Favorism
Yep. That one definitely doesn’t have a meaning.
lol, thanks:D
I just gave up on the achievement.
It’s to hard and to RNG based sadly.
It has nothing to do with RNG.
Not this discrepancy again!
You people who never played the story of Prophecies need to better educate yourselves on these topics before throwing the “name” out there.
You know I have heard this a lot and it doesn’t justify it tbh. It is just false advertising. It’s like selling a game called “Slayers of Dragons and Wyverns” when the actually game is Hello Kitty Island Adventures.
When a guy sees the name “Guild Wars” he’s gonna think: “Oh yeah, there must be guilds in them that are at war.” But nope.
Maybe it should have gotten a subtitle:
Guild Wars 2
The age of no guild wars at all
Underworld was at rock bottom 8 months ago. Now it’s semi competitive I believe. Either take up initiative yourself, or convince higher tier guilds to transfer to your server for easy bronze wins.
WSR here, and I can confirm. UW had 20 people tops (on all maps together) back then, most of the time their WvW was completely abandoned.
Now they can muster up a pretty good force if needed (especially on home border) and their individual skills (read: roamers) have gotten better as well.
Same with us tbh, but we managed to get up from 26th place and we are currently winning t8 (there’s 9 tiers in EU).
I for one am against server merge (unless they decide to disband the top 3 servers, cause that would be hilarious).
It could be fun if it actually worked and with some proper tweaking.
Sadly, that is not the case.
I didn’t say they are useless. Just that most WvW players will end up with more than they need, unless they are commanders or other tragic heroes who deploy ginormous amounts of siege.
You didn’t, LunarNacht did who I replied to originally.
Plus regular siege costs next to nothing on TP. You can buy easily what you need from there without spending a single badge. It’s the superior siege that is costly. Too bad we cannot purchase those directly with badges.
Well if they are too lazy to make super siege that’s not my problem
If selfish k-train zergling or EotM player then yes.
If not then:
- Use it for siege/traps
- Gift siege to people (commanders) who are actually in dire need of badges
- Just convert it to gold
Badges are very far from useless.
It’s almost a tradition for us in WSR to attack Green Keep that way, to the point our good friends in Dzagonur always had 4-5 ACs ready to cover that gate. Now FR is learning the lesson too.
It’s extremely easy to counter, and when you breach you have to swim through a tunnel and jump on the exit, with some risks of failing the jump.
Gate doesn’t upgrade and it’s a bit sneaky, but for serious attempts double ramming spawn gate is better.
What a nice and humorus server that must be! I will surely transfer there today, and I advise others to do so as well!
Thank you for this post person who I have never met before!
Will someone please just mail “skillze” some Blooming Passiflora so we can all move on with our lives?
Mean. But I laughed.
I don’t need more Laurels, I’d prefer more things on which to use these currencies piling up.
Karma – Even after going for 250 Obsidian Shards because I wanted to, and Temple Armor on my new 80 Warrior . . . woo . . . still swimming in the stuff.
Laurels – I do not want, nor do I need, anything out of the menu. It’s nice I can buy Season 1 Rewards though. Too bad I got most of those the first time around. Hmmm.
Badges of Honor – I’m not kidding, I don’t ever use these. Ever.
Dungeon Tokens – Meh, could use stuff in the lists which isn’t related to special armors or the Legendary gifts. Really.
Guild Commendations – I still don’t get what these really are for which is so special. Eh.
You are aware that you can convert (some with a lot of hassle – karma) these into gold, right?
Badges of Honor are terrible. Probably the most broken, useless currency in the game. Why do we even have those if we can’t use them to upgrade anything with it but use gold instead?
What? There is a game mode called WvW. It’s pretty useful there I heard.
I should do a thread on activities, done better, or done right.
As for now:
The AFK / leave game if loss problem would be solved by simply adding the following:
- Winning team gets 2 small lucky envelopes
- Losing theam gets 1 small lucky envelope
Cause as of now, if you have done the 2 daily games, there is no incentive to play if you are going to lose.
I was thinking about this as well.
I think it should be included in PvP as an “extra” game mode with preset teams if you like. In many aspects, at least in my oppinion, it is superior than regular PvP.
I’ve cameback to this forum, to say that I have gotten my 1st coat (non-guaranteed first ofc) around 35 tries, and gotten the 2nd around 42. Boy am I sick of SW.
I suck at it because 1) it’s FPS like and I suck at FPS controls …
Uhm… huh?
2 true PvE options for daily (Brisban Wildlands events, Kryta Forager).
I can’t get groups up for Fractals and PUGging them is for the birds. So where was this better choice in dailys we were told about?
Try harder.
