Showing Posts For Azjenco.9425:

One core flaw in my opinion

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Does there need to be more than the lore, the world, and the aesthetics to turn what was essentially a coop rpg game into a true mmo? Some things would just never have worked from GW1 put into a persistent world setting with the population of an mmo. It can’t be the same, no matter how much they may have wanted it to be in the beginning, or how much the fans of the original may also want it to be.

The only thing I can think of are H&H and I’m glad they aren’t back. But I was more referring to the insane amount of builds an itemization. It’s still here, but not quite as strong as I remember it from back then. Item drops and time spent were better back then, something the devs are still trying to get right. Also, dailies aren’t quite yet the Zhaisen missions of GW2 which I think ANet are trying to replicate here.

To me GW2 is the superior product, but there certainly are some really strong things in GW1. People shouldn’t be so quick to scoff and roll their eyes at the GW1 fan base in this forum. There are still a few things GW2 can learn from GW1.

(edited by Azjenco.9425)

One core flaw in my opinion

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Gotta love the GW1 player base. Always good for a chuckle. Still upset this isn’t GW1 part 2, or an expansion of that game. Because, really, that’s what it breaks down to.

GW2 is very fun to play, as one GW1. But the promise of “taking what made GW great and putting that into a persisent world” is just flat-out being destroyed in favor of “taking what kept the gear-addicts playing insert every other MMO and putting that into what was supposed to be a unique game”.

GW2 isn’t GW1, and it wasn’t supposed to be….but the great things about GW1 they did keep are being killed off in favor of being like everyone else

Just curious though, if you take away lore, the world, and all the aesthetics, what of GW1 is still alive in GW2?

One core flaw in my opinion

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

What if ascended items stood next to exotics? Instead of being the next step, ascended could have had different forms of stats and bonuses not found on exotics. If ascended items were represented in new ways, then it could have opened options and have you make meaningful choices about how you wish to build your character in different ways.

Problem! I think all the stat type distributions are covered by Exotics. And the ones which aren’t covered I’m . . . tentatively sure wouldn’t be very useful. They’d be horizontal enough if they were:

- Lacking an upgrade slot you could slot Runes/Crests/Jewels into.
- Infusions contained only Agony Resistance and one stat bonus. Set that bonus to the highest value a Crest contains.
- Only Trinkets.

You see, that’s my biggest concern. Runes are completely excluded from ascended gear, though I’m not sure how ascended armor will be handled when it’s inevitably added into the game. Taking them away means removing another part of itemization choice. I really like Infusions, but Runes should still have a place. Maybe allow a certain infusion to slot a rune.

What I meant by different forms of stats and bonuses, I didn’t necessarily mean variations on the existing bonuses. What I rather meant was completely new forms of stats that distinguish then from exotics.
To give a rough example of what I had in mind, an ascended item could look something like this:
80 Power: +40 if you have a boon on you
80 Precision
80 Toughness: +40 if you have a condition on you

or

80 Precision/Condition Damage
80 Vitality/Toughness
80 Power/Healing
Switch from one set to the other whenever you switch between your weapons.

Again, this is a rough example, but there are ways to differentiate one gear type from another to maintain a level of horizontal progression. Also as an example, perhaps some rune effects can already be placed on ascended gear to substitute a stat. This is something not found on exotics and would really distinguish them from ascended gear.

Doing horizontal gear choices is really a place for designers to get creative and add deep choices for the players. Like I said, that would actually make you choose between which gear might make your build more interesting, rather than going from an exotic shaman set to an ascended shaman set.

(edited by Azjenco.9425)

In my opinion, Dailies are a shallow gameplay mechanic

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

It’s an evolution for sure, but people wanted a revolution.

Ah yes, that’s the correct way to phrase it.

In my opinion, Dailies are a shallow gameplay mechanic

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

We were promised something different – and yet here is A-net, encouraging people grind away for dumb rewards.

Since this thread is about dailies, I reckon you’re referring to them as grind. Really? Something that can be done in less than 30 minutes is accepted as grind these days…

Anyway, I wish people would stop citing that kitten manifesto video. I swear, it was ANet’s greatest downfall the day they conceived that damnable thing. There are two huge problems with it:

  • It can be interpreted it in many ways. When watched it will color fantastical images in the mind, even though what the devs state in the video isn’t actually false. The problem is they make it sound too good to be true, and what we have falls entirely short of the expectations they created. The idea they shape and what we find in game just isn’t that fantastical, which brings me to my second point.
  • Everything said is purposefully vague. And that created the fantastical illusion, that you can do anything, and the world is constantly alive and changing. You can fight in a dynamic way and it will never get boring. Of a deep meaningful story.
    While DEs do go to and fro, they’re a far cry from creating an actual living world.
    While the combat is a bit more exciting than just standing and hitting, you still need to do the same rotations to get the job done.
    While the personal story is decent, it wasn’t meaningful, or a deep RPG story in any way.

This is the problem in a nutshell. The game isn’t some astronomical new leap in entertainment, nor is it the second coming of gaming. Unfortunately, the manifesto overreaches the boundaries of what was plausible, and although the game is quite different, it’s not mind-blowing or the evolution of gaming.

