybe died here and there when I got kitteny and an veteran with too many adds got me, or a huge boss battle, but my repairs weren’t a lot. The waypoints got me, and all in all I lost over 50s.
I’ve never helped a low level character after that.
@Relentliss
Oh, wow, what an idiot. I’ve used Wall of Reflection before. Somehow it slipped my mind. Should probably get my facts straight before posting a topic, huh? :P
@fony
Yeah, my state of mind sort of changed after I started writing the topic. I guess my gripe is mostly with purging flames, since when I throw it, enemies tend not stay close to it to feel effective, especially not in light of the 40s cooldown, which is why I suggest it moves around with you so you could get the most out of it.
Hollowed ground and sanctuary I have less of a gripe with, since allies can use it effectively. But is hollowed ground’s combo effect fully utilized when enemies keep moving away? Then again, allied ranged can move to get the most out of it, so it’s not that important.
So it’s only purging flames that I feel is so-so, but changing the mechanics for all of them just because of one skill isn’t really practical, so I ’m thinking the fact of the matter is, this skill is just not for me.
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I went through some build changes for my guardian today, and then I realized, I’ve never actually used any consecration skills after level 40. They became useless. I mean, in a game where motion is key, isn’t it strange that you cast abilities that only occupy a small space on the battlefield. I know the same can be said about symbols, and that counts for them too.
Here’s my idea.
Why not make consecrations (and perhaps symbols) be tied to your character. As you move, they move with you. It sounds strong, but I’m sure lessening the durations and/or effects might resolve that issue. Maybe it can possibly be a trait.
Does anyone else have any thoughts on this? Agree, or disagree, or have ideas of their own? Or have you found a way that works for you? Drop a comment and let me know.
I completed Lornar’s Pass today, and as such ran into the steam creature renown hearts and meta event. All the while I couldn’t help thinking, what the kitten is this…
So I wiki’d these guys, and nothing, no information at all.
Where did they come from? Who the kitten are they? What are they…?
That said, the more I thought about them, the more my excitement grew. I mean, steampunk monsters! This is awesome!
I started wondering if they’d feature more in any upcoming content, maybe expansions even. Maybe we’ll learn where they’re from, and how they came to be. Hopefully we’ll even encounter the steam realm, or wherever those steam portals goes, and then get to fight giant steam bosses. Maybe even a steam dragon. XD
Combat, Dynamic Events... what's the point if they're easy mode?
in Suggestions
Posted by: Azjenco.9425
Agreed! ANet should have a look through this.
I sorely dislike the whole, mobs have insane health and do one/two shot kills. Some events definitely lack finesse. While this can be considered difficult, it certainly is a far cry from being interesting.
I’d say a lot of fights (dungeons included) should get a once over check. It’s neither fun nor engaging when a foe takes ten minutes to go down due to humongous health bars, while shooting you with unavoidable bolts that downs you in two seconds.
No, what if some bosses do mass weakness when fights grow very large, or throw periodic barriers of protection that absorbs damage, instead of just one shotting people into oblivion. And these are tame examples, deeper mechanics would do a lot of fights some good.
I definitely believe that there are more interesting and engaging ways to involve players in event fights, especially larger battles, and I also believe that there are better ways to scale these fights. I think making fights challenging should be viewed more along the lines of what occurs around you and making the fights intricate. Add mechanics to fights as they scale, and make them tricky. Give an event boss a zany mechanic when the fight is large, and not a mass insta-kill shot.
On a second note, I love how DEs “impact” the world, but they don’t really seem to to “interact” with the world.
For instance, centaurs keep attacking one keep, over and over. If they win they occupy it, great, but before that 1’000+ centaurs died during the 25 steps where they kept throwing themselves at the keep. That’s okay, I guess, albeit a little nonsensical.
Let me put it this way, let’s say the centaurs failed to take the keep 5 times in a row. This will cause a new event to start, one where they try something else. This might cause a pre-event where you need to reinforce the keep. Afterwards the centaurs attack from the mountain’s next to the keep, dropping boulders to wear its defenses down. Now you need to stop this attack, else if you fail it will result in a heavy assault against the battered keep.
All I’m saying is, the world becomes bland over time. Mix things up a bit. Make events harder if players keep succeeding at one, as per my example, start a new more challenging event in such a case.
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The whole thing is really fun and enjoying untill the moment that friking tree guy (whose name i will not utter here) simply comes by and hijacks it.
