That you did not like those numbers or did not get them, does not make them incorrect. I will not go into those calculations again as Anet seems to close threads if too many hard facts and numbers run over the screen.
Care to point in a direction where those numbers might actually be and the sources for your numbers? It’s quite daunting to sift through so many pages just to find your logic.
Fair enough … then I’m going to apply the same standards to the guy QQing about too much grind and claiming it’s going to improve the game if it’s removed. He’s not reading any metrics and making correlations either, except those he has invented in his head to convince him it will make the game better. The difference is that I’m not claiming it would be better, it’s status quo and status quo ain’t bad in this case.
If that’s the logic you want to argue with, then it’s better the devil you know than the one you don’t, especially if Anet’s shareholders don’t seem to have a problem with it.
ArenaNet is a private incorporation. And, as I stated, there’s no correlation between status quo and success. While you’re certainly free to argue ideologies, unless someone here is going to start dissecting these metrics – it’s all an asspull whether or not it’s a business decision.
Both of these screens are hilarious.
2. Reduce the number of viable builds to make balance easier
Because viable builds now are so overwhelming…
I don’t think he means “viable” in the normal sense, but rather, technically possible/likely.
Certainly it will make balancing easier, and that’s actually good for build-variety, because it means that lines which are weak/rarely used will get highlighted much more. I mean, right now, with the pick-and-mix approach, a lot of weak trait lines are getting picked either in large part for the stats, or more often, because there’s some particularly killer/synergistic trait in there, even though the rest is worthless.
The stats are going to be entirely separate, so that’s one improvement, and now because you get all six traits in a line you pick, you’re going to get the double effect of people dropping weaker lines (because even a synergistic trait is worth less than 6/6 traits in a better line), and people complaining more about traits because they have them anyway in their build (where before they ignored them).
So I think in terms of build variety, it actually does open things up – if and only if Anet are willing to actually say “Yes, we want more build variety and will back that up by making trait lines work better”.
I don’t know, I think he used viable correctly…problem is there aren’t a whole lot of viable builds right now, anyway. Too many things are actually too weak to function, which is just a meltdown.
I don’t know any exact statistics, but I agree – if anything, this will only improve the number of viable builds (via concentrated balancing efforts). I’ve even went ahead and rebuilt a staff mesmer for when the changes come, because 0/0/6/6/6 (with illusionary elasticity being baseline) will improve staff’s performance. It won’t necessarily make it a godsend, but at least I’ll be able to summon illusions much more quickly, with plenty of defense (and iWarden providing great DPS in the meantime), higher attack rates, all while being able to maintain heavy pressure through a stronger Mind Wrack. As it currently stands, that’s just not possible – you have to sacrifice one of these benefits as if staff is actually strong enough to PvE to afford such a sacrifice.
2. Reduce the number of viable builds to make balance easier
Because viable builds now are so overwhelming…
I think you’ll survive, OP. While you’re certainly “losing” your builds, you can [hopefully] manage. MMOs change core systems like this all of the time. If you really can’t adapt and play this game without those builds, it’s probably a good time to quit because there’s no way it’s going to get better.
I hope they don’t change course on many things, including this because whatever they are doing, it’s working quite well for them. I think it’s nonsense to make simple statements indicating if it’s bad for the game, it needs to be changed. It’s not bad for the game at all. It’s only bad for the people that can’t pull themselves away from it. The game actually thrives because of its concept appealing to its core players. Indicating it’s anything but is showing a lack of understanding what this game means from a business perspective.
I think it’s funny you mention HoT … we already know what big surprise we are going to get and it’s not rare drops from raids or anything close to it, In fact, precursors are craftable. That means more of the same of what we have now.
The changes would not have to alienate the people who like the current system. So I can’t see how it would be bad for them.
Of course you can’t, because you demonstrate time and again how you don’t understand the business impact these changes you want would have.
And you can demonstrate the business impact that the current objective holds?