In my opinion, dailies are fine. It’s just a way to reward you for playing, giving you small challenges to color your gameplay. What I do find lacking though is that the overall world is somewhat lackluster. I don’t mean reward wise, which everyone seems to focus on, but this whole dynamic world thing. While living story sounds promising, I’m also not referring to that. I mean the entire game world needs more diverse and affecting changes. Where constant DEs pull here and there and even interact and constantly have insane effects. Where world bosses don’t just come down on a timer, where you fight and then come back to the same spot in a few hours.

(edited by Azjenco.9425)

Why no extra rewards for doing 9/5 dailies?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

See the pattern?

Yes, humans are inherently ungrateful.

Daily: 6 categories complete, no reward

in Bugs: Game, Forum, Website

Posted by: Azjenco.9425

Azjenco.9425

I just finished my daily, got 5/5 and received the chest. So there is definitely a bug that doesn’t grant a chest when you skip from 4/5 to 6/5.

Why no extra rewards for doing 9/5 dailies?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

i dun care.
not happy.

anet lied to us.
told us there will be extra rewards.

turns out extra rewards are just exp and achievement points.

Really? They lied? Where exactly did they promise “extra rewards”? In fact, let me quote Colin’s interview at MMORPG.com:

COLIN: The new system will allow players to specifically pick from the list of daily achievements and complete the achievements they’re most interested in to earn their daily reward. We haven’t finalized the number, but it’ll be something like “do 5 out of 9 on the list to earn your reward.” If you decide you want to do more achievements from the list, for each additional achievement you do past the fifth, you’d also earn some bonus achievement points for your account. This is totally optional though.

The achievement points are what you get, so don’t make stuff up to make your opinion seem relevant. I think if they do add a reward, which really isn’t needed, then it should be a bit of karma and/or a few coppers. Or else it will feel mandatory.

(edited by Azjenco.9425)

Concerns about the revamped krait.

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

“Challenging” translates from ANetese into English as “Spam CC and conditions”

This is exactly the problem. I’m starting to wonder if these guys actually know how to design monsters.

Give them interesting abilities, devs. Make a person look at the monster description and see what it does, then translate that into an interesting fight. Make some monsters work in tandem, where their abilities can function off of one another.

Don’t merely shrug and say: “How will we make these guys tough and fun. Hmm, give them knockback, that’ll be a hoot…”
No, just no. CCs should be a punishment when you do something wrong in a fight, not the entire mechanic when you fight a monster.

Strongly disagree with new chest loot.

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

These chests should be given out once, across all servers and characters, once. Or it should be affected by (shudder) DR. But then it should be done right.

Why not make the events harder, rather than just nerfing the loot cause it’s too easy?

Or, do this! Make them a lot more intricate and difficult to complete, not the cake walk we currently have. And participation needs to happen from the start. I see too many people in Claw of Jormag stand off to the side.

Daily: 6 categories complete, no reward

in Bugs: Game, Forum, Website

Posted by: Azjenco.9425

Azjenco.9425

Hope they fix it soon. I’m not finishing this kitten until they get it fixed…

Replacing All Dugeon Tokens with Laurels

in Suggestions

Posted by: Azjenco.9425

Azjenco.9425

just give us 1000 item stack slots in “Materials” storage for dungeon tokens….

Solves a ton of issues

This will definitely work, and will solve the limited 250 stack space as well.

Replacing All Dugeon Tokens with Laurels

in Suggestions

Posted by: Azjenco.9425

Azjenco.9425

I don’t mind the multiple currencies, but I hate the currencies that take up inventory space.

Make it so it doesn’t take up inventory space and you can make as many currencies as you want, Anet.

Well, if you right click any dungeon token, there will be an option to move them to your collectables storage space. Although it’s greyed out, this option has been there since December. Why it hasn’t been implemented yet is a complete mystery.

This would already be a huge improvement to the space problem and IMO trumps my universal token idea by miles.

(edited by Azjenco.9425)

Replacing All Dugeon Tokens with Laurels

in Suggestions

Posted by: Azjenco.9425

Azjenco.9425

What I’d like to see is a universal token system. Where you can them convert your blank tokens into specific tokens and then receive your gear. Why limit dungeon runners to run a single dungeon for a set, when they can have the option to play dungeons as they like.

What I’d also like to see is cross sets, where a piece of gear cost tokens from two different varieties, like say HotW and SE, and then have those items themed around both dungeons combined.

Firstly some dungeon sets are far better skins, normally the harder dungeons, if you want better skins play harder content.

Secondly so you want less currency and now less content?

Less content? Can’t see that I suggested they remove dungeons or paths, so no, I did not say I want less content. Rather, I think all content should be raised on par, and have players play whatever they want and get rewarded for it. In fact, there are eight dungeons, so we have eight dungeons sets.

I think a universal system will have more options to add more sets without any hassle. For instance, there can be fifteen sets and you play the dungeons you want and choose the items you desire.

Also, saying some items are better than others is a completely subjective view. I’ve seen players run with dungeon items that I find hideous and frankly, as sought after as the Arah gear are, I find them ugly as well. But obviously that’s my personal view.

So saying the better skins are hidden beyond the more challenging content is a bit of a moot point. Case in point, CoF, everyone run CoF gear like mad, and one can clear P1 in about ten minutes and P2 in less than twenty.

