Well the zerker elitism comes from dungeons and leaks out into the open world.
It’s hard to understand until you’ve experienced it yourself. For me its like this:
Without changing my build, I can run a dungeon with a team of non zerks, be the guy on the floor the most because any time I do any damage, the bosses will chase me to the ends of the earth. Then the rest of the team wipes because the fight has been up for 7 minutes and they cant time their heals perfectly that many times in a row. People quit. People try to assign blame. People start texting, switch on their TVs. It’s a mess. They get too exhausted to put effort into another 7+ minute fight.
Then if I go with a full zerk group. They all can be just as terrible of human beings. Vote kicks are randomly appearing. 3 people are dead. But wait a sec, it’s only been 30 secs and what do you know, the boss has 1% HP left… 0% aaaand it’s dead. We move on.
Or I can end up in a skilled, friendly, zerker group and I’m knocking out content so fast I realize I have time to squeeze in 12 dungeon paths and still make dinner with the girlfriend. (Wait, what girlfriend?)
This is why zerkers tend to hate non-zerkers. Because we wouldn’t be running around in circles like headless chickens if everyone else around had REALLY helped kill the mob in the first place. A dead mob is still less dangerous than a tanked/kited/distracted mob.
It’s a mentality that spreads into the open world. I never yell at people for it, but some people can’t let it go.
On my ISP, every second someone spends in a cut-scene is an increased risk I’ll lag out just before and lose credit for everything I just did.
Nah.
In all seriousness, I expect people to watch the story in story mode.
However, I do feel explorables shouldn’t have cutscenes at all. The dialogue that happens in the dungeon without the aid of cutscenes is already the most memorable stuff in the game. “Control it! CONTROL IT!”
I don’t get mad at people for watching them. I just don’t feel they are a good game feature. Best to put the story in the actual in-game parts. That way its there whether we’re smelling the roses or doing a quick run. There’s usually no reason to freeze the combat for it either.
Unfair is when you’re downed in dredgehaunt, intentionally because you’re going to rally off a svanir with 2% hp. He randomly goes into anti-exploit and walks away while regening then turns around and throws an axe in your face to finish you off.
True story.
(edited by DarkWasp.7291)
I’m hoping to eventually see a dynamic culling system. I tend to run at Lowest/Medium at all times.
In towns I could do medium/medium just fine, but it gets tiresome readjusting the options every time.
I assume weapons and back items were intentionally left rendered for sake of identification. It helps sometimes when following people in WvW. Not that I would oppose anything that raises the frame-rate though.
My own personal graphics review right here:
My ele… is so attractive.
Until a dev says otherwise. I’m under the impression that any time a spoon drops, it did not take up the slot of what would have been an exotic.
I would say that’s cool.
And do nothing. Because 1000 gems would be too expensive for me not to level a character myself.
Also people skipping to 80 would not bother me. Just so long as they don’t join my dungeons in level 0 white items. Oh wait… people do that anyway.
I bought mine and this is how I saw it:
1. It would not be smart to wait for it to drop
2. It, however, DOES drop. This could contribute to dropping the price average lower than the average cost of forging it.
3. Placing a buy order increases my chances of getting it from someone who wants less than a forge investor would (AKA they got lucky [with a drop or quick forge] and don’t need the full amount to make a big profit.)
Therefore, me getting it through a buy order is essentially cheaper than if I got it as a drop. Hows that you ask? Isn’t getting it as a drop getting it for free? No. Anything I don’t sell is money lost. Or you could say, its money I would have gotten if I didn’t have a use for the item.
More importantly, someone at Anet needs to find a way to make crafting profitable. Why would anyone want to level up their crafting professions when they cost so much and aren’t really good for much?
Most MMOs have this issue. Only the top tier of crafting is profitable. I think it’s because all lower level materials become overpriced as they become a stepping stone for getting to top tier.
However, the top tier of crafting in GW2 is ascended and legendary. Ascended is account bound and legendaries drain at least 250 of each T6 material. Therefore, the T6 prices are likely to gravitate toward legendaries more than exotics.