I’m surprised so many people uproar against this.
I would like to point out that it was the same with Wintersday Snowball Mayhem and Halloween Lunatic Inquisition, only then it was called “infinite achievments” and not bunched together in 1. Not many seemed to care back then, I guess it’s the wording?
150 Mayhems were unreal,
so was 80 Inquises,
so is 100 interrupts – or maybe it’s not, but seeing as we have gotten no info on how long the event lasts for some odd reason, and the sane assumption is 2 weeks, it seems so.They were not that unreal. Wintersday lasted a long time, so there was time to do them if you forfeited other stuff.
But here’s the thing. They were unconditional. You participated in the match, you get progress. And every 30 matches, you got a loot bag.
With this one, what we get is people ignoring the game just for kicks, and after all that trouble only 3 measly envelopes and 5AP, just so they can avoid the nagging sensation of having unfinished temporary achievements, like a splinter in the back of your brain.
Here temporary being the key word. Either you do them now, or you may never do them. Who knows if next year they’ll have some other activity or bring different achievements?
I guess it depends on what is defined unreal. Because I have no life sadly, I did both Mayhem and Inquis. Inquis in the very last minute before the update, Mayhem 1 day before it ended.
And while true that Mayhem had a long period, there were other much smaller ones to complete too.
But I assure you, those weren’t encouraging people the play the game either (especially inquis), it was: get a point, go AFK.
… read my suggestions sometimes about achievments.
I’m surprised so many people uproar against this.
I would like to point out that it was the same with Wintersday Snowball Mayhem and Halloween Lunatic Inquisition, only then it was called “infinite achievments” and not bunched together in 1. Not many seemed to care back then, I guess it’s the wording?
150 Mayhems were unreal,
so was 80 Inquises,
so is 100 interrupts – or maybe it’s not, but seeing as we have gotten no info on how long the event lasts for some odd reason, and the sane assumption is 2 weeks, it seems so.
(edited by Bubi.7942)
Is this just self-blog promotion?
Dear god what happened here? An actual good idea!
I think downed should last around 60 seconds, 2 mins is bit too much (like OP said in the non-phone comment).
Oh man, poor Marmatt.
Yeah but this list wasn’t for you. I bet you have a bit more hours in the clock than the OP.
Likely true
My next goal is to max out home instance.
Broken forum is broken, will be fixed with forum search bundle soon™.
Just loging into a game to get rewards is casual play in my book.
Then you should have over 1,000 Laurels by now if you didn’t spend any. The system is working as intended.
I can’t agree more that the system is working as intended, for casual players yes.
I’m sitting here just waiting for replies because i have nothing more to do at the moment. I’m craving to get into the game and farm those amazing events and world bosses but I have too much of the farmable materials… I just need those laurels but I can’t progress because of the time gates! Please Anet let play your game! I want to swing my sword, play RP and slay those Alien-looking plants in silverwaste but you guys don’t let me progress! :’(
TAKE MY MONEY
Well, no. From what you’re saying you have a self-imposed ‘gate.’ You seem unwilling to go and do anything until you get the ascended gear you want. There’s really nothing stopping you from doing any of the things you want.
Tell me another progression i can devour then.
Here’s a checklist for you:
[ ] Reached 10k achievement points
[ ] Reached rank 500 in WvW
[ ] Reached rank 80 in sPvP
[ ] Reached 100% world completion
[ ] Crafted a legendary weapon
[ ] Maximized all crafting disciplines to 400/500
[ ] Finished all jumping puzzles
[ ] Finished all Living Story Season 2 achievements
[ ] Crafted Mawdrey
[ ] Finished the Luminescent Armor collection
[ ] Finished all Tequatl Achievements
[ ] Finished all Triple Trouble Achievements
[ ] Finished the Dive Master AchievementCome back when that’s done and I’ll make you another list.
I’m done.
Edit: Nah I lied, only level 40ish in PvP-
Actually you can farm laurerls.
Achievments chests, the ones you get for every 500 AP gives you Laurels.
ive stated i would like to see more blooming passiflora in said content to keep all older content relevant even into the future
Wouldn’t that actually make old content (Southsun Cove) less played?
1) The downside to “Use all” is that some people will use it by mistake because they weren’t paying attention and it would greatly increase the amount of contracts that their customer support will receive.
True, but i have tought of that and in the post have only listed luck, karma and containers, so there is no mistake to be made (unlike at food – altough it’s probably harder to code specific items than all consumables)
A long requested quality of life feature which we all have encountered before. HoT would be a great time to implement it, as it is causing a lot of people a lot of pain (I currently have 2,5 mil karma and cba to spend it).