I never want to do a dungeon again.

in Fractals, Dungeons & Raids

Posted by: Azjenco.9425

Azjenco.9425

Well buckle up, because in a few months all dungeons will be like this.

Replacing All Dugeon Tokens with Laurels

in Suggestions

Posted by: Azjenco.9425

Azjenco.9425

No, overlapping the daily/monthly reward system with that of the dungeon system doesn’t sound like a very good idea.

I do think that heaping dungeon tokens and then having more and more added into the game with more dungeons is also not a very healthy way of going about our business. I’d prefer a simplified system of the way dungeon tokens currently function, one a bit more practical and economical in the limited space we have available.

What I’d like to see is a universal token system. Where you can them convert your blank tokens into specific tokens and then receive your gear. Why limit dungeon runners to run a single dungeon for a set, when they can have the option to play dungeons as they like.

What I’d also like to see is cross sets, where a piece of gear cost tokens from two different varieties, like say HotW and SE, and then have those items themed around both dungeons combined.

(edited by Azjenco.9425)

The new AC...

in Fractals, Dungeons & Raids

Posted by: Azjenco.9425

Azjenco.9425

I thought the bosses were going to be more interesting. Kholer summoning adds at intervals of his health dropping isn’t so much combat phases or boss mechanics, it’s just busy work. The fight was already a contest of chiseling away his large health pool, hit, hit, hit, dodge, hit, hit, hit, dodge, only now you get to hit other enemies as well between those dodges.

Also, according to the patch notes:

Rebalanced the graveling dungeon army to make them more interesting and fun to fight.

But, from what you said OP:

Normal Gravelings know knockback with their leap. they don’t just cripple.

Really? Knockback now constitutes as interesting and fun…
When I first read the patch notes I thought… “hmm, maybe they will have synchronous abilities, like perhaps one will buff the others, while another causes bleeds to those close in melee, whereas another teleports between graveling allies to do range attacks.” You know, something different and actually interesting… Giving them knockback isn’t really fun and interesting.

It’s a good thing that the final bosses have had some thought placed into them, but I don’t get why the rest are being neglected.

New Guild System Leaves out Small Guilds

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

You know what I love about this system? It’s the fact that it’s actually perfect for guild alliances. Really, it should be brought over from GW1 as it will benefit small guilds immensely.

To help the smaller guilds out, when two or more smaller guilds finish content together, there can be an influence bonuses added in, which will be less when large guilds do the same tasks.

In fact, guild missions overall can become bigger, and as such guilds in alliances can make call outs through the alliance and draw guilds together. Not only that, but in WvW guild alliances can also be drawn together and also coordinate.

GW2 is favoring alliances more and more. I have no idea why it isn’t being implemented…

The new AC...

in Fractals, Dungeons & Raids

Posted by: Azjenco.9425

Azjenco.9425

  • AC got a lot more challenging. This is no longer a level 35 dungeon

They should just make explorable modes level 80 only and get it over with. I doubt characters below 80 will be a sought after sight now, and inst-kicking will become a common sight.

I’m all for challenging dungeons (although I fail to see how “just chuck in some adds” equals an interesting challenge…), but there’s a certain degree of requirements coming through here and players under 80 wont have all their skills unlocked, so they’re not really reliable to pull themselves through these fights.

That said, I can’t wait to do the ghostbuster fight with my guild.

Patch size?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

It is… “connection error detected: retrying” MB

Lol, it said the same thing for me. So I just left it and after a minute it started downloading. No idea what was wrong with it…

Please, no more new currency

in Suggestions

Posted by: Azjenco.9425

Azjenco.9425

I would appreciate it if we can place tokens and badges into the collectables tab. The option has been there since December, albeit greyed out, which means these items are intended to go there. Why it’s taking so long to implement is anyone’s guys.

I think having a variety of currencies is good, but we are reaching a point now where it’s enough. Perhaps when more features are implemented in the future, the teams would rather consider the ones we already have and make their system a part of a specific currency, rather than inventing another of their own.
That said, the game is already full of rare items, which can also be used.

(edited by Azjenco.9425)

When will the patch be released? [Merged]

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Patch notes would be great though.

In my opinion, the game doesn't offer enough for casuals

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Blaming the game for not being fully up to YOUR taste is rather harsh and disrespectful. I play as solo as you can possibly play, I’ve got my Ranger to level 80 and I’m currently re-starting as a Thief currently at level 21, I play solo, I don’t have a Guild, I don’t play on getting a guild. If I go WvW I play alone and just tag a long with randomers if need be. The only time I ever socialize with the other human beings is if I need to do a dungeon or fractals, I’ll join a group.

And I can’t say I feel the same as you, I enjoy it just as much as I’d enjoy it in any other MMO.

And you are 100% correct. I am reporting my partner’s experience of the game and personal preferences. We tend to play for the role playing story and find it lacking.

If you bought this game for the story, then I completely agree. The personal story is the worst aspect of this game. Until level 30ish it’s fine, but quickly falls apart and feels lackluster. The developers said they want a story that will stand strong and proud among single player RPGs.

But take games like Baldur’s Gate, KotOR, Planescape Torment, the Witcher, Dragon Age Origins, Mass Effect, Fallout. In comparison to these, the role-playing aspect of this game nosedives into a concrete slab.

Other than that, everything else in this game is good and improving.