This is just my theory though. I’m not an economist.
1. It has to be a place guildies will want to go every day. It can’t be something you just visit once a month just to see it.
2. It should be largely customizable or at least have multiple themes. For example if they end up being airships, we should not be limited to pact/aetherblade style airships.
3. And yes, I have a small guild and still want to enjoy it.
I’m doing Ulgoth regularly, and i usually get the drops… unless i happen to be run over few times by the knockdown winds. Even if i start dps-ing late (which i often do).
I’m pretty sure there are other considerations here, and that tagging in general is bugged, but i don’t think it is bugged in the exact way you described.
Yeah, I heard and read that.
That’s why I lead off that part with “I think it would be better if”. Even though part of me thinks it’d be a technical nightmare to try.
I do tend to get a bit defensive about this subject. I am the only person I know who has come to this conclussion, but I’m about 95% sure of it.
Turns out, I lost my head and missed the “I think it would be better if” part. Oops.
I apologize.
I’ve had the Karka Queen not give me drops plenty of times, but I don’t know if that’s because her drops are in the chest instead . . . or this bug going on.
What I do know is if a boss dies really . . . really . . . fast, then there are a lot of people who don’t get loot. Shadow Behemoth used to be infamous that way.
I can confirm that she does have drops. Like I said, I have a solid state drive so I load in faster when she spawns near the other waypoint. Every time that happens, I get loot. (You can also tell if EXP pops up on the screen after she passes her first phase before she regens half her HP in a weakened state.)
For events, scaling works properly. Like you said, SB is easier to get credit on now. This is good because you can still get the chest and the daily and all that when you come in late. Even the champ events like Ulgoth correctly gives event credit to those who dealt a lot of damage. It’s just the actual mob kill exp/loot that gets bugged.
That’s not exactly accurate. My staff ele (ungrouped) usually can get the drops even if i start dps-ing with a significant delay.
Yes, getting the mob tagged is easier within first seconds, before mob scales up, because it’s not the flat damage but damage relative to the mob hp that counts (and in those first seconds mob has way lower hps, so even one solid hit can possibly move you past the threshold). This doesn’t mean that the people that join later won’t be able to get it – they will just need to deal more damage.
I’ve tested for that, and that doesn’t seem to be the case. And if it is the case, the damage requirement shoots well over 2 million, which again points to this being a bug.
We had an Ulgoth situation where my guild (all in zerkers) missed the first hit because a ranger Point Blank Shotted him pretty far away. Afterward two of us dropped ice bows and we skill 4’d him. Then we kept the DPS up for the entire fight.
No credit.
Meanwhile, the fight before, all I did was drop my two arcane skills on him as soon as he became vulnerable and auto-attacked after that and I got credit while I wasn’t partied. And again, people who were there the whole time were saying “lol no loot.”
Every time I get credit coming in late, I notice there aren’t as many people around as I thought or I remember I was in a group and they probably got the first few hits for me.
It’s bloody genius, that’s what. I don’t recall seeing it suggested before either. (But what do I know anyway?)
I only ran all the way through the personal story once, but I remember thinking the Orr section way way too long.
I may have to go back and try it now to see if I like it better.
I think it’d be better if it could be guaranteed everyone in the zone can receive loot from a world boss in the zone, mechanically, even if everyone isn’t fighting that world boss . . . but then, I also know the more people you pour on the enemy, the faster they die, and the greater chance people don’t break the threshold for loot.
But that isn’t what’s happening. What happens is that threshold for loot is capped about 0.5 – 1 seconds after the enemy spawns despite the fact that the enemy stays intact for 2 minutes.
Anyone who:
1. Isn’t in a party
2. Loads in slower at WPs
3. Has a long delay before their skill casts (staff eles and LB rangers)
Will miss the chance, even if they become the single highest contributor by the end of the fight.
Only enemies with scaled HP are affected by this it seems. The HP scales, but not the kill cred.
