I vaguely remember this coming up before, but is there any word on an everlasting dog tonic for the non-cat-people of Tyria? Puppies, dogs, wolves, fern hounds etc. etc.? It seems like such an obvious inclusion alongside the cat tonic…
It’s a neat idea, but I think it’ll burn you out. You might, with five characters, have a shot at it by choosing different maps to run through, but with eight you’d definitely need to overlap some and it’s going to take MONTHS to get them to eighty.
Maybe try choosing five (one of each race), and do their starter zones, then choose maps from the next level tier. You’ll get some overlap in the later stages, but it won’t be nearly as bad as with eight.
That said, to answer your actual question, there are a few milestones that you might consider:
1) Skill unlock levels (level 11, 20 or 30 being the main ones).
2) Cultural armour unlock levels (35, 65, 80)
3) Zone completions (probably the best choice IMO)
4) Dungeon access levels (spread throughout the post 30 game, though tricky to party for at low level)
5) Gear access levels (various tiers and types of gear becomes available as you level up, but I would avoid that when leveling the first time as I find it sucks the fun out of random drops)
Yeah, personally I’m hoping for them to put rewards at even higher levels. The whole point was that everyone gets roughly the same stats and then you work towards aesthetics. This is the first time in my whole playtime that I’ve felt like I was working towards earning something that wasn’t locked behind RNG or dungeon spamming. Absolutely delighted with the new achievement system, and would be even if some skins were actually a few years of play to get (so long as that was years of fun).
I suggest you trust in John Smith. The guy knows what he is doing and it’s his job to watch the economy. If Cof1 was as destructive as people make it out to be it would have been nerfed a long time ago.
This game has a lot of great goldsinks and that’s what is keeping the economy in check.
See this is the weird thing, I do trust John Smith, but why do we need to? People have been talking about this for a VERY long time, and even if there is an underlying reason for why P1 is beneficial to the economy, that reason is fairly hidden. Why hasn’t there been an official response on this after so many months? Just a simple announcement explaining the philosophy on farming and the disproportionate rewards for that particular dungeon path.
I’m neither one of the people who have made a topic about this since the update (though I DID make one before it as I think achievements are fairly meaningless with the dailies included), nor am I someone with a high achievement score.
However, I don’t see how the recent threads can be attributed to “leet” players wanting to keep shiny things to themselves for two reasons:
1) “leet” players benefit most from the daily achievements. A player at the top of the leaderboards has a ridiculous number of daily achievement points. Not just dailies, but extra criteria for dailies, plus PvP dailies. The “leet” players are the ones who suffer MOST from removing the daily achievements (excluding the players who log in every day but do literally nothing other than dailies, who really should be given reason to go elsewhere in the game anyway).
2) We have no idea what the threshold for rewards is. If the AP for a reward is 10,000 with dailies, then it simply drops to something lower without dailies. The removal of certain achievement scores only biases in favour of a certain type of player (one who has actually played multiple facets of the game and achieved things in those facets), not against casual or leet.
Tybalt, Caithe and Baroosh.
Okay, firstly I love the recent updates (including the difficulty of the dungeon), but this is the second POI in a row that has appeared inaccessibly. Is there any way that such POIs can be left off world completion requirement (or just omitted entirely till accessible) in future patches? I’m really enjoying the Living Story, and I know its a short wait, but this is the first time that it has actively prevented me from regular gameplay progress.
I think making unlocked dyes soulbound was a mistake, as it ruined the collection element of that. I was really enjoying unlocking unidentified dyes until I realised that they only apply on one character, who would only ever use a tiny fraction of them. Making them account bound would have made me really enjoy collecting them all, including the gem store ones. I really wish they’d just make dye unlocks account-wide, and give players any duplicates back. It’d make that aspect of the game fun
I don’t think they should get rid of soulbinding entirely, but maybe there could be some kind of practical barrier, rather than gold/gem. Like if an item is left in the bank for a week then it becomes account bound again. That would allow for players to swap items between characters, but not trivialize the need for gearing up everyone.