Absolutely … the game exists and continues to be developed. Games that don’t do this don’t last more than 1 year or plan expansions, etc… A quarterly report would be nice, but it’s not necessary to know that the game isn’t failing and if it was, it’s because of ‘grind’. That’s rather silly.
Continued development != Success, or even more success
If you aren’t going to read into the metrics (which can be found somewhere, I’m sure) in a correlation with grind, progress and player retention, then your conclusion has as much value as your research – that is, none.
I hope they don’t change course on many things, including this because whatever they are doing, it’s working quite well for them. I think it’s nonsense to make simple statements indicating if it’s bad for the game, it needs to be changed. It’s not bad for the game at all. It’s only bad for the people that can’t pull themselves away from it. The game actually thrives because of its concept appealing to its core players. Indicating it’s anything but is showing a lack of understanding what this game means from a business perspective.
I think it’s funny you mention HoT … we already know what big surprise we are going to get and it’s not rare drops from raids or anything close to it, In fact, precursors are craftable. That means more of the same of what we have now.
The changes would not have to alienate the people who like the current system. So I can’t see how it would be bad for them.
Of course you can’t, because you demonstrate time and again how you don’t understand the business impact these changes you want would have.
And you can demonstrate the business impact that the current objective holds? Unless you have their quarterly report and historical metrics on hand and are ready to dissect with care, I wouldn’t put stock in buzzwords as flimsy as “business impact.”
There simply is no denying there is a lot of grinding going on in this game.
There’s a ton of grind in this game, it’s an absolute bore, RNG at its worst. I think what some people are denying is that the grind is necessary though – it simply, well, isn’t. I still find it to be a huge problem, though, because the more “optional” grind there is, the less of no-grinding there is. It’s very easy to get exotic gear, beat dungeons, play through the story and explore the world…these are things that don’t require any grind whatsoever.
ANet, sadly, doesn’t seem to focus much on that and works to make you spend as much real money or gold as possible on obtaining the newest kitten in the gem store. Very little is introduced in the game with the same principles that existed in vanilla, save everything that the bandit crest collectors offer.
However, if you have done it a lot of times, chances are bigger that one of those tries had a positive outcome.
This often comes up when people are discussing Gambler’s Fallacy and odds in general. Odds stay the same across the board but you’re absolutely right, the more total chances you acquire, the higher the probability that one of those chances yield positive. It’s like the fact that flipping a coin is 1:1 odds, yet still if you do it enough you’ll likely see a direct 50/50 ratio in your statistical collective. But with RNG as low as GW2 RNG, it’s not even…well, it’s not even kind of sort of the same. To acquire such a collective you’ll have to acquire millions of statistics.
(edited by Cuddy.6247)
I dislike ANet’s choice of entry with this particular beta. Sure, it’s RNG, which means that whether you play one hour or twelve hours, there’s no assurance but the difference is that normal players, those of us with jobs and other hobbies and families we enjoy spending time with, have less chances to try and obtain a portal. Not only that, but old players who stopped playing for various reasons have to get back into the game if they want this beta invite and can’t offer feedback.
Not only that, but nobody knows when the beta will be, how long the portals will drop, the drop rate of the portals or any other relevant information. It’s a giant middle finger to the working class people ANet usually does really well at gearing content for.
All in all, I feel like this is less of a “beta” and more of a preview, since a large chunk of ANet’s playerbase won’t even have a chance to experience the upcoming beta and offer feedback.
(edited by Cuddy.6247)
Don’t farm for AP if you think they’re disappointing?
I was thinking of using tomes to level my Revenant, but I think i’ll hold off and actually play them from level 1. Giving me a chance to learn the profession, and find out which traits work and which don’t.
But I do foresee a ton of lvl 80 Revenants from the start.
Could probably still level quickly without “learning the profession.” Use a level 20 scroll, acquire another good 10-20 levels, be vastly overleveled as you start exploring. Besides, people will want to do world exploration for Hero Points before traversing into Heart of Thorns as well…it would seem insensible not to.
