(edited by DarkWasp.7291)
I’d like to throw in my vote that we try reworking these two mechanics next on the PvE balance plan.
It’s something that my guildies and I have also discussed. We came to the same conclusion. We too would like to see CC as a viable strategy vs bosses in PvE. More than the initial wall shot at least.
You do realize that in order for 1 blind per 5 seconds to be permanent, you would have to have an attack rate against that ele as slow as 1 attack per 5 seconds.
I don’t understand how you’re playing at 10fps on low settings? I have a high end rig but I borrow my brothers laptop occasionally which is a £300 bog standard one with intel hd3000 graphics and I get 30-60fps easily on low graphics :S Did you try turning the resolution down at all?
Each PC is a different bird, especially when it comes to GW2.
I could see this trait being big for PvP.
It will do nothing for PvE.
The warrior trait however…
Stopping in to throw in what I always throw in:
We aren’t asking for an in-combat first person view. If the devs want to have it snap us out to third person when in combat (and disable it entirely in PvP and/or WvW,) most of us would still be very happy if it was implemented.
There really is no disadvantage to adding it.
It’s pronounced Fort Trahearnity.
The problem with mixing long PvE achievements into WvW is they rarely add fun to the process.
There are a lot of people who have fun exploring the PvE map find themselves frustrated spending eight hours a day staring at that last POI inside a WvW keep and there’s nothing they can do about it.
Speaking as a total “carebear” myself. I dread the memory of the 3 days I spent farming badges in WvW for a legendary more than I dread the memory of the 11 twelve-hour days I spent farming cupcakes off vaettirs in GW1. (I was in college at the time.)
The funny thing is, I actually enjoy WvW from time to time. When I’m out there without a goal I have fun. When I was farming badges, however, I despised every bag of loot that did not add to my progress. I hated every supply run my server’s zerg did away from the fighting.
I just like to make progress on my own terms, so sue me.
Why is it that everybody thinks PvP when we talk about first person view?
>>>>> Nobody ever said it has to work while in combat. <<<<<
We don’t WANT to see our hands or weapons either. We just want unobstructed views of scenery.
As a PvE primary with sPvP and WvW experience I can say I like sPvP better.
In sPvP you’re thrown right back into the action, even if your team sucks (which is frustrating) you can still keep trying.
WvW is a different game, and it IS all about time investment. The 15 minutes you spent getting to the other side of the map is at risk for example. If you want to unlock that last POI for map exploration you have to wait for the zerg/commander to FINALLY decide to go for that last tower.
Most times they don’t.
Then when you die because you got tired of playing keep-up with the zerg, you look at your map and found they went for it… but you can’t get to it again in time.
THAT is the real answer to the “time” element in the OP. Hopping into WvW does not immediately put you in a place where you can get things done. If you’re zerging instead of roaming, the killcredit/framerate/keep-up is worse than the Frostgorge champ farm. If you’re roaming, you may start getting kills in the first minute or it may take you twenty or more, especially for new players who haven’t spent time enough researching builds and methods.
The amount I invested on Leaf of Kudzu was directly proportional to its market price.
If you know what I mean.
I’ve seen a member of ANet staff on Blackgate LA a few times with a wolf named “Moon Moon.”
I also once saw a Brown Bear named “Juvenile Jaguar.”
I have found that signet spamming for a big burst on GS skills then switching to 1h sword (or shortbow) to finish the target off is easily some of the most fun you can have in the WvW/PvP side of this game.
You’ll want to zerk it up as much as possible of course. You’ll be playing sort of like a non-stealth thief.
70% frost spirit is something you should have if you’re going into dungeons. In boss fights, you can add roughly +7% of the entire group’s DPS to your own.
The other spirits are fairly useless in PvE.
Fortunately the trait line to give frost spirit the extra percentage boost also gives you a straight DPS boost if you take it to 25.
20/25/0/25/0
If they did add that option, it would cost more than the item itself unless the item was a precursor or forge specific recipe.
Just look at the upgrade remover and transmutation splitter.
This would have been perfect for the horizontal progression CDI.
I have always been saying that this game needs more to do solo.
You won’t find many people on Blackgate doing random open world stuff either, and if you do, good luck getting their cooperation or response.
This isn’t a server issue, it’s an open world issue. People go where the rewards are.
Give enemies more toughness and less vitality, more unique skill mechanics, trade one-shottyness for faster but weaker attacks… etc.
The key to balancing out builds in PvE lies in a change of content. As long as enemies have high HP and do slow one-shot attacks, DPS and dodge will remain the best strategy.
