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CDI- Guilds- Logistics and QOL

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Castrin.8972

I’m not sure if someone has already proposed this QoL or something similar. I would appreciate it if such a case is.

Proposal Overview
A build template system, allowing for players to switch up their builds on the fly without having to manually do so every time.

Goal of Proposal
With this QoL suggestion, this will drastically cut time on players changing their build to several occasions; such as dungeons, World Bosses, WvW, etc.

QoL is actually guild QoL not general QoL Hope this helps.

Hmmm, actually it could be ported over to a guild template idea. That would allow a guild to “post” approved builds for classes. That in turn would help new members/players figure out what works and what doesn’t by having a base to work from.

Not an idea that should be dismissed yet. Maybe re-written in more of guild terms.

Peace.

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CDI- Guilds- Logistics and QOL

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Posted by: Castrin.8972

Castrin.8972

Automated guild-ranks.

No and just no. Beyond the “entry” rank assignment it’s a bad idea to automate any of the other ranks. If you can’t be bothered to manage your guild and have no one to help then it’s time to trim the membership or just close the guild.

Right now there is enough granularity for what is there. If things are added then they should include rights assignment like everything else. If things get really complicated it might be an idea to add guild roles as a sort of template to streamline assigning rights.

Peace.

It’s completely optional to use so i’m not sure why you would be so much against it. You don’t like that option? Don’t use it! Simple as that.

We have an international guild so people all play on different times. They play also on different characters. Some always join for guild-missions some never some sometimes.

There is so much variables that it is almost impossible to be fair to all members. In addition it also makes it much more clear for members themselves.

We have a big guild and multiple officers helping but that does not mean this would not be useful, besides we would also like to play the game ourself in stead of watching the roster 24/7 noting online times / representing times and so on the whole time (what would be the only way to manually do what this function could provide!). Personally I think if guild-members would do that they should close there guild because what’s a guild if the leaders only look at the roster all day?

I would personally also only use it for the first few ranks but it’s really a very good and useful tool for bigger guild.

Now that you might not use it yourself that’s all fine but it’s a little bit stupid to come here and say “No and just no.” as if it would hurt you what is of course not the case. It’s completely optional.

Peace.

Well sorry but I’m only saying this is a bad idea because I’ve seen what an “automated” rank/control system can do. It’s not pretty. Complete loss of guild control, emptying of banks and goods and a general destruction of the guild to the detriment of all the members.

Optional is fine (though I have yet to see anything that is “optional” in GW2 save client options) but the potential to seriously damage a guild due to one rouge player is huge. Should that happen how would you explain to the members? That you decided that it was too hard to manage and instead relied on scripting to promote people? Oops?

So no, I’m not voicing my opposition out of some random reason or desire to dissent but because I can see how this could go horribly wrong for your, or any other huge/international, guild. For mine, it would remain off (if that is an option) and never used.

Peace.

p.s. Please don’t use emotional terms like “stupid” or similar, it detracts from the discussion. Thanks.

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(edited by Castrin.8972)

CDI- Guilds- Logistics and QOL

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Castrin.8972

If these issues were resolved by opening up a seperate channel for all guilds you are a member of, dividing all influence earned between each guild you are a member of and displaying the MOD and online members of each guild you are a member of, then it would not be a problem. In essance you would need full access to each guild you are in at all times to truly be in multiple guilds.

Quick comment – if you could switch between repping guilds without losing guild chat, dividing influence wouldn’t matter so much. If you wanted to go 50/50 you could switch over at will. I’m not sure how complex divvying up the influence would be to implement, but until then there’d be a workaround if we could have all /g channels displayed.

How would you handle the UI design. Specifically clutter?

Chris

As far as clutter for general features, it could be just a matter of clicking on the guild in the guild menu and displaying all the information avail to a repping member to every member. you would select the guild and it would display mod, online members, influence, upgrades etc as it does now to repping members. If you wanted to change to another guild then just clicking on the guild would give you access to that guilds info without clicking rep each time.

As far as clutter in the chat, each guild would have their own color to signify each channel like map/say now. Players would have the option of turning off specific channels as they do now. It does present the porblem of channels with alot of discussion hiding comments of other channels. This is already an issue though when say/map chat gets really going in some areas. We would alwasys have the same option of hiding specific channels like we do now though.

Hey Steve,

Interesting points. If you had each guilds chat on your main chat panel you would likely get a huge amount of traffic and not be able to keep up with the volume. I get that people can hide channels but it needs to be designed in such a way that at its max functionality it doesn’t break immersion.

Chris

I think this issue is a bit over stated. In general you will have a core of people that will do a lot of chatting but many will just lurk. In large guilds/alliances it’s voice comms that are most used for raiding and guild activities. Chat will be used more for commentary and social interaction (it’s been the case for every “alliance” chat channel I’ve been on) than event coordination, save for possibly alerting the members of something going on.

Peace.

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CDI- Guilds- Logistics and QOL

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Castrin.8972

I would be personally very unhappy if the amount of Guilds a player could belong to was reduced to only two.

Ideas that add to the game are great…ideas that remove what we already enjoy? Not so great. As evidenced by the player-base reaction to the latest Feature Patch.

Yep that seems to be the resounding feedback about reduction in guild occupancy. Alliances can exist outside of that though.

