I think he is talking about like something Archeage has, like in-game relationship making (getting married to another character in the game). I think it’s interesting, would be cool to see how roleplaying would go with this if it were ever added, or even talked about in a CDI or something.
Hmm… I see. I don’t really know how something like that would go down in the Non-RP community. I think the community as a whole wants features/content that is applicable and useful to the vast majority. :/
As far as RP goes you could always send your loved one a non-soulbound ring. There were also Bouquets of Roses and Chocolates that you could purchase from the Gem Store during the valentines day period, if memory serves me right.
I think most people who want to make their relationship obvious just go for strikingly similar looking characters/matching outfits or similar names.
Sorry to hear that the relationship didn’t go to plan.
I’m kind of confused about what direction you want your thread to go though- you talk about your ex and then you talk about housing/guild halls? I don’t see the connection between the two.
If you’re interested in guild halls/housing I’m pretty sure there’s a CDI right now about guild halls.
If you’re interested in relationships, they most certainly can work through Guild Wars. I know plenty of people (myself included) that use/have used the Guild Wars franchise as a way to connect to their significant other.
You can tell which kind of infusion slot it has by hovering over the item icon in the crafting pane (before you craft it). The infusion slot information is close to the bottom of the item description.
When it comes down to it, there is very little difference between offensive and defensive infusion slots. You can buy offensive or defensive infusions from laurel vendors, but they don’t add much of a difference to stats (e.g Mighty Infusion gives +4 power, but can only be applied to items with an offensive infusion slot).
These infusions can be upgraded via mystic forge e.g. basic Mighty Infusion has +4 power, it can be upgraded into an infusion with +5 power and +5 agony resistance (which will be costly due to the amount and type of materials used e.g. 100 powerful blood).
No matter what kind of infusion slot your ascended item has, you can infuse it with a Versatile Simple Infusion which offers +5 agony resistance and is relatively cheap (75 fractal relics, which you would get after two runs of a low level fractal). This is what I recommend adding to your back-piece.
But to properly answer your question… it doesn’t really matter if you choose an item with an offensive or defensive slot.
I would say that for ascended gear, an offensive slotted item would be slightly better, if you decided to add an upgraded Mighty infusion to it… however because we’re currently talking about only a level 78 exotic it wouldn’t be worth the waste of materials, so it wouldn’t really matter what you choose for this exotic.
I hope that makes sense!
When you wake up from the Sylvari intro story (the dream) you are spawned at the beginning of Caledon Forest without any armour. If my memory serves me right, you just have to walk forward (past an NPC) and all of your armour will appear. It makes sense when you think about it, new born sylvari shouldn’t be wearing clothes when they first appear!
The thing is that I finished the intro story a long time ago. I’m currently level 10 right now.
Or is it because of the new story system that I need to redo my story all over again?
If you could take a screen shot of your story log (in the Hero Panel) and post it here, that would be helpful.
I use a celestial staff build on one of my Eles. It’s certainly not the most effective build, but I find that it offers great damage and support and is thus useful in solo and group scenarios. If you like playing staff ele, go for it. The build that I have found works well with it is easy to play, fun and adaptable- min/maxers won’t like it, nor will elitists because it simply doesn’t make the most of the damage and might an ele has to offer.
I deleted mine after I unlocked one for my Mini Wardrobe. They’re Account Bound and will most likely stay that way.
Can’t remember exactly, but I think after I unlocked one I was unable to deposit the others anyway… meaning they would just take up bag or bank space.
When you wake up from the Sylvari intro story (the dream) you are spawned at the beginning of Caledon Forest without any armour. If my memory serves me right, you just have to walk forward (past an NPC) and all of your armour will appear. It makes sense when you think about it, new born sylvari shouldn’t be wearing clothes when they first appear!
Today’s national pirate day and it inspired me a little.
I think it’d be pretty awesome to have a hand armour skin on the gem store that made one of your hands look like a pirate hook. I’m not sure how difficult this would be to implement though, considering holding animations for weapons (firing a pistol with a hook hand would certainly be interesting).
Otherwise, some skeletal hands would be neat, especially for those who’d like to complete their grim-reaper look.
Maybe some elf-like costumes for Wintersday?
I found this bug whilst playing around with skins in my wardrobe (it clips both in preview and when used). All other masks remove facial hair whereas the Adventurer’s Mantle (and Scarf by itself) clip pretty amazingly through everything.