The whole storyline becomes stale and boring and honestly i am still stuck on the temple of the old gods underwater quest simply lacking the motivation to find out more about my “personal” tree guy story -.-’
With this I cannot agree more. Trahearne definitely has a purpose in the sylvari early story, but he should have been a side character at most. And a lot of people agree with this, just to name one:
http://www.killtenrats.com/2012/09/18/gw2-order-up-trahearne/
I wish the order tales would have been more concrete. I appreciate the fact that the orders wanted someone on the outside to carry their voice, but place him in charge seems a bit much. He should have been a mediator, someone to bridge the gap, and carry the voice from one order to the next, not usurp your character’s purpose.
I still think the the story in Orr should have been driven by the orders. You should have been led the charge of your own order, and thus it could have affected the actions of the other orders. Trehearne should have worked in tandem with the order’s chosen leaders on Orr, while your character take the initiative an bring the offensive to action.
You know, the pyramid effect of story telling in GW2 isn’t that bad a thing. Still, the fact that the extensive diversity found in the storyline quickly bottlenecks into a singular narrative, it’s a bit of a bummer.
The reason for all this is Orr.
Firstly, the invasion of Orr felt a bit lacking, I mean a unity between all races and the three Orders, all united to battle the greatest enemy Tyria has ever known, well, you don’t really get to see any large offensives. There is no major push into hostile territory, no large scale offensives. The largest battles are around the temples of the gods, true, but still, I’m referring to the orders actually invading the borders of Orr. The Vigil sending large groups to battle undead, the Order of Whispers battling to obtain clandestine footholds that might grant an edge, and the Priory using arcane knowledge of Orrian nature to craft openings in the battle lines.
Something like this. While the interior of Orr should look war torn and the struggling forces battle to gain footholds in the temples. Around the borders the feeling lacks that desperation to gain entrance, especially at the Straits of Devastation. A Normandy beachhead of sorts, if you get my meaning.
Secondly, to get back to my initial point, the personal story. I like the fact that you brought the Orders together, but why does it feel like your character abandons the roots of why he chose his order. I mean, yes, you still make choices of how you’ll approach some missions, but wouldn’t it make more sense for the orders to focus on what makes them special.
For instance, if I joined the Vigil, my order’s purpose will be to push into the heart of Zhaitan’s forces. Take on the toughest of his minions, eliminating his elite while the other orders do their things. If you’re part of another order, then you’ll get to experience the war effort from their perspective.
Like say, the Whispers will track down the Mouth of Zhaitan, playing a cat and mouse game, taking artifacts to sass the creature out. And the Priory will focus on the Eyes of Zhaitan, using their knowledge and arcane incantations to force knowledge out of them.
The storylines can even interact. For example, if you play Vigil, someone can mention that the Priory had pulled valuable information from an Eye of Zhaitan, observing a large attack force on the move, which means the Vigil will deal with it, since that’s their function in the Pact.
I don’t know, this makes a lot of sense to me, and I wish the story had something like this. The Orders have such strong identities, and your foundations in your chosen, as well as what makes each of them potent seems to dissolve during the battle at Orr.
TL;DR
Wouldn’t it be more interesting to have more personalized participation by the orders during the late stages of the game? I.e:
Vigil – combat against large groups of enemies or massive enemies types of DE/story
Priory – arcane/mystical themed DE/story
Whispers – stealth and assassin themed DE/story
(edited by Azjenco.9425)
33 hours I think.
Ugh… There are a few busted skill challenges taunting me, and I’d like to get my map completion done.
In a few hours, or in a day?
Anyone arguing that capping challenging PvE content at 5 players is a good idea is short sighted.
Agreed, especially since there is already a squad mechanic in game.
People with this whole “keep you’re raids out of my GW2” argument without reading what some of us are asking for shouldn’t be so quick to dismiss the topic. Sure, keep old school “WoW” raids out of it, but there are some good ideas that’ll feel very GW. Maybe they shouldn’t call them raids at all.
The OP for instance has a solid point.
What if they do something like Underworld or Fissure of Woe. Add large instances where groups of around 10 to 25 can join. But instead of normal raiding, there can be events and chains that require a certain level of teamwork. For instance, two or three events can occur at the same time in different spots, requiring the players to split up in order to achieve the goals.