Chris

Indeed. Alliances would be adding something to the game, and I’m sure they would make many players pleased. Especially, Alliance chat. =)

Not sure about the logistics of Influence, Bonuses, Buffs, or anything else. What I mean is would people be asking for such things? Would several smaller Guilds want to pool their resources in such a way as to be able to, then, participate in content only the larger Guilds are able to now?

It might require some thought.

I think small guilds would Ally . WvW guilds would. And potentially for PVE content to with larger guilds. And WvW alliances with pve guilds. I have been adopted by a WvW Zerg Smashing guild called Helioz on TC and they wanted to ally with a PVE guild to do the content.

Depends on how progression is distributed and the communication channels etc.

Chris

I might be a little late to this part of the conversation but I’d be all for this. I’m in a tiny guild (2.5 people!) and very hesitant to join a large one, though I have a slot reserved for just in case. Anything that would allow family guilds and small groups of mates to get together and get things done would be wonderful.

I’m all for alliances too because I have no plan nor desire to join any guild save the one I’m in. We are a tight knit group of friends and old RPG/gaming hands and like it that way. I’ve been in huge (literally hundreds of members strong) guilds and I’ve seen the good, the bad and the ugly. I’m done with that scale of guilds.

Alliances would allow smaller guilds to link p for common goals while being able to keep their identity. Should thing not work out they can split off without having to “reform” or wonder what the rest of the membership will do/go.

Peace.

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CDI- Guilds- Logistics and QOL

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Posted by: Castrin.8972

Castrin.8972

Automated guild-ranks.

No and just no. Beyond the “entry” rank assignment it’s a bad idea to automate any of the other ranks. If you can’t be bothered to manage your guild and have no one to help then it’s time to trim the membership or just close the guild.

Right now there is enough granularity for what is there. If things are added then they should include rights assignment like everything else. If things get really complicated it might be an idea to add guild roles as a sort of template to streamline assigning rights.

Peace.

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CDI- Guilds- Logistics and QOL

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Posted by: Castrin.8972

Castrin.8972

Proposal Overview
Guild Material Storage and Crafting

Goal of Proposal
Allow players with crafting skills to craft items for the guild via a centralized system.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “workshop” tab which would lead to a guild version of the crafting menu found at the crafting stations. This crafting station would support all crafting options and employ the level and knowledge (i.e. recipes) of the character doing the crafting (no separate exp system needed).

This in turn would be tied to a guild materials storage the same as each player has but with a stack limit of 5000 for each material stack. This would be a guild storage similar to the stash/trove/cave system, separated based on current material groupings, with rights to it assignable in the guild.

Any items crafted would be deposited in the highest level of guild storage unless full, then in descending order till an open slot is found. To access the finished item, or to deposit materials would require being at a guild bank location in game. The actual crafting of the object can be done anywhere in game just like building guild bonuses are able to currently.

Associated Risks
Security would be tricky but other than that I can’t think of any.

This is an interesting idea. What would you do about players who constantly take from thee stock pile, for example hitting limit everyday and not re-stocking. Would this be handled by just cautioning the player or would you design levels of restriction?

Chris

Restocking the guild stores would be up to the guild members that have rights to the guild storage. It’d be up to the leaders to decide who is trustworthy and given access. In my experience if you give the guild leaders the tools to manage things it’s usually OK to let the guild deal with people emptying the stockpile. Managing guild theft is a bit out side of the proposal.

I’m not proposing an endless supply of mats that appear for guild use. I’m 100% sure that would be seriously abused.

Peace.

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CDI- Guilds- Logistics and QOL

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Castrin.8972

I strongly disagree with guild taxes. Seriously, I can already see how this would create rage if this were implemented as a feature.

I agree, in game tax system is bad. I’ve had to deal with it and it just never works the way it should and leaves many running to guilds/corps that have no taxes.

Instead of thinking about a tax, why not think about setting up a formalized system of a donation bank that everyone can put money into so the guild can buy things?

This. Let people donate. Simple and shouldn’t be too hard to implement. True that some will say “no one will then” to which I say “were you looking to get rich off of others?”

Peace.

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CDI- Guilds- Logistics and QOL

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Posted by: Castrin.8972

Castrin.8972

Proposal Overview
Guild Material Storage and Crafting

Goal of Proposal
Allow players with crafting skills to craft items for the guild via a centralized system.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “workshop” tab which would lead to a guild version of the crafting menu found at the crafting stations. This crafting station would support all crafting options and employ the level and knowledge (i.e. recipes) of the character doing the crafting (no separate exp system needed).

This in turn would be tied to a guild materials storage the same as each player has but with a stack limit of 5000 for each material stack. This would be a guild storage similar to the stash/trove/cave system, separated based on current material groupings, with rights to it assignable in the guild.

Any items crafted would be deposited in the highest level of guild storage unless full, then in descending order till an open slot is found. To access the finished item, or to deposit materials would require being at a guild bank location in game. The actual crafting of the object can be done anywhere in game just like building guild bonuses are able to currently.

Associated Risks
Security would be tricky but other than that I can’t think of any.

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CDI- Guilds- Logistics and QOL

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Castrin.8972

Proposal Overview
Guild Purchasing / Selling Option

Goal of Proposal
A method to buy and sell items from the guild storage for guild profit.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “store” tab which would lead to a guild version of the TP buy/sell menu.