They did it with scarlet during her invasion missions. Before she scaled, only a few people could get the event, but if they did, they got her loot. After she scaled, it was near impossible to get her loot unless she spawned on you, but getting her event was easy.
It’s not a feature. Even if they came out and said it was, I’d put real money down that wasn’t their original intent.
Is the loot getting worse or is it the way its being given out, I seen a convo in map chat the other day that said only so many people get loot from an enemy/boss everyone else gets nothing, I never thought anything of this, but then I got thinking, in the mornings I usually do the world bosses, and ive noticed that they no longer drop champ bags, ( MAW, Taidha Covington, sometimes Karka Queen, usually all 3 champs and final boss at Ulgoth ) these are just some of the events I fail to get champ bags from on a daily basis, no matter how much damage I do,
This is a serious bug that has been around since the beginning of time. However, due to the players’ experiences with other MMOs, the community tends to think its a feature. Therefore there are not enough complaints about it.
Basically the system works like this. Everyone who does a certain amount of damage gets loot. HOWEVER, due to a bug, there is a cap. When things get crowded, only the first people to reach that damage threshold receive loot. This is why people in groups get loot more often (because the whole group gets damage threshold credit together) and why staff guardians get loot more often.
I have tested it. I have kitten so I loaded the karka WP first. Ice bowed the queen, then backed off and watched the rest of the fight. As a lousy mooch who did about 5k-10k damage total, I got the champ box off the corpse. Meanwhile others were complaining it didn’t drop for them. They were the ones who stuck around and did hundreds of thousands of damage to it.
It started good, then they botched it, then they fixed it, recently they botched it, and now were waiting for them to fix it again.
Am I the only one who read: “It started out as a corpse… and now it’s a corpse again.”
?
While these forums could use a lot of work, I’d rather they put the development time into the actual game.
I don’t think the forum devs are the same as the content devs.
Guild banners SERIOUSLY need this (at least pressing F again to close the popup). When people don’t have a hero’s banner, they place a line of banners instead.
You should be able to run by and press F F F F F F F F F
But instead it’s more like:
F F FFFFF gah… click… turn around… F click F click F running away to get out of range… GAH SHOOT I MISSED ONE
I also wish the forum would allow text below picture attachments. Sometimes I want, for example, text, picture, more text, picture, text, in a post.
I’m going to bind a macro to +1 this post over and over again all night.
Well I think the most notable part of expansions for RPGs of any sort was new lands. GW1 did it well. Sure, neither Cantha or Elona were as big as Tyria, but they were big. Even EotN North Tyria was pretty big.
It’s logically the best way to recycle content. For example: Title hunters got to vanquish/explore other continents. It may seem like more of a chore, but it really is more game play. And YES, you could take it or leave it as you please.
This is where LS1 fails and LS2 succeeds.
LS1 destroyed LA (several times) and then messed up Kessex Hills. It first added cool new dungeons that people liked, then removed them and burdened fractals with them instead. (Though you could sorta say LS1 added fractals in the first place, that much was good.) Southsun Cove was added, but there was never much of a reason to go there after the events. There was a few story missions, but they are all gone for now.
LS2 so far, has come closer to expansion content. Dry top is a nice permanent zone with challenges and completion achievements of its own. Furthermore, it keeps growing and we’re looking at a potentially large new map section when it’s done. The story missions are permanent, challenging, repeatable and include bonus objectives as well.
It is missing a few things that expansions would more than likely bring. Like a new and separate 100% map completion for example.
Adding a picture of our in game characters would be cool. Get to choose which one to represent.
Yeah, it would be like you open up your account page and you get a choice between:
Trahearne or Trahearne
I’ve always wanted to put my ads as:
“Scale 8, swamp rolled, experience preferred but adaptability accepted, reading and responding to party chat is required, attempting to take leadership of the group not allowed, toxic perfectionism not welcome, exotic+ gear only (stats must compliment your build), can learn how to kill mobs if running not possible, can jump, can live with a few mistakes, can learn from own mistakes, does not drop 50 IQ points as soon as something breaks the standard run/stack methods, all classes welcome”
but that’s just a wee bit out of the message limit now is it not?
