That’s strange, everyone in my groups loves this place because it’s so easy.
We don’t know what the drop % on this ring is. The developers say its random but for all we know it could be a bug where some people will never get it.
If the drop chance is not known then we cannot calculate statistcal probabilities. For example, if the drop chance is 50% and you have done the daily 10 times in a row without a drop, the statical likelyhood of this scenario occuring is 1 in 1024.
Arenanet promised us a game without a grind and for some reason they decided to do a full 180.
Try to compete with WoW. Bad mistake.
Not only should there be a cap but, it should also reset every week. At this rate the community will be so segregated that no one will be able to find people to play with.
It’s ok I think I answered my own question in a way. Other MMO’s use this method as well. When a specific behavior is desired the subject can be lured into it by incorporating an enviroment based on random variable ratio reward schedules.
Is there something I’m missing here? I don’t understand why random occurences belong in the development process.
-Have developers concluded that thier target demographic are compulsive gamblers?
-Do they believe that thier playerbase finds gambling fun?
-Is your average person’s knowledge of statistics low enough to take advantage of?
We are products of our environment.
The games you mentioned are designed to keep people paying a subscription fee every month; thus keep playing as much and as long as possible. This involves some questionable behavioral conditioning practices. The result of this behavioral conditioning is that they created the beast. The beast did not exist before the inception of MMORPG’s; it was created as a result of the behavioral conditioning.
This is already happening on some servers. You have a dozen people looking for other people to play with but, they’re all at different difficulty levels. It’s so funny and sad at the same time.
Very poorly designed system.
There is no progression in a gear treadmill.
You’re running yes but, you’re not moving forward. You’re just trying to keep up with the stat inflation. It’s a lazy way for developers to add challenging content.
Like in WoW rated battlegrounds, the rating system segregated the community into sections. Chat was being spammed with “LF X Class with Y Rating”.
This is what map chat will look like a few weeks/months from now…
Player 1: LF2M FoTM lvl6
Player 2: LF1M FoTM lvl1
Player 3: LF2M FoTM lvl3
Player 4: LF3M FoTM lvl8
Player 5: LF1M FoTM lvl2
Player 6: LF2M FoTM lvl7
The only power consumers have is in thier wallet. No company can force people to purchase a product.
Let them make the mistake and learn from it.
I find it strange that the developers chose to remove an innovative gameplay mechanic instead of build upon it, learn from it and perhaps mold it into something more complex.
The professions are already boring to play. Do developers really beleive that pressing the same 2 buttons over and over again is fun? I don’t undertsand this.
Auto aim and target lock doesn’t penalize poor play as much as manual aim and timing projectile velocity does.
Since the inception of Diablo in 1997 we are still “kiting” NPC’s 15 years later.
Sigil of Battle is amazing. 3 stacks of might every 10 seconds everytime you switch attunment in combat. With Evasive Arcana you can dodge roll into your fire fields to create Area Might combo and grant another 3 stacks. I can easily keep up 10 stacks of might at all times. That’s 350 power and 350 condition damage.
Bug fixes. I don’t care about balance fixes at this point. There are so many bugs on the Elementalist that it’s driving me nuts.
Here’s what you need.
http://www.guildhead.com/skill-calc#mcszz9Mz0MlvbMMTvbo0a0xxccsqVoq
Super fast attunement switching, endurance regeneration, healing and condition removal. You’ll be able to handle a veteran in addition to 2 or 3 mobs at the same time.
You’re feeding a monster that’ll bite your hand.
You’re feeding a monster that’ll consume content like a bunch of locusts. Content that took months to create will be consumed wihtin hours and the monster will become hungry again. Sooner or later you’ll realize that you’ll never be able to keep up with it ravenous appetite.
The end game should always be about the gameplay.
If developers designed challenging, dynamic gameplay systems and provided players with a tool box to make everyone feel like Picasso; it won’t matter if there is gear or not. A gear treadmill makes developers lazy. All they need to do is increase NPC damage and health in the next tier and call that the next “challenge”.
Air and Water should have single target spells. Fire and Earth should stay multi-target.
Getting a legendary from a slot machine is anything but legendary. It’s a waste of time, money and will bore your average player to tears.