This would be tied to the guild bank and allow selling and buying from the guild bank directly to the TP market. Any purchases would be automatically deposited into the highest level of the guild bank (i.e. if Guild Cave is highest any purchase would go there first as opposed to the basic Guild Bank level). Any gold received from selling would also be deposited the same way. To retrieve said gold/item(s) would require guild bank access from a town or other location where the guild bank is available from. The right to sell and buy would be separate assignable rights in the guild. Rights for guild bank levels already exist.

Associated Risks
Potential for sell/buy spamming but no more than current TP sell/buy system.

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CDI- Guilds- Logistics and QOL

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Posted by: Castrin.8972

Castrin.8972

Proposal Overview
Guild Advertising / Bulletin Board

Goal of Proposal
A formatted and real time way to announce your guild is looking for members without having to spam local and map chat channels. Allows players to find guilds they might want to join easier.

Proposal Functionality
In the Guild in game menu, on the left side there would be a “town crier” tab which would lead to two topside icons.

First icon would access the current listings of all guilds actively recruiting in the game along with what info they have put up describing their guild. There would be a “join request” option that would alert the Guildmaster (or recruitment designate) of the application. Filters would include Guild type (PvP,PvE,etc.), keywords, and server (if relevant).

Second icon would access a menu with the guild’s current “ad” displayed (or blank if none) and with an edit button. If given the right an ad could be placed for n days based on either a) influence spent and/or b) gold spent for the ad. As noted this would be locked down based on rights assignment.

Associated Risks
Would create a bit of negativity for those that still spam in chat but otherwise I can’t think of any.

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Misconceptions regarding Level gating.

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Castrin.8972

Diving goggles seem to have been level locked. -Another thread with in-game screenshot.
And forgive me if this has been asked but my lvl 34 Mesmer needs to know if she’ll have to spend more skill points a second time to unlock the elite skills that were already unlocked but are now gone until lvl40.

Not sure if this was addressed but from what I’ve found the Elite skill still works if you had it prior to patch but you can’t change it if you’re below 40. I have two 30ish characters and both can use the skill currently active but can’t switch it out.

Peace.

Edit: it was addressed I just didn’t see it. Carry on.

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(edited by Castrin.8972)

Skill Points/Leveling after recent update

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Castrin.8972

http://wiki.guildwars2.com/wiki/Level_rewards

Just to help all out. Skill points are given out in batches now.

No, it wasn’t mentioned in the patch notes afaik.

Peace.

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Skill unlock requirements

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Castrin.8972

It seems that Elementalists and Necros have new requirements for their respective specials. The release notes do not state what the new break levels are. Why were they singled out and these limits not put on any other classes?

Also it seems that the Elite skill break point has also changed. From what I can gather the level is now 40 however I can’t be certain as the information is anecdotal. Still trying to figure it out. What I do know is that my low level alts can’t change their Elite skills currently. So is this related and why no mention of this change?

Can anyone confirm the above?

Why was this left out of the release notes? Anet, were you that afraid to say anything about this in the notes or all those weeks of blogs, or even in the new “teaching and rewards” blog you link to in the notes?

I’m disappointed in the lack of communication regarding these changes.

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[Suggestion]Preview Finishers on Gemstore

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Castrin.8972

You will be able to do this post the next Feature patch in Wardrobe according to the latest news. No need to have it elsewhere.

Peace.

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Is anyone happy anymore?

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Castrin.8972

I’m happy with the game, it’s all I ever wanted in a MMO. Content and a developing story-line that makes me feel the world is actually living and growing around me. I’ve played so many MMOs where the developer gets rid of the story tellers in the game and it all goes bland. GW2 also is more open world than any game I can think of. Where you can help out in a pinch and that teamwork is rewarded without penalizing people by “stealing” loot and kills. My group is still active and enjoying the game too. I like that we now have full maps and events can actually get completed.

I’m mostly OK with Anet though I’m unsure of a few things that are coming in the next patch. I don’t think that new players need as much hand holding as they are seemingly headed toward. The profession loot plans I think are not completely thought out but I plan on simply adapting as needed.

I think the only thing I’m unhappy with are the players that bemoan the lack of “endgame.” Those I want to punch in the face.

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Please No Profession Loot

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Castrin.8972

@Castrin.8972 I’ll say it a second time. Find me where they said it won’t affect level 80 players and I’ll personally ask a moderator to close this thread and issue an apology to everyone I have mislead. All you’ve proven is that it will affect leveling players, you have not proven it won’t affect level 80 players..

You nor I can “prove” anything, it’s all what we think they are saying.

You believe that a “new player” and/or “leveling player” includes those with characters at level 80.

I do not.

Time will tell which is the correct translation but either way I wish you luck.

Peace.

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Please No Profession Loot

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Castrin.8972

it’s only for leveling….

Not it’s not.

You sure about that? …

“It’s still possible for a warrior to get a new staff to sell or for mesmers to find a rare rifle, but it’ll be a bit less common than it was before. We’d rather that leveling players found things that felt like an immediate and useful upgrade or gave them a look at a new weapon and a chance to expand their skill set, and this seems like a good way of doing that.”

Seems to me ANet says different.

Peace.