I should clarify. I LIKE achievements. I have absolutely no issue with them (actually would like more, and titles to go with them), I am specifically talking about the inclusion of repeatable achievements. I can only see negative consequences to them except a very tiny proportion of players who feel compelled to grind for them (logging in daily for exp/karma/coin/laurel will attract players more than the points I suspect). I’m really not intending this to be a negative thread, just a constructive feedback on a particular aspect of a system I happen to enjoy.
I can recognise the value in estimating ability by achievement score (poor indicator as it may be), but I don’t see how the measure is made more accurate by the repeatable achievements. Surely without the daily achievements you would actually have a much clearer idea of what a player has actually done, and simply reduce your benchmarks a bit?
I was reading over in the dungeon forum and one of the threads talked about quickly judging people based on achievement points when pugging. Now, I’m not actually interested in doing that, but it did get me thinking, who are the repeatable achievements actually for? Who wants them? I know the leaderboard players have complained about them, but I don’t actually see how they are of benefit to anyone in the game and who also cares about achievements.
1) Leaderboard players, except those who can play every single day long enough to get ALL dailies, are forced to grind points. I don’t see that these players make up a big enough demographic to justify making them less happy, and shutting everyone else out of ever competing with them, just to get frequent log ins from them.
2) Achievement collectors, who actually value achievements and want a count of what they’ve accomplished find their “real” achievements devalued. I have literally no idea how many points I’ve “earned”, and how many I’ve got from random dailies.
3) Puggers get a very inaccurate reading of how much a player has actually done in the game (even compared to the inaccurate measure of an achievement score to begin with). The achievement score doesn’t reflect skill, breadth of play, or even time invested. Just ability to log in frequently.
So apart from people who like big numbers, regardless of their meaning, I can’t see who the points are actually designed to make happy. I know there is supposed to be an overhaul coming, but I was just curious as to whether or not I’ve missed some demographic that these rewards were meant to please?
I think sticking with ranger could suit the kind of play you’re asking for, particularly in defending. Though rangers get a lot of stick, it really is quite satisfying to rain arrows down from the top of a tower
You also can be a little more relaxed sending your pet out for you as this doesn’t carry quite the same level of risk as going in yourself.
If you want to feel like you’re getting loot bags at range make sure you have some decent are of effect stuff on whatever you’re using. It isn’t necessarily the most effective method, but when an enemy zerg shows up it is very fun to watch all those numbers start flashing up
That said, I am far from an expert in WvW, but I’ve enjoyed playing in a similar style and I found that it worked well enough.
Thank you!!!!! 
Hi, I just got Guild Wars 1 as I was interested to play through the backstory (don’t worry I know the gameplay is different, I’m not expecting it to be the same as GW2). I was hoping to link accounts to get the Hall of Monuments rewards, but I had a quick question first.
It says that linking is a “one time” thing, does this just mean that I can only link one account to one account, or does it mean that the rewards are set at the time of linking? As in, if I link the accounts at the beginning, will I then be locked out of receiving higher level rewards later on? Or can I link accounts, get low level unlocks, then keep playing and go back to get later rewards afterwards?
Okay, I’ve searched for an answer to this but can’t seem to find one. Has there been word on when the fused tickets (gauntlets and weapons) can be used until?
As many have posted, I agree that MF needs to go to the whole party. It’s the obvious solution that solves everyone’s problem.
HOWEVER, it might be an issue in open world as this would be fairly exploitable. All you’d need to do is ask four friends to AFK on your map somewhere and boom, you’re farming with a ridiculous amount of magic find. In a dungeon where everyone needs to be pulling their weight this isn’t a problem, but I can see there being some issues implementing it properly.
Okay, this is not in any way a perfect idea. There are lots of kinks that would need to be discussed, but I was reading the main discussion forum, and someone mentioned that alt play is discouraged by the fact that between dungeons and laurels and dyes and etc. etc. etc. there are too many reasons to stick to a single toon.
So, what if levelling characters received a percentage of their loot at the same level as their highest toon? Say a level 47 toon, in a level 15 zone, with a level 80 alt, would receive some loot at their own level, some at the zone level, and some at level 80. This would encourage people worried about “missing out” on the gold of level 80 farming, and let them wander about in the currently empty maps levelling their toons. But not in such a way that people would start levelling alts just to farm.
