GW2 started as a game in which you could choose how to play. Anet should stop gating content behind play modes and offer alternate means of receiving / accomplishing things for different modes of play.
44-65g is way, way, waaaaaaaaaaaaaaaaaaaaaayheyheyhey too much for a 1h multi-player consumable buff.
Recipe: Maintenance Oil Station
Recipe: Sharpening Stone Station
Recipe: Tuning Crystal StationI don’t expect Arenanet to fix anything, I’m simply saddened by their lack of maintenance on things like this.
… but who cares, right? They are spending 6 months working out how to animate handing a paper from one NPC to another. /sigh
Anet has the ability to run reports on the various systems of the game and see the state of them. The fact that they don’t fix more things that are out of balance like this means that they probably will never fix it. As a MMO developer friend of mine told me, new content makes more money than fixing old content.
Shame really because when people become dissatisfied enough with things being out of balance, they leave the game.
the only thing people with wings etc spoil is your enjoyment. It is really not as bad as everyone makes out.
We play this game for enjoyment…
I don’t personally have a problem with seeing backpacks, but I think it would be a great idea to have a slider for “character particle effects”. If others like the OP would prefer to turn off backpacks altogether, I don’t mind at all. And I don’t see why other players should mind. The players who really appreciate whatever you did do get the backpack will not turn them off.
The only criticism I might have is with the backpacks not being clear that you will get only 1. But I’m sure Anet is getting lots of communication about that.
I would be fine with this and have an “anonymous” option if people want to be mysterious. But I am concerned that if Anet creates this means of “inspect”, they will create the ability to inspect stats as well.
I want people to see my skins, so I have to -1 this
But those people don’t want to see your skins. Why do you want those specific people to see your skins?
Because I worked for them. If they dont want to see them they should close their eyes.
I would only be ok with this if hiding a specific skin required permanently destroying it from your wardrobe.
Being able to scale down particle effects doesn’t hide the actual item from the person. They can still see that you went to the trouble to get it, they just don’t have to be blinded as they play.
Anet went to the trouble of creating all the visuals in this game, but they provided graphic adjustment tools and are not hurt if we use them.
I wouldn’t want to “hide” another person’s hard work (or lots of $ spent lol) but maybe have a slider for “gear particle effects” or something like that.
One thing I have seen a lot of talk about people wanting is a way to change from one build to another. I see this as potentially being part of that kind of system. To be able to set up 2 or 3 different builds, including gear, and switch between them with one click. If we had the ability to “store” gear like you describe, then doing a one-click complete build swap for different situations would be much easier.
You’ll have to wait for her to move. Repeating the hunt in Frostgorge rewards you nothing additional and does not advance the event.
We do not know when she will be moving to Highpass Haven. All we know is that she says that’s where she will be next. As of an hour ago she had not moved out of FGS.
Yea, I’m not sure why she even offers it to you again.
Much of the time, bugs in MMOs are not found until they put the new code onto the Live servers. I have played many MMOs that do have test servers open to players and there are still bugs when the code is made Live. That is just the nature of MMOs.
Getting different birthday gifts depending on the age of your character has been known since year 2.
I’m not a fan of mini games (as I’ve posted elsewhere, I loathe the adventures). However, some people love them. The game is big enough so that ANet can add stuff like this and still leave me with plenty to do.
My concern is the slow pace of adding content compared to the rate they had in 2013 (I understand that a 2-week cadence of releases was unrealistic; I’m speaking of new things to try/do over the course of months or quarters). If the content rate was ‘better’, then I think people would be less bothered by ANet introducing stuff they don’t like, e.g. adventures and raids.
tl;dr I don’t ask ANet to stop adding stuff I don’t like. I only ask them to add a lot more stuff, so those things I don’t like are less important.
Did you only read the thread title? The OP talks about using minigames as gates.
“Dear A-net,
I don’t like new content; don’t give new content to me or anyone else."
That is what this sounds like to me.
It’s too bad you didn’t actually read it then, since it’s talking about not using minigames as gates, not about getting rid of them.