Small Guild Alliances

in Guilds

Posted by: Azjenco.9425

Azjenco.9425

There should be a tool in game to facilitate guild alliances. It would help smaller guilds to hook-up and really help guilds connect.

When will the patch be released? [Merged]

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Sure, they could state that it would be the 27th for EU but is that really necessary? Do people from EU really have such a difficult time figuring out that if a U.S. based company says the 26th then it will probably be the 27th in EU?

I think it would be good if they did it for clarity’s sake. It’s true that Europeans can just work out the time for themselves, but would it be all that bad to do it just to keep everyone informed and happy?

When will the patch be released? [Merged]

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Hahaha, this is actually the most fun part on patch day. The whole “when will it drop” anticipation. Some get angry: “Grrr, stop demanding stuff and be happy you’re getting stuff”, while others mull the issue over in confusion.

Over here it’s almost 14:00 and the patch is probably still a long ways off. I was able to start downloading the January patch around midnight, and the download took a few hours. So, I’m really not holding my breath, I’ll only get it the 27th, and since I’ll be indisposed from 9 till 8, I’ll probably only experience the patch the 28th.

Yay Europe…

Would you pay a subscription to play GW2?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Quite honestly, I will never in my life again pay a subscription fee to play a game. I did it for years playing WoW, and looking back the notion now seems ludicrous to me. Think about it, you pay money just so you can keep playing a game you already paid for. It’s bloody ridiculous.

Flame & Frost: Kickoff time?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Well it started snowing here where I am, was that the start?

The question is, where are you?

Hoelbrak
http://wiki.guildwars2.com/wiki/Hoelbrak

Doesn’t it sometimes snow in Hoelbrak? I think so, but I’m not 100% sure now, unless it’s heavy snow.

Flame & Frost: Kickoff time?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Well it started snowing here where I am, was that the start?

The question is, where are you?

Monthly Completionist track?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

It’s not stupid… I’ve had a lot of (unfortunately unavoidable) personal reasons that I haven’t been able to play this month. Yes, obviously it’s on my head but that doesn’t change the fact that it seems a little draconian given the already short month, no?

Sorry man, it’s called a monthly for a reason. I saw this as the easiest and best achievement to get over and done with, and was the first one I had done. But in your current predicament, it’s actually the other way around now.

Then again, it’s not really supposed to be steam rolled through, that’s not really the point of monthlies. Your monthly is supposed to enforce some form of dedication. The daily completionist is part of that dedicated play.

So, while I do understand your plight, on the other hand, in light of the January update featuring some big changes to the daily system, I do agree with daily achievements being added in.

(edited by Azjenco.9425)

Flame & Frost: Kickoff time?

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Will it be today specifically? It’s funny that the previous additions happened on Mondays (the 4th, 11th and 18th). I was sort of expecting something to have happened yesterday. Oh well, we’ll have to wait and see.

Comfirmed- Nothing being done re: conditions

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Could another solution lie in the idea of a haemorrage, without changing everything? Once the subject has 25 stacks, the 26th then removes all current stacks and replaces them with a haemorrage debuff which itself can stack up to 25 times. Each haemorrage makes the target 1-2% weaker to Bleeds. Since the haemorrage isn’t actually applying direct damage nobody gets penalised by missing out on applying their damage to the stack. Come to think of it the opposite would happen because everyone would be doing slightly more damage and even those piddly little double digit one second Bleeds would be welcomed. The same idea could be applied to Burning and Poison.

Yes! Now this I like!

Basically, the “hemorrhage” effect is an upgrade of a previous condition, turning a burn effect into a burn 2.0, if you will. I really like this idea, it would really promote condition players to work together, rather than having players compete for the top conditions and thus making other conditioners obsolete.

I will say, however, that I feel that one players shouldn’t be able to reach said hemorrhage effect. Two players, if they’re really on top of their condition build, maybe. Three and more, sure. This effect should be sole for group lay, and I think it will be a brilliant way for groups of players to really push the boundaries of what conditions can achieve.

When will the patch be released? [Merged]

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

But seriously though, when exactly will it go live?!?!?!?!?! JK… XD

Due to the patch coming out on a Tuesday, instead of a Monday like last month, I actually thought they might have given themselves an extra day after the weekend to get it out faster. Would be an interesting way to dodge the angry, hungering masses. I doubt that’s the reason why it’s on a Tuesday, but we’ll have to wait and see though.

Comfirmed- Nothing being done re: conditions

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Couldn’t each Class have it’s own Conditions, each with it’s own “haemorrage”?

Instead of Bleed, Necro’s get Disease. Once a Disease reaches the 25 cap the next application becomes an Acute Disease, which is burst damage. No other Class can apply Diseases.

Thieves get Toxins. At the cap, the next application becomes a burst of Virulent Toxin. No other Class can apply Toxins.

Guardians get Fervant Fire, a type of burning effect… that has blue flames instead of orange. No other Class does this kind of damage.

Ele’s have Fire, Rangers have Poison, Warriors have Bleeds, Mesmers have Confusion and Engineers have… um… Acid.

That’s the gist of it. Each Class has a unique condition. The cap remains at 25, but each application after that 25 bursts the oldest stack’s remaining damage, as smeone described earlier. By giving each Class their own unique Condition, this negates the problem of having three different people of three different Classes all competing for the same spot on the stack… while also preventing Condition dealers from just dealing constant haemorrages after the first few seconds fighting a Champ because every single class is applying the same Condition.