Please note that this is NOT a request for better loot for people who’d be levelling alts anyway. I’m perfectly happy for people to play for the sake of playing, and not need high end rewards for everything they do. What this is is a proposed solution to people who are put off levelling an alt due to a perceived need to “keep up” with the market. This would not only benefit those players, but also lead to a more populated open world.
There are also several clipping issues with asuras and greatswords (I’m not sure about other weapons) where the blade goes quite a long way through the lower armour. I think that this stuff is getting looked at, but yeah it’s probably quite low priority.
Can I just counter this with a request to please not interpret “gender indifferent” as “male”. It doesn’t make sense for Asuras to follow human gender norms, but it ALSO doesn’t make sense for all Asura to dress as human males. If Asura aren’t going to follow the standard male/female divide, then either all Asura should have both male and female clothing and armour options, or there should be a random assortment of male and female armour and clothing for BOTH genders.
Forcing female Asuras to wear male human male clothing isn’t neutrality, it’s just treating the male version as the default with female clothing as some weird alternative. There is no more reason for a female Asura to be wearing shirt and trousers than there is for a male Asura to be wearing a blouse and skirt (especially in a world so indifferent to practicality in outfits as Tyria).
They shouldn’t be available in dungeons or WvW etc., but I would LOVE to bring an alt to open world PvE as a partner. Especially if they kept their stats and armour etc. It would really add a new dimension to the PvE side as you could customise you classes accordingly.
Again, not for dungeons or any PvP, but most definitely would be awesome in regular play.
Thirded, definitely want an Endless Mystery Dog (puppy) tonic! Easily worth 100 laurels
Yeah people knew about this, and hoarded for a lot of the month. Also, anyone who wanted one enough to pay a lot of gold could just farm them, so they aren’t going to be too in demand for a while.
Also, bear in mind that not everything skyrockets. The consortium stuff, despite having some cool skins, have sat pretty low for a while (despite being from an event that is almost guaranteed to never return). Same with the grinning gourd rifle skin, which is pretty awesome and has particle effects, but hasn’t really moved. It isn’t even in the league of the other Halloween weapon skins in terms of price.
Basically, the market is predictable, but not as easily predictable as people seem to think.
As I said in another thread, I think they should allow all slots to be hidden, but then limit it to two things at a time (if need be only allow top OR pants). That way there is much more flexibility, but without the naked issue. It also levels the playing field a bit in terms of suspension of belief. Why is it that a person with no helm, shoulders, gloves or (perhaps) boots, is getting more protection than someone wearing all of that and no shirt?
There are some really cool looks that can be achieved by removing top or bottoms that don’t involve making characters look ridiculous or kittenty. A topless male warrior is kind of a fantasy archetype, and some of the medium armour without pants actually works quite well as a dress/athletic outfit for female thieves etc. (adding shorts would have the same effect there). Given it requires no new outfits to be made, and it would actually reduce clipping, it seems a pretty easy way to allow for a lot of customisation.
I enjoy playing alts. Reading the forum I get the impression that not worrying about a legendary (unless you really want one) tends to lead to a happier gaming experience. If you want an alt, roll one. Just be aware that you won’t be able to gear it up as highly as someone playing a single character simply because so many things are soulbound, and you’ll miss out on “farming time” while levelling. You’ll also be unlikely to go for ascended stuff on more than one toon, if you care about that.
That said, between the Orr Karma Vendors, and the amount of stuff on the TP, it isn’t particularly difficult to gear alts in exotics. The only thing you might struggle with is good dyes and fine transmutation stones (crystals).
Excellent on the gloves, I’d also support some hide chest/leg armour. Maybe even have a system where you can hide anything, but with a limit of two hides per set so that we don’t have people running around in their underwear in dungeons.
I am happy so far with the content, but I too would like to see some more focus on permanent additions. Wintersday and Halloween make sense as temporary content. Even the Lost Shores made sense as a temporary thing, but it would be nice to have some more balance. We’ve had fractals, which was a brilliant addition, and hopefully Southsun Cove will eventually become an actual area at some point. I think there’s just been a little bit too much temporary content in a row, and not enough permanent. It feels like the world is dynamic, but it doesn’t feel like the world is evolving.