These threads are more evidence of the “gimme gimme” society.
not happy so far
If you had a subscription I could see extending your sub for the time. As it is, I don’t see the issue.
Uninstalled this past weekend, so nada…I think.
Uninstalled but still on the forums…sad.
Well, I was able to recover about 400g worth of trading that I lost to the rollback. Still down 200g due to (1). New skins tend to have a LARGE price drop within a few hours of release, so I missed out on the new release price surge, and (2). I didn’t get the lucky exotic drops I sold yesterday. I also have no way of repeating the luck I had getting rare drops that let me finish several collections, or the extraordinary luck I had in a couple of adventures (which I generally suck at) that allowed me to finally get silver.
For those of you that keep calling me a liar, yesterday was one of the luckiest runs I have had since I started to play GW2. I actually was getting consistently good drops and had luck with my timing in the TP. Then the sudden DC hit. Then a few hours later the announcement of a rollback. All the luck and happiness I had been feeling turned to disappointment and loss.
For me, this could not have happened at a worse moment. It took me from one of the best days I ever had in GW2 to the worst day, bar none. The WORST part is that the whole thing was ANET’s fault. They failed to properly test the patch, and let bad code screw up the game. Then they couldn’t fix it, so they rolled back everyone’s progress. There is nothing ANET can do to restore my faith in them or compensate me for ruining what had been a good experience.
There is a reason why many experienced gamers don’t play on patch day. The live servers are very different from test and there is literally no way to test code that way except putting it on live. You can try to do everything you can to avoid anything that could possibly go wrong, but it happens in literally every game.
This rollback has cost a lot of players a lot of progress. So, take an moment to tell ANet what you lost to the rollback.
I lost over 600 gold worth of drops and sales on the TP, about 100 AP worth of progress on achievements, and nearly full stacks of platinum and hard wood that I harvested. I also lost 2 1/2 hours of gameplay and a full afternoon and evening of denied gameplay that I can NEVER get back. This had to happen on one of my very rare vacation days, turning what should have been a fun day into a severe disappointment.
Wow, that is quite a lot for 2 1/2 hours. I’m sorry to hear it. I try never to play on a patch day.
The use of mini-games , jumping puzzles as Gates to Mastery points , collection items is an absurd idea , and a VERRY irritating practice …what ever happened to good old action-adventure …. WE want to kill the Bad Guys , NOT wasting hours bouncing on mushrooms through checkpoints , or trying to balance on very tiny branch , plank to hopefully jump just right only to fall and try all over again … this type of " Platforming "
is fine for console players , a pain for PC players .. not to mention IT MAKES NO SENSE !!!….. Please Bring GW2 back the Action Adventure MMORPG we love , leave out these kitten annoying platforming mini-games that seam to only act as filler
I completely agree that gating content behind minigames is nonsensical. They are basically “dis”-ing anyone who lives a long way away from Anet servers, happens to have a bad traceroute, or simply has trouble with this type of content for any reason.
And I also only want to play the game. It is very immersion-breaking to be forced to stop the serious business of saving the world and play some games. If they want to leave the games optional for those who like them, fine. But don’t lock Mastery Points, Profession collections, and Legendary collections behind them.
I certainly hope the next expansion swings a bit more toward the core game style . I’d like to see a bit of a middle ground between HoT maps and core. I’d rather not see any or at least much less of the vertical maps and less annoying mob density like we see in HoT. Just my opinion.
I hope the next expansion is more like the core game, too. I won’t purchase HoT, even when it was discounted, because of the points in this thread, and once purchased, it’s my understanding I’ll be forced to do my dailies there. I don’t PvP at all- only do open world content, so I am already limited in what I can do.
I just wish I could get HoT Masteries without being forced into HoT zones. I hope the next expansion will let us totally bypass those zones.
Wow whereever you have been getting information from has been misleading you.
To start with, by far most if not all of the worst problems with HoT were already addressed in the April patch, its already far far better than it used to be.
Looking at the OP, what about HoT has been made better than it used to be?