I personally like to PvP or WvW only when I know I’m not going to get too involved and ruin my day.
The map completion requirement pulls me in pre-involved.
However, if they must do it this way I have one really easy suggestion: Take out all of the cap point POIs and vistas and replace them with open points.
I actually had a lot of fun despite my reluctance when I ran around WvW capping the camp POIs and open vistas. Waiting around for the right server rotation or time of day for the keep and tower POIs however… not fun.
Keep in mind GW2 was designed to be social. You may not get too much traction with ideas that exclude social interactions. In my opinion: at same time a lot of PUGs behave in an antisocial manner; so a small amount of soloable and challenging content might be nice for when you want to take a break from them.
Right, which is why my ideas involve the open world instead of solo instances. It’s not that I want to get other players off my chat and screen entirely. I just I want to sort of “plug and play” and hop right into the action without all of the burden of grouping on my shoulders.
@Cliff
@Tobias Trueflight
@zamalek
Thank you all for going through the trouble of reading my suggestion, I know it was quite long.
It’s gotten to the point where I’ve seen people agreeing/disagreeing with different things. This is good because I wanted to diversify the scale of the ideas to touch most types of players. Even someone who thinks exactly like I do would not love the entire update.
I do agree that both the boast and visitation systems are too dangerous to add exactly how I suggested them. However, I want to put these two questions out there:
1. What would you do to help players along to getting visitors to their houses?
2. Do you feel that open world or solo content needs a “Hard Mode” of some sort?
I came up with Eminence and Visitation because I liked what I saw in LOTRO with the neighborhoods, but found that without a designated RPer get together I found myself the only one in the area. I want the neighborhoods, I want people to check out all of the work I’ve put into my house but I don’t necessarily want to RP.
I actually had the idea that visitation would be mostly automated to draw the methods of acquisition away from begging (much like the trading post alleviates most trade spam). I’m not too attached to it, as long as there’s a system in place that motivates players to visit different houses.
The boast system I just wanted to toss out an idea that other ideas could spur from. I’m tired of PuGs, but I also want to PvE on my own time so organized groups aren’t generally an option. I just want stuff I can do solo.
The inspection system I allowed because there was the underlying idea that I was pushing for a more “exotics for everyone!” type of system where drop rates and prices were better. The game itself hates players entering dungeons in green gear more than their party does. I stated that the inspection system would not show stats or builds so that players could experiment and not get kicked. Sub-par gear isn’t as much the players’ fault as it is the game and economy’s fault. Thus the inspection system as I proposed it would require the drop-rate change added first or at the same time.
When it comes to the relationship system, I threw that in there because day one my guild had like 6-7 real life married couples. I threw in self-account-relationships because it always bothered me that there is nothing more distant in an MMO than your own characters. The one exception for me being EVE where I had two accounts and my two capsuleers complimented each other, one combat and one industry.
@Conski Deshan:
Your post actually gives me a great way to elaborate on the thought process I had when envisioning the neighborhood system.
1. Communities or Solo instances?, do you want to see groups of players houses in the one instance or a private instance with only your house in it? (people can still visit either way.)
When I played LOTRO I kind of liked the community instances there. I think I liked the idea better than the application, because the areas were pretty ghost towny.
That’s why I came up with the visitation and eminence systems as well as tied crafting and QoL features to my idea. These would, of course, destroy the purpose of the Royal Pass cash shop item, but they would also provide more revenue options.
So, communities.
2. Construction, what level of involvement would you like? building it block by block? A room by room function where you can pick and choose rooms to add? A series of set designs?
Set designs is what I’d expect. A system that works like The Sims would be the ultimate way to do it though.
3.Functionalities, I think we can all agree at a basic level housing should allow for some storage and display of trophies/achievements/weapons/armor , in addition to this what would you like to see, Farming? nodes? intractable objects? side missions?
Basically the things I suggested in my post:
- Allowing your alts to interact/trade with one another.
- Access to crafting and auto/crafting
- A few RP/story elements such as toilet papering people’s yards
- Skritt hiding treasure in houses
I would not be opposed to farming (maybe get rid of all of the karma cooking ingredient vendors?) Nodes, interaction objects and side missions are all good too.
4. Interior customization, placing objects within the house how would you like it to work?
Like The Sims.