Also, for everyone complaining that neither Sunrise or Twilight count for the Legendary badge on your front page; It’s a BUG. It’s not intentional.
Is this confirmed, because it actually makes sense to me. Sunrise and Twilight are the only legendaries that can become tradeable again (by crafting Eternity, I believe), so if Eternity was actually any good, you could buy Twilight and Sunrise, equip on to get the medal, then craft them to sell as Eternity, giving you a free account medal. This would then lead to loads of Eternities on the market, and Twilight and Sunrise being quite rare because they keep getting destroyed in pairs in the forge. That would then bring the prices of the three swords closer together to the point where you may as well just buy Eternity.
This is obviously much, much more complex, but I don’t think it is an obvious error.
All those “daily things” are a bad idea in my opinion, because some players don’t have time each day to do their “let’s do x dungeon paths once” – but they have time to farm for some hours on the weekend.
A better option would be to make all the buyable yellows from dungeons lvl 80, and put some interesting skins in each dungeon via chest drop.
I’d thought about that, and I reasoned that people who can’t play during the week either:
1) Would benefit more from having the farmers slowed down seven days a week than being able to farm two days a week.
2) Would actually want to spend their two days playing the rest of the game.
3) Would farm intensely, but be a small minority.
I realise this is harsh on the (3) group, but this seemed acceptable and, as I said in the OP, would actually lead to varied farming for them even if it is a bit less profitable.
I agree on the rares though, that hadn’t occurred to me. I’d be in favour of adding those regardless, as I can’t see many people having dungeon tokens to spare at low levels, though that’s another issue.
Okay, first of all, I like CoF P1. I’ve farmed it quite a bit, and I don’t think it should be nerfed completely. But I think most people agree that it does seem to be a bit too generous, and it does seem to be the default option for farming now, as well as causing some divides in the community with the whole 4 warr/mes thing.
So, given it seems possible to limit chests as the original world events showed, how about this. Every chest inside every path, of every dungeon, including the bonus chest, can only be farmed once per day per account.
This would mean that people could do CoF P1, once a day, so the builds and teams wouldn’t be rendered useless. They could still do P2 and P3 (by this, probably just P2), and they could then move on to the next best dungeon path to farm.
This would avoid the issue of farmers just moving to the next best path and farming that. It would also make dungeon farming actually interesting, because you would need to learn several paths and, unless you optimise several builds, varied tactics for each farm. Moreover, this is a way for people who like CoF P1 not to lose it completely if and when something gets done to nerf it.
This may be a terrible idea (which is why I’m putting it up for community discussion and not putting it in the suggestions forum), but I hadn’t seen it suggested and I thought it was a neat way to keep everyone as happy as possible, if we assume that something has to be changed about that path. So… thoughts?
If she likes rangers then ranger. I’d have been voting for ranger or elementalist anyway if she is only playing low levels. The ele, whilst a bit more complicated has a clearer archetype than a mesmer. Even if she doesn’t get into the whole mechanics, it isn’t hard to understand the basic fire/water/earth/wind magic and just throw different types of fireballs at things.
The ranger is a lot faster to get a grasp on though. You get a bow and shoot. You’ll also have a pet, and hopefully be able to find a couple more to feel a bit of progression (hopefully without the disappointment accompanying the fact they lose their names and become less personal as you progress and switch between them). The ranger will also let her get a feel for the melee weapons as well, with a pretty decent greatsword set for PvE.
That said, let her pick. If she panics and ask you for advice, say ranger, but otherwise she’ll probably enjoy the character creation etc. more than anything else.
Okay, thank you for the responses. To reaffirm the last question then. Can we expect inflation and/or gems to gold to eventually turn T3 armour (and ori axes etc.) into something fairly common? Have other MMOs countered this in any way, or simply added new tiers?
I guess this question could also be asked about karma items too, though without the additional question of gems.
Okay, this is not an argument. I am not an economist and I’m new to MMOs, so I have no idea what the plans are. I’m actually curious, and I thought people might have some ideas about this. So, two questions:
1) Will there be a levelling off period with gold to gems eventually, or will it go up indefinitely? Put into the term I am thinking of, will we reach a stage where T3 armour will cost something like a few dollars? Will we also reach a stage where grinding for gold is completely impractical, due to the conversion rate? Relatedly, is this a problem?