Sure, while we’re at it can we get actual lava hands and some more charr armor? I’d love to make a charr elementalist with a flame legion theme.
It’s acceptable. It’s not against the rules. I don’t think ANet had any intention with EotM other than a beta implement of megaserver.
Pets don’t suck. Ranger players, on the other hand, do. With specializations it will be easier to spec into Beast Mastery line. Anyone who’s ever kittened about their pet has obviously never specced 6 into Beast Mastery and saw the results of giving love to your pet. Or they refuse to use the Heel/Stow function in trying to manage combat/ooc scenarios.
Cool story, bro. Yeah, pet’s suck. That’s why so many complain. Sure, if it was just a few, then we could write them off as bads, but it’s been legions of people complaining in the Ranger subforum and in the CDI over the past 2+ years. You missed the CDI you say? Perhaps you should go read through the 66 pages. And perhaps, while you’re at it, go back through the Ranger subforum and read all the threads about Pet Suckage. They acknowledge it in the CDI and admitted (Jon Peters did if IIRC) they won’t/can’t make them better because they’re tied (meaning they use the same code) to general Mob AI. So, that means they have to be decoupled (use diffrerent code) from Mob AI and they said, again in the CDI, that it would simply be too much work to do that so they will continue to band-aid it. I’m not holding my breath it is going to be any better in HoT…. What I do believe is possible is to have an Elite Specialization that outright replaces our F1-F4 with pet specific buffs. Meaning, you chose a bear for F1 you get toughness buff, jugar for f2 you get a damage buff, etc. That I do see happening… At least I see it happening after certain Devs leave Anet.
I’ve specced into beast mastery and even something as fragile as a cat can perform well in Arah or Fractals. People who say pets suck don’t bother allocating any traits for their pet, largely because the traits now (and the preview traits for specializations) are all over the place. ANet needs to redress the placement of traits for rangers to make speccing into Beast Mastery a good thing.
Example
The first minor trait in Beastmastery could be something like: Sacrifice 5% of your damage and gain the ability to use a pet.So basically make the profession extremely weak unless they trait a specific line?
The ranger is built around having access to the pet. Locking that behind a specific trait would require a complete rebuild of the whole profession.To gain a pet you would need to sacrifice something else. You’re not weak without the pet, it only defines your playstyle. A lot of people have complained about the pet for over 2 years and the AI for pets sucks. In GW1 the ranger was much more ideal and the pet system there actually worked.
Pets don’t suck. Ranger players, on the other hand, do. With specializations it will be easier to spec into Beast Mastery line. Anyone who’s ever kittened about their pet has obviously never specced 6 into Beast Mastery and saw the results of giving love to your pet. Or they refuse to use the Heel/Stow function in trying to manage combat/ooc scenarios.
In PvP this is true; however, in PvE and WvW this is not. PvE bosses could care less whether your pet has 6 into BM, they’ll one shot them none the less. The same goes with WvW zergs, the pet is mere cannon fodder. Remember, any time you have to call your pet back to avoid damage, your losing “40%” of your damage. That is why they suck.
My pet has never been one-shotted when specced into beast mastery.
I think the biggest problem with the beastmastery line is the fact that the greatsword and axe traits are in it. That makes no sense whatsoever. It’s like they ran out of spaces to put them and just threw them randomly into beastmastery.
Yeah ranger traits don’t make a load of sense. Traits for axes, greatswords and pets seem to be scattered all over the place – which, in my opinion, is one of the biggest burdens of rolling with a ranger. I hope with specializations they revisit ranger traits and seriously reorganize them in a relevant manner. The only reason I don’t run beast mastery traits on my ranger is because I’m having to invest in Skirmishing for my longbow. Like…why isn’t that in marksmanship?
Example
The first minor trait in Beastmastery could be something like: Sacrifice 5% of your damage and gain the ability to use a pet.So basically make the profession extremely weak unless they trait a specific line?
