Can’t you learn to expect more from them? Are your expectations this low for every company you deal with in your lives?
To be fair this is a common mindset in modern days. Expectations of companies who grow large and popular people tend to expect less, the gaming industry is no different if not worse. Shows the sad state of the gaming industry.
ok so I may have used the wrong term in saying archer, but you knew what I meant.
Yes people like to nitpick and get defensive when you use general terms for things. Like calling a warrior or guardian a tank will cause an uproar or even calling a Ele a mage. While GW2 does diversify classes to some degree, they really aren’t unique enough to not be considered under normal generalizations. Saying an archer or hunter most will assume Ranger, others will rage
Welcome to GW2.
Income is usually RNG based so it runs in ranges. Even if someone was to post a 10g/h avg your personal results may vary.
Outside of level 80 zones like Silverwastes, Orr, and Drytop the GW2 “endgame” is nothing more than what you did when you are leveling. PVP isn’t even dependant on level cap since you are upscaled regardless of level.
In short GW2 endgame is the same as leveling but with more traits and not having to cycle armor.
Pre-EA Bioware yes, post-EA Bioware no.
Fallout 4 isn’t a MMO, but it is a wet dream of many for one.
Regardless the (off-topic)discussion seems to be about pre-orders, not competition. However any genre of gaming or entertainment in general can be considered competition since they are all competing for players time/money.
Fans of both right now have a choice of either pre-ordering Fallout 4 which has a release date, or HoT which does not.
Okay you can call it splitting hairs. I consider Lupi who was in the game at launch, a main boss too, but harder because he was in a dungeon. The personal story wasn’t supposed to be hard.
And the point of the thread went completely over your head… The topic wasn’t about difficulty it was about how dull the Zhaitan fight was for a boss that has so much influence over the entire PS and different aspects of the game.
Ironically Lupi is a Zhaitan minion so……….
PS already uses a version of OpenGL which is what Vulkan is a expansion of, not to mention I believe AMD is already looking into it since they already where working on something similar. I doubt Vulkan is completely dependant on SteamOS’s success, though it could be a major influence. However for GW2 the cost vs worth of rewriting a lot of aspects to a different API might not be worth it. The linux base isn’t big enough(or those who don’t dual boot or have a MS PC) and Mac might not be worth the effort/headache.
E: Before I get flamed, my knowledge of Vulkan is limited and even about graphics APIs in general. So take it with a grain of salt.
(edited by BrooksP.4318)
Never understood the concept of pre-ordering online content. It made sense when buying physical copies due to the finite amount, but not for something you will just download.
The PS is the explanation of the main game. His influence isn’t singular to the PS(Orr and his minions all around Tyria), however due to MMO limitations the effects don’t immediately reflect on the main game. Arah is a dungeon and fractals wasn’t added till later, but is a moot point, difficulty is also irrelevant. He is still the main boss from the current ingame lore, in the same way Mordremoth will be the next main boss once released.
Agian splitting hairs, for what is suppose to be the main boss of the current game or the PS it was lackluster.
but he aint the main boss of the entire game just one of the big ones.
Splitting hairs aren’t we? In the current state of the game, he is the main boss, until they expand that with the other dragons then yes he is just one of the big ones.
Removing levels would crash the whole economy since we no longer would need
kitten in crafting beside T2-T4 stuff that is needed in ascended crafting.
So if we only have now mithril and orichalcum in all zones, ascended crafting
also must be changed to mithril / ori only.
Crafting could utilize different mats in different ways outside of what it is now. Mats could be acquired in the same areas, but different grades could yield/use the different mats instead of it being level based. Obvious changes would be needed but the overall change if done right wouldn’t destroy the economy. Not like the current economy is well done in its current state anyways.
Player progression is pretty standard practice in an MMO. The scaling system in GW2 actually does the opposite; it keeps the lower level zones from becoming unnecessary and redundant. Most other MMOs, once you level past the lower zones, you never go back, because a) you don’t get XP for killing things b) you don’t get loot and c) nothing even attacks you because you are so powerful.
While leveling is standard practice in MMOs, GW2 is not designed to be a standard MMO. However since they decided to make the initial stages standard and the end result “unique” it creates the need for scaling, dailies to promote area usage, loot scaling, etc. Remove levels and let the players decide what progression they want based off where they like, instead of creating level based zones, having to tinker with scaling, and limiting changes based off of it being a “low level area”.