This is actually one of the places where GW2 is vastly different from most other things on the market.
In most MMOs, instances/dungeons come about every so often in the main story chain and reward players with the craziest most OP and colorful things. However, 6 levels later it becomes a piece of junk OR a sadly underpowered item that has a feature that’s too good to give up for many levels to come.
Meanwhile, the rest of the world doesn’t drop many weapons or armor and you mainly accumulate crafting materials through drops or gathering.
GW2’s loot is a bit more like EVE missions, except in GW2 it’s across ALL content. You get dropped tons of gear that you aren’t going to use. The purpose of this is to salvage them, not to equip them. This is why we aren’t happy about the NPE profession loot bias thing.
Now as far as the OP’s concern with a sort of drop famine. Happens to everyone at different times of the year. Basically the way it works is exotics have less than a 1% chance to drop, and rares are pretty low too. Basically it makes us crazy, because it’s like waiting for a fish to bite in an ocean with no more than a couple dozen fish.
I have a few superstitions that I try not to hold on to but: For me it always seems like updates that affect the loot table immediately give me good luck for 3-4 days. Meanwhile, others report the opposite. Logically I know it’s just RNG, but deep down I still get more desperate to get on and farm/run right after a feature pack or holiday starts.
I spent ages previewing different armor skins to see what would go nicely with the radiant pieces, as I’m less than halfway to the boots, let alone the top and bottom (which, imo, aren’t what I want anyway). I finally settled on the Armageddon legs, even though they cost a lot of karma, because with celestial dye, the…er, hanging-down-part seemed to glow almost like the rest. Since I can’t put images in posts, check out the attachment to see what happened.
Even with the brightest white dye, they’re dull as anything. Why? Is there anything I can do with my graphics settings to see it in-game like I see it in the preview, or is it a problem with the game itself? I’m really disappointed.
You could try turning your graphics all the way up for a sec. Even if you get terrible frames, you only need to see the colors temporarily, and work from there.
If I had to guess, it would be a post-processing thing. I see a bunch of people ingame who are just glaring white, even the pieces that aren’t radiant skins.
Not exactly the LFG messages themselves but:
Arah – “P1, first time” – A warrior joins and asks if anyone had done the path before. When we all said no, he quit.
TA – “Up, no skipping, linen” – A mesmer joins, drops a portal before the first volatile blooms, tried to run past the dogs and gets killed. Respawns. The rest of us start attacking the dogs, mesmer darts by us and wipes on the nightmare husks then says “run past pls.”
Aaaaand more on topic:
Fractals scale 1-10 – “At Maw, can jump 2 ft gap” – There was only one person in the party. The sad thing is I can actually almost empathize with what likely happened.
if people keep asking for past pvp content to be added then i’ll gladly take an Air Filtration Device , Wings of the Sunless and some super weapon skins
;)
why can’t people let past content remain as past content?
Air Filtration Device is buyable on the trading post.
Super weapon skins come back when SAB comes back.
Wings of the Sunless is another overlooked item, and should be added to the laurel vendor.
We’re not really asking to equip the soulbound items. Thats a WHOLE different discussion.
It’s just salvaging/forging.
It’s annoying when you go in the bank and say: Hey there’s that level 72 exo I used on my warrior while leveling, I have 3 other exos too, lets forge em! Oh wait, I have to log on my warrior to get that item out? I’ll do it later.
(Then it never happens :P)
It works like this. Officially they have to say that ANY sort of macro or ANY third party program is against the rules.
Unofficially, they won’t bother you if you’re not having the game play itself.
For example: Binding a button to do nothing but repeat left click while held down, moving the cursor yourself to mouse over a stack of consumables and holding that button down until the consumables are gone.
Against the rules? Yes.
Are you going to get banned/warned for it? Very unlikely.
Use the same button to trigger an exploit that fires a skill twice before cooldown or something, and you can expect to lose your account.