The ranger is built around having access to the pet. Locking that behind a specific trait would require a complete rebuild of the whole profession.To gain a pet you would need to sacrifice something else. You’re not weak without the pet, it only defines your playstyle. A lot of people have complained about the pet for over 2 years and the AI for pets sucks. In GW1 the ranger was much more ideal and the pet system there actually worked.
Pets don’t suck. Ranger players, on the other hand, do. With specializations it will be easier to spec into Beast Mastery line. Anyone who’s ever kittened about their pet has obviously never specced 6 into Beast Mastery and saw the results of giving love to your pet. I used some pet skills across the Skirmishing/BM line and even in Arah dungeon my pet would regularly be able to heal itself (using a stalker), the healthpool dipped between 33% and 100% – which was totally normal. The pet was very strong, but it’s simply a burden on your trait allocation. I hope that ANet redresses the traits with these changes. Or they refuse to use the Heel/Stow function in trying to manage combat/ooc scenarios.
(edited by Cuddy.6247)
It hardly matters, because you will never, ever see or hear of her again after the PS is over. Or even during most of the PS. IIRC, after the first arc you don’t encounter her again until the party after you kill Zhaitan, and it’s easy to miss her in the crowd. Her existence is irrelevant to your life.
>Rescue sister
>Completely forget sister
Lol.
This seems like more choices, no? From how I understand it, you don’t have to specialize, but if you do…your trash build (that can barely perform in Kessex Hills, nevermind anywhere meaningful in this game) suddenly became a viable one.
Short Answer: It won’t.
Long Answer: It won’t change the meta.
Longer Answer: It won’t change the meta, which will only be truly relevant in dungeon speedruns.
Does look like the core of specializations and these changes will improve the rest of the game though, especially for people who want more options. Water won’t suddenly give fire a run for its money in DPS, but it’ll be compensatory enough to not be worthless.
Short Answer: It won’t.
Long Answer: It won’t change the meta.
Try Elementalist/warrior/ranger for beginner.
I don’t know about that. Elementalist got beaten into a fire-only PvE gameplay that is sorely reliant on enchantments to maintain energy and warrior is, well, melee…ranger and mesmer are probably the easiest starting characters. Energy Surge from GToB + Cry of Frustration early on can do a lot. Pair yourself with as many mesmer heroes you can spare and it’s a facetank easymode.
But AC isn’t designed for high levels. Buy some level 35 masterwork, or even rare, gear and say that AC bosses don’t last a little while. When we all run low level dungeons in level 80 exotics, the results are disingenuous to the difficulty scale they were making the dungeon. There’s no balance that can be found to make it a reasonable effort for a team of players level 35-45, while still requiring effort from level 80s.
While I can agree with this statement, it just brings us into some other broken aspects of the game:
- There’s an obvious lack of content for lvl80 characters
- Reward balance is pure crap
Pretty much. The dungeon meta is tiresome. Honestly, I don’t know how anyone can even enjoy doing the same dungeons after 18-22+ months of cheesing it. Not to mention they have a perfect way of introducing level 80 dungeons…it’s called Fractals. Then of course nobody wanted the Abaddon fractal, or if they did – they sacced it for lower WP costs. So that’s one “dungeon” we’ll never see.
The politics in-game and out-of-game are nearly as bad, it seems.
If AC bosses lasted half as long as HOTW bosses, we wouldn’t be in this situation.
But AC isn’t designed for high levels. Buy some level 35 masterwork, or even rare, gear and say that AC bosses don’t last a little while. When we all run low level dungeons in level 80 exotics, the results are disingenuous to the difficulty scale they were making the dungeon. There’s no balance that can be found to make it a reasonable effort for a team of players level 35-45, while still requiring effort from level 80s.
Addressing scaling would be a good start. They did that a few weeks back and people raged, but I thought it was a great idea. Should only hurt those that are above what the dungeon is based around.