5. Getting items, How do you get items to put in your house?
General furniture:
- From merchants
- From drops
- From gems (incentive for developers of course)
Rare furniture:
- From drops
Collectable furniture:
- Crafted from blueprints either dropped or copied
Others:
- Achievements
- Map completion
- Living story
- Birthdays
- HoM
- Jumping puzzles and explorables
6. Linking to other content, is there anything you would like to link with housing? (i.e in a perfect vision of the future I could walk out of my house onto an airship dock and take my airship into combat)
My idea links entire accounts with housing. I also said some stuff about festival grounds.
One thing I didn’t mention was the story potential for neighborhood NPCs. It would be cool if there were randomly generated characters that hang around neighborhoods and interact with players. There could be a friendship/relationship system where your personality, dialogue choices, achievements and Eminence helps you get them to like you more and more based on their own traits.
That opens up potential for a lot. I would tie it in with my connection/marriage system and maybe get extra buffs for befriending NPCs. Extra props if you can hire them and face the threat of your neighbors sweet talking them away from your staff. grins
Can you believe I’m not a Tarnished Coast native?
Was a far cry from the bandits who apparently get their outfits in the rubbish bin outside Queensdale’s thrift shops, and the centORCs (as I like to call them) that plague kryta.
They certainly do have pretty faces though.
It’s one of the best looking games I have ever played. I’ve taken more screenshots in this game than any other.
I wish I could say that, but I want my character’s behind out of view and /sleep doesn’t work in some angles.
While flavorful and entertaining… they’re also easily abused/side-stepped/trivialized by having a friend or six along with you doing the heavy lifting after you’ve hit the necessary critters hard enough to get kill credit. You also don’t want the boaster getting frothing mad when another player in the zone just happens by and pitches in. When the point is being able to boast of your prowess, you want to be very sure no one can second guess that it was really you who did the deed…
Good feedback.
I have been trying to think of ways to overcome this issue, as it is level 80s and new players are already not mixing well on PvE maps (with all the rage coming from any deviance on the champ trains). However, I do think it’s very important that open world content works its way into becoming an end game. When we first got all hyped up about GW2, the PvE map features excited us and we hoped for a long future with them.
Don’t know what to say except: Agreed.
ECONOMIC AND GEM STORE CHANGES
- Tax cut – Sell order listing tax has been reduced to 2% and sales tax has been reduced to 8%. In the future we will gradually take the taxes down even further as we remove inflation sources where the game generates gold and as we add more sinks. The goal is to stimulate a strong economy where players do more trading through the post with one another than they do with NPCs.
- Changes to merchants – NPC merchants no longer buy upgrade items or crafting materials. The minimum price on all upgrades and materials has been set to one copper on the trading post.
- Salvaging upgrade items – You may now salvage runes, sigils and crests to gain stone, paper and linen.
- Forging exotic upgrade items – You can now throw four exotic runes or sigils into the Mystic Forge for a chance at a different exotic upgrade item.
- Salvaging Transmutation Stones – You may now salvage Transmutation Stones for Essences of Luck or a very rare chance to find a Transmutation Crystal within.
- New gem store items
- A furniture category has been added to the BLTC with dozens of options to choose from.
- Three new permanent town clothing sets have been added to the “Town Clothes” category.
- One hour Eminence Boosters are now available for 80 gems each.
- A Dark Matter Reactor, 1000 gems, allows players to uproot their house intact and move to a different neighborhood or lot.
- Changes to Champion Loot – Champion Loot Bags now drop players less gold in exchange for having a much higher chance at rarer items. This change was done so that players would not only acquire more items worth listing on the trading post, but also to bring the prices of exotic gear down to a median more affordable by new players.
- Changes to Globs of Ectoplasm – Exotic items now salvage up to seven ectoplasms. Rare items have had their ectoplasm salvages reduced to a maximum of one. Globs of Ectoplasms are now of rare quality and may drop directly from enemies.
- Changes to Icy Runestones – Completing a group event now has a very rare chance to award the player an Icy Runestone.
Wasp’s notes:
The great thing about horizontal progression is how flexible it is compared to vertical. If a player wants to become the richest man in Tyria by flipping items on the trading post, that’s progression for him. I’m not good at flipping, but I want to see the taxes lowered for other reasons too.
The main idea of this section is that rewards can often be directly proportional to horizontal character progression. Finding and selling items that are valuable to other players is more fun than selling junk to merchants. Right now players are hit hard by taxes when the list their loot on the post and casual players are finding themselves dropped one useful item per week.
With these updates I’m seeing a vision where blues and greens are sort of pushed out, junk items no longer exist, and merchants don’t buy goods from us. I am, of course, inspired by EVE where taxes are low and virtually every item is useful to players.