This sort of instance can even tell a long storyline. There can be bosses, like Shatterer, but unlike those large scale world bosses, these can be constructed more carefully, since the amount of players can be better controlled. In that sense it will require players to even have specific “roles” in the fight. For instance, four players mount cannons to shoot fliers that bombard the battlefield. Two groups of players need to battle limbs that pop up, while the rest battle adds. At times a head may pop up, which require a few designated players to charge in and deal damage.
There can be lots of ways to promote large group instancing without reverting to the normal raiding mentality.
Right now this can’t be an intended game design? Not enough damage = No loot.
That’s the other problem, fighting in large battles, especially with melee and focused spec means you’re going to have very few drops. Meanwhile players who aoe span tags targets all over the place, and they get insane amounts of loot. This is a prevailing issue in Orr.
Not sure how they’ll handle this, since it’s a much different issue from support participation in DEs.
I really loath the fact that when you take time to ress a few players, you’ll be penalized for it. How does that even make sense? Aren’t you supposed to help players during large events? I mean, in some of these fights huge numbers are being thrown around, so players will go down a lot, then why doesn’t participation count when you help these guys up or if you buff them?
Playing support during big events means being at a huge disadvantage.
Reply to Kreslin.6832
…What?
Clearly you didn’t even bother reading my post. I suggested mounts have an interesting potential to be implemented into the game to work as weapons. As in, just as you pick up a flaming greatsword created by en ele, now you can jump on a mount and have an entirely new set of skills.
If you don’t like that idea, great, but what the hell does that have to do with waypoints?? And I know there weren’t mounts per se in GW1. HOWEVER, do you remember the siege devourer in EotN? You could climb on top of one and gain a new set of skills? What I suggested is the exact same thing!
I was just about to create a ‘one month after release’ thread myself.
So far, loving the game. I’m most excited to see where it’ll go from here. If I remember correctly, ANet did promise a ‘what lies ahead’ blog, and I think today is the perfect opportunity for such a blog.
Here’s what I want:
Mounts should be a part of your character. The 1 to 5 skills are a prime example of how this can be implemented. When you get on your mount your skills should be switched out and from there be integrated with you class.
Let me give an example. Let’s say I have a tiger mount. When I get on the tiger my skill bar get switched out with a new set of skills, 1 to 3 are my tiger skills, while 4 and 5 are class skills. 1 can be something like fury swipes that do bleed damage, 2 can be a pounce that cripples my target, while 3 can be a speed boost. So instead of making mounts have an indefinite speed boost, you’ll have a speed skill. For instance, my tiger’s 3rd skill is called dash, which when activated grants swiftness as long as I remain moving. The moment I stop the 20 second cooldown starts.
Finally, the 4 and 5 class skills. Let’s say I’m a mace and shield guardian. While mounted my mace will cause my 4th skill to cast a ray of light that damage nearby enemies and burn attackers. The 5th shield skill will create a bubble that grants stability and stops projectiles.
Something like that. I think GW2 has a brilliant opportunity to integrate mounts into gameplay. Who knows, there could even be mounted PvP arenas.
(edited by Azjenco.9425)
Yeah, I’m thinking he just got the dates wrong, or the plan changed to Monday patches instead of Thursday.
That does make sense, but a heads up would have been nice.
As this topic shows, some people have been holding off on the personal mission, waiting for the patch to arrive, meanwhile no word has been given on what’s going on behind the scenes.
I definitely think ANet should be more in touch with people on what’s happening behind the scenes. Maybe they should hire someone with the specific task of translating information to the public, so incidents where misunderstandings could crop up can be dealt with before tensions rise.
Wouldn’t that be pointless? I mean in a month people’s levels would be into the hundreds, in a year it would reach thousands, but when you go to a zone you’d still be down leveled to the zone’s level, so having a super high level would be pointless.
The problem I do see with this is when the expansion comes around. Let’s say they raise the level cap, then people would immediately be down scaled from level 2143 to level 90, but then they can go anywhere in the zone without progressing along with it.
I’ll just copy/paste what I wrote elsewhere to point out my opinion:
The place leaves an odd taste in my mouth. I just think Orr can do with a bit of variety and scope. It just doesn’t feel all that epic.