I really like the idea of professions having their own set of conditions, however, I’d prefer it if there weren’t three different sets of “poisons” competing with one another. For instance, in a fight you may have a necro, a thief and an engi, they’ll all be throwing their unique poisons to full effect, each utilizing the skill for maximum damage. But when there are three thieves in the party, the same problem will rear its head again, as each of them will be competing for toxin dominance. This will cause the same professions to rather not party together.

I think the amount of overall shared conditions should be lessened, which will make classes feel more distinct. At present, all profession except for the guardian can cause bleeds, while six can cause burn. What makes them so special if they can all replicate effects? I’d rather say they should share less conditions, but specialize a bit more in the conditions they have. For instance, two professions should share bleed, and two share burn. Add in extra conditions such as disease, albeit different than poison, such as escalating damage, but lowish duration, and has a chance to jump to nearby enemies. And give deep wounds to the warrior. Stuff like that, so each class starts to have more of a unique purpose rather than sharing almost all conditions across the board. The guardian is actually a good example of what I’m trying to illustrate, as he only has burn, and has a unikittenfect in aegis, which no other profession shares.

I also like the idea of spike damage. This will solve the PvE problem to an extent. When players of the same profession stacks a damage dealing condition, it will go into a burst, for instance, burn will get periodic fire explosions that deal aoe damage. Whereas something like bleed will have deal added damage whenever the target suffering a bleed burst takes an action.

(edited by Azjenco.9425)

Too much "Play your Way"

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

I miss the feel of going to certain areas to farm/find certain items.

Same.
I really really miss things like boss hunting or farming certain zones for a specific loot like we did in GW1.
Hopefully they will find a way to make earlier zones useful at lvl 80, I don’t believe 90% of Tyria should become immediately obsolete once you hit 80.

I completely agree. This was a great part of what made GW1 special and fun, which would have worked very well in GW2. Saying that this game moved away from GW1 and some things wont work doesn’t make sense in this case. This isn’t like H&H, this could have translated on to GW2 in a very good way.

Like specific loot, there could be bosses at the end of mini dungeons who drop a certain item, or a variation of it, like say a searing greatsword, or searing shortbow, or searing shield, etc. Maybe, if they don’t want there to be drops, there can be a vendor at the end of the mini dungeon that sells some specific items, but I’d rather have them drop from the boss.

Or even have an event chain that summons a world boss, one that can actually defeat players if they just spam attacks. If he’s not killed in a certain time, he’ll actually leave. But when killed, he’ll drop an item from a set, like the searing example I used.

Also, I wish there were certain useful drops in each zone, something you can only find there. Maybe it could be crafting tools, maybe specific items that you trade in for items, like GW1 collectors. I’d also like it if each region (Kryta, Ascalon, Shiverpeaks…) had its own unique looking armors, like you’ll find Ascalonian light armor, which has a distinct Ascalonian feel to it. These can drop with different rarities and stats, but basically, each region drops armors with a distinct flavor according to that area.

(edited by Azjenco.9425)

Make us re-play our personal story!

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

And i want to hang out with Destiny’s Edge again

Just replay Story Mode dungeons for that highschool drama storyline.

As for replaying the entire Personal Story, I’d only be up for that if they actually got rid of Trahaerne, every alt I level always stops the story at Claw Island.

Same here. All I’d like to see is the brilliant build up in your personal story before Claw Island actually have an effect after Claw Island. It’s as if nothing carried through the story. For a game boasting choices that matter, they seem to jump ship as often as possible.

Make your choices from the opening biography questions matter right through to the end. The story line felt more like a tv show where each episode had its own little story, sort of a “Monster of the Week” flavor. There wasn’t epic build up or permanence from level 1 to 80, and that I really disliked.

What didn’t work for me was that Destiny’s Edge felt a bit flat and one dimensional. They didn’t really have any deep characterization. I was really looking forward to experiencing the game with these guys, but at level 80, I was a bit disappointed.
Throughout the game the theme of Destiny’s Edge was:
Logan: “I love my queen.”
Rytlock: “I hate you Logan.”
Logan: “I hate you for hating me.”
Eir: “Come on guys, don’t fight.”
Logan and Rytlock: “Shut up!”
Zojja: “You guys are stupid. Especially you, Eir. Your stupidity is incalculably astronomical.”
Eir: “Why don’t you guys like me?”
Caithe: “Sigh. Why must we squabble? The Dragons, can’t anyone see the Dragons?!”
Basically, yeah… During the early levels there’s a bit of story going on, but even there the characters follow the same basis.
Moving forward, I really hope ANet flesh these guys out a bit more. Develop their personal struggles, give them investments and internal, as well as widespread, stakes in their surroundings. Make them more believable than just making them furnishings around the storyline.

So I logged on Guild Wars 1

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Discuss what exactly? The fact that GW1 controls give your hands life degeneration and longer skill activation.

I don’t understand the topic.

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

Rarity isn’t my point.

Well, then this discussion is moot.

All your ideas are great and wonderful, and something I’d love to see in the game though.

EDIT: I’m not being sarcastic at all, I really do love your ideas. But we’re at a fundamental disagreement on the “proper” level of rarity of Legendaries, so we’ll have to agree to disagree.