Find me where it says that level 80 players aren’t affected by these changes.
EDIT:
Taken from the article:
“Finally, since we believe that, especially for newer players, good rewards mean things you can play with […], we’ve made it so that you’re more likely to get loot that you can use.”
The word especially indicates everyone will be affected by these changes.

Ignoring sections of the news post does not prove your point.

Read my (and your) quote above. I’ve added emphasis (in bold) to help.

When is a level 80 character a “new player” or a “leveling player?” They aren’t. Yet you refuse to take note of what ANet is saying and instead are trying to substitute your take on things.

Calm down a bit.

Peace.

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Favorite Map and Why

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Castrin.8972

As with others, timberline falls is my favourite because I love the balance of mountains and water. The vistas are spectacular.

Agreed, that’d be my second choice.

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Favorite Map and Why

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Castrin.8972

I’d have to say Queensdale. It has the most “home town” feel to it of all the maps and local chat is pretty clean and nice now that the train is gone. There are even a few RP’ers that you can converse/interact with for good fun there. Lots of inns and such to wander around in too.

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Please No Profession Loot

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Castrin.8972

it’s only for leveling….

Not it’s not.

You sure about that? …

“It’s still possible for a warrior to get a new staff to sell or for mesmers to find a rare rifle, but it’ll be a bit less common than it was before. We’d rather that leveling players found things that felt like an immediate and useful upgrade or gave them a look at a new weapon and a chance to expand their skill set, and this seems like a good way of doing that.”

Seems to me ANet says different.

Peace.

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Enemys always agro you

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Castrin.8972

I didn’t find it impossible and I did LS2 ep3 with my Mesmer and she almost always gets agro’d (stupid illusions). I’m sure that she has less armor and health than your Ranger. I pretty much expect that the vet mobs will go after you first and anything else second. In open world the mobs are not very bright but the LS content is supposed to be a challenge.

As I recall in the PS content the mobs would always chase you no matter what, even when you had allies/pets attacking them. So the mechanics are pretty similar it seems. Best to learn how to strafe and dodge I guess.

Peace.

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The beginning of mounts?

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Castrin.8972

An item that a character holds that gives a speed boost is not a mount IMO. It’s just an item with a speed boost. Mounts are something a character rides, sits on.

Visually, you are correct. But functionally, they are the same from the sounds of it.

For example, this is considered a mount in SMT: Imagine Online

Oh god no…. just no

When I heard about the kite speed boost deal I had a similar image of people being pulled along in game much like that. The above link takes it to a whole different and disturbing level.

Not sure my stand on it overall. If it’s a non-mount, object based, speed bonus then I don’t really see an issue. What worries me now is progressions like other posters have noted or taking in game things and “fixing” them to characters like kites (similar to the demoness in the vid) for more … ahem … interesting boosters. Harpy “kite” anyone?

Peace.

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Guilds of GW2: What other games do you play?

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Castrin.8972

Our guild is mostly friends and friends of friends and it’s fairly casual, small and not much burnout. Occasionally I log back into EVE Online just to get the new patch/expansion and see if anything interesting is happening, usually not. Neverwinter is also one I occasion but the graphics are horrid and people on mounts in that game are really annoying. Game play wise though it’s pretty good.

I guess I’d have to say I just take a break from GW2 when I feel it’s becoming a chore. Hang out on TS and just chat with friends or work on my Shadowrun campaign.

There is always going outside in the sun too.

Peace.

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GW1 = more build diversity?

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Castrin.8972

If EVERYONE stops buying games then the industry will be forced to improve.

Um, no.

If everyone stops buying games then the businesses in that industry die. For evidence just look at any industry where sales tanked and whole businesses were wiped out. In fact there was a time that the home electronic game industry almost went away due to glut and greed and that people just stopped buying games. True they were terrible games but the fact is that the consumer almost cashiered an entire industry. That didn’t do anything to improve the games, improved tech did. In the current age all it’ll do is ensure that investors will steer clear of the high detailed or cutting edge games and go for the low hanging fruit, FarmVille 14 anyone?

Now I’m not saying we should spend spend spend and blindly keep Anet in business without regard to the current conditions of the game (though I disagree that it’s that bad). But I think they are hearing us to a degree and change is coming. Whether or not you will be happy about it, is a separate subject. Either way I feel that engaging in these discussions is good and LS2 is some proof that at least some complaints have been heard.

Peace.

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Dust, Ore and Fragments

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Castrin.8972

All three are components of ingredients required for crafting ascended weapons and armor.

http://wiki.guildwars2.com/wiki/Vision_Crystal

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(edited by Castrin.8972)

Jumping Feedback Thread

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Castrin.8972

The easiest and best solution though that should work for everybody is to just not add the jumping puzzle to the main content or story. Have it like every other map where you have to venture off to a remote area to partake in the jumping puzzle. Nobody should be against something like this; if anything, they’d have reason to make the JP ridiculously harder than this one currently is.

This way, nobody should feel restricted in partaking in the actual story. If someone complains they don’t like questing/fighting in an MMO and would rather jump around like Super Mario as part of the main story line, then an MMO is not for them. Jumping puzzles were fine as they were, optional content away from the main story line void of map completion. Yes I am aware this new map isn’t needed for map completion, but apparently if you wan’t to progress the story it’s needed.