New player progression could easily be done utilizing the PS and the new trait system. Levels and having leveled zones only limit the usage by trying to guide players through them while leveling only for them to hit 80 and think “what now”… Do the dailies in the same areas you power leveled through :GW2Endgame:.
E: To simplify this, GW2 wants to be a sandbox(which usually doesn’t have levels), but doesn’t seem to have the balls to do it. So they halfass a themepark leveling system with a sandbox endgame. Then wonder why they fall into the trap of having to always try and release content quickly just to keep up.
(edited by BrooksP.4318)
Open world PVE wouldn’t be as bad if 80-90% of the zones where not scaled down. Boring when you just run around 2-3 shotting everything.
Have you even played in low level zones since the trait system revamp ?
The downscaling now works so that in low zones a level 80 in full exotic has
LESS stats than a newbie in blue or green stuff.
Admittedly I have not, only been doing Orr and SW since update, but will give it a shot. However that still doesn’t take away from the 2nd point, in that levels are a unnecessary and redundant feature.
Fighting on Claw Island was more entertaining than the entirety of Arah Story. They really could have done a lazy ish fix and after you cut the tail off Zhaitan you land and fight him on the ground. Would have made it seem a bit more rewarding instead of just firing cannons until you realize “Congrats you just killed the main boss of the entire game”.
No.
15char
Open world PVE wouldn’t be as bad if 80-90% of the zones where not scaled down. Boring when you just run around 2-3 shotting everything.
They really need to just remove levels and have all zones balanced around 80. When you constantly have to upscale and downscale everything shows how redundant a leveling system is.
Truehorn sounded like MS Sam(computer gen voice)
He wasn’t a leader but deferred all decisions to the PC.
He whined about the position he was given even though the PC did all the work.
His pathing is terrible and would just randomly stop during missions.
He replaced the mentors which all 3 were well done characters, and he was not.
Him and Logan should fight to the death, then let the PC kill the winner.
Well my problem is that there is a marketed shift in “public relations” by ArenaNet. Every year since Guild Wars 2 was released (and yes the “noob” I am I think there may have been events during GW1 too) they have had “this event”. 2012, 2013, 2014. Sometimes more then one. This the first time it isn’t like this.
So… as you can see this is a shift in policy. You can imagine why I am upset.
And lastly… don’t even cry about being East Coast… you have NYC: You get everything not gamer related handed to you in a silver platter every day of the week. You even took the 2 North America League of Legends Events this year (Florida, NYC). At least please show some respect and allow us "west coast peoples to have something every once in awhile.
NOTE: BTW it is still likely they are going to have their event this year as well. However the “free beer” and the like will be “BlueShielded” to PAX goers only. So it isn’t like the event is going away entirely… simply “disabled” for the 7+billion Humans of Earth of course…
Midwest here so screwed either way, regardless this sounds like a change to shift control and liabilities on PAX. Giving away alcohol at a non sanctioned area without licensing is just asking for issues, potential lawsuits, or minors getting it.
Or they just don’t like you anymore.
I don’t disagree with the PR issues with Anet, however not really seeing it with this.
There could also be liability issues surrounding it, legal issues, risk of drunk devs saying stuff they shouldn’t, etc. In the end be glad you have the opportunity to actually go to PAX or most these events which are mostly on the west coast, without flying across the country to do so. Being bitter because Anet doesn’t do “after hours” events is silly.
Camelot Unchained or Everquest Next
Isn’t Camelot Unchained made by Sir Britannia(the original creator of UO)? If so I need look into that.
Star Citizen seems to be pumping any sort of “cool factor” they can without actually producing a solid game. Hope they can pull it off, but not holding my breath, already did that for AoC and that flopped like hell.
You can’t dethrone a biased opinion.
I would really like it if they went back and did make it more like you describe above. Just the Queensdale example would be awesome. But I think the problem may be that it would just seem like we can’t win or have the upper hand. As if we are dealing with one enemy another will just fill their shoes. I don’t know maybe some kind of middle ground could be thought up.
The concept is based around the player base being more localized, instead of anywhere and everywhere. While there would be a need of checks and balances, but having a group of players who pretty much “live” in Queensdale and can keep things in check to a degree. Which kind of goes along with what you want in your OP.
However you really wouldn’t want players to have a complete upper hand because it would cause stagnation.
Another reason I believe in the idea, is because it does allow for “challenging open world” content, since you can have areas that are ignored be “infested” and the longer the NPCs go unchecked the stronger they grow. Which paves the way for pseudo open world raid content trying to fight that back.