I also threw some cash shop stuff in there, mostly for fun. Also these are things I don’t think most players would mind. I’m trying to think on the developers’ side here as this is a lot of content to release for free.
Finally, town clothes are definitely a total horizontal thing. Their issue in the game right now is their lack of choice and lack of application. By making them default in neighborhoods and cities, selling more options and including a in-town run speed boost, I think we can generate more player interest in them. However, note that the sense of progression gained from buying an item with real money is extremely minimal, so it helps to tie some skins and features to PvE content instead.
VARIOUS FIXES
- Reverted human female running animation
- Fixed various armor clipping issues
- Guild chat is no longer erased when entering the character select screen
- Improvements to environment collision on underwater enemies
- Mystic Forge UI now updates when a stack is split
- Weapon summon skills no longer trigger full cooldown if interrupted before weapon spawns
Yeah, I just did that section for fun.
I overdid it just a lil’ bit.
- Stat tracking and colored titles – The new titles “His Eminence” and “Her Eminence” appear in gold. Expect to see more colored titles in the future. Three new statistics have been added and may be displayed at your account house.
- Number of nodes gathered
- Boasts completed
- Zones explored (number of 100% completions accumulated over all characters)
- Mail improvements – The mail UI now includes three checkboxes:
- Show player mail – Mail sent by other players
- Show ArenaNet mail – BLTC purchases, birthday letters and notifications
- Show story mail – Living story, personal story and map completion mails
- Crafting, trading post and gem store UI revamped – Crafting and BLTC user interfaces have been merged and integrated. More accurate categories now replace the old ones in the trading post. For example: Heavy, medium and light armor now have separate categories, and you may now find new sections such as “Back Items” or “Skins.” When mousing over crafting components, they now display the number required per refinement and the number of refined and unrefined materials you already possess.
- The gem store now includes separate sections for costumes, town clothes and armor.
Collectable expanders have been reduced to 400 gems and the collectable section of the bank now includes an “Expand Collectables” button.
- Crafting categories have been divided down into subcategories. Main categories now show Refinements, Armor (or Weapons), Upgrades and Other. All categories now start collapsed by default.
- Automatic crafting and combined crafting – A new section has been added to the crafting UI that lists current, future and past jobs. You may now set recipes to automatically complete when the materials become available whether you are online or not. Crafting in this manner does not grant character or crafting experience. You may deposit gold here to fund automatic Black Lion Dolyak Deliveries to acquire fulfilled buy orders.
- All crafting now occurs in the account house. Players must buy the necessary crafting stations and place them in the crafting room. However, while still limited to two crafting trades per character, you may now access all of your characters’ crafting abilities at once.
- Crafting stations in all major cities have been replaced with neighborhood portals and market representatives.
Wasp’s Notes:
Despite the neighborhoods and houses being the largest part of this update as far as content goes, this section is what players are going to feel the most. The underlying theme here is a focus on player characters. From a non-roleplayer’s standpoint, this part is going to provide new opportunities and QoL improvements that will make their life easier. For a roleplayer you would have switched the focus off of Logan, off of Trahearne and other story NPCs such as Kiel and Scarlet. Instead the focus would now sit with our characters who can now finally say “This is MY story” and mean it.
I think custom biographies in MMOs are just too cool and should not be scrubbed in exchange for the game’s story. If anything, roleplayers use them to make the game’s lore more robust. As far as relationship systems go, we’ve seen enough games prove that players like them. Just because these two features aren’t for everybody doesn’t mean they won’t be appreciated.
If I were tasked with writing the story that would launch the neighborhood and housing feature I would come up with something along the lines of: Queen Jennah wanted to reward the heroes of Tyria for their works against Zhaitan so she designated land to start building neighborhoods for them.
I think the story (or living story) should be about us this time. I think the added interaction between an account’s characters (such as combined crafting or marrying your own characters) really adds a value to making alt characters (alts are the epitome of horizontal progression by the way).
It is better to have our characters achieve great things that don’t make sense for millions of heroes to accomplish than it is to pass all progression off to an NPC. In other words:
GOOD: Our immersion is slightly broken because the game has 121 neighborhood instances that all have the same landscape. However, it’s OUR neighborhood based on OUR community reactions. Progression is based on our effort and reputation.
BAD: Dessa found a fractal artifact that allowed her to create unlimited dimensions and she created countless labs which we as the players are allowed to visit. She lets us decorate and stay there, but the game constantly reminds us that it’s her lab. It’s not a bad story, but it would be another case of our gameplay being hindered to try to make a story make sense and an NPC more prominent.