Agreed and I hope that Anet goes back to this in the next region. The aspects are ok, if really annoying for some, as a one-off but not as a regular thing.

What do you consider a jumping puzzle?

A puzzle that requires jumping to solve?

Having pointed out the obvious, the main concern is that it’s required to complete the storyline. Now it can be done without aspects (which I just discovered) which is good. However not treating it like all other jumping puzzles, i.e. a totally optional part of the map, could make it kitten those that don’t really like jumping puzzles, yet want to complete all achievements. Like the abundance of aspect use needed in this map, I’m hopeful that both are just due to the challenges that Anet wanted to give the players in this region and that the next map/region will be more “traditional.”

For me I like jumping puzzles so either way I’m ok.

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Jumping Feedback Thread

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Castrin.8972

The easiest and best solution though that should work for everybody is to just not add the jumping puzzle to the main content or story. Have it like every other map where you have to venture off to a remote area to partake in the jumping puzzle. Nobody should be against something like this; if anything, they’d have reason to make the JP ridiculously harder than this one currently is.

This way, nobody should feel restricted in partaking in the actual story. If someone complains they don’t like questing/fighting in an MMO and would rather jump around like Super Mario as part of the main story line, then an MMO is not for them. Jumping puzzles were fine as they were, optional content away from the main story line void of map completion. Yes I am aware this new map isn’t needed for map completion, but apparently if you wan’t to progress the story it’s needed.

Agreed and I hope that Anet goes back to this in the next region. The aspects are ok, if really annoying for some, as a one-off but not as a regular thing.

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Suggestion: One Handed Katana

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Castrin.8972

Use the same model as a one-handed sword. It’s fantasy anyway, right? Why not have some Sephiroth and Cloud swords running around?

Have you seen the Norn and Vigil greatswords? Pretty close I’d say.

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Suggestion: One Handed Katana

in Black Lion Trading Co

Posted by: Castrin.8972

Castrin.8972

you forgot kodachi

Heh, I could have included Nagamaki, Uchigatana, and Tachi but tried to keep it simple.

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Jumping Feedback Thread

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Posted by: Castrin.8972

Castrin.8972

- Activate both way points

For this for those that just want to get to the settlement area and are not fans of aspect use. Fee is irrelevant.

- De-active timers on aspects

No, but make the timers a bit longer. The problem is that those that don’t like jumping puzzles still end up doing them. Just that they take it more easy and don’t try and fly through them like twitch gamers. More time but not infinite would work out to being challenging but doable.

- Place more Chrystal’s
- construct alternative routes (OK, that is hard and time consuming, I’ll admit)

Both no and not likely to happen. There are enough crystals to get to the needed areas. For those tough to get to areas a longer timer would suffice. As for making different routes, that would require redesigning the area which I don’t think is practical.

Understand I have no problems with the new region. I find it all fun and challenging and I have a big thumbs up to Anet for the work they did. However some in my guild loath the whole aspect crystal thing and for those, they feel left out of the new region. Even the sun aspect part needed to get to the settlement irked them. It’s just their play style but it goes to show that making things more fun/challenging for some just leaves others out.

Peace.

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Suggestion: One Handed Katana

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Posted by: Castrin.8972

Castrin.8972

We haven’t even got a two handed Katana (yet – if at all!) and we’re already asking for a one handed one?!

But yes, I agree that if the Two-Handed ones (whatever the proper name is supposed to be) are available to players in the future, it’s only fair to have a one handed one for thieves too.

nodachi/odachi = greatsword
katana = long sword
wakizashi = short sword
tanto = dagger

Just a FYI.

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Katana in Guild Wars

in Black Lion Trading Co

Posted by: Castrin.8972

Castrin.8972

2) when on the back(unequiped) it’s sheathed. Does this mean it has a drawing-sword-out-of-sheath-animation? That would be really cool!

I can guarantee you the animation will be no different from any other greatsword. Your character will instantly have it in their hand upon using a skill. If you stand still long enough your character will put it on their back the same way they would sheath a fellblade, sunrise, or zenith avenger.

You’re both thinking of the nodachi/odachi which is the greatsword eq. of the katana. Often the katana was sheathed and placed low and cross-wise at the small of the lower back but placement varied based on the wielder’s style.

If it were put in the game, the katana would more likely be on the side of the character in the style for swords (one handed) currently. The sheath could be an ‘unequiped’ visual but would likely disappear in combat.

Peace.

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Armor. Seriously? Part 2

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Posted by: Castrin.8972

Castrin.8972

Yet there are those intent on removing all choice and limiting things based on their belief system.

The OP clearly states he has no problems with other people wearing skimpy armor and does not want those removed.

Did anybody bother to read the post?

Yes I read the post and that was just a CYA statement to cover the fact that he didn’t want people thinking he wanted something censored or removed. Did you really read his post?

If (according to the OP) the problem is having them in his inventory, I think he can safely ignore them. Since he is not concerned with how others are wearing skimpy armor.

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Armor. Seriously? Part 2

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Posted by: Castrin.8972

Castrin.8972

We kill people in the game in wholesale lots yet if extra skin is shown people go apoplectic and scream it’s an attack on women. They cast it as an issue of feminism yet if you really look at the selection of armors there are tons of choices both “skimpy” and 100% coverage. With the (re)skinning of armor now it’s completely up to the player what direction they want to go without losing anything.