So, yeah you’re right, but I’d not suggest they raise the hp of AC enemies, but that they address the scaling so we have our damage cut for the scaled down characters, not those trying to do it at the correct level. Scaling will never make it completely equal, but right now it’s pretty insane.
It’s not so much a scaling issue as it is a stat combination issue. You’re hard pressed at level 35 to find triple stats on any set, so you’re much further spread out. The only realistic way they could make it “balanced” is to nearly cut the stats we get scaled down to by a third…that’s just…disproportionately disrespectful. There’s no serious way you can scale the content properly without having a different set of gear. It sounds nice, but it’s not a possibility.
If they are items from 1st birthday and 2nd birthday, they don’t stack.
Anything else, just get the item into your inventory and change maps, they will update the bound and stack again.
That’s extremely useful information! I have a few items that are just partial-stacks because they couldn’t be stacked (due to not having the bind note on them). Now I can compress my inventory a bit more. +1
If AC bosses lasted half as long as HOTW bosses, we wouldn’t be in this situation.
But AC isn’t designed for high levels. Buy some level 35 masterwork, or even rare, gear and say that AC bosses don’t last a little while. When we all run low level dungeons in level 80 exotics, the results are disingenuous to the difficulty scale they were making the dungeon. There’s no balance that can be found to make it a reasonable effort for a team of players level 35-45, while still requiring effort from level 80s.
There’s already ambiguity in “best stat combo.” Play in WvW, PvP or do different open world content (Triple Wurm, e.g. can’t be critted). If there’s anything ANet needs to do, is return to Guild Wars 1 where they politely ask you to take a break from the game, and get more passive-aggressive each time. Large multiplayer communities would see great improvement if people weren’t constantly obsessed with the state of the game and had a well-rounded outlook of comparison.
You do realize a F2P model means the longer they keep you in the game and the more invested in the game you are the more money they’re going to make off you via the gem store right?
It is most certainly not in their interest to tell you to take a break or to not want you glued to your GW2 as much as possible.
They even attempted to push this very hard via the 2 week cycle Living Story that you can only do during those two weeks.
You can support moderation and strong business promotion. The two aren’t mutually exclusive.
is that too much to ask for?
Yes.
There’s already ambiguity in “best stat combo.” Play in WvW, PvP or do different open world content (Triple Wurm, e.g. can’t be critted). If there’s anything ANet needs to do, is return to Guild Wars 1 where they politely ask you to take a break from the game, and get more passive-aggressive each time. Large multiplayer communities would see great improvement if people weren’t constantly obsessed with the state of the game and had a well-rounded outlook of comparison.
How does one transfer a track and field accomplishment? How is running one specific TnF distance not narrow or specific? Most (competitive) runners specialize on a very narrow range of distances.
The four minute mile is not the highest standard of professional runners, but if you like lets use 5 minutes instead. The point is a personal goal to be pushed if possible. An accomplishment is anything that can be accomplished, particularly if it takes effort or skill.
I tend to think that someone who got their mile time down to 5 minutes (Ive only managed to break that time once but Ive never been a professional runner) has accomplished more than someone who has managed to achieve a time in a video game that most people cannot, but the reality of the matter is that this demonstrates bias on my part (and yours apparently) not that there is anything inherently more of value or worthy of being considered an achievement in endeavor than the other.
A four-minute mile is the highest standard. The mid-distance record for a mile is 3:45 – 15 second discrepancy from the world record doesn’t suddenly lift it from being a tremendous standard. Furthermore, running (and athletics) require a great deal of teamwork, motivation, effort and training. They didn’t watch a video and click some buttons, they spent several months, or even years, achieving a record. This intrinsic value is much higher and taken much more seriously, for good reason.
I’m going to call bullkitten on the whole “under 5 minutes” portion. If you ever actually did track and field, you’d know how insane that is – I did mid-distance running in high school and 6:45 was amazing, nevermind if I actually hit 5 minutes…or below that. I think your “bias” is that you made a comparison that you have no idea about.