That’s what I was starting to realize. We were talking about two different things, which was why we didn’t quite see eye to eye, I’m thinking.
But I agree. Let’s agree to disagree.

P.S. Maybe they can keep the current legendaries as they are, but in the future implemented more varried ways to acquire the new legendaries (which could be clasified as legendary ‘light’) they add to the game. Maybe.

(edited by Azjenco.9425)

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

Your system is the using what we have already. That does not enforce rarity, none of the content that exists in the game is truly difficult to do so that a majority of players cannot do it. Karma is a joke to earn. You can jump your way to 500 badges in no time. World completion takes like 2 weeks for a player dedicated to it.

If you “tune” it somehow so that 1% can complete it, you’re 1. designing new content, because higher hp/dmg is not the answer. and 2. designing new content to be completed only by the 1%.

It all boils down to this. You know, you brought up the 1% concept, you brought up rarity, I never delved into this in my initial post. What I suggested was, make these items worth the legend, but then you started stating that it’s not worth it if no-one will see it.

To be quite frank, to me if a player has reached a point in the game where he/she feels ‘Now I am up to start building my legendary’, then in two weeks to three weeks of play they should have a legendary. Why not?

What I proposed was taking the tedium out of legendaries, and let players build a legend around the item as they compile them. Let them do mini dungeons, let them do jumping puzzles, let them explore strange nooks and crannies around Tryia, let them defeat giant world bosses. By achieving all these epic tasks, and doing tasks like earning karma, killing players, and world exploration, this will add a lot to the feel of the world by taking them from one corner to the next. Isn’t that what the game is about?

And what I meant by ‘hard mode’ content wasn’t hp/damage boosts, so leave that notion. I stated that by making small solo maps (using already existing personal story maps). Just add in enemies, add some co-ordinated play and strategies, which shouldn’t take more than an hour if you’ve figured out what to do.

There is no extreme rarity, or 1% population exclusion here. Right now people have legendaries, I see them in LA quite frequently. Rarity isn’t my point. Those were your words. Making a legendary should become part of your story, a catchphrase that became quite synonymous with the game.

My view is a legendary should be a journey, an experience that takes you through all facets of the game, while telling a small tale of how it got there.

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

And if it was content that you can simply complete with just “perseverence,” then it’s not going to enforce rarity.

You’re basically trying to design content that only 1% of the population can succeed in. Good luck.

The thing is, all your ideas are nice. Hard mode is fun, rewarding JPs is fun, etc. But you can’t make it reward Legendaries unless you toss out the current rarity of Legendaries out the window.

Which is fine. But I’m sure it’s not something Anet wants to do, and not worth their effort.

BTW I like to point out that Anet obviously wanted luck to be a factor in Legendaries as well, seeing as it requires Mystic CLOVERS. It makes perfect sense.

I don’t see how you can say that a system which enforces perseverance wont result in item rarity. Of course it will, if players are required to do content that requires skill and test them to their fullest, then either you will have to try over and over, or just give up, or try it now and again over a long period. On the other hand, also including items that you can only achieve through skill points, completing dailies, karma, WvW and dungeon running, then you’ll need to play parts of the game for long periods of time.

But you state my system is not going to enforce rarity, and then you say only 1% of the population can succeed therein. Your two statements are pretty contradictory. Again, the devs have already placed content in the game that very few of the player base are meant to conquer, so making a case against it now kinda falls flat.

How exactly will the implementation of a new system toss out the old legendaries? Your reasoning seems flawed here. It will take some fine tuning and the new system can take just as long as the current one. Like I said, I only think part of the legendary creation isn’t up to scratch and deserves to be improved to “legendary” status. The rest can be readjusted around that, which could definitely work.

As for RNG. Precursors were heavily dependent thereon, even more than mystic clovers, and people hated the RNG. Now ANet is working on a scavenger hunt, thus throwing chance out of the equation. Since they’ve changed their minds on precursors, thinking they wont change the acquisition of clovers doesn’t seem that unlikely. And that makes perfect sense.

(edited by Azjenco.9425)

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

If you’re looking for a game where you can get the top gear with little effort (just playing), I suggest you pick up single player RPG.

Kitten slap!
I didn’t ask for handout legendaries, instead, I actually suggested the crafting process be drawn to more interesting parts of the game, i.e. JPs and mini dungeons. I find it laughable that you seem to suggest slapping on MF and running Cursed Shore every night like a zombie is some sort of accomplishment.

If you want a game where you are rewarded by doing mindless, tedious tasks, WoW is that way. I’m here for a game that challenges you through interesting and innovative ideas.

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

Lastly, like I said, the items used in my above description is where the time consuming play comes in. Bloodstones, World Completion, Tokens, these function well as play sinks.
But then also add small items to existing mini dungeons and JPs. You said they were completable, but this should be where the fun part comes in. Rather than MF stacking and mat grinding in one spot for nights on end, have people do existing content. It’ll draw people to mini dungeons, and let people enjoy JPs together.
The devs are already updating the existing world, this wouldn’t be extra work as they are already in the process. Just incorporate these elements into the already ongoing design process. Plus, world bosses are being upgraded, add component items to them as well.