200% world completion would be GW2’s alternative to GW1’s vanquishing. However, the planning team needs to be VERY mindful of the potential damage each boast can do to a zone. Imagine 10% of the community showing up to fight Tequatl with frying pans or disabled downed mode. It sounds funny until you’re part of the 90%. Done tactfully, showing up to a more simple event with a frying pan that a new player initiated is still way better than not having other players on the map at all.
For the time being, people are going to want those housing materials and that should stimulate some open world activity. Overall kills needs to be the best way to get these items, I would advise against including them in more static content like dungeon rewards or champion loot. (Though the items dropping from champion loot will yield signets for salvaging into stone.)
INTERFACE AND CHARACTER IMPROVEMENTS
- Inspect, biographies and notes — Now when you right click on another player character you may choose to inspect them. The stats of their gear will remain hidden, but you may view the skins and rarity of their items. A second tab of the inspect interface will display their order, personality and custom biography should they choose to write one. The third tab allows you to write notes about them. Notes are saved on your PC and will not display to anyone else in the game.
- Teleporting to your house or clicking deposit collectable now displays a flashing animation
- Utilization of town clothes — In addition to town clothes popping up by default when zoning into a neighborhood or city, wearing town clothes now grants permanent swiftness while in appropriate areas. This swiftness is disabled if the player toggles walk on.
- Character trade slots — All characters are now granted four slots where they may place items they wish to trade with other characters on the account. Harvesting tools may be used directly from these slots. Picked up an account bound item for your elementalist while playing ranger? Toss it in your trade slot and you won’t have to worry about forgetting to throw it in the bank. Next time you are playing as your elementalist, just return him/her to house to trade with your ranger.
- New character select screen — Now when you log on you’ll see the interior of your house. With the house already loaded, you may swap between your characters and manage inventories with minimal load times before you choose to exit your home and return to where you left off.
- The “Well-Connected” buff – All players owning a house will receive an account-wide buff that displays next to their consumable buffs. Your friends, neighbors and alternate characters have motivated you to do better out in the field. Receive…
5-20% Magic Find
1-5% more hitpoints
10% increased passive movement speed
5-20% bonus experience gain
…based on the level of your house.
- Applies ONLY in PvE
- Relationship status – You may change the title of your “Well-Connected” buff by entering into a relationship with another character within or outside of your account. For now you may choose “Loved” or “Married.” Charr characters who choose to marry will be subject to two weeks under the title of “Scorned” and their neighbors may find rolls of toilet paper stashed outside their gate to decorate the deviant couple’s yard(s) with. However, charr and sylvari are immune to the “Divorced” status effect. “Divorced” works the same as “Scorned” only it applies after a marriage has been severed on a norn, human or asura character.
- Mousing over the “Married,” “Loved” or “Scorned” buff will display the name of the other involved character. None of the relationship or “Well-Connected” buffs apply or display in WvW or PvP. This way you do not gain an unfair advantage nor do you put your loved ones in danger by exposing their identity to enemies.
- Account binding and fitting – All Soulbound on Acquire gear is being converted to Account Bound on Acquire. Activating an article of gear now changes its status to “Fitted” instead of “Soulbound.” Certain quest items remain soulbound.
- Refitting – Speak to a new Reffiting NPC to have your fitted gear converted to Account Bound for a fee of one gold. All characters may now pull fitted items into their inventories regardless of whether it is fitted to them or a different character on the account. Transmutation Crystals may also be used to transfer a fitting from one character to another. However, cross armor type or cross racial fittings remain restricted.
- First-person zoom – While out of combat and standing still, you may now zoom your view all the way in to a first-person perspective. You will need to utilize this to make it through the new neighborhood jumping puzzles. /sleep is no longer required to take unobstructed screenshots.
- Black Lion Delivery Dolyak – Don’t have enough time to run from your house to the trading post representative in the center of the neighborhood? Select “Deliver Black Lion Goods” in your inventory options while you’re out exploring to have a dolyak make the trip for you. The delivery price is 10 silver. You may also opt to use dolyak delivery in your auto-crafting UI should your buy order for materials be fulfilled while you are away or offline.
Wasp’s Notes:
I think this section is clear in how it can affect horizontal progression. I also added a few things that did not, just because I was getting in the spirit of a fantasy update. One thing that isn’t written is exactly how much time Eminence would take to max out or just how much you could display in your house. I did that on purpose because this is a pretty extensive update and I can see some value in a discovery period for this content. Since this is imaginary I’ll say as a player I would like to be pleasantly surprised by just how much the game allows me to show off in terms of achievements as well as having great plans for future additions. I would also request (to the story team) that the NPCs in the neighborhood zones be more subtle than elsewhere in the world and that the dialogue and story focus would be player character centric.