Perhaps, rather than having large clumps of enemies stand around to create an illusion of a threat, the zones needs actual large scale threats. For instance, why not add some sort of corruption mechanic to the zone. Let’s say, there’s an area where blue corruption takes hold of a small part of the map, say a quarter of Malchor’s Leap, which then cause mage Orrians to appear and funnel corruptive energy into large orbs. This causes undead constructs to rise and wreak havoc. To end the threat players need to deal with the constructs, kill the mages, and destroy the orbs. There can be varied corruptions to keep the zone changing and interesting, like if red corruption spreads in an area, the enemies will go into frenzy, start mutating, and attack settlements.
Perhaps the zone can do with some large scale battles, like artillery plowing through hordes, and major clashes where NPCs and undead fight in great number, while players get to arm battlements to quell the hordes, or go into the fray to take on the hordes personally.
My favorite battle in the game has to be the Claw of Jormag. Blasting away at him, fighting his minions, watching cannons blow him from the sky, sending him crashing into the landscape, then taking him down while chaos erupts all around. It felt epic. When I came to Orr and saw dragons in the sky, taking on airships, I thought “wow, this is going to mind-blowing”.
But it wasn’t really. There were a lot of undead dotting the landscape, a skirmish here and there, and now and again small battles outside the temples. After a while in Orr I returned to Forstgorge, just because the zone feels better. The scenery was more varied and exciting.
Orr just needs more variety. Three zones that all feel the same, while Frostgorge has those sanctuaries, Yak’s bend, the dredge mines, all within one zone. Orr gets monotonous, fast, and I blame the scenery and the enemies just standing around. It needs something to throw you off the pattern that seems same old.
Maybe it would benefit from more large scale things happening. Battles and enemies, threats that feel worthy. So far the small skirmishes here and there and tripping over foes that pack you feels more like a chore than a threat, while large clashes would do the zone so much good. What if you encounter large, awe-inspiring foes. And I don’t mean the few giants wandering around. No, I mean having a bigger threat now and again, maybe not a dragon (we already have three) but perhaps a massive, multi-limbed undead creation that pops up, and chucks projectiles from afar, then players come in, and kill it piece by piece.
Grind
First off, there is no problem with ANet placing long term goals in the game. In fact, I wish there were more far away goals than just the legendary weapons, dungeon and karma skins.
However, the way to get some of these are not so great. To get karma and gold, you feel inclined to do high level events, since low level events reward high level characters with so little gold and karma that the time spent doesn’t feel worth it.
Tokens are another story, but I think ANet sees the issue and they’re working towards a solution.
I also think the game would benefit from more items that require assembly in the way legendary weapons work. This brings me to my other point, long and short term goals. Something I enjoy immensely are the daily and monthly achievements. It feels like you’re working towards something, but the rewards for these just feels a bit small. Makes me wonder why there aren’t weekly achievements as well.
Perhaps the game would benefit from more like-minded tasks, more tasks can be fulfilled. If you have goals, like do ten events and get an amount of karma or a karma boost, then at least it might feel that you’re working towards something.
Let me give another example, let’s say you have a tasks menu. In it a few random tasks are chosen, like say, killing a certain amount of enemies, and selling a certain amount of goods, or even accumulating a certain amount of karma. You know, varied goals, and then completing these goals will grant rewards, like say karma, coin, and random items according to your level. Then the goals will reset, and randomize new goals. A bunch of these can perhaps even funnel into a larger achievement, which can then reward you with collectors items. Or perhaps even items that are used to assemble specific gear, like legendary weapon components.
Orr
This place leaves an odd taste in my mouth. I just think Orr can do with a bit of variety and scope. It just doesn’t feel all that epic.
Perhaps, rather than having large clumps of enemies to create an illusion of a threat, the zones needs actual large scale threats, on top of the temple conquering. For instance, why not add some sort of corruption mechanic to the zone. Let’s say, there’s an area where blue corruption takes hold of a small part of the map, say a quarter of Malchor’s Leap, which then cause mage Orrians to appear and funnel corruptive energy into large orbs. This causes undead constructs to rise and wreak havoc. To end the threat players need to deal with the constructs, kill the mages, and destroy the orbs. There can be varied corruptions to keep the zone changing and interesting, like if red corruption spreads in an area, the enemies will go into frenzy, start mutating, and attack settlements.
Perhaps the zone can do with some large scale battles, like artillery plowing through hordes, and major clashes where NPCs and undead fight in great number, while players get to arm battlements to quell the horde, or go into the fray to take on the hordes personally.