The downside however is with the introduction of megaservers it would make this idea near impossible, since it would be easier to balance and maintain on a map per server basis instead of trying to balance control/spawn rates based off of megaserver activity.
Timegatting has never been about fun, but about control.
A little OT, but what to use Karma for anyway, I have 300.000 and dont know what to spend it on
I would have to check but there are cloth gloves you can buy with karma then MF them and salvage them for gold. Outside of that I just use on temple armor for alts or to test builds.
Logan is over obsessive and creepy he should have died in the PS not marry Jennah.
Living World to me is a dynamic and more fluid game environment. Where actions done in game by players have a more drastic effect on the world itself. Which seems like something that Anet started but didn’t finish or didn’t go far enough.
Lets take Queensdale for example.
-Queensdale has threats of bandits, centaurs, and undead(around SB).
-Say players primarily focus on undead, then bandits and centaurs would expand their influence on Queensdale, possibly even have bandits more active in DR.
-Or players focus on centaurs then undead would expand in numbers and influence possibly even overtaking bandits(making them undead) and could start conquering more of Queensdale and maybe a massive event of a undead attack on DR.
As stated GW2 seems to have some elements that promote this, dynamic events for example and some aspects in SW, but even those are very static and timed. Turning open world into a more fluid sandbox type gameplay is something that GW2 has a missed opportunity on imo.
So this is the reason why the events always fail and people jump from map to map…. well, you all obviously just exploit the reward system, don’t care about the event objectives, get your dirty money and go to another map. bleh…enjoy i guess
Which has a bit of irony to it, since the value has gone down since mat prices have tanked because of it.
Guessing with the business model of F2Ps and B2Ps, people feel less “invested” in a game so its easier to move around. And with the rise of MOBAs, Voxels, E-Sports, and steam sales allows more options to bounce around.
So here comes guild wars 2, they simply said: Why bother with the trinity, the only thing that makes bosses dangerous in WoW is their mechanics, so we’re just going to do a game where bosses are all mechanics, no noise that you have to heal through. Generally a really good idea, but it left hitpoints in an awkward spot, because they still work the exact same way that they work in a WoW style MMO in the way they are gained and lost, but the game no longer has any primary mechanics that work around hitpoint modification.
Hence why I think the way to actually go forward with the genre is to make hitpoints do something meaningful again. Maybe we have to stop calling them hitpoints, maybe they should just be called “Strength” so that it’s easy to understand why running out kills you, but getting more makes you do awesome stuff.
I think the HP system should no longer just be a clock that counts down how long you have to kill the enemy, but should be more like the endurance of a boxer. In boxing when you get hit a lot you’ll quickly lack the strength to attack, but if you attack too recklessly you’ll also lose the strength to defend yourself.
The first paragraph pretty much explains what I was trying to get at, but much more eloquently.
As for everything else, I agree but think “endurance” should be separate but tied into HP through a regen. But really the system does need to be more fluid instead of just X – Y = Dead.
The issue seems to be that GW2 combat system is designed in a group or jack of all trades style whereas the HP system is the standard system that was designed around having some form of trinity.
I didn’t knew that the first Zelda game on NES was designed around having some form of trinity. Or maybe I misunderstood the concept of HP in that game.
huh?
Was unaware that Zelda on NES was a multiplayer game. I was also unaware of Zelda being a live action game that requires different control elements in regards to balancing.
Though I guess we can just continue raising HP pools while trying to reduce condi and direct damage and say it’s balanced, because why not, it worked with Zelda.
The issue seems to be that GW2 combat system is designed in a group or jack of all trades style whereas the HP system is the standard system that was designed around having some form of trinity. This has lead to stacking, zerk meta, limited use of healing power/passive def, condi vs direct balance, etc.
They created a more fluid and diverse combat system but kept a very static metric on how effective that system really is.
For story mode yes, especially since it is a gate to paths and pvp tracks. Most just zerg through story mode anyways to get it over with anyways, plus it goes more inline with the PS arc that many miss because most groups want you to skip cinematics.
I would just like to raise the threshold. So I could just vendor all blues/greens I don’t salvage. As a safeguard just increase the time items stay in the buyback tab, or do a account wide rolling buyback.
It depends on if they add HoT items into those loot tables. If they do then yes when you open that bag it will call on the same loot table, regardless of when you got it.