From there they can finally use existing maps, once you have all the components and the precursor. Like say, use three existing personal story maps. Then retool them with enemies and a new story. Like say, you need to hunt for an ancient forge, and at the end challenge the forge master for the right to use the forge. You need to do this alone, and what I meant by difficult is, just a cut above the personal story missions, push it just above that. You’ll need to do these three missions alone, and as you complete them, you get a few more glimpses of your item story coming to fruition.

As I said, the long play parts come from the examples I used in my first paragraph. Instead of having a mat hunt, which should should by all rights remain with just normal item crafting, and instead draw people to assemble parts from JPs, dungeons, mini dungeons and world bosses.
Then, have it all end in an epic climax that’s worthy of a legendary item’s stature.

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

@Ursan
There’s a bit of a contradiction in your words that I want to point out:

Because if they were what was needed for a Legendary, a ton of people will do them. Because again, they just aren’t that difficult.

And this all for content designed so that 1% of the playerbase can do?

Like you said, design it, and people will definitely give it a go, even if they fail at first, perseverance will bring them back.

Let me put it this way.
Things that I feel make sense in a legendary weapon’s creation:
Mystic Coins – It takes time and dedicated play, but the fact that it’s a TP item isn’t good
Bloodstone shard, Badges of Honor, Obsidian shard, Gift of Exploration, Dungeon Tokens – They all take time and dedicated play to get
Things that don’t make sense in legendary creation:
T6 mats, ectos, Clover RNG.

The items I listed first is good examples of things that take time and play to get to, which is all great and deserve to be included in . The second list is poor excuses to waist extra time. These items are mats used in the crafting of normal gear, and function properly as such, but throwing them into legendaries is just bad design. Why not use more items from the first example then, at least these you need to play for, and can’t be bought.

As for the scavenger hunt, I didn’t mention it as an example of a challenge, rather to show that they are focused on expanding on legendaries. I also used it as an example to initiate the legendary weapon’s story, to add flavor to it. Like I said, completing your scavenger hunt, and then talking to the ghost of the previous owner will add a lot of flavor to the item. Plus, have a blurb in the precursor’s description with a small bit of extra story. That wouldn’t hurt and would add great feel to the items.

Continued bellow

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

While what you’re saying is great and all, Anet designed Legendaries to be only wielded by a small percentage of the population.

You say it like it’s a bad thing…

If you want this legendary epic quest to be only completable by only a small percentage of people, it has to be a very long and very difficult quest.

A series of very tough challenges would do.

Lets just ignore how unfair a quest so difficult, a majority of the player population can’t do it. And how hard it is to come up with a metric for player skill. It has to take a loooong time to do to enforce rarity.

How many players have completed more than half of the JPs?
How many players have completed more than half explorer mode dungeons?
How many players have completed all the mini dungeons?
How many players have done world exploration?

The devs have said that expl dungeons are only for the dedicated dungeon runners. Jumping puzzles are there for only the most dedicated, and they’ve said it’s hard enough for not every player to complete.
As you can clearly see, there’s already content design not to be completed by all players, expl dungeons is already an example of niche content. I’m sorry, but your point falls through the floor.

In order to not make it repetitive (grindy) there has to be a TON of unique content created, just for the sole purpose of creating a Legendary.

A TON you say? No, they can reuse old maps, like say, revisiting old story missions, but tweak it to be hard mode. And placing components at hard to find and challenging places around the world, like at the end of JPs and mini dungeons, maybe even world bosses once they’ve been updated.

There’s already a scavenger hunt being design, so they are already designing content for the legendaries. Having a small story start when you find a precursor, maybe even just a small description in the item’s information tab, wouldn’t be that difficult. When I say give the items stories, I didn’t mean full on cinematics… Rather just add small tales as you assemble its components, like a book, or the appearance of a ghost, or even the remnants of a battle scene.

So you’re devoting TONS of dev work-hours to creating content on something that 1% of the population will experience.

Again, that’s already the idea behind explorable dungeons and JPs…

While, in a perfect world, your ideas would be nice. But if we are working on the assumption that Anet wants to enforce Legendary rarity, your proposed solution is incredibly impractical.

How was any of what I just said impractical? And just by saying “it takes 1000 hours of to earn a Legendary”, you’ve already stated that ANet enforces legendary rarity…

I mean think about it. Say it takes 1000 hours of “grind” to earn a Legendary. In order to make this non-grindy and non-repetitive, Anet has to create 1000 hours of unique gameplay? (Perhaps more, seeing as more people would play through unique content than grind repetitively?) While certainly possible, it’s impractical, and really takes away from the rest of the game (yes, the game exists even if you ignore Legendaries)

Like I said, you don’t need 1000 hours of unique gameplay to compare with the long grind it takes to have a legendary. Hell, right now it doesn’t even take a 1000 hours to get a legendary. Adding components to some challenging spots already in the world, and adding some scant content (which wont be that difficult, like I explained). You don’t need 1000 hours of content, only smart designed, challenging content.

So, rather than having the interestingly challenging content I described above, that would not only challenge players to their fullest and give each legendary item a unique and interesting tale and voice. You’d rather stick with the intense grind that really has no inventiveness or flavor in any way, shape, or form. I’m sorry, but if you’re content with mediocrity, then kudos to you, but I’d rather voice my opinion in an attempt to have the devs make something special of this.