Sanctum Scramble stands between me and Glint’s Bastion. I guess my Revenant will never get this shield. I find this adventure more annoying than words can describe. Not that I like GW2 adventures in general, but this one takes the cake.
You have to wonder who thought that making Adventures, which rely on how well your computer communicates with Anet’s servers, was a good idea since GW2 is very popular globally. Which wouldn’t be so bad except that then some genius gated Mastery Points, Profession collections, and Legendary collections behind them. Basically giving a big middle finger to any player who lives far enough away or happens to have a bad traceroute. Nevermind the players who don’t want to play this type of content or find it difficult for many reasons.
I like someone’s statement before about it being paying for convenience. That’s extremely different than paying for an absolute advantage over your other players, and you certainly aren’t winning for it.
You don’t think it’s an advantage over other players if a one person can play for years without getting a Precursor and on his first day of playing another person can purchase gems with cash and purchase a Precursor? Or completely equip his character on the first day with Ascended gear (if you argue that Legendaries aren’t “winning”.)
Maybe they should scale difficulty based on your character: each character can have a “rating” made up of things like gear, finished Specialization, progress of Masteries, whether they do Fractals, Raid, PvP and maybe ranking, etc. Those players who have Ascended gear, capped Masteries, who do PvP, etc. are going to find things easier than people who have none of those things. Then scale the reward based on the character rating.
I can understand that certain players enjoy very challenging content but clearly other players don’t. Trying to balance content for everyone leaves those at either end of the scale unhappy.
That wouldnt be too bad an idea. NPC value = PC value * (sum:armor)(sum:weapons)
Sum:armor would be white.blue.green.yellow.orange.pink 1-6, same with weapons
Twohanded sets average the quality. So, someone wielding a bluegreen swords with yellow+pink axe.shield be in full ascended armor would be (6.0+(3.5+5.5))*80
And enemies can adjust themselves to that valueUsing gear only doesn’t necessarily address the issue of players who prefer much more difficult content vs. players who don’t. I might not like to raid, do Fractals, PvP, etc. but I might have really good gear because that makes PvE easy for me which is what I prefer. That is why I suggested also using Raid, PvP, and other more difficult content experience to add to the rating.
Thats also fair, then how about this? ;
Normal Mode: all skills and cooldowns are as presented (current normal play)
Hard Mode:
*All healing received is reduced by 25%,
*you deal 10% less damage overal,
*all your stats are pushed down as if you were wearing lv70 variants of gear,
*your cooldowns get slow-ticks whenever you get hit by an attack (making dodging more valuable as well)
As in, +0.3 second for everytime you're hitDuring Hardmode you won’t earn extra gold, but maybe have +50% magic find or something?
How’s that? It wont interfere with open world combat, as mobs don’t become harder, but you need to put in more effort to survive the same, and since its completely optional normal folks can keep their normal mode on.
The reason I was suggesting a character rating is because then they don’t have to change the content to add Modes. I’m certain the content already has a method to scale the difficulty, so adding code to automatically scale the difficulty based on the rating of the character(s) in the instance would seem to be easier than changing all the content to provide difficulties. But if I am wrong I would be fine with either method.
Arent you contradicting yourself now? In the last post you said it shouldnt be done based on the players’ getup. And I agreed with that, players shouldnt have to go out of their way to change to the difficulty, if changing something about my skills or gear would automatically change the difficulty, then the game wouldnt be play how you like it, anymore. To have a toggleable button would be best
My comment isn’t about gear. What I was thinking was a system that offered a larger range than simply “on / off”. My original idea was to have a range of difficulty that automatically scaled the instances based on the character. But your comment now makes me think it would be better for the player to choose the difficulty, similar to Fractals. Then the reward could be tokens so that completing the instance on a lower difficulty gave less tokens and a higher difficulty gave more tokens. Or something like that.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Djinn.9245
Is there value in complaining that a reward is not given to people that don’t do the activity that gives it?
That’s not what we’re discussing here. Raids are not the activity that gives the reward (that would be earning xp). Raids are the gate that keeps the rewards away from some people, even if they are doing the activity.