Also look at the framework we just built for potential future features:
- We opened up the title system and modified it to allow colored titles leaving the possibility of legendary titles and character (not account) based titles.
- With a focus on QoL account and character features as a bonus to having a house, we could also look into tracking combat statistics for better build testing.
- The festival grounds allow for wedding ceremonies and parties. Maybe even guild hosted events. Some would be represented through the game’s features and others just roleplayed by players.
- The SAB jukebox already exists in the game, we can use it as a base for creating a system that allows for music selection within a house.
- The neighborhood could also be used to hold a GW1 style pet menagerie for rangers. Pets should eventually be kept there instead of following players around while in a neighborhood.
Alright back to imaginary update poster mode:
PVE CHANGES AND NEW CONTENT
- Changes to event rewards — Open world dynamic events are no longer subject to diminishing returns. Some larger, longer or end-of-chain events were given increased gold, experience and karma rewards for participation. In addition, completing any event now yeilds a rare chance at a chest containing a blueprint for furniture themed by region.
IE. Doing Ascalon events is your best chance at charr furniture or decorations.
- New collectables — Paper, Stone and Tar now drop and salvage from enemies and items. Salvaging signets will always yield stone, underwater kills and tar elementals can drop tar and humanoid enemies (bandits, nightmare court, skritt, inquest .etc) may drop paper. These new materials are used in the crafting of housing decorations and copying blueprints.
- Paint — Paint is a new drop type similar to dye, however colors are unlocked by account and not by character. Collect them all for maximum house coloring options. Some decoration recipes require unused specific paint colors to craft.
- Boast challenges — In certain parts of the world you may partake in boast challenges that hinder your character while you attempt to do normal content. Currently we have added two challenges to Wayfarer Foothills and Diessa Plateu.
The challenge in Wayfarer Foothills involves disabling downed state (if you would get downed you get defeated instead) while attempting to survive combo kills. Every time you draw fire from five or more enemies and defeat them you gain a point. But watch out! Competive norn will sneak up and ambush you during your most stressful moments.
The charr in Diessa Plateu are seeking out the toughest cook of all time. Accept their challenge and you’ll find yourself dressed like a chef with only a frying pan for a weapon. With greatly reduced armor levels and a unique set of frying pan skills you must vanquish 50 enemies of 7 different varieties before the time is up. Complete the task in record time for a greater reward.
Temporarily, the rewards for completing boasts are one, two or three champion loot bags depending on how well you did.
Wasp’s notes:
Boast challenges were an idea I had a month or so after release because I felt we needed an open world alternative to hardmode that does not separate you or the zone instance from the other players fighting normal enemies. I would suggest filling the worlds with these until they can be incorporated into a 200% world completion system.
As I was coming up with ideas to answer the question of: Which ONE content/suggestion type would be best for the game in improving horizontal character progression? I started thinking about how player housing could interweave into other aspects of the game.
Then I thought: What better exercise for planning this than to write my own set of imaginary game update notes?
DISCLAIMER: Despite my tone or choice of words in this post, I am not a developer. If you didn’t gather that already.
Introducing…
NEIGHBORHOODS AND ACCOUNT HOUSING
After a long day of keeping Tyrian homes safe, your characters may now rest in a house of their own. New neighborhoods have begun popping up north of Divinity’s Reach and it’s up to YOU to populate them.
- New feature and item: House Deeds
After purchasing a lot in a neighborhood you receive an unlimited use item which will instantly teleport you to your home. Does not work in combat or instances. At your house you may activate a portal to teleport back to exactly where you left off. Any player with a deed may select “Invite To House” on other players, and in the future, certain NPCs.
- New zone: Tyrian Neighborhood
Each neighborhood includes 55 lots, 50 housing lots and five reserved for future guild halls. In the middle players will find a town hall, a Mystic Forge conduit, festival grounds and merchant, trading post and bank services.
In addition to providing a place to live, the neighborhoods will include many other activities as well:
- Neighborhood Treasure Hunt – Skritt have hidden their shinies in the area! Can you find them?
Whether the event happens in your neighborhood or another, you can still participate. If you don’t lock your doors the treasure may be found inside YOUR house. Be sure to welcome the crowd of greedy treasure hunters with a smile.