Now if you program a macro that moves your mouse, opens the game at night, walks your character over the bank and consumes all of your essences of luck… That’s a red flag too.
Your case, you should be safe.
Only thing is, if you ask CS, you may get a secure answer or you may get a realistic answer.
It’s a bit like asking a cop if you’re allowed to go 0.1 MPH above the speed limit. Technically no, but it’d be pretty rare to get pulled over for it.
Do like I did…Turn off the in game music through the Options, and open a browser window, type in the address of your favorite music streaming service. Rejoice!
That’s not what the OP was trying to do.
My game has remember account name and remember password toggled and starts up when I hit login. It’s just the auto login part that’s broken.
Yep, that’s what I’m getting.
Can’t just click it and get up to get a snack like I used to.
Daily banker golem sounds pretty cool.
A lot of these are neat ideas, but why is your dream notes focused on gems? Just out of curiosity. Do you like gems a lot?
I’m sorry, I just pictured a room with a massive wheel, with skritt on it running. Something shiny would be dangling in front of them.
Thus, infinite power.
Devs. If you do nothing else.
Do this.
For upgrades, I think it would be cool to incorporate some minor fantasy power engineering. One example would be with Asura Gates or Waypoints.
To run a gate, a guild would need:
- Power generation to keep it on
- Power to run the targeting system
- Temporary power to get the target markers charged up
To build the gate itself, the guild would need:
- Devices (that require power) that can assemble Asuran technology
Power itself could be generated in a number of ways and can even be used to create more power. For example: it could be used to power one of those big spinning sprinkler things to help crops grow, some crops could be used to generate power.
Any sort of factory thing for building siege/gates/whatever could require mass amounts of leather for belts.
Certain areas of the persistent map could be tapped for power (say a waterfall or coal mine.)
If the land/hall/housing/neighborhood sort of system was added in conjunction with floating islands. Power would be needed to keep the mini islands (player housing) tethered to the bigger islands (alliance/guild halls).
While I get frustrated with the options in GW2’s character creator, I still think it’s the best I’ve seen. Why? Simply because the end result tends to be the best looking character in any game ever.
I love having options, I’ve played so many games with sliders and such. But the end result is usually just taking something that looks “alright” and making it look “decent.”
GW2 is more of a taking something that looks “very very good” and tweaking in uniqueness.
I give credit to presets. We’re not all stuck at the exact same starting point. Granted, there are many situations where all of the presets tend to miss the specific things we’re looking for. I still find it better and more diverse than so many other games.
No, it’s a unique thing.
Happened to me when I surfaced out of the water and turned around and went right back in. Couldn’t get it to happen again.
I’m just not into the whole airship as a guild hall. Especially if guild halls are open world instead of instanced. How would an airship fit into an open world concept with other ground halls. I just don’t see it happening. Or happening well.
What about flying peaceful fractal islands?
A few people I know and I sometimes go into a game’s char creation screen without the intention of actually creating a character to play. Sometimes we have contests. I remember the burliest-manliest asura contest we did in the 3rd beta weekend.
It’s truly sad that it’s necessary to jump through hoops to get all of the options in GW2, due to the stuff added exclusively to makeover kits.
It can also be of use for some guild group screenshots.
Do I hear the dawn of improved screenshot functionality?
Where do I sign up?
Perhaps even give upgrades to allow for “free” hair style kit usage within this designated area as well. You would actually have to spend the charges/hair style kit to keep the look outside this designated area.
I would be ALL for this, yet I wouldn’t mind seeing discount advantages added too. And this is coming from a player who has an account-bound perma hairstyle kit already.
I’ve always thought that changing cosmetics should always be affordable in MMOs. So if some sort of individual guild member earned currency were added, sort of a return on the Influence we’ve been earning for our guild, that would be neat.
That self-earned currency (possibly with a guild upgradable earning rate) would allow members to spend as an alternative to things like transmutation charges and hair styles.