If you maybe don’t know what I’m talking about:
Use all:
- Right click on an item -> use all option pops up, you use the stack of items: works for luck, karma and containers
(containers open until your inventory is full)
Buy set number:
- Right click on the vendor item -> adjust the number you want to buy OR add a counter near the “Buy” button which you can set before buying
MF recipes:
- Either have a recipe table of your already discovered stuff on the right (same as crafting), OR when you put all things into to MF a counter pops up where you can set how many of the things would you like to forge
So uhm… any of these on the list of feateres of HoT?
Any official info on this yet? Anet, Gaile, anyone, pwetty pweese?
It could also be implemented in the patch notes next time (I think that was done with some previous releases).
I would like to know as well. Would love to know how many interrupts / day do I have to do.
Sorry what is there to follow? You are just repeating yourself over and over.
Mastery aquire is grindy -> No, you do it once
Mastery leveling is grindy -> No, you can do it however you like
We’re done, it’s that simple. It seems to me you are talking about gating, not grinding, about which you (or I) have no idea about how gated it will be.
So again, this whole thread is moot.
I’ve dropped most linear solo games recently. “Progression” is not exciting for me, I’m not a kid. That’s why I went for GW2, which is incidentally also an MMORPG.
Gotta love that you picked up an RPG thinking there’s gonna be no progression.
Fun police here:
It’s neither Wukong or the Monkey King from Smite.
It’s THE Monkey King from the (ancient?) folk tale in China http://en.wikipedia.org/wiki/Monkey_%28novel%29
A well known version of it/him is this guy:
Well yes….But you realize that in Smite and League of Legends Sun Wukong are both variations off of the Monkey King. Who is also titled Sun Wukong…..Same character but different names.
Yep. What I was trying to say is it’s not from those games, but has an original material
Fun police here:
It’s neither Wukong or the Monkey King from Smite.
It’s THE Monkey King from the (ancient?) folk tale in China http://en.wikipedia.org/wiki/Monkey_%28novel%29
A well known version of it/him is this guy:
(edited by Bubi.7942)
However… you’re missing the point and confusing “leveling masteries” and “unlocking masteries” which require the “mastery points”.
Not really, I just assumed that doing a specific thing once does not fit into the definition of grind, but it seems for some people it does. Well… we’re not really talking about the same thing here then, if that’s grind for you, I wonder what isn’t?
You next point is that you have to grind levels? Really? From what you described it seems to me you are already doing that. Or is there some secret way of not accepting XP from Fractals/Teq?
- Let us choose masteries without “unlocking” them at all, just like PvP reward tracks.
- Do not gate content itself behind mastery levels. Instead, gate optional content hardness, like in Fractals.
- Make initial progression easily attainable, make further progression barely noticeable and worth it only for completionists.
- Your first suggestion actually results in people not exploring the area and grinding the same well-known content over and over. No thanks.
- It’s gated the same way as levels were in the original Guild Wars 2. If you are not level80, you should not go to Orr. Where’s the problem?
- You have no idea (nor do I) as how this is going to work
You can earn mastery levels by doing basically anything that gives XP… on those 10 square meters which are not locked behind new mastery levels!
You can earn mastery levels by doing basically anything that gives me XP… once you’ve grinded that adventure for a month, succeeded and unlocked the mastery which gates the rest of content!
But I just remembered you, Bubi. You’re the one who taught mesmers the mesmer basics in that LS thread, told Miku to L2P, and then linked his own video.
1. That thread has nothing to do with this one
2. Not once have I said l2p, it was the Miku or whatever guy’s freind constantly saying that
3. Miku guy was complaining about boss being too hard for mesmers, then some random guy (not me) links in a video of himself beating the boss in a speedrun under 2 minutes, and he still complains… uhm, what?
Aaaaaanyway, back on topic.
You said you are a PvE player, and don’t like WvW, right? I wonder, what do you do in PvE? I mean, the game has been out for 2 and a half years, is there any cnew content left for you to do that’s not repetative? Is there any content you do that’s not granting you XP (I can think of 2 activities as such, one being chatting in LA, the other flipping the TP)?
Just wondering what can you do that does not progress your masteries, which btw are still not out, and you know nothing about progression. Yes, it is possible that the new area is gonna be a 2 square meter place with 1 mob that you have to kill over and over. But let’s face it, that’s unlikely, like winning the lottery.
Feel free to ride your phobia train though, if that’s what floats your boat.
Btw, can you recommend a better solution to – anything you do gets you points?
Someone from anet said ages ago (around when Tequatl got his update) that they design content by looking at the average skill level and then making it just a little bit tougher. I don’t think it’s a deliberate attempt to create an army of skilled buttwhippers, they are just trying to keep it fun and interesting for the majority of players, but it works out that way.