It would probably work better if there was such a thing as a healer. Water ele != healer. Support, as a convention, has been completely destroyed in GW2. You don’t have to wear zerker gear to imply DPS, the skillbar is more important. Still, I’m sure many, like him, would have preferred to have larger support roles. I know one of my favorite builds in GW1 was a weapon spell ritualist – very easy to combine Splinter and GDW on 2-3 frontliners in a dungeon to kill every mob with a single attack chain.
I know but GW2 is not the game for healers or tanks, btw he’s not an ele. And my pure dps helps a lot. The aegis from guards helps as well though. So basically the roles in this game are still there but they’re different from what people are used to. But saying that someone performs best in teh gear he’s comfortable with is only half the truth and you just confirmed it; if you know how to use your skills, you don’t really need defensive gear.
Whatever confirmation you read must have been pulled straight from your kitten , because I offered no confirmation. Players still perform best in their comfort zone, whether they’re focusing on applying boons to the party with traits that reduce CD’s, maximizing their dps, summoning support, setting traps, etc. Gear improves the stats that are most beneficial to them, as a unique player, and help them contribute the most to their team. It takes exploration to find your comfort zone, not just Ctrl+C/V.
…and no, it’s no a tool in life, it’s a tool in a game.
A game – as in, a completely pointless (other than to have pointless fun) leisure activity.
What? I thought I was refining my skills to enchant my coworkers with Aegis if a shooter decides to rob us. Are you telling me this isn’t true?
I’m not really against elitists playing with elitists but shucks…if it makes that big of a difference in someone’s life, I don’t put much stock in your life (or your opinions, for that matter). Why someone like @Tigaseye would be comfortable with imposing a different value system is absurd. Snack pack throwers deserve our sympathy, not our scorn.
I dont take this game seriously enough to worry about shaving time off of a dungeon run either. But there is no more inherent value in trying to get one’s time for a mile run down to four minutes than there is for doing the same for a dungeon path in GW2. I personally wouldnt call someone out for trying to do the former nor would I suggest that others purposefully attempt to prevent them from succeeding.
The difference between a 10 minute mile run (lol four-minute mile, that’s a goal but a four-minute mile is like the highest standard of professional runners) and GW2 is pretty simple: Athletics are an accomplishment, video games aren’t. I can’t take someone’s opinion seriously if they’re deluded enough to think that video games are, or can be, an accomplishment.
Because here’s the simple reality: video game achievements are illusory. Accomplishments in a video game are narrow, specific and non-transferable. Any comparison is disingenuous.
(edited by Cuddy.6247)
I urge you to notice that a player will perform best in gear they’re comfortable with.
I urge you to compare the results of playing with good players, regardless of their gear, versus bad players in zerker.
Not really true, we have someone in our guild who loves to heal people and he’s usually down 80% of the time. Last time we were doing a dungeon he asked whether we’d prefer him as a healer or dps guy, so we said “dps” and it worked a lot better than usual. We carry him around as a healer though anyway because we like him a lot.
It would probably work better if there was such a thing as a healer. Water ele != healer. Support, as a convention, has been completely destroyed in GW2. You don’t have to wear zerker gear to imply DPS, the skillbar is more important. Still, I’m sure many, like him, would have preferred to have larger support roles. I know one of my favorite builds in GW1 was a weapon spell ritualist – very easy to combine Splinter and GDW on 2-3 frontliners in a dungeon to kill every mob with a single attack chain.
I’m not really against elitists playing with elitists but shucks…if it makes that big of a difference in someone’s life, I don’t put much stock in your life (or your opinions, for that matter). Why someone like @Tigaseye would be comfortable with imposing a different value system is absurd. Snack pack throwers deserve our sympathy, not our scorn.
Just because the game is designed to be casual friendly doesn’t mean the veteran players have to be casual friendly. Being friendly and nice towards a group of players is a choice.
Some people choose to be friendly and help casuals. I usually just avoid them every chance I get.
Players that expect the game to give them all the info they need to play are perfectly fine – but they shouldn’t expect people who take their performance and execution seriously to give them the time of day.