That’s just my added brainstorming. Not to be seen as a condition or criticism to your idea.
My suggestion:
Alliance – General huge plot of land
Guild – Hall with land plots dedicated to members
Player – Houses placed on that guild land
So the issue with guild halls is very similar to the issue with player owned housing. You can’t open it to be completely open world without inviting a massive land-rush. But having tight instances isn’t that cool either.
I’ll focus on Guild Halls but I should note: I’m envisioning an alliance owned piece of land where all members can walk around and visit one-another’s houses and guild halls. The status of the alliance determines the size of the land. The status of the guild hall determines how much of it is dedicated to that particular guild’s housing.
Important:———
A Guild without an alliance can still have a Hall that creates a land instance equal to the size it would have been allowed in an alliance. A player without a guild can still access his house via a new spot or portal in the home instance.
———————————
The Guild Hall would have usability features unlocked through time gating. So stuff like merchant and crafting access will be accessible to a tiny guild just consisting of a father, his two kids and his sister for example.
Increasing the land allowed to a guild hall would be more of an activity thing. A bigger-fancier hall would could take up more of the housing lots available to the alliance. Therefore, a large and active guild (500 members with 130 active most days) would devour most of the available land by itself. However, bunches of small guilds that take up 5-15 lots each aren’t going to be that much of a hindrance on the alliance.
The goal is to create a system where smaller guild halls have an appeal to alliance leaders. Alliances that just want to coordinate the best in GvG/WvW can opt to choose guilds that lean their guild halls harder toward functionality features and minimize land. Members of said guilds can still be subsequently in another guild with a land based guild hall if they want to have their house surrounded by neighbors.
Basically, 3 distinct upgrade types:
1. Guild Hall upgrades that help coordinate/show-off competitively
2. Guild Hall upgrades that improve the aesthetics of the hall itself and provides land for housing around/behind it
3. Unlocks for PvE boosts, merchants, parties and player rewards
Optimizations:
1. Can only plot your house under one guild and Guild Hall under one alliance
2. If necessary, alliance only displays Guild Halls which splits into a Guild Hall instance which may split into several neighborhood instances (Possible joining of two small guild halls into a single instance)
Every Jeremy Soule song has another meaning to me when I play:
GW1
GW2
Morrowind
Oblivion
Skyrim
I like to mix the music from all of these games together. I know there’s no words in them but they do keep me bouncing back and forth between GW games and TES games on a nonstop nostalgia train.
I just don’t get the whole thing. If it were almost unnoticeable, then it poses absolutely no benefit to new players, so why have it in the first place anyway? It seems like the only feature it adds is to deliberately incorporate built in classism. A sort of built-in punishment for rolling popular professions.
The main issue, which we’ve been over on the forums, is that new players are not upgrading from green gear. Even ANet said they wanted virtually all level 80s to get into exotics fairly quickly.
So they added leveling gear, which I thought was a good idea. Problem is, I had to do research to find out it even existed. So I made two daggers for my level 60~ thief. That put me out about 10g or more! And there’s armor like that too.
What new player is going to have 10g to spend on temporary weapons? What new player could afford the whole set including armor? What about the countless new players who try to get the mats by themselves rather than buying. Where are they gonna get the ectos from? I understand these are really for alts but they were in the NPE section.
I think these areas could be improved like so:
1. Cut profession specific loot out of all things level 80 and not account/soulbound
2. 100% profession specific from things like story completion, and map completion that drop account/soulbound
3. Increase the chance of rare profession specific loot below level 80. NOTE: Player level 80, not loot level 80.0
4. Apply profession specific loot to fractal weapons but also have it attempt to dodge skins already unlocked
For leveling weapons:
1. Reduce the power
2. Reduce the cost
3. GREATLY increase chance to have them dropped rather than crafted
4. Make them soulbound rather than accountbound to compensate
By doing this, players should be getting more exotic gear before 80 and by having tasted and seen their power, should be more drawn to make that upgrade when they max out.