I suppose it makes sense for players to place value in thier appearance; especially if the game mechanics are lacking creativity and the game itself is easy enough to make a 10 year old fall asleep at the keyboard.
…that in future content updates the open world and dynamic events become so challenging that we’ll be running for our lives back to camp crying and broke from repair bills.
Your turn.
Most MMO’s have attacks that consume little to no resources.
Most MMO’s have auto aim and target lock.
Those features alone offers few penalties for poor play. Assuming an environment where there would be no auto aim and target lock; that feature alone would separate the men from the boys.
In order for parry and block to work correctly attacks have to be telegraphed. There needs to be a window for reaction time. Fast attacks like autoattacks also pose an interesting problem. Autoattacks cost no resources and have no cooldown, parry and block does.
Yea, bots are getting smarter.
They farm alone, they have a guild, they look like normal guys, but they just do the same thing again and again without responding. The only solution to this is to be able to detect such programs, not to search teams of clones.
The only way to get rid of bots is to destroy the motive behind thier creation. Bots exist because developers design content that rewards the player through time. Time is probably the most precious commodity for us all.
There may be plenty of time for person A but, not enough for person B. That alone creates a market for time.
If they did one of two things people might actually enjoy Orr;
1) redo the respawn rate for the mobs, or
2) thin the mob density
Either of these things would have Orr not want to make your murder baby seals
Sounds like you’re making it convenient to bypass NPC’s.
I’d prefer NPC’s patroling the area instead of standing still. If we were to thin out thier numbers and make them respawn slower; we should make them more dangerous and have a larger aggro radius.
If the world is not a danagerous place then it’s just an amusement park. Risk versus reward folks. Risk versus reward. Anything that’s not difficult to do is generally not worth doing.
Since difficulty is being discussed; I’d like to see what else could be implemented to make it actually difficult.
-One shot kill red circles on the ground to move away from?
-One shot kill telegraphed attacks that must be dodged?
(edited by Calae.1738)
Why would everyone stack cond/vit/toughness? Personally, I only need either vit OR toughness…
Because if that stat combo existed; power, precision and crit damage would be irrelevant to ANY trait build.
Everyone would stack Cond/Vit/Toughness if it were available. There would be no other options.
In my opinion it should be even more annoying. I think the reason behind the fustration is due to people doing thier Orichalcum runs. These are just WoW players who were used to flying around on thier mounts, dive down, pick up flower, rince, repeat. Snore.
Or people running to DEs
Or people running to temples
Or people completing the map
Or people in the process of doing a mobile DE
Or people trying to fight a horde of risen just to get juggled around for an hour
etc etcI think you forgot a few groups of folks in your baseless and completely farfetched generalization
Condition removal has to be part of your build. It’s not like we don’t have the tools to counter stuns, cripples, knockbacks ect. The last thing anyone wants is for this game to be so easy that you’ll fall asleep playing after 2 minutes.
I like the fact that the enemy is knocking me around. They interrupted my attack and now I have to adjust.
In my opinion it should be even more annoying. I think the reason behind the fustration is due to people doing thier Orichalcum runs. These are just WoW players who were used to flying around on thier mounts, dive down, pick up flower, rince, repeat. Snore.
I believe that AoE healing should be reduced when there are more than X friendly targets surrounding the healer. Why? 2 reasons.
1) PVP
There are some strategies in WvW that involve cordinated guilds clumping 30+ players in one spot spamming AoE healing. Even if 5 or 6 players die in the clump, thier friends can AoE ressurect and spam ressurect on each other very quickly. Even though there are effective counters to this strategy; those counters require supplies and very well placed seige equipment. Counter strategies becomes more convoluted when the clump in question is using mesmer portals for mobility.
2) PVE
Certain dynamic events may be trivilized or thier difficulty greatly reduced when using this strategy. I’m all for developers creating more difficult dynamic events but, it might restrict thier design decisions since they would have to take this strategy into consideration when designing content.
15% more health and 150 to all stats.
There were some Necro’s and Warriors in my guild running with over 30,000 HP and over 3000 armor.
It was stupid beyond belief and it needed to go away.
It a nice change compared to another MMO forum which will not be named. Always filled with complaints and an obnoxious community.