(edited by Azjenco.9425)

Young Karka

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

According to the wiki they should:
http://wiki.guildwars2.com/wiki/Mini_Karka
http://wiki.guildwars2.com/wiki/Young_Karka
But in the months I’ve harvested the rich ori vein, I’ve never seen it drop, so it must be very rare.

On a side note, it would be nice if more creatures were able to drop their minis.

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

I really don’t get it. There’s absolutely no evidence to prove that everyone with Legendaries are TP “stock brokers,” while you have plenty of evidence showing the opposite (Not everyone who has Legendaries plays the TP). Mystifying.

Yes, the legendary wielders are split between the stock brokers and the grindmongers. What’s mystifying is that an item referred to as a weapon of legendary proportions are relegated to those who either use gold to buy the materials, or those who mindlessly plow away to get the crap loads of crafting mats needed to make it.

Do you know what would have made these items worth being called legends?
An epic quest that reveals the history and interestingly crafted lore that went into making these items worthy of the legend that made them what they are. To be called a legendary weapon you’d expect there to be difficult content to assemble the components, and challenging puzzles and obstacles that you’d need to overcome to get these weapons assembled.

The time factor shouldn’t be a matter of taking forever to wade through hordes of bad drops, and the constant “challenge” of RNG. No, making your legendary should take time as you go through its story, uncover places you need to complete difficult tasks, and complete content that pushes you to your limits.

If you think RNG and stacking MF to grind away mats equates a challenging and rewarding process, then my views of a deep and satisfying experience differs completely from yours.

(edited by Azjenco.9425)

Bad Economy

in Black Lion Trading Co

Posted by: Azjenco.9425

Azjenco.9425

Become a Legend in Tyria, Trade like noone else!

Sadly this is very true.

In Tyria the heroes of legend aren’t those who risk their lives to help others, nor the individuals who wage wars and save the world, not even the guys and gals who enrich the world by carving their so-called story across the borders of the world.
No, the legends of Tyria are the stock brokers and the individuals who’ve got an edge on the market… Sad indeed.

Sneaky sneaky devs - TP Preview

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Finally, they snuck it into the update list, is right. I wasn’t referring to the game, so obviously it wasn’t snuck into the game, I was referring to the features list. Therefore, snuck is correct, as in “they snuck (past tense) the preview feature into the update list”.

Glad I could clear that up for you.

Actually they wrote a facebook post and twitter post about the new trading post preview, so I wouldn’t really say they “snuck” it in at all. In fact they advertised it for those that are willing to look.

Sigh. At this moment, the facebook and twitter posts happened 20 hours ago. I created this topic 23 hours ago…

The fact of the matter is, for some reason people are focusing on the wrong part of why I made this thread. Look past the “information being snuck in” part and rather focus on the fact that we are getting a preview feature. Rejoice!

(edited by Azjenco.9425)

Sneaky sneaky devs - TP Preview

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

Dude….

They listed a feature, it is not snuck in, get over it. You’re fired.

Dude, this is something a lot of people wanted to see implemented. It’s new to the update and to us, since it wasn’t there last week. What’s there to get over?

The funny thing is, the post you replied to initially wasn’t even aimed at you, I was replying to FlamingFoxx. Do you often interrupt conversations then change the topic onto yourself, while insulting the people who’re talking and tell them to get over whatever they’re talking about?

You don’t even really care about the game, so move on so people who actually enjoy the game can talk.

(edited by Azjenco.9425)

Sneaky sneaky devs - TP Preview

in Guild Wars 2 Discussion

Posted by: Azjenco.9425

Azjenco.9425

I paid full attention to what you wrote, blame yourself on how you worded your post.

**

Did anyone look at the February content as of late? Did anyone notice this perchance:

Preview Items in the Trading Post

Try before you buy! You’ll have the ability to preview items in the Trading Post before you buy them. Simply right-click an item icon and select “Preview” to see the item equipped on your character. Check out how a weapon looks by itself, how it looks when sheathed, and how it looks when wielded by your character.

They must have snuck it in there while we weren’t looking. **

I never read about up and coming patches, or what was patched when I update, I wait for the breaks….

Your last sentence states it as if it was already done. SOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO…..

Before you tell people to pay attention to what you write, write what you mean. Snuck is past tense sneak. If it hasn’t happened yet, they are trying to sneak it in.

No, you weren’t paying attention, not even remotely…

I specifically said “did anyone look at the February content” which can only be found on their main page. There is no other place to see what content will be coming in Feb. Then, I referred to the specific piece from the article. And if you’d look at the February content page, you’d see February 26, 2013 clearly displayed at the top of the page. So, if you somehow assumed they will be adding content meant for the update before the update arrives, then it’s still a failure on your part, not mine.

You say you never read about upcoming changes… then you blame me because you don’t want to stay up to date on new announcements… Again, this post referred to that article, which I clearly stated. But since it’s up coming changes to the game, something you avoid reading about, it’s still a failure on your part for not staying up to date then blaming me for sharing said content from the update notes.

Finally, they snuck it into the update list, is right. I wasn’t referring to the game, so obviously it wasn’t snuck into the game, I was referring to the features list. Therefore, snuck is correct, as in “they snuck (past tense) the preview feature into the update list”.

Glad I could clear that up for you.

(edited by Azjenco.9425)