Somethings aren’t worth looking at from a logical standpoint.
I know right, there needs to be 6 or a removal of 1 of them.
I vote Kodan or removal of Norn.
Ele I found fun to play, Mesmer not so much, Necro seems like it could be more fun to play then what it is, just seems underdeveloped. Granted however I have not played my Ele or Mesmer since trait revamp and only messed around a little on my necro.
I believe the issue with switching weights is that armor are designed to “flow” with that of the same class, whereas mixing types wouldn’t be feasible without clipping and other aesthetic issues.
Ele was already relatively easy in SW compared to other classes. The changes to condi stacks really only affected main bosses where there is enough players and long enough time to have stacks consistently being overridden.
Or add a PVP reward that allows a player to unlock a single WP(all WPs will be visible but greyed out until unlocked).
Maybe something like this? Although honestly completing a full reward track would probably be more time consuming than just running to the map/
Was thinking more of a purchasable one with honor instead of track. Ofc sPvP would need a currency then.
Congrats on the home purchase!
Take it from me, get those trees trimmed early. >_>I would love to have a more active home space, sort of like the guild halls are panning out to be but more personal.
Thanks, mate.
On Guild Halls, maybe… just maybe, Guild Halls are the precursor to Player Housing?
hmmmmmmmmmmmmmm…
Or you could add gates or portals into guild halls that access the player’s personal home. This allows players to “show off” their homes easily to other guildies.
I’d keep them separate however, alienating a certain population from a system like personal housing in GW2 isn’t a good idea. The idea of a “guild city” and allow player housing based on guild affiliation, is something more fitting of a sandbox then GW2. Though I guess you could have both. Example: Your home being an apartment/townhouse/room while in the major city home instance, and having a actual house on a guild plot/city. However I still wouldn’t have being in a guild a requirement.
(edited by BrooksP.4318)
Or add a PVP reward that allows a player to unlock a single WP(all WPs will be visible but greyed out until unlocked). You could also factor WvW or sPvp rank into it, and only allow certain zones to be unlocked based on rank. If a PVE player has to go through the PITA process of WP/World completion, then PVP players shouldn’t get a instant pass to them all.
I believe its because counter productive to have a chunk of your player base not out in the world actually playing the game, doing game play things. For a game that relies heavily on player density to make the world look active, the last thing they want to do is thin the population out, nor wall off player interaction.
That said… we already have Home instances that do everything you’ve mentioned. The problem has always been there being no practical benefit to having these in the game, other then home instance harvesting nodes.
The fact that you don’t even mention this in your post just goes to show how little people think about it.
Adding functionality to player instancing is just another way some is “playing” the game. It also adds in functions for RP groups as well as social interaction by bringing people into your “home”. As cheesy as this may seem to some, it does add more life into a game then people may realize.
In regards to player density, there really is little difference then just idling in LA around a NPC. After awhile it doesn’t really make the game appear more “populated” nor does it necessarily mean more social interaction. Not to mention the megaserver system already handles that issue, even if a majority of players in a major city are in player instances, the remaining will be consolidated and the population will still appear dense.
What the OP is suggesting is nothing like how the current home instances are, currently they are a kitten attempt at it which is why they aren’t used outside of node farming.
They really should just convert player “home” instances into a actual housing system. The current one is meaningless outside of added nodes that could be ported over. Or just add in a purchasable, customizable, etc house/room into the current home instance.
All 3 of the Order Mentors and Zojja. Outside of that noone else really stands out in a good way.
Bandit Chests should only be available during timeout, and (limited per day)shovels should be sold for crests. Not only as a way to promote event completion but to balance the effects of chest farming, without actually nerfing the loot. Also wouldn’t be a bad crest sink either, which will probably be needed soon.
They bank off of laziness, its the same reason that gem harvesting tools are account bound but single item, people will buy multiple instead of having to switch. Plus it would cause issues with those who use crafting as a means to level alts.
E: Though learned recipes should be account wide, but actual crafting level I would say it isn’t needed.
(edited by BrooksP.4318)
Like I said. The damage itself is fine and converting condis into direct damage would take away the distinction between the two. It’s more about how the damage you do is presented to you and how that makes it look weak/underwhleming the way it is now.
Yeah thats my fault, being tired and glancing the post.
I do agree GUI could use a lot more customization than what it has. Even direct damage I rarely see on some fights especially those with large hitboxes. So in regards to condi damage, I rarely see them.
So sure.