I hope Arena Net realizes how much potential Guild Wars 2 really has.
About time.
Don’t bring them back as a movable object. I recommend redesigning the center of the map where all 3 servers fight to control the orb. Make it capturable like a tower or a keep and also very difficult to defend.
You miss staring at 2 dimensional boxes on the corner of your screen with green bars moving left and right?
I don’t.
Progression.
I laugh everytime I hear that word in video games.
Progression directly translates to the following (in case you were wondering)…
Hi, I’m a developer who makes video games. In order to reduce my cost of operations and increase profit margins; I’m going to create content very quickly with a small staff. The beauty of all this is that the playerbase will have to keep repeating the same content over and over again for a +1 to thier stats. Instead of making future content more difficult and innovative, I’m just going to increase NPC damage output and health pool in order to enforce the repetitive grind.
I am a genius.
I think there are too many WoW players in this thread.
Healing a player other than yourself is an abomination to any PVP game. Imagine this; you have a player (healer) with an eraser than comes along and erases what other players have done. Healing other players forces this “healer” to stare at other player’s health bars.
Games should be moving away from this idiocy.
You don’t need someone to babysit your health bar and correct your mistakes. You don’t need a dentist following you where ever you go, picking up your teeth and surgicaly putting them back into your jaw everytime you get punched in the face. Given the correct set of tools and skill on how to use them properly you can “avoid” from getting punched in the face. Or if support is here to stay, you can provide support archtypes a set of tools to help your friends “avoid” from getting punched in the face.
(edited by Calae.1738)
Orb buffs need to stop giving buffs to combat stats. Its absurdly bad design to give the winning team even more strength.
That’s small potatoes at this point. The flying and wall hacking are much bigger issues.
Gajumat.4068
What does that have to do with the price of rice in China?
Just disable them. At least until your servers can properly identify clients bending and breaking the rules.
Either that or make the orb a control point instead. Make it so that the orb cannot move.
Putting 40 exotic level 80 Staffs into the Mystic Forge and guess what happened?
in Crafting
Posted by: Calae.1738
Investing time and energy into something that doesn’t produce anything in return will always be devastating. We live in a world where we see and experience incremental progress in everything we do.
Gambling is entirely mathematical. When you’re dealing with probabilities you have to expect that you will get nothing.
MMO gamer’s today are too used to following a map with a big flashing symbol on it telling them “YOU NEED TO GO HERE”.
I can’t wait until they make an MMO without a map, no waypoints, no mounts and you walk into a cave and it’s pitch black. You don’t have a torch either.
Dagger/Dagger feels much more responsive after the patch. I’m having more fun with those compared to Staff for WvW.
Staff abilities are really bad. I would at least give it some single target burst potential.
ET and HoD are in the wrong bracket. Unfortunatley, due to free daily transfers and 7 day long battles; ET and HoD will have a painful drop to the bottom.
This system is so borked.
I get the feeling that people would prefer queues than to play in a ghost town.
I agree with mulch.
Gold is losing value daily due to the fact that there is nothing interesting to spend it on. That’s a good reason why gems are expensive.
What we are experiencing is gold inflation mixed with price of goods deflation. Less demand for goods mixed with increasing supply.
@Agemnon.4608
I don’t think you understood what I meant.
Money is a claim on human labor. The only thing that gives money any value is labor. Energy and resources are not extracted form the earth out of thin air. They require massive human labor. Machines and technology have allowed us to extract and process resources to sustain our exponentially growing population levels and will continue to do so until a physical mathematical limit is reached.
The reason why anyone has jobs is because we don’t yet have the techology to make machines replace human labor.
Rich and poor are words created by humans to describe thier share of our planets finite resources. We should live in a world where those resources are evenly distributed but, unfortunatley our puny little brains aren’t capable of developing the technology to replace human labor with mechanical labor… yet.
In a video game Rich and Poor have absolutely no meaning. The resources are infinite, not finite. If they are finite; then thier supply is artificially supressed. Keep that in mind.
Attack: 3079
Condition Damage: 0
Crit: 37%
Crit Damage: 44%
Armor: 2399
Health: 16975
Healing Power: 100