Yet there are those intent on removing all choice and limiting things based on their belief system.

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(edited by Moderator)

[Suggestion] Mounts?

in Guild Wars 2 Discussion

Posted by: Castrin.8972

Castrin.8972

That’d make sense if this was a simulation of real life. Fantasy literature, however, has plenty of brave steeds able to bear a hero as she battles monsters, let alone ride past them.

No just running past critters like everyone else can … when on foot.

This is one of the big things I don’t get about a lot of the anti-mount argument. Players can blow right past most mobs, ignoring them completely. Why does it suddenly become offensive if the player is on a horse or other mount?

Nothing offensive about it, don’t take open discussions to be an attack. It’s called game balance. I know most don’t seem to understand that concept but I thought that you would see it for what is was.

Though I’m more “no mount” I think from the discussion so far I’ve shown a level of willing to give, if the game balance is not greatly effected. True the “heroic mount” is one that inspires images of warriors riding on fell steeds. However the palfry is not of the same cloth. I’m imaging a graduated system where the War Warg will be a dang sight better than the family samouth.

I might be willing to give on the speed bonus if that was part of the mount characteristics. Not sure +60%, more like +40% but the resulting game balance seems fair.

Earlier in the thread I proposed mounts that can only be ridden on roads, which could have a similar effective restriction. We might be able to find more common ground than just “no flying mounts”.

As I said before, hope springs eternal.

Peace.

p.s. yes I said I was out but felt this needed a response, sue me. :P

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[Suggestion] Mounts?

in Guild Wars 2 Discussion

Posted by: Castrin.8972

Castrin.8972

You can’t teleport past it till you explore it. You want to “power gamer” through all that intervening terrain that is in your way.

It’s kinda pointless to “power gamer” when I’m running through the zones that give my level 80s pretty much nothing in the way of rewards.

Levels == skill points.

But if you’ve already crafted legendaries (or just not interested) then yeah, not much for a 80lvl to get out of it.

Then you want it so you can move from event to event, after way-pointing in, so you can farm even harder core than you already are.

Hah! I’ll be honest. I have tried farming. Shortly after ascended weapons were implemented, I tried one of the broken events in Orr that endlessly spawned mobs, as well as the Frostgorge Champ farm. I can’t seem to build a tolerance for it, though. The fact that I had gotten to the point where I was willing to try farming is what made me take a six month break from the game.

I just recently started playing again with the “feature” patch, and am back to exploring the world on my Ele, who does have a nice set of travelling abilities. Between ride the lightning, swiftness-on-aura, and swiftness-on-air-attunement I can get around reasonable well. It’s pretty tedious to constantly be cycling air/water/fire/rtl though. It’d feel much more awesome on the back of a horse or treant.

If the devs came out and said they were implementing mounts, but didn’t want to give more than the standard swiftness buff, I’d be content. I like the idea of 60%, but 30% would be fine.

Point out where I’m wrong or why exactly you need a perm +60% move bonus between map ends?

I don’t need it. I just would like it. I like the feel of riding a mount, which doesn’t really get conveyed if you’re moving at exactly the same speed as you do without a mount. I also feel the standard running speed is on the slow side, and by the fact that people are willing to go to the lengths they do for perma-swiftness, others agree. I also don’t like carrying a weapon just for swiftness, as it seems like a minor annoyance that has no good reason.

While I’d like a 60% speed boost mount, which would put me in the world more than our current fast travel system, a post search will show you that I’ve always been against flying mounts.

Well thanks that you can see how that would truly break things. Hope spring eternal.

To say it should be added because of all these other additions to the game is disingenuous.

I wasn’t. I was saying that your argument was coming across as an appeal to the status quo.

I wasn’t.

Status quo might be fine if we lived (or played) in a perfect world. We don’t. My point is that some ideas are just not right for the world we play in. My belief is that the underlying mechanics deal with this particular issue (mounts) just fine despite some people’s disenchantment with those same mechanics.

Simple diference of opinion.

Maybe you are just saying things they way you meant and not the way you want.

And you’ve lost me there. I don’t know what that means.

Sorry for the quip’ish answer.

At this point all we will do is rehash the points of contention so I’m bowing out. Thanks for the discussion.

Peace.

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[Suggestion] Mounts?

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Posted by: Castrin.8972

Castrin.8972

I do find it funny that I’m being accused of being anti-exploration for wanting a speed boost mount when world exploration is the bulk of what I actually do in game. The fact that most of my time is spent moving through zones, rather than zerging world bosses, farming dungeons, or running the same small circle of event chains is why I’d enjoy a 60% speed boost mount.

I criss-cross zones a lot, rather than teleporting between hotspots according to timers like much of the player base. I want a mount to enrich being out in the world, not to skip it.

I’ve had to actively ignore the fact that ArenaNet has created a reward structure that doesn’t reward level 80 characters for being in 90% of the world precisely because I’d rather immerse myself in that world than do the 10% of the game where they’ve placed endgame loot.

Mounts would be an addition to my immersive play, not a shortcut around it.

Who accused you of that?