- Three new Jumping Puzzles – Looking for a better vantage point to spy on your neighbors? Each zone comes complete with three new puzzles looming over everybody’s homes. The third and final puzzle ends above the center of the neighborhood. Completing all three in sequence will grant you a bonus chest. NOTE: Skill bars are disabled within the puzzle.
- Skritt costume brawl – Skritt have gotten into the festival costumes again! Battle skritt, children, players and other NPCs near the festival grounds with your costumes and toys. Counts toward Costume Brawl daily and community achievements.
- Visitation and Eminence – Visit others and receive guests to accumulate Visitation Points.
- You gain 25 Visitation Points for each unique house you visit and 1-10 for each return visit depending on number of days since your last arrival.
- Unique guests give you 100-1000 Visitation Points depending on their level of Eminence.
- Returning guests apply 10-100 Visitation Points to your account along with their unique amount if they have leveled in Eminence since the last visit.
- Eminence levels are gained primarily through visitation points, however certain titles and achievements can contribute as well:
Golden – Hall of Monuments achievements – Zhaitan vanquished – 100% world completion – The Emperor – (Future) Story or neighborhood tasks – (Future) Guild influence contribution
- Max out your Eminence level to gain the new gold colored title “His Eminence” or “Her Eminence.”
More neighborhood applications for Eminence coming soon!
- Furniture and blueprints – Find rare blueprints in your adventures and use them to craft furniture for your house. See a table you absolutely MUST have in your neighbor’s house? Perhaps he’ll be nice enough to let you copy his blueprints. Display your own blueprints to attract visitors. They’ll need to bring their own paper if they want to copy them of course.
- Collectables aside, hundreds of furniture options can be purchased for gold at the town hall and for gems from the Black Lion Trading Company. Most furniture can be modified by paint.
- Housing upgrades and upkeep – Improve and expand your house to increase both its appeal and its benefit to your account. Well kept houses provide bonus exp and buffs to your characters in PvE. Upgraded houses cost more in upkeep but allow for greater bonuses and more Visitation Points gain from guests. Unkept houses do not provide bonuses or gain any Visitation Points at all.
Bonuses include:
- Rested EXP, Idle characters automatically return to the house to get rest
- Application of the Well-Connected, Loved, Married, Divorced and Scorned buffs (check the Characters and Interface section for more details)
- Permanent run speed increase while in a neighborhood zone
- Waypoint cost reduction per character per zone 100% complete
- Permanent zero waypoint cost to all major cities
- Access to indoor services such as crafting, armor repair, training dummies and trait retraining
Hold the gates! I’ve been working on suggestions for housing, hard mode, rewards, story and how it all ties together. I’m done with the post content, but I’m not done editing it.
It’s bedtime though, I should be able to get it up in about half a day.
Actually IMO we don’t use the trading post enough. In EVE we marketed everything because everything had value. In GW2 most items go to NPC merchants.
It’s really sad that Anet is so draconian in their methods that honest players actually fear being kind to others.
I’m afraid its a case of thousands of players spread across all MMOs who support RMT, the spams, the scams, the stolen accounts and everything else that comes with it by buying from the suppliers.
Its up to us gamers, namely MMO players, to spread a negative stigma about RMT. In the meantime, developers are required to maintain damage control to prevent the game from being overrun with bots.
For me its pretty simple:
I like being told their plans so I have stuff to hype about. If they can’t make it in time, that’s fine as long as they let us know. They should also refrain from talking on the line of technicalities so we don’t suffer the same misunderstandings as with the fractal weapons or the new skills and traits.
Hunter’s Call is weak in PvE, but fairly good in PvP.
It does have high burst potential, but based on my calculations it’s straight sustained DPS increase is so low that you might even have to time it right after skill 1 chain 3 in order for it to increase instead of decrease damage.
It’s one of the rare Ranger skills that doesn’t seem like it was hindered to support a condition build, yet it still seems a bit hindered without a condition.
It does follow stealthed thieves around and break the grawl fractal last boss’s shield pretty well though.
Plain and simple people use bears for the same reason people go soldier instead of zerk.
Dead DPS is no DPS.
Makes them feel smart at first until they finally try micromanaging themselves AND their pets.
Don’t let people steer you away from thumb buttons, as a clicker you’d be surprised how fast you adjust to them.
That’s the one really agile finger that gamers have that often isn’t used, but it’s ready anyway.
Just going to drop a few notes here:
- Rangers are one of the hardest classes to play correctly, yet they are also the second most common class played. Imagine what the community would be like if Warrior was hard to play.