If you can’t bother to watch a 10 minute guide on the dungeon run you’re about do to – I can’t bother to carry you through it.
Players need to realize that the path to self-improvement comes from within.
If you can’t bother to be kind, I can’t bother to treat you with respect or disregard.
The path to snack pack throwing begins with this kind of jargon.
See? I can deploy euphemisms as a “point” too.
And this is exactly why you and me should never play together in GW2.
I don’t play this game to have a sandbox environment of niceness and patting each other’s back. I play it to get stuff done.You play this game for completely different reasons than I do and because we have different objectives and means we should most likely never associate.
Now I will never join your party and tell you what to do or how to play – so please – live and let live and never join mine.
I urge you to find better time management if 5 minutes is an appreciable amount of time for you.
I urge you to notice that a player will perform best in gear they’re comfortable with.
I urge you to compare the results of playing with good players, regardless of their gear, versus bad players in zerker.
It’s so easy to turn these euphemisms around.
Casual game usually = casual community . shocking i know
You would think it would and yet, still, the hardcore types tend to act like they’re in charge and that there is something wrong with being a casual.
When, actually, if this is supposed to be a casual-friendly game, they are the ones who shouldn’t be here, if anyone shouldn’t.
…and I say this as someone who is not, necessarily, that casual.
Certainly in terms of the time I tend to put into a game.
But, I will never, ever, think like these people.
I didn’t in WoW and I won’t here.
Nobody said there’s something wrong with being casual. You can be casual. You can be the majority.
There’s something wrong with joining parties that don’t want you. There’s something wrong with being “casual” and attempting to play with people who aren’t and who don’t want to play with you.Just like it’s wrong to be “hardcore” and join casual runs and start telling everyone what you think they should do.
People should play with people of a similar mind.
I’d dare say there are less hardcore players joining casual runs and being terrible and annoying than there are casual players joining hardcore runs and ruining the fun for everybody.No, people can do what they like.
It’s their game, too.
I, personally, wouldn’t, as I don’t need the stress just to endure a criminally boring skip>stack>melee nightmare.
However, if other people want to, they can.
Unfortunately, the game then allows you to kick them, if you want, but they can still join what they like, whenever they like.
In fact, increasingly, having read some of these replies, I would encourage thick skinned people to join groups that exclude them.
This is usually what I imagine happens on the forums most of the time. I’ve played with good players, and not fitting min-maxing criteria doesn’t slow the game down by any considerable amount. I imagine that 9/10 players here who gripe about bad players need to be carried, since it’s apparently so inconvenient to run “normally.”
Just because the game is designed to be casual friendly doesn’t mean the veteran players have to be casual friendly. Being friendly and nice towards a group of players is a choice.
Some people choose to be friendly and help casuals. I usually just avoid them every chance I get.
Players that expect the game to give them all the info they need to play are perfectly fine – but they shouldn’t expect people who take their performance and execution seriously to give them the time of day.
If you can’t bother to watch a 10 minute guide on the dungeon run you’re about do to – I can’t bother to carry you through it.
Players need to realize that the path to self-improvement comes from within.
If you can’t bother to be kind, I can’t bother to treat you with respect or disregard.
The path to snack pack throwing begins with this kind of jargon.
See? I can deploy euphemisms as a “point” too.
Send me all your money, delete everything in your bank and delete all of your characters.
Why you’d want to do this though is beyond me.
I’ve still never encountered many problems with naming my characters, and I don’t even use very unique names.
Then what about a completely new armor class dedicated to allowing the skins to be worn on all armor classes, something of an override armor class that only applies to outfit skins?
No.
Can’t we really just enjoy outfits for what they are? Stuff that’s, well, an outfit. It’s not supposed to be mixed and matched. It’s an outfit. Like, say, the Balthazar outfit. It’s an outfit to make you look like Balthazar. I imagine it being like Halloween costumes, more or less, rather than armor – it’s just a nice plus to being able to wear them into combat.