That’s just not being honest and arguing semantics … obviously unlocking whatever Raid mastery is part of the requirement for the spirit shroud reward just like capping XP bars. If you can’t get past that, we have little to say to each other.
What I do care about is A-net setting a precedent of allowing raids to affect the rest of the game beyond basic balance tweaks. You must understand how, for those of us who don’t raid, that might be a bit concerning.
This, and Anet gating character progress behind other game modes in general.
It may be a concern but it’s already happening everywhere in the game since day 1. It’s already an established precedent.
Furthermore, this is not a gating of character progress … your progress is in no way gated by this. It’s disingenuous to refer to an additional reward from an activity as a barrier to how your character progresses. Nobody is your fool here.
Experience is the base form of character progress in almost every single game that has characters. Gating the base form of character progress has not been happening since day 1. And I can’t think of what form of character progress HAS been gated behind other play modes since day 1.
You’re not gated in character progression by this, at all. You still gain experience and gaining it is in no way gated by arid masteries, therefore not preventing your progression as a character. Progression is NOT the same thing as material rewards. Seems to me you’re confusing the two, though I can’t see how any gamer would do such a thing unless it is intentional.
I don’t think you understand how this works. I am currently without Mastery Points to continue advancing my Masteries. Since all XP bars in my Masteries are full without Mastery Points to “buy” them, I am literally gaining zero additional Experience.
Ah! So your beef isn’t with the new reward system, but is instead with the ease (or lack thereof) of getting Mastery Points.
Not sure how you’re coming to that conclusion. My comment is simply that I am not progressing Masteries and so I am not gaining the Experience that I am being awarded in-game. Every time I accomplish something (killing a mob, crafting, etc.) I should be gaining Experience but I am not. My Experience bar at the bottom of my screen stays static. This is a very unsatisfying feeling.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Djinn.9245
Is there value in complaining that a reward is not given to people that don’t do the activity that gives it?
That’s not what we’re discussing here. Raids are not the activity that gives the reward (that would be earning xp). Raids are the gate that keeps the rewards away from some people, even if they are doing the activity.
That’s just not being honest and arguing semantics … obviously unlocking whatever Raid mastery is part of the requirement for the spirit shroud reward just like capping XP bars. If you can’t get past that, we have little to say to each other.
What I do care about is A-net setting a precedent of allowing raids to affect the rest of the game beyond basic balance tweaks. You must understand how, for those of us who don’t raid, that might be a bit concerning.
This, and Anet gating character progress behind other game modes in general.
It may be a concern but it’s already happening everywhere in the game since day 1. It’s already an established precedent.
Furthermore, this is not a gating of character progress … your progress is in no way gated by this. It’s disingenuous to refer to an additional reward from an activity as a barrier to how your character progresses. Nobody is your fool here.
Experience is the base form of character progress in almost every single game that has characters. Gating the base form of character progress has not been happening since day 1. And I can’t think of what form of character progress HAS been gated behind other play modes since day 1.
You’re not gated in character progression by this, at all. You still gain experience and gaining it is in no way gated by arid masteries, therefore not preventing your progression as a character. Progression is NOT the same thing as material rewards. Seems to me you’re confusing the two, though I can’t see how any gamer would do such a thing unless it is intentional.
I don’t think you understand how this works. I am currently without Mastery Points to continue advancing my Masteries. Since all XP bars in my Masteries are full without Mastery Points to “buy” them, I am literally gaining zero additional Experience.
Not sure what underboob has to do with bladed armor. However I don’t like the current bladed armor – I think it looks cheesey and could be MUCH better. I also don’t have anything against underboob (except that it has nothing to do with armor…)
What I would love is for Anet and all other MMOs to stop mixing “armor” and “sexy”. I have nothing against either but “armor” should be protective and they should also include skins that are sexy to put over your armor. Changing the look should be free.
As it is, having “sexy” armor is just a silly meme like chainmail bikini.