BONUS: Have the account wallet display the number of ectos a player has stored. This way they will stand out more to new players as a VERY IMPORTANT resource.
BONUS 2: Put a “get better gear” link of some sort in the hero equipment panel, that disappears when the player has full exotics equipped, that opens up the trading post and points to exotic level 80 gear by profession. Better if done with a subtle icon or highlight of some sort. Don’t need to have it be too annoying or patronizing.
Just make it butter forgable again.
I keep slipping on all the random sticks of butter falling out of my inv because they won’t fit in my bank.
I wonder why Arenanet can’t just create a zone whose sole purpose would be to be farmed by trains?
For example, create a level 80 zone filled only with group events with a scaling of 10 to 100 people (to make sure that nobody accidentally goes there without a big group), with chances to spawn boss-type mobs with great loot if the scaling gets high enough. Then tune it so that it’s more profitable to farm that zone instead of the newbie zones. Make it easy so that farmers never consider farming the low level zones instead.
That way, farmers get to farm, and newbies and casuals don’t get their play experience disrupted by those ridiculous and often toxic farm trains. Sounds like a win-win.
You better watch it.
Otherwise they’ll take your idea and be like “NEW FARMING ZONE, becomes more rewarding as you kill more enemies!” Then you’ll find that the enemies actually don’t drop loot and the bonus chest at the end goes from 2 blues and a green if you do terrible to 3 guaranteed greens if you do really well.
Oh and did I mention the event chain would be 45 mins long?
No, listen people. You don’t understand. Those greens have a .0012% chance to be exotics!
One guy out of a million might get a precursor! Do you realize that could be you?
(Nah, I kid, I kid. Actually people should go back to Dry Top, that map is LEGIT with the drops.)
Basically RP goes like this.
1. You’ve created your own story that you want everyone to care about.
2. Everyone else has done the same, and they want you to care about their stories.
3. You try to earn brownie points by pretending you care about their stories, or by throwing in game lore.
4. Nobody really listens to your story because they are too busy waiting for the next chance to jump in with their own.
5. You find you’re doing the same thing.
Otherwise there’s nothing icky about it. The hatred and ignorance toward it is completely uncalled for.
The issue with these things isn’t so much a Win VS Fail thing. It’s going into an event with the peace of mind knowing that you won’t get chewed out and inconvenience a bunch of people for doing what under normal circumstances would be right.
That was the whole benefit of the Dynamic Event system in the first place. They are essentially explorables. You go to them and you do them as best you can figure out. When working as designed, you help out that way.
That’s what makes events stand out vs dungeons and raids.
The moment you have to start thinking “Wait, am I going to screw everybody up if I do what the game wants me to do?” that’s no better than the “Heavys only ping gear” stuff we’re seeing in dungeon groups.
That kind of stuff can be fine occasionally for dungeons, but it should not be happening in open world. Otherwise we lose the seamless freedom we enjoy under normal exploring circumstances.
At least this won’t be a repeat of the Scarlet events.
When they do nerf it, it will still be completable without the farmers there.
^^Above post
I never said anyone was entitled to the features they suggest/request.
The focus is on the response.
All that stuff you said about the neighbors not wanting red sand and all that. That’s still a valid way to oppose a suggestion.
“You can’t have red sand because the neighbors don’t want it.”
That’s fine.
“You can’t have red sand, go to Mars instead.”
Might as well just say: “Kitten off, you martian creep!”
Unless you genuinely believe that your alternative, going to a different game, is valid of course. However as I stated before, it usually isn’t practical. Sure, if the suggester wants 7-16 features from another game, I’ll grant you that.
That was the example you gave, so in that case you might be right. However, I still think it would be better to go into why they might not work rather than telling the player to go away.
More often than not, I see these kinds of responses given to smaller suggestions like:
- Marriage
- Character bios
- Houses
- Releasing permanent content
- RP anything
- Increasing ranged damage
… and even if someone wanted all of those things at once. I still don’t think GW2 would be the wrong game for them.
(FYI, I’m personally fine with ranged damage how it is.)