I would assume that any thick facial hair on both human and norns of all classes would have the same issue, although I haven’t tested it.
Either way, despite the rubbish example (ok, I admit it, the race changer would probably cost more than 2 black lion keys) there is a reason why you have 5 character slots and there are 5 playable races AND the opportunity to add more character slots.
I doubt arena net would add it because it’s bypassing a lot of their efforts: they probably want you to experience each race from level 1 to 80, not to get there for free just to run around because you look pretty. Each race isn’t just about cosmetics, it’s about game play (skills, storyline, the feel of the game) which I think you’d miss out on just going straight to level 80.
If you really want a level 80 sylvari just play through to level 80. Level 80 can be reached in less than 40 hours if you really want by crafting, exploring and doing storyline with crafting boosters. Play for 2 hours a day and it takes less than a month, and I doubt that anet will release a race change booster in less than a month’s time. At least by playing through (even fast, just to level) you’re still experiencing some of what the race has to offer…
I agree, 2/5 and counting for the last 8 months.
Everybody now stands to the left of the dragon so that they avoid his attacks and the crystal imprisonment. (I believe you have to break people out of the crystals for it to count).
Perhaps nerf standing to the side? Allow some crystals to spawn where people stand? Make the achievement so you have to break any crystal that the dragon makes (not necessarily with people inside)?
Dustfinger, you need to be careful with that link. It doesn’t promise anything and I think I’d prefer to see that kind of information released formally on the GW2 official website before believing it :P Just because the first paragraph is copied from the official sites doesn’t mean the rest of it is truthful.
Don’t believe everything you see on the internet.
Still would like that source.
EDIT: Nevermind But even so, they said new skills and traits for every profession, but I’m afraid afatpaws is right in saying that it does just say ‘New weapons’ not new weapons for every profession.
What about Hammer for Engineer? Would make sense in a way.. a Hammer IS a tool ;D
(edited by Crimson Clouds.4853)
Sounds like a lot of brilliant, well thought out ideas. My only complaint would be that lots of these weapons sound very warrior-based and warriors currently have the most weapons in game (and with enough variation too, they are just missing a casting weapon).
My favourite idea is the battleaxe. Brass knuckles would be a super idea, especially for medium professions (and I think seeing an asuran with brass knuckles would be hilarious).
I’m not sure how javelins/spears would fit into any current profession without implication. When I think of javelins I think of GW1 Paragon, which is closest to GW2 Warrior (especially with the shouts and boons) and Warrior has enough weapons to deal with… a point which I made earlier, I know
What about crossbows? Sure we have short bows and long bows. Crossbows should deal epic crippling and bleeding along with insane power, just long skill recharges and casting times.
All in all, maybe if they made a massive variety of weapons for all professions, maybe adding extra even more warrior-style weapons would be a little more acceptable
(edited by Crimson Clouds.4853)
I haven’t heard that, where’s your source?
(but hearing about that idea makes me pretty excited)
By points I mean score points (the score you get next to your name if you press B, correlates to the purple rank points you get) , not cap points (Bear, Quarry, Clocktower etc).
My point is, you can be totally useless at PvP but follow somebody around and you can get as many score points as them.
Not only would the change I suggested be fairer, it would mean that PvP rank has greater weight to it and game play would be better as people wouldn’t just follow the crowd.
Panicore has made the point here: the ‘race change’ product would cause many more problems than solve, so will unlikely be implemented. If it erased your storyline it would mean you could easily get rewards over and over again (e.g. black lion keys).
In all honesty, you may as well start the new character now, get to level 80 and work up all the things you wanted. By then they may have read the post and considered adding a ‘race changer’. If it’s too much effort to do all that again, you probably should be doing something else (I mean, you probably have another 4 or 5 years until they release something else).
The tool kit has two offensive melee skills. Tool kits don’t count towards any achievement.
The engineer has a very limited range of actual weapons and no actual melee weapons. The two melee skills in Tool Kit are worse than rifle.
The other medium professions use a nice selection of ranged and melee weapons which allows for varied gameplay… engineer is either shooting or throwing things at your enemies, which you can do in all the other professions with fewer weapon restrictions.