Maybe they should scale difficulty based on your character: each character can have a “rating” made up of things like gear, finished Specialization, progress of Masteries, whether they do Fractals, Raid, PvP and maybe ranking, etc. Those players who have Ascended gear, capped Masteries, who do PvP, etc. are going to find things easier than people who have none of those things. Then scale the reward based on the character rating.
I can understand that certain players enjoy very challenging content but clearly other players don’t. Trying to balance content for everyone leaves those at either end of the scale unhappy.
That wouldnt be too bad an idea. NPC value = PC value * (sum:armor)(sum:weapons)
Sum:armor would be white.blue.green.yellow.orange.pink 1-6, same with weapons
Twohanded sets average the quality. So, someone wielding a bluegreen swords with yellow+pink axe.shield be in full ascended armor would be (6.0+(3.5+5.5))*80
And enemies can adjust themselves to that valueUsing gear only doesn’t necessarily address the issue of players who prefer much more difficult content vs. players who don’t. I might not like to raid, do Fractals, PvP, etc. but I might have really good gear because that makes PvE easy for me which is what I prefer. That is why I suggested also using Raid, PvP, and other more difficult content experience to add to the rating.
Thats also fair, then how about this? ;
Normal Mode: all skills and cooldowns are as presented (current normal play)
Hard Mode:
*All healing received is reduced by 25%,
*you deal 10% less damage overal,
*all your stats are pushed down as if you were wearing lv70 variants of gear,
*your cooldowns get slow-ticks whenever you get hit by an attack (making dodging more valuable as well)
As in, +0.3 second for everytime you're hitDuring Hardmode you won’t earn extra gold, but maybe have +50% magic find or something?
How’s that? It wont interfere with open world combat, as mobs don’t become harder, but you need to put in more effort to survive the same, and since its completely optional normal folks can keep their normal mode on.
The reason I was suggesting a character rating is because then they don’t have to change the content to add Modes. I’m certain the content already has a method to scale the difficulty, so adding code to automatically scale the difficulty based on the rating of the character(s) in the instance would seem to be easier than changing all the content to provide difficulties. But if I am wrong I would be fine with either method.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Djinn.9245
What I do care about is A-net setting a precedent of allowing raids to affect the rest of the game beyond basic balance tweaks. You must understand how, for those of us who don’t raid, that might be a bit concerning.
This, and Anet gating character progress behind other game modes in general.
It may be a concern but it’s already happening everywhere in the game since day 1. It’s already an established precedent.
Furthermore, this is not a gating of character progress … your progress is in no way gated by this. It’s disingenuous to refer to an additional reward from an activity as a barrier to how your character progresses. Nobody is your fool here.
Experience is the base form of character progress in almost every single game that has characters. Gating the base form of character progress has not been happening since day 1. And I can’t think of what form of character progress HAS been gated behind other play modes since day 1.
3 hours is a very long cooldown for a mob. And some people have a small window of game time due to RL stuff. I don’t specifically have a problem getting the mobs, but I can see how other people would.
Maybe they should scale difficulty based on your character: each character can have a “rating” made up of things like gear, finished Specialization, progress of Masteries, whether they do Fractals, Raid, PvP and maybe ranking, etc. Those players who have Ascended gear, capped Masteries, who do PvP, etc. are going to find things easier than people who have none of those things. Then scale the reward based on the character rating.
I can understand that certain players enjoy very challenging content but clearly other players don’t. Trying to balance content for everyone leaves those at either end of the scale unhappy.
That wouldnt be too bad an idea. NPC value = PC value * (sum:armor)(sum:weapons)
Sum:armor would be white.blue.green.yellow.orange.pink 1-6, same with weapons
Twohanded sets average the quality. So, someone wielding a bluegreen swords with yellow+pink axe.shield be in full ascended armor would be (6.0+(3.5+5.5))*80
And enemies can adjust themselves to that value
Using gear only doesn’t necessarily address the issue of players who prefer much more difficult content vs. players who don’t. I might not like to raid, do Fractals, PvP, etc. but I might have really good gear because that makes PvE easy for me which is what I prefer. That is why I suggested also using Raid, PvP, and other more difficult content experience to add to the rating.