My favorite battle in the game has to be the Claw of Jormag. Blasting away at him, fighting his minion hordes, watching cannons blow him from the sky, sending him crashing into the landscape, then taking him down while chaos erupts all around. It felt epic. When I came to Orr and saw dragons in the sky, taking on airships, I thought “wow, this is going to mind-blowing”.
But it wasn’t really. There were a lot of undead dotting the landscape, a skirmish here and there, and now and again small battles outside the temples. After a while in Orr I returned to Forstgorge, just because the zone feels better. The scenery was more varied and exciting.
Orr just needs more variety. Three zones that all feel the same, while Frostgorge has those sanctuaries, Yak’s bend, the dredge mines, all within one zone. Orr gets monotonous, fast, and I blame the scenery and the enemies just standing around. It needs something to throw you off the pattern that seems same old.
Maybe it would benefit from more large scale things happening. Battles and enemies, threats that feel worthy. So far the small skirmishes here and there and tripping over foes that pack you feels more like a chore than a threat, while large clashes would do the zone so much good. What if you encounter large, awe-inspiring foes. And I don’t mean the few giants wandering around. No, I mean having a bigger threat now and again, maybe not a dragon (we already have three) but perhaps a massive, multi-limbed undead creation that pops up, and chucks projectiles from afar, then players come in, and kill it piece by piece.
Alright, where to start…
Personal Story I agree that it’s somewhat disappointing that the story converged into a singular narrative, especially since it started out so diverse. However, I don’t mind Trahearne’s part in it so much. It sort of felt like a partnership to me. Yes, he was in charge, but he relied on your help far too much for you to be just a lackey.
What I dislike most of all is, like you said, it didn’t really branch. There were choices, which changed the missions somewhat, but there were no consequences to your choices. Everything played out in a straight direction, leading you where the designers wanted you to be, and not so much where you’d want to be.
Grinding This is a tough cookie. First off, there is no problem with ANet placing long term goals in the game. In fact, I wish there were more far of goals than just the legendary weapons.
However, the way to get there is not so great. To get karma and gold, you feel inclined to do high level events, since low level events reward high level characters with so little quantities of gold and karma that the time spent doesn’t feel worth it.
Tokens are another story, but I think ANet sees the issue and they’re working towards a solution.
I also think the game would benefit from more items that require assembly like legendary weapons. This brings me to my other point, long and short term goals. Something I enjoy immensely are the daily and monthly achievements. It feels like you’re working towards something, but the rewards just feel so small.
Perhaps the game would benefit from more like-minded tasks. Maybe weekly achievements can also be added to the list. But more substantially, perhaps more tasks can be added. For instance, let’s say a few random tasks are chosen, like say, killing a certain amount of enemies, and selling a certain amount of goods, and accumulating an amount of karma. Varied goals, and then completing these goals will grant a reward, then reset, and randomize new goals. These can funnel into a larger achievement, which can then reward you with collectors items.
I don’t know, this game feels like it has potential to reward you for doing whatever you want, but having specified goals also feels rewarding on top of that.
Orr This has been up for debate for a while now, and overall the opinion stands that Orr isn’t quite the satisfactory endgame that everyone wanted. I just think Orr can do with a bit of variety and scope. It just doesn’t feel all that epic.
Perhaps, rather than having large clumps of enemies to create an illusion of threat, the zones need actual large scale threats, other than the temples. For instance, why not add some sort of corruption mechanic to the zone. Let’s say, there’s an area where blue corruption spreads in an area, this causes mage Orrians to appear and funnel corruptive energy into large orbs. This causes undead constructs to rise and wreak havoc. To end the threat players need to deal with the constructs, kill the mages, and destroy the orbs. Or if red corruption spreads in an area, the enemies will go into frenzy, start mutating, and attacking settlements.
Perhaps the zone can do with some large scale battles, like artillery plowing through hordes, and major clashes where NPCs and undead fight in great number, while players get to arm battlements to quell the horde, or go into the fray to take on the hordes personally.
My favorite battle in the game is the Claw of Jormag. Blasting away at him, fighting his minion hordes, watching cannons blast him from the sky, sending him crashing into the landscape, then taking him down while chaos erupts all around. It felt epic. When I came to Orr and saw dragons in the sky, taking on airships, I thought “wow, this is going to mind-blowing”. It wasn’t really. There were a lot of undead dotting the landscape, a skirmish here and there, and now and again a small battle outside the temples. After a while in Orr I returned to Forstgorge, just because the zone feels better, and the scenery was more varied and exciting.