It feels like Engineers have a tough time with Weapon Master achievements: the only reasonable way of attacking is kits. Make a Weapon Master track for kits too…
(Opinionated Rant) I dislike the 100% rep guilds as it feels like a dictatorship and a little egotistic. If somebody is 100% loyal they won’t need the rule. If somebody is only online contributing to the guild 2 hours a day but are 100% representing, how are they better than somebody who is online 10 hours a day but splits their time repping two guilds? I think people should realise that they will still get good quality members who share time representing guilds and often the reason for non-representing is due to the lack of organisation in the guild. <- but that is why I am personally in a guild that doesn’t have that rule, even though I do rep 100% apart from accessing my extra bank.
I understand how this would be useful though: there’s not always a mod or leader online and if you really want to enforce a rule like this it means you have a massive hole in your security. If there is a possibility of implementing this rule (a check box for the guild admin), then at least there should be some kind of ‘warning’ on the invitation: e.g. “Invitation from For Victory [DIG] 100% representation required”. (I suggest this because I became a member to a guild I was quite interested in but hadn’t been told about the 100% representation, then was deeply disappointed about their rule but didn’t want to leave my dano-norwegian current guild).
However, there is a solution behind this that doesn’t require resources and development from arenanet. Be a little more lenient: if you catch people not representing, drop their privileges down so that they can’t access the guild bank and other extras (a group called ‘Non-Representers’, I’ve seen this implemented from a screenshot on the wiki). If they stay, obviously they are truly loyal despite not repping for a while. If they go, maybe they are prioritising the bonuses they receive from the guild rather than the community
That would be awesome They are summoning raw elemental power, it would make more sense if this energy is surging around their body (it would look really sweet).
I appreciate that every profession is meant to have substantially different gameplay so that things don’t get boring, but it seems strange that they thought Engineer shouldn’t have any melee (apart from Shield, but does that really count?)
So what about something really radical? How about equipping a dagger whilst having a rifle equipped to have a bayonet: a knife attached to the end of the rifle. (Yes, I do understand that dagger is a main-hand/off-hand weapon and that rifle is two handed). Unequipping the dagger would return the rifle back to its original form.
As for how the combined weapon would look, I feel there should either be no visual difference between a rifle and a bayonet rifle, or a standard (simple looking) dagger graphic should be attached to the end of the eqipped rifle (irrelevant of what dagger you are using… e.g. Krait Ripper daggers are half moon shaped and they would look ridiculous as a bayonet blade).
As for skill sets there are a few possibilities:
-First 3 skills (as in main-hand skills) are rifle skills, either pre-existing or made purposely for the bayonet combo, last 2 skills bayonet-knife skills (perhaps like heartseeker for thief: a leap and stab).
OR
-First 3 skills are bayonet-knife skills, the last two (perhaps close range?) rifle skills. I think this might feel a little clumsy approaching an enemy using 4 and 5, then using 1, 2 and 3 for close range.
OR
-Skills could depend on what hand you have the rifle or dagger in: dagger or rifle position is interchangeable.
Go ahead, call me crazy.
I think PvP Score is a little unfair:
-Scenario 1: You’re capping Bear at 90% and somebody on your team runs inside in the last second… you both get 10 points. But you did 90% of the work!
Surely you should get 90% of the points?! Or at least a majority of the points. Likewise if 3 people are capping one point from neutral they should all get one third (or at least a reduced amount) of what one person would get for capping it alone.
-Scenario 2: Similarly to Scenario 1, you’re killing somebody, they’re almost dead and somebody else does a little bit of damage and gets the same amount of points as you (who did all the work).
Perhaps they should get points weighted on how much damage they dealt in proportion to the enemy’s health, or half the points as an ‘assist’ if they dealt less than half of the damage.
I think that it would definitely liven up at least the first captures in a PvP game: rather than all of your team running to just the closest point and camp you’d be encouraged to split up.
Off the bat I completely agree with everything said about how easy it is to get a commander tag: you can get 100g without getting much experience of the game (e.g I’ve played PvE many, many hours and have more than 100g, but why should that give me the ability to be a commander in WvW where I’m only rank 8?)
-So there needs to be a way of regulating how you get a commander tag. Perhaps make it a well-rounded purchasement? You have to spend WvW rank points/badges of honour, karma, gold and also have a certain amount of exp. on your character?