I hope they can find a way to make future maps palatable to more players. But it will be very difficult to reconcile the preferences of players like yourself with those of us who genuinely enjoy HoT-style content.
I agree. I think that presenting both kinds of content – either in the same zone or different zones presented at the same time, or alternating, could be the answer. And offering players who prefer less “platform-ish” game play the same rewards from a more traditional map but maybe requiring more time or some other means. This new direction of gating, and funneling play into a narrow direction is the polar opposite of the initial spirit of GW2 and extremely disappointing.
What alternative would you prefer, then? If you go by the OP’s suggestion that mobs shouldn’t be able to respawn when players are nearby, then most maps are going to be quite desolate and lacking in the way of things to kill. Even core Tyria maps have players running about in droves in most cases. Any well-populated map will be mostly empty of mobs to kill, and any map that would otherwise not be populated would (interestingly enough) be flocked to by players looking for things to kill or farm. I suppose one positive consequence would be that players might actually be more evenly distributed across Tyrian maps in search of things to fight, but that’s the only positive I can imagine from this scenario.
I suppose another alternative would be to go several steps back in terms of development progress and go back to the old ways of GW1, where every map in the game is instanced, and mobs don’t (or hardly ever) respawn. But then you’re essentially negating all the progress that has been made with GW2, and in that case you may as well just reinstall GW1 and play that instead.
I’m really not sure what the OP is expecting, here. Mob respawning is a thing. It’s just..a thing. It’s a part of the game. What else is there to say?
If the goal is to hold an area / enclosure in PvE (red / blue outline), mobs should not be able to spawn INSIDE it while you are there. As for the respawn, it happens to be an issue that you can kill a mob an it will instantly respawn – I don’t think that this is working as intended. And no, I’m not talking about taking a long time to kill the first mob.
How do people make money in HoT maps, i try and its awful and i always die, and also i do tend to blow alot of money near i say, 30g a day
Wow, I can’t imagine what you are spending that kind of gold on. I can see why you’re broke. Most of the time playing PvE stuff I don’t use food or anything so the only thing I’m spending $ on is WP. I only use food for difficult content.
My advice is: just because something is available in the game doesn’t mean you MUST use it. You don’t have to upgrade equipment on any regular basis, you don’t have to use food, you don’t have to use other convenience items, etc. If you choose to spend $ on stuff, you should make sure you’re earning more than you’re spending first.
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
Just as there is an emergency waypoint in WvW, mobs have assault waypoints they can use to assault objectives. Teleportation is a thing, so why not?
I don’t know anything about an “emergency waypoint” in WvW (I don’t really do WvW much), but I do know that I can’t teleport into a building or enclosure in PvE. The OP doesn’t specify which mode he is doing but if it is PvE I don’t see why mobs should have this power when PCs don’t. And my experience with mobs and this behavior is in PvE.
You can, though. Mesmers can use a Blink skill to teleport in all sorts of wacky ways around the map. Thieves can shadow step in a similar way, Guardians can use sword skill 2 or a utility skill to teleport to a target, who may or may not be in an enclosed area (is the skill named Zealot’s Fire? I forget). There are likely a whole slew of other teleport skills that allow you to do this very thing.
And that’s not even taking into consideration actual waypoints that exist within enclosed structures. Teleporting happens constantly in Tyria.
Regarding mobs respawning, that’s just the way the game is built. Short of completely overhauling mob spawn mechanics, that’s never going to change.
You’re talking about individual profession skills, I’m talking (and it sounds like the OP as well) of entire groups of mobs spawning at once. Since every single profession doesn’t have this type of skill, it is not actually the case that “PCs” can do this.
And you’re probably correct that it will not be changed, but I don’t understand why it was made this way in the first place.