Yes, they did say something like that, I think I can even recall the dev, but I don’t want to go in the guessing game. Good thing you brought it up, cause this is good starting point on why addind gradually harder content is a good thing.
Imagine there are 3 sets of players with different skill levels: Low, Medium and High. If Anet adds content that requires Low skill level, Medium and High skill leveled players will find it boring.
If you add Medium, High will find it boring, Low will find it hard.
If you add High, Medim and Low will find it hard.
If you want everyone (or most) to enjoy your content, you should design the content that most will not find boring or hard.
Now these skill levels are not permanent. You can get a Low skill level player to get better with midly challenging content, however you cannot get a High skill level player to get Low.
Thus with adding ever higher difficulty challanges, the lower skill level will increase, allowing for harder content to come out and benefit more people.
Is it working? I would say yes: take a look at current Tequatl (yes, it has been nerfed a bit). I kill it 1-2 times a week, and I have not seen it fail in months, actually people are complaining that it’s too easy.
Edit:
The question remains: Is hard content actually worth it?
I would awnser this with a real life example: I’m an avid beach volleyball player in the summer. We have started playing with my friends about 5-6 years ago (when a court was built nearby). While we had fun in the beginning, when we were ‘scrubbing’ around, the more we got into it, and the harder the matches got, the more exciting and fun it became. It’s kinda the same thing with games…. and everything really.
(edited by Bubi.7942)
Can you link me to the part that says obtaining masteries will be grindy?
Also, if there’s no long term goal for players, what’s gonna keep people playing?
You don’t get it!
What if I have to play the new content and earn mastery points by doing basicly ANYTHING that gives me XP? Doing anything is super Grindy! Give me mastery points in log-in rewards!
Jump on the Grind-Worry-Train! (what?)
This does feel a bit silly now, doesn’kitten
Haha, yeah, that’s true, that happens a lot
just to say LoL is probably the biggest esports, probably averages around 5-10 minute queues. and there is not any more to do while waiting for that then there is for GW2. so i dont really think queue times are what is lower community. in the grand scheme it is a minor thing.
Hm. No, no it doesn’t.
LoL queue time is from 20 seconds to 2 minutes, it is very rare to go over 2 mins. Unless you count champion select, which does take it time for a good reason.
Fun fact, I am currently writing this as I am in champ select, I’m 5th pick, WW, Blitz, Tris so far here, enemy is Kassa, Lee, Annie, Soraka… well, my turn.
Edit:
I went with Sona.
(edited by Bubi.7942)
Hello!
I have noticed that that if I have traited Focused mind (Valor skill tree – X) my Litany of Wrath healing skill, which is a meditation doesn’t grant my allies Fury, only for me.
Other Meditations skills seems to be working fine.
I wish they would reintroduce armor repair costs. I’m serious.
Btw I am pretty sure it has to do with “Adventures” – which they announced yestreday here: https://www.guildwars2.com/en/news/journey-into-the-heart-of-maguuma-in-guild-wars-2-heart-of-thorns/
- Log in rewards
- Dailies in PvE sometime have it (fractals)
- Dailies in WvW sometimes have it (keep capture)
- PvP Reward tracks
- Kuatophile or whatever it’s called – Spoon collector give you 3 Tomes of Mentorship (same thing just called differently)
- Finishing personal story gives you 5 Tomes of Mentorship (same thing just called differently)
I am quite sure yes, that the casualness of the game led to it, yes. I cannot prove it, but it does seem pretty blatant. We could discuss it all over for the 50th time now (until a mod closes it like most of those threads), but the current thread is about the grind for masteries. A non-existing grind for non-existing masteries. Sheesh.
I’m also kind of fed up people confusing “grind” with “i wanna get prutty skins”.
Sigh… this has been discussed over and over.
Megaservers.
There, ya’ll happy now?
“For me” being the key words here. You can imagine, not many people enjoy 20 alts dress up party thing, but would like to play for something meaningful to them.
The “casualness” of the game has led to a pretty massive decline… maybe it is time for a change after all.
The problem with it (at least release 2) was it got mostly negative feedback → people were raging/crying on the forums → Anet looked at charts → People playing “content” was low → People playing the game went lower.
Solution:
Don’t release it as you “main attraction”, release it as a bonus mini-game.
I have detailed this somewhere in these 19 pages, but I’m not blaming anyone not reading through :P
Aren’t there already a lot of threads on this in Living Story / Heart of Thorns Discussion?
Here’s a thing about games, especially MMOs:
If you don’t have long-term goals you can advancce towards to, no one will play your game. for long.