- Build viability is a Ranger’s biggest downfall in PvE. A lot of condition stuff overriding potential zerker skills, signets compensate for mistakes but do not buff skilled players, pet base stats are tied to healing power traits and our only melee options are either auto-pilot-suicide (sword) or low dps (GS).
- I once joined a party in fractals that had only rangers and got a bit flustered when nobody entered melee range. However, we managed to clear everything in record PuG speed somehow.
- Ranger is often perceived as a high movement class, yet spirits start out static. Bringing the trait that causes them to follow puts them at risk of death in PvE. Unlike warrior banners they can not be picked up, unlike warrior banners they are not invulnerable. In combat swiftness and burning aren’t going to make your party love you so Stone and Frost are the only real PvE options.
- Quickening Zephyr is a great skill, make sure it’s charged and ready for Rampage As One though.
The issue is split between the devs and the community pretty evenly.
Very few PuG rangers run the 70% FS build, instead we see them with passive signets. Since signet of the hunt increases movement speed it does not contribute to damage at all. It’s also almost a sure sign that said ranger is not using a 1h sword. The one exception being a 1h <> GS signet build that utilizes the GS burst skills.
Furthermore it’s fairly rare to see a PuG ranger enter melee range at all.
On the dev side we’re not really getting any encouragement. Instead, those of us who have spent more than a year with the class are being told we have the wrong mindset. That despite the fact that many bosses in PvE stand still and alone, the 1h sword’s auto-pilot has a function.
We’re told the new heal skills are supposed to give us more build options, yet we get another spirit. Also inb4 new spirit becomes OP in the PvP corner of the game and we suffer a spirit wide nerf that ruins our Frost Spirit build and justifies replacing us with a warrior in any dungeon.
Main problem is we’re so good in PvP, but PvE plays a lot differently. I mean just look at Entangle.
I don’t know about base run speed, but…
Combat run speed
Long invuls on enemies
Snares and immobs
Long KDs
…have me gritting my teeth in virtually all PvE zones. There’s a point where they add a challenge and there’s a point where they add a needless but annoying delay in combat.
Also, Rangers, stop bringing passive Signet of the Hunt into dungeons.
I’m always tempted to have 8 human females, one human male and then one male and female of each race :P
Nah, I’m actually keeping at around 9.
Humans 3
Main (ranger male) + Wife (ele) + Daughter (engi)
Asuras 2
Ex-Krewe Researcher (warrior male) + Ex-Peacemaker (thief female)
Both joined in the cause of using Inquest research results in exchange for wrecking Inquest methods. In their minds they can destroy the means, but might as well use the ends for good.
Norn 1
Guardian female with no story as of yet
Charr 1
Mesmer male with no story as of yet
Sylvari 1
Necro female who disappoints me with her lack of funny minion death dialogues
And finally:
1 wildcard slot:
For popping into the char creation screen whenever I want
1 extra ranger slot
I use two ranger builds in PvP and I like to use them both depending on my mood
Many people complain about the game not being alt friendly. Those stones are in fact very alt friendly — I shove them in my bank and never worry about spending them on looks for new alts. I love how easy they are to get.
They’re only useless if you have only 80s who will only wear level 80 stuff.
Any player who has done 100% map completion has enough for 7 alts easily.
I would honestly not go for ascended armor if I didn’t have more gold than I had plans for.
It was pretty social for a few months after release out in the open world. There’s still a lot of people playing, they just don’t have much of a reason to go to the PvE maps.
Guild Missions (specifically challenges and puzzles) are really fun though.
Can I have the rest of the shortbows?
I want that staff.
I really do.
I ran across a person in open world. I was successfully ressing him but when I got him up to 75% he used vengeance.
After that I never saw him again.
I think the sort of “exclusivity” of CDIs is totally intentional. It looks exactly like what it is. It’s a discussion that allows both the players and devs to see what’s being thought on the other side.
It does not guarantee that the top voted subject will be done. A more public poll is a bit more risky. Even if it explicitly said the top voted feature might not be possible, I think most people would still expect it. Fans would start throwing around that word “promise” again.
Of course that will still happen with the CDI, but perhaps not on such a mass scale.
My personal high Score : 1
Not going to waste my time on a jumping puzzle with buggy mechanics, they need to fix the exploding presents section. I loved the puzzle last year, not sure what they did to mess it up but it is more frustrating than enjoyable now. Feels like SAB Back to school all over again.
Yeah I remember last year the Halloween tower messed me up and the Wintersday puzzle was a breeze. This year I’m suffering a reverse.