I like outfits in the gem store since they’re just a vanity item.
I had this same problem and I sent a support ticket earlier. It’s not a public/private IP address, Healix. It might be a thing to do with proxies, although how or why is a bit unknown (as I don’t use a proxy). To reduce the risk of any sensitive information being released, I’ve PM’d the OP if we were asking to authenticate the same IP (which looked like a private LAN somewhere in California, although with some further digging didn’t seem to be a server park or anything).
I’ve still changed my password, and until ANet offers word on the subject I suggest others who were asked to authenticate a private network do so too. It’s unlikely that it was some backdoor spoofing, but it’s better to be safe than sorry.
(edited by Cuddy.6247)
It is also revealed that the White Mantle are actually the leaders of the Bandits raiding Kryta using the Bandits identity as a alias to hide their existence.
They aren’t the leaders of the bandits, they just are bandits. It’s quite a difference. They’ve basically dropped so far that they’re hardly a dangerous cult, they’re nothing more than bandits.
To that end, White Mantle won’t have anything to do with the story again, ever. We’ve eradicated them from power and the human storyline of Missing Parents shows us just how strangled they are now.
I don’t think so. I’m pretty sure that various hints in Dry Top and the Silverwastes point towards the White Mantle still being quite active and still being a cult. I firmly believe the White Mantle were behind the mining operation in Dry Top and behind the notes about the ‘New Kryta’ or whatever it was in the Silverwastes (along with the badges found in the Silverwastes).
What hints? The only “hints” I’ve ever seen come from two known White Mantle cells and a lot of amusing speculation with no substance. The confessor of the White Mantle, their highest position, is working out of a basement while bandit leaders like Seanan are off doing things? The White Mantle leadership is in shambles and their operation is pretty flimsy – although I suppose they might start manipulating more of the outlaws across Tyria and start and expanding their cells if we find the Mursaat – there’s no better way to whip obedience into someone than to have your Gods strike with hellish fury.
It’s definitely one way to make an abrasive point: “This is what my God does, what has your triad accomplished?”
It is also revealed that the White Mantle are actually the leaders of the Bandits raiding Kryta using the Bandits identity as a alias to hide their existence.
They aren’t the leaders of the bandits, they just are bandits. It’s quite a difference. They’ve basically dropped so far that they’re hardly a dangerous cult, they’re nothing more than bandits.
To that end, White Mantle won’t have anything to do with the story again, ever. We’ve eradicated them from power and the human storyline of Missing Parents shows us just how strangled they are now.
I’ve always been able to get a decent name…usually I stick to naming conventions by naming my characters after songs I like and such. All of the most obvious names will be taken already, of course…but I’ve found that a lot of names haven’t been taken.
Easily retconned. All it would take is an intrepid band of Stone Summit dwarves who stubbornly refused to undergo the Rite of the Great Dwarf and were either forgotten or stricken from the record due to undwarvenly behavior. Perhaps, after a time, they have come to regret their behavior and have returned from their dark wanderings, hoping to reunite with their lost kin — but alas! Until they make up for whatever undwarvenly thing they did, they are for some reason or other unable to undergo the Rite.
And so they become player characters.
I’m pretty sure every dwarf had to go. Like, it wasn’t a choice. They eventually turned to stone whether they wanted to or not.
Still, I wish we could be dwarves. :/ Maybe find a way to undo the Rite of the Great Dwarf or something. I mean, steps are already being taken to undo The Foefire…so obviously these spells/curses that cause catastrophic change aren’t irreversible…Hell if I know how they’ll do it, that’s not my concern.
(edited by Cuddy.6247)
I’m probably the only person who sees outfits in the gemstore as a good thing. I’d much rather armor be in-game rather than just a giant cash purchase (gold or real money), preferrably more dungeon/map reward token systems (like the Luminesce/Carapace armor). That way armor actually feels like an achievement while an outfit is just something you buy because it looks cool.