Next I agree with how too many commanders on one map is confusing and tag colour should be different, the commanders’ chat colour should correspond with their icon (I love that idea). However I feel that it would be a bad thing to allow customisation of your own tag colour: I imagine that there would be a trend in the colours chosen and that doesn’t help distinguish commanders from each other.
-I suggested automated different colours (e.g. if there are 3 commanders in a map, a red, a blue and a yellow), but perhaps that could be a player choice? A commander can decide the colour of his own tag, but players can choose to override that to make recognisability easier (e.g. when 3 commanders choose shades of blue that are close together).
With commanders’ orders being suppressed, the way around that would be to just ask people to join the squad if they want to see the orders. I do like the idea of commanders not being suppressed, but let’s face it, the noob commander is still going to spam (and that would just be even worse).
Sorry about that, just read your post. Tbh, I’ve been mulling the Commander problem for days now and I was just so desperate to post. (I’m not a Commander, I’m just fed up with following a “novice Commander” (y’know, to put it lightly) ).
As with posting half of the stuff you did, I agree, we have something in common about the colour of the commander tag, but that is really as far as it stretches. (I was considering the ‘pick your own colour’ option, but I reckon a lot of people are going to choose similar colours- rather than colours strikingly different enough to easily distinguish).
I will re-read your post again and then feedback on it in good faith
Either way, it’s good that two people have thought that there could be a similar improvement made, right?
So, as a Commander, what do you think of my Commander Rank idea?
I agree, I’ve pondered this for a while now. Your idea is great, but I assume you mean balancing the teams from the beginning rather than the autobalance that occurs mid-game when the teams are uneven?
The only real problem I can see with your idea is that in non-structured PvP I reckon the majority of players have a win percentage around the half-way mark as your chance of winning is down to pure luck on the players you are with. If you have a win percentage in nsPvP higher than 50%, call yourself very lucky with the team you’ve chosen from the start, call yourself a sneaky so-and-so for choosing the winning team mid-game or call yourself an ultimate pro for you (a single person) making your teams win single-handedly.
I really dislike the autobalance feature: it’s really unfair when you put a lot of effort in only to be switched to the severely losing team.
Perhaps it should be if your score is higher (capping, killing etc in that current game) the lower chance you get moved into the other team. You should still have a chance to be moved, otherwise a severely losing team (say, who has had 1 or 2 less players from the start) will never have a chance, and that’s equally as unfair.
It’s definitely a difficult problem. :/
I’ve noticed that the amount of commanders in game has increased quite dramatically within the last month (and no doubt the amount of commanders will contunie to rise). This is fantastic as they are needed; especially with the most recent living story quests which require large groups cooperating to efficiently neutralise enemies in the time limit, or to maximise effort/loot.
Issue #1 However, in fast paced game play when there are many commanders in one map it becomes difficult to keep tabs on which commander you’re following.
Proposition #1 : Commander tags are default blue when one commander is present and tagged up on the map. When another commander tags up or travels into the map, their commander tag is a different colour. Each commander in the map has a different coloured commander tag for easy distinction. (Obviously the colour of their tag wouldn’t be permanent: if commander #2 moved into another map with no commanders their tag would be blue).
Issue #2 Another issue is novice commanders who would rather take advantage of the zerg they have following them rather than coordinating the group properly.
Proposition #2 : By hovering your mouse over the commander tag you are able to see “Commander Rank”. This is how many “thumbs up” the commander has received whilst serving. By right clicking the commander tag you should be able to give the commander +1 on their commander rank as a regular player, and, perhaps, +5 if you are a commander too. “Commander Rank” should be account bound. The amount of “thumbs up” a week should be regulated so that players can only “thumbs up” a particular commander X amount of times a week OR “thumbs up” all commanders X amount of times a week.
Not only would this be a good way for players to feedback on a commander’s actions, but may also help encourage pro-group behaviour from commanders. It also may help in areas with lots of commanders to communicate (as a “Commander Rank” may promote a particular individual to take lead).
I may also suggest a “thumbs down” option as well, but I realise that this may be exploited by some for the purpose of upset, unless properly regulated. For example, perhaps 3 people would have to “thumbs down” a Commander for the Commander to lose a “Commander Rank Point”, or a player could have a more limited application of “thumbs down” per account per week than a “thumbs up”.
I hope this makes sense! (It’s my first suggestion, I have a few more to come :D )
Crimson Clouds