2) Given inflation is what it is, what is going to happen to current gold sinks? When orichalcum axes and T3 armour are trivial to buy with gold, what happens? Do the prices get raised at some point, or can we expect new tiers to be added to materials and armour sets as time goes on?
As I say, I’m not an economist, but there was a thread in general discussion about the price of T3 and how expensive it was. It just seemed that there were many reasons for it to be expensive, but they were all going to be irrelevant in a few months.
Brilliant, just the info I needed, thank you everyone
They get a lot of stick here, but I really enjoyed my ranger in PvE and in WvW, and my favourite class is guardian. The ranger has a good mix of weapon sets available (in terms of fun, I never cared too much about being competitive with it), and you can sail through PvE with a mix of ranged, melee and AoE attacks (and then get technical with traps and pets and all of that if you like). If pets don’t appeal to you then they can basically be ignored and still deal a decent amount of damage for you (though you might get annoyed at them if they draw aggro from random mobs if you’re really anti them to begin with).
What you get with the new dyes is deeper contrast & gradation.
Compare Eucalyptus with Deep Glacial Teal:
That seems like the sort of thing you should have in the game from the beginning when doing a dye system, not charge extra for.
I paid $60 for the textures in GW2 that I can’t look at when they’re oversaturated in color.
Shame. Colors with odd reflective properties or something might have actually been a good gem shop “optional” item.
Indeed, these dyes do seem to be regular dyes but done well, rather than novel dyes in their own right. It’d be like if when they release ascended armour they don’t release new skins, but they release the same old skins but without the clipping.
Kind of a shame really, as I hadn’t even questioned the quality of the dyes currently available till I saw that comparison.
Okay, so I never played the original Guild Wars, but I was looking at the Wiki entry for its character select screen, and the Prophecies one looked awesome! I know it’s a minor, unimportant detail, and it shouldn’t take priority over gameplay tweaks, but we all look at the thing at least once per play session, so I thought it would be fun to discuss what we’d like to see in future
For me personally I’d like:
- Something like Prophecies’ set up, with at least some (selectable) alts actually on screen with the character. If for no other reason than being able to screenshot more than one toon.
- Ability to select the number of thumbnails/characters on display. At the very least, change the max from seven to eight, to accommodate one for each class.
- Weapons on display. I don’t really understand why this isn’t already in. I don’t have a legendary, but if I did, this would be pretty integral to my character’s appearance.
- Some ability to see what each character is carrying, at least in terms of gold and karma, though quick access to hero and inventory panels would be good too (this may be a feature I am unaware of).
Anyway, love the game and this is a minor issue (so please let’s not fight over development resources), but I thought this would be fun to discuss
As with the outfits and the dye packs, the fact they’re not account bound stops me buying them. The store stuff is frivolous (intentionally, and I approve of this), and I’d be much more inclined to impulse by things that I could move around in future if I realised it wasn’t what I want on a specific character.
I’m sure ANet has done the maths, but I really feel like they’d get more sales from lots of people buying one item that is account bound than a few people buying several of the same item that is soul bound.
Hi, I have a reasonable laptop, but not a gaming specific one, so it plays GW2 on mid-settings before the frame rate becomes unplayable. Anyway, I’ve been messing about with the settings and trying to find the best set-up for the things I care about.
One thing that I’ve noticed looking at screenshots people post here is that the textures on the player models look much better than mine (materials in particular look better, with cloth look more like cloth and metal looking more like metal). So I was wondering which settings affect the character models, and which ones don’t have a big impact on frame rate. I may not be able to use them on max, but it would help to know exactly which setting to tweak as I haven’t been able to figure it out through experimenting.
I can see how the counter would be useful, but it risks making the achievement slightly less valuable (altho there are ppl who look it up on guides anyway so prob counters that argument).
The other thing is that not having a counter is in keeping with its retro roots. Logical and useful things like counters are a modern game trait.
I’m thinking that a LOT of the people with the title have used the guide. I want the counter specifically so I can try to get it without using a guide, so I can feel like I actually earned my title. The game is about hunting and jumping, not gambling that we’ve got every single bauble before killing the boss.