I don’t have lots of money in the game, but I’m not “always broke” either. And I don’t grind for money at all. The way I make the small amount of money I have is:
-Salvage greens and vendor the upgrades (small amount of $)
-Sell rares on TP if over a certain amount or vendor if worth less $ and sell upgrades (where most of my $ comes from)
-Sell the few nice things I get that I don’t want like the occasional mini (don’t collect them) or skin I don’t like (sold the one Chaos skin I’ve received)I also don’t buy a lot on the TP. I have purchased a few dyes (only a couple rare), and only buy a complete set of gear for my characters when they reach 80. Leveling I might fill in a couple of items if necessary.
I think most “get rich quick” requires grinding in one form or another.
Im ok with farming/grinding as long as i don’t make like 1-2g a hour im looking for like a 5-6g
Well, from what I’ve read the most popular grind currently involves the new Heart of Thorns map Auric Basin. The meta event gives access to many chests which you can farm across multiple instances. I’m sure you can find guides for it on the internet. I believe most call it “AB Multimap”.
I don’t have lots of money in the game, but I’m not “always broke” either. And I don’t grind for money at all. The way I make the small amount of money I have is:
-Salvage greens and vendor the upgrades (small amount of $)
-Sell rares on TP if over a certain amount, or vendor if worth less $ and sell upgrades (where most of my $ comes from)
-Sell the few nice things I get that I don’t want like the occasional mini (don’t collect them) or skin I don’t like (sold the one Chaos skin I’ve received)
I also don’t buy a lot on the TP. I have purchased a few dyes (only a couple rare), and only buy a complete set of gear for my characters when they reach 80. Leveling I might fill in a couple of items if necessary.
I think most “get rich quick” requires grinding in one form or another.
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
Just as there is an emergency waypoint in WvW, mobs have assault waypoints they can use to assault objectives. Teleportation is a thing, so why not?
I don’t know anything about an “emergency waypoint” in WvW (I don’t really do WvW much), but I do know that I can’t teleport into a building or enclosure in PvE. The OP doesn’t specify which mode he is doing but if it is PvE I don’t see why mobs should have this power when PCs don’t. And my experience with mobs and this behavior is in PvE.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Djinn.9245
Pretty sure that if you max the tyria mastery lines you get spirit shards in core tyria when you level. So it’s also gated in core, not sure why we’re fixated on HoT.
Cause a lot of people aren’t leveling in core Tyria anymore?
I agree with the OP that this is irritating and immersion breaking when you are inside an enclosure and mobs spawn inside it rather than outside. This happens in many places in the game. I wouldn’t call it “cheating” as that is inflammatory but I do wonder why Anet programmed it this way.
An alternative for that 800 gems is a mule, an alt that’s used to hold items.
One storage expander purchase can only hold 250 more of any one item. A mule starts off with 20 slots and its inventory can be expanded from there. You can park it either by a chest for a daily harvest (and go to WvW or PvP as needed) or by a bank for easy access.
I’m assuming you’re talking about a mule on the same account, which might cost a new character slot if you’ve already used them all. I have storage issues but I don’t have mules for this reason. I’ve heard of people having a second account, then you would have the bank slots also. Does anyone have an opinion on doing that?
The OP has an inventory problem (he can’t deposit more Obsidian shards) and the person above me suggested something that can be bought for 800 gems to help his problem. My reply was suggesting an alternative item s/he could buy for that same 800 gems. So yes, my reply is saying s/he could look into buying another character slot.
Another possibility is to use a char that you’ve abandoned as a mule, if you have one. Or a char that’s only used for role playing. Or only used for PvP.
If you have storage problems and don’t/can’t clean out your inventory then a mule is a good option. If $10€ is a problem financially there’s using ingame gold to buy all or part of the 800 gems. If it’s a philosophical mindset that says no chars used for storage then the 800 gems storage expander is your best bet for that 800 gems.
As too second accounts, they are mildly useful for storage. You have access to another mat storage panel however you have to switch accounts to do so. However a storage expander costs $10€. New accounts currently cost more so not really a bargain on that point. And you can’t put your account bound items in there, which can tie up a fair bit of your bank.