Well if it’s immersive play you want here’s an idea for mounts. If you approach any of the local fauna in a map, the mount stops and will not go blindly toward that lvl 65 cave spider. Being that it’s just a mount I’d think that is very logical, most mounts will spook at all manner of things. Forcing it gets you a “throw rider” check with more trained mounts less likely though still not willing to run right up to that “big nasty.”

No just running past critters like everyone else can … when on foot.

I might be willing to give on the speed bonus if that was part of the mount characteristics. Not sure +60%, more like +40% but the resulting game balance seems fair.

Peace.

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[Suggestion] Mounts?

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Posted by: Castrin.8972

Castrin.8972

Anti-mount people keep telling the pro-mount people there’s no need for mounts. For the most part, I don’t see the pro-mount people saying they need them. Just that they want them.

Really!? Might want to read your own post below.

Okay, I did. Can’t find the spot where I said I needed a mount.

I’m glad that you agreed with my assessment. The pro-mount side want a game breaking, content by passing addition to the game. Something that will let them go across maps, very fast, free of the waypoint system that is part of the GW world setting and all those pesky restrictions (and silly nominal cost). Not to mentionn speed up exploration to irrelavance.

Quite the opposite. I want a quick way to get across a map by actually travelling through it, rather than teleporting past it. I don’t want a mount to bypass the, as you say, silly nominal cost.

You can’t teleport past it till you explore it. You want to “power gamer” through all that intervening terrain that is in your way.

Then you want it so you can move from event to event, after way-pointing in, so you can farm even harder core than you already are.

Point out where I’m wrong or why exactly you need a perm +60% move bonus between map ends?

No, I want a mount. It’s not even a huge want. There’s a long list of things I’d rather have done in the game first, but that doesn’t mean I’m not willing to defend the idea of having mounts in the game.

I don’t think having to keep a focus equipped on my Mesmer or a staff on my Guardian to switch them out as I enter combat brings anything to the game. It’s a minor QoL issue that I’d be happy if it was gone. It certainly doesn’t make the game any richer having to swap weapons before I enter combat.

You can try to paint me as some sort of lazy welfare gamer with your ad hominem attack, but I’m not looking to ezmode the game by removing meaningful obstacles with a mount. I have no problem removing meaningless obstacles with them, however.

Actually I had you pegged for a power gamer. There was no attack directed (ad hominem or in general) to your gaming style. Only on the concept of needing something that’s only needed for those not happy with how things work in the game currently.

While I’d like a 60% speed boost mount, which would put me in the world more than our current fast travel system, a post search will show you that I’ve always been against flying mounts.

Well thanks that you can see how that would truly break things. Hope spring eternal.

In another response I noted that I’d be for mounts if they were just like the broom or dredge bore. See I’m not against mounts, sorry to suprise you. I’m agaist YOU, the player(s) that have that “we don’t want to deal with this game the way it was made” mentality.

So any request for change is a player trying to shortcut “the way this game was made”?

I suppose people shouldn’t have gotten account wide WXP, because character specific WXP was “the way this game was made!” Or no LFG tool should have been implemented because that was “the way this game was made!” Or pick whatever improvement you’ve liked since launch.

Red herring attack on the argument. The incompatibility of one doesn’t preclude another. For example, the LFG tool was needed to help the community out and make PUG groups easier to organize. It’s a tool that is in many (most?) MMORPG games out. It does not run counter to any game mechanic or change how the world setting continues.

The fact that there is all ready a way to move through map content quickly means the developers already dealt with the speed/mount issue from a game mechanics point of view. They might revise it later but wishing they would give you a method to rip through constant even faster is poor form. To say it should be added because of all these other additions to the game is disingenuous.

My apologies for my lack of clarity.

Nope you were quite clear, more so than I think you were aware of.

I don’t see how that can be true, since the message I intended was not the message I gave.

Maybe you are just saying things the way you meant and not the way you want.

Peace.

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(edited by Castrin.8972)

[Suggestion] Mounts?

in Guild Wars 2 Discussion

Posted by: Castrin.8972

Castrin.8972

The stuff you buy in the cash-shop gives you a real use. So you are saying GW2 is P2W?

Your joking right? Hope so.

and no I would prefer a mount that gives you a perma speed-boost so it can be used to better explore the world. And then in fact it has a use.. something that is important for you apparently.

The fact that you want a shortcut to exploring implies to me your in the wrong game.

I have specifically said I don’t want them to have an in game effect …. assuming they ever get implemented at all.

Peace.

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[Suggestion] Mounts?

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Posted by: Castrin.8972

Castrin.8972

Make them a tonic which allows use but locks out actions like jumping or use in combat (auto negation) and no effect on speed.

Why no jumping? If they were coded for automatic dismount upon entering a jumping puzzle, there wouldn’t be a problem with people griefing JPs with them. This should be an easy thing to implement, since the game already recognizes when you’ve entered a jumping puzzle (JP discoverer daily).

Even better! Have it auto dispell on any attempt to jump just like how pets pop from storage on a “combat” action/result.

Peace.

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[Suggestion] Mounts?

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Posted by: Castrin.8972

Castrin.8972

So disagreement based on personal feelings is only from the anti-mount group??

No. I’ve said repeatedly that this argument really boils down to “I like mounts” versus “I don’t like mounts”. It’s pretty much all personal feelings. Though some people seem to be bent on discounting others personal feelings as somehow inferior and inflating their own personal feelings to some kind of objective reasoning.