Your retro argument is quite good, but although 8-bit games didn’t have counters, the 3-D platformers that this game actually resembles DID. Banjo Kazooie being the one that springs to mind first. It really isn’t out of style to have a counter on screen if we acknowledge that the game does borrow from these games as well.
I entirely agree with this. The current set-up seems to encourage Google rather than exploration. I’d love to go for it if I could just spend hours exploring and actually having fun hunting for the baubles, but this set-up just isn’t that.
Popping the achievement on finding the last bauble would make it more fun, less frustrating, and wouldn’t encourage people to rely on guides as much. Seems an obvious choice to me.
I believe that’s for guild bounties.
Whilst I do not wish to criticise ANet on this, as I love the SAB and am enjoying farming for the baubles (I want to actually earn my skin even though it would definitely be faster to farm CoF to buy one), I would have also preferred that the skins not be available on the TP (or at least that the skins had been reversed so that only the ones that had been farmed for could be sold, even if this meant no alt farming was allowed). It would be nice to have had the weapons be a badge of honour, like dungeon armour, rather than just something you can buy (fairly) cheaply on the TP.
ANet seemed to make a lot of effort in keeping the SAB content accessible to absolutely everyone, so it isn’t like people couldn’t have made the effort to get the skins “properly”, and I really like what they did with this update. I don’t want this to be taken as criticism, but my feedback on this content for future updates.
I’m really hoping the popularity of SAB means it stays. Although I loved the Mad King’s Tower and the Wintersday stuff, it made sense that they were only there temporary. It just seems a waste of resources to take the box away again though as there is no lore/timing based reason to do so. To be honest I’d even forgive a little bit of suspension of disbelief if they introduced a “simulation” mode to the SAB and let us play stuff from previous events.
On the subject of self style kits, it says “consumed on accepting new appearance”, does anyone know if I can open the kit to see the new colour options, then not change my appearance and keep the kit for another character?
Bugged on Aurora Glade too
Hey all
I don’t have a ticket for fused weapons, mainly because I used up my supply of keys last month because I thought after all the Halloween complaining that this wouldn’t happen again… However, even though I am 99% certain that I will never get a fused ticket, I kind of like that. The fact is, the cool skins in the game become extremely popular (see flaming armour, T3 medium female human armour, winged light armour, the legendary greatswords… etc.) and they start to get a little boring.
Admittedly, I don’t like the fused stuff that much (apart from the longbow), but I really liked the halloween stuff, and its still kind of unique to see a Greatsaw or a Grinning Shield/Gourd etc. (which I never got either) running around. It adds a bit of variety to the game.
I do think that the skins should have been tradeable, not to allow people to cash in, but rather to allow people who desperately wanted a specific skin to actually get one without being forced into the RNG. However, whilst I understand that a lot of people feel differently, I thought it would be good to actually express some positivity towards the system
Yeah, my boots now have red daggers attached to them. I’m hoping this is a bug. If it isn’t, why on Earth are they red? At least permanently metal coloured would have made sense…
Oh I hope this isn’t April Fools… these are some of the coolest skins I’ve seen! Plus the achievements look awesome.
Even if it is in the culture, a woman is woman.
And it is not allowed to add armor to accessories to give a touch of feminism.
How does this make any sense, they’re not even the same species, let alone being a different culture. There is no basis with which to judge the Asura mentality by Human standards. That’s like saying an Alligator should want to show off it’s plumage because birds do it. They’re interested in entirely different things. You are a human, so you want to treat them by that standard. ANet said, “they are not human, they don’t think like humans, they don’t act like humans, this is how they do things,” which is only right and proper.
Cuddling them all up in cute little dresses and whatever might by fun and humorous, but only for us. For them it would make no sense.
I was entirely in agreement with this until I looked through the Asuran armours. It isn’t just that the cultural armour isn’t feminine, but that all of the armour is the male versions. Whilst no it doesn’t make sense to assume that Asuran females would dress like human females, it also doesn’t make sense for them all to dress like human males. Even if the outfits were going to be gender neutral then there should really be just as many male asuras wearing human female clothes as female asuras in human male clothes. The current system seems to be that “gender neutral=male” rather than “gender neutral=asuras don’t share human clothing standards”.