Orr just needs more variety, which changes the landscape a bit, and to throw you off the pattern that seems same old. There also needs to be more large scale things happening. Battles and enemies, threats that feel worthy. So far there are skirmishes here and there, while large clashes would do the zone so much good. You’ll also find a giant here and there, but having a bigger threat now and again, maybe not a dragaon (again) but perhaps a massive undead creation that pops up, and chucks projectiles from afar, then players come in, and kill it piece by piece.
GW2 has so much potential to grow. I’m really hoping it gets bigger and better. I’m just afraid it’ll rehash same old content.
I wrote my view elsewhere, but I’ll just copy/paste it here:
Funny enough, overall I find Frostgorge a much more enjoyable zone than Orr. I don’t know what it is about Orr, but something just feels… off.
I don’t know if it’s because you see the same landscape and the same enemies repeated into tedium, but the zone feels like it could do with some variety. It’s like three maps that are exactly the same, while Frostgorge, for instance, there are those magnificent sanctuaries, you also have Yak’s bend with it’s bit of greenery, those dredge mines, and the Drakkar corruption to the north west. Not to mention there’s the Claw of Jormag battle, easily the most fun and exciting battle I’ve encountered in the game.
Except for the temple runs, Orr just feels so… ugh.
I’d like to see a bit more incentive added to Orr as the level 80 endgame zone. Yes, the temples are fun, but other than that you just have a large number of undead standing around, which is the ‘threatening’ part of Orr, you might get packed by mobs. Maybe some large scale battles, NPCs, siege weapons, crazy bombings, against large groups or big enemies, like the dragon champions.
Maybe the zone can have strange changes happening, such as types of corruption that spreads, and twist things out of proportion, for instance a type of red corruption that drive things mad, causing constant attacks until you clear it, or blue where strange mages feed energies into conduits that charge up big undead monstrosities. I don’t know, something, anything.
Free us from Orr please. (End game lv80 character suggestion)
in Suggestions
Posted by: Azjenco.9425
Funny enough, overall I find Frostgorge a much more enjoyable zone than Orr. I don’t know what it is about Orr, but something just feels… off.
I don’t know if it’s because you see the same landscape and the same enemies repeated into tedium, but the zone feels like it could do with some variety. It’s like three maps that are exactly the same, while Frostgorge, for instance, there are those magnificent sanctuaries, you also have Yak’s bend with it’s bit of greenery, those dredge mines, and the Drakkar corruption to the north west. Not to mention there’s the Claw of Jormag battle, easily the most fun and exciting battle I’ve encountered in the game.
Except for the temple runs, Orr feels so… ugh.
I’d like to see a bit more incentive added to Orr as the level 80 endgame zone. Yes, the temples are fun, but other than that you just have a large number of undead standing around, which is the ‘threatening’ part of Orr, you might get packed by mobs. Maybe some large scale battles, NPCs, siege weapons, crazy bombings, against large groups or big enemies, like the dragon champions.
Maybe the zone can have strange changes happening, such as types of corruption that spreads, and twist things out of proportion, for instance a type of red corruption that drive things mad, causing constant attacks until you clear it, or blue where strange mages feed energies into conduits that charge up big undead monstrosities. I don’t know, something, anything.
As for your idea Forever. I couldn’t agree more. Low level zones have so little incentives for level 80 characters, especially due to insane waypoint costs, I don’t feel like going back there for any reason, be it zone completion, or even check out what I missed before hand.
I just saw “gearscore” and shuddered…
I’m curious as to why the guild bank doesn’t have its own collections tab. In our guild there are a few players who primarily focus on crafting, they enjoy it and love crafting items for the guild bank, so alts can have a selection of goods waiting. As a guild we help these guys out, send them mats they need, since they’re crafting items for all of us. If there is a collections tab, this would ease the process.
I think it would be a practical addition to any guild. Obviously one would first need to upgrade it, and I’m not sure what the cap would be, but perhaps that can also be upgraded.
I think a way to inspect someone else’s gear would be a great feature. Since cosmetics are so important, inspecting another character would add another social aspect to player interaction.
However, please don’t add a way for players to view each other’s traits. That would be a bad idea. Some players will always have it in their heads that some professions need to be played in a certain way, and allowing a player to view another’s traits would take some fun out of the game.
For instance, before going into a dungeon, some will inspect their party members, and find fault with their team mates’ buld choices, which would only lead to arguments.