Sorry but the pro-mount side is just as empty of real reasons as to why they want it other than they can jump over peoples’ heads in town. I.e. “it’s kewl!”

And the anti-mount side is largely empty of real reasons besides “I don’t want devs spending time on it and I don’t like mounts!”

The issue is that mounts add nothing, NOTHING, to the game. Every character class has a speed skill/spell/buff that is +25% to +33% of move rate. Those that really want to move through maps quickly DO NOT NEED MOUNTS.

Anti-mount people keep telling the pro-mount people there’s no need for mounts. For the most part, I don’t see the pro-mount people saying they need them. Just that they want them.

Really!? Might want to read your own post below.

Since we have now dispensed with the movement argument

Except you haven’t. I dont’ see any real reason why out-of-combat movement buffs should require giving up traits or food buffs that would give in-combat bonuses. Why should players have to trait, consume, and equip just to get around the world faster rather than traiting, consuming, and equipping for adventure and relying on their mount to get them between adventures quickly? I’d love to have a 60% speed buff, non-combat, auto-unequip indoors and in cities mount.

I’m glad that you agreed with my assessment. The pro-mount side want a game breaking, content by passing addition to the game. Something that will let them go across maps, very fast, free of the waypoint system that is part of the GW world setting and all those pesky restrictions (and silly nominal cost). Not to mentionn speed up exploration to irrelavance.

You are in the wrong game when you want something that will by pass those pesky food/trait/skill/spell/etc restrictions to how you want to do things. Heaven forbid that you try and deal with the mechanics of the game. No you want the “magic wand.”

In another response I noted that I’d be for mounts if they were just like the broom or dredge bore. See I’m not against mounts, sorry to suprise you. I’m agaist YOU, the player(s) that have that “we don’t want to deal with this game the way it was made” mentality.

that leaves the aesthetic side. I will grant you that mounts can be done very nicely but they are fluff. I think all would agree that I want Anet working on ANYTHING other than fluff.

Looking around the forums, I don’t think you’re right. People want player housing. They want medium armor that doesn’t look like a trenchcoat or buttcape. They want clipping issues resolved with Charr. There’s even a page-one thread asking that cat transformation be made compatible with the balloon. So clearly people still want ArenaNet working on cosmetic, fluff stuff along with other areas of development.

I think on the whole people want Anet to focus on content. More so the world content but I’ll grant you that people want all sorts of things. There is room for all of it just not things that will break the world setting and game mechanics.

My apologies for my lack of clarity.

Nope you were quite clear, more so than I think you were aware of.

Peace.

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[Suggestion] Mounts?

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Posted by: Castrin.8972

Castrin.8972

I am fine with Mounts adding NOTHING to the game. I just want a horse to ride around in.

Players do not need ANYTHING from the gemshop. Should ANet just remove everything from the gemshop and sell +200 permanent power boost, Ascended/Legendary weapons, a level 200 cap increase because of that logic?

Your argument is a red herring. Players do need the gem shop because boosters and kits add to game play. In your previous statement you agree that mounts add nothing to the game unlike those boosters and other items.

Your attempt to back door value for mounts was poor.

If Anet were to do mounts just like the broom or the dredge mining bore. Make them a tonic which allows use but locks out actions like jumping or use in combat (auto negation) and no effect on speed. Kept it to animals in game that have already shown to be beasts of burden (i.e. no horses, maybe a friendly/tamed centaur?), then I might say “ok.”

Would you?

Peace.

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[Suggestion] Mounts?

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Posted by: Castrin.8972

Castrin.8972

Every time, however, someone says they want mounts, people who rage against the idea post their same old tired reasons why it is a terrible idea that would destroy the game and anyone who asks for mounts should be ashamed at their stupidity, which calls for those of us who would like them and don’t agree with the arguments against to defend the person who pulled it back to page one.

So disagreement based on personal feelings is only from the anti-mount group??

Sorry but the pro-mount side is just as empty of real reasons as to why they want it other than they can jump over peoples’ heads in town. I.e. “it’s kewl!”

The issue is that mounts add nothing, NOTHING, to the game. Every character class has a speed skill/spell/buff that is +25% to +33% of move rate. Those that really want to move through maps quickly DO NOT NEED MOUNTS.

Since we have now dispensed with the movement argument that leaves the aesthetic side. I will grant you that mounts can be done very nicely but they are fluff. I think all would agree that I want Anet working on ANYTHING other than fluff. Content is (or should be) #1 priority, then bug fixes, honing the megaserver (give up on it going away), and the next living story line are the rest in that order (personally).

So with all the above I think it’s time to move on.

If people would just let the occasional person say, “Mounts would be great in GW2!” and a few people chime in with “Yeah!” then the thread would sink back down once again.

Let one side say all and the rest just let it go … you do know what a discussion forum is for right?

Peace.

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[Suggestion] Mounts?

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Posted by: Castrin.8972

Castrin.8972

the majority rules no mounts i think this should end there , the devs dont want them the majority doesnt want them there for the answer is no

you can take it or leave it not gona make a diffrence

the answer is nope , no and long answer noooooooooooooooooo

Pretty sure the majority rules mounts.

No, we don’t.

Peace.

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