I was actually thinking about the base game which is free, vs. a character slot. Of course there are drawbacks to another account as you mentioned, like the fact that you can’t transfer BtA items. But it seems like just transferring unbound items would be worth it since it’s free. I wasn’t criticizing your idea which is perfectly valid, just bringing up another idea and wondering if there are any serious drawbacks to it.
There is also the Bloodstone Slivers that did make it outside Bloodstone Fen which are connected the the Bloodstone-crazed beasts.
Maybe they should scale difficulty based on your character: each character can have a “rating” made up of things like gear, finished Specialization, progress of Masteries, whether they do Fractals, Raid, PvP and maybe ranking, etc. Those players who have Ascended gear, capped Masteries, who do PvP, etc. are going to find things easier than people who have none of those things. Then scale the reward based on the character rating.
I can understand that certain players enjoy very challenging content but clearly other players don’t. Trying to balance content for everyone leaves those at either end of the scale unhappy.
I know that at first everyone is going to want to stock up on their blood rubies so they can buy the ascended items from the vendor. But after we’ve purchased them, we’re going to want to salvage those rubies. And speaking as someone who salvaged 20 of them last night, having to click “ok” in a popup dialogue box after every single ruby was salvaged was beyond irritating.
Please remove the “are you sure” dialogue box. It’s not like it’s the end of the world if you accidentally salvage one. You can always go get more.
Some people don’t grind and so a single ruby is much more of a big deal. I think it is those people that this feature is created for.
I’m probably late to this, but I recently got the expansion and have been thinking about it for a few days.
So one of the things I really enjoyed about Guild Wars 2 were the variety of play and sheer number of things to do. You can explore, gather resources and take part in occasional events. You can head to Silverwastes or Orr and spend an hour in a big group meta-event with tougher mobs. There were dungeons, fractals, larger PvP in WvW, and smaller competitive challenges in PvP. I was excited to see what HoT would add.
Heart of Thorns isn’t really about addition, though. It excises almost all of that variety in favor of a few tough meta-event maps that favor group play, hitting that same note throughout all of the expansion I’ve seen thus far. Gliding is nice, and new masteries are welcome, but the part that was most exciting was simply having new stuff to do. It’s hard not to come away from this addition with the firm notion that Anet’s new vision of this game going forward is very different from what attracted many different people to it in the first place. Now, it’s meta-events or the raid. The smorgasbord of options has been pared down to make room for a somewhat narrower multiplayer action title. At this point, I’ve pretty much stopped even going to the new maps entirely.
Is this what we can expect from now on?
Yea, I’m with you on this. I really enjoyed core Tyria – being able to just roam solo gathering or getting HP or doing map completion without the constant pressure of jumping or huge volume of nasty mobs or gliding. Before HoT I really disliked Orr because of the mob issue but at least I didn’t have to worry about vertical strategy in addition to density of lethal mobs.
Non Raiders blocked from XP bar spirit shards
in Guild Wars 2: Heart of Thorns
Posted by: Djinn.9245
What I do care about is A-net setting a precedent of allowing raids to affect the rest of the game beyond basic balance tweaks. You must understand how, for those of us who don’t raid, that might be a bit concerning.
This, and Anet gating character progress behind other game modes in general.
BY DEFINITION, any game where you can purchase in-game currency with Real Life money is “pay to win”. It’s actually why you aren’t able to purchase in-game currency with RL money in most MMOs and why there is such a healthy illegal Gold Selling business for games.
Yes and no. Like I said, if GW2 is P2W it’s only very slightly so. I like what somebody else called it: pay to progress faster. I only consider it pay to win if you can spend cash to gain a large advantage over other players. In GW2 you only need ascended gear to get into high level fractals.
So you can cut through low level fractals by purchasing ascended gear and infusions, but that’s really the extent of it. And since fractals aren’t required for anything, it’s hard to label the entire game P2W based on that alone.
Considering that you can’t “win” a MMO, P2W simply means that you can pay to get what you want.
In MMOs where you can’t use RL money to purchase in-game currency, and talking about the majority of players who don’t want to risk their accounts buying things illegally, you can only purchase things with RL money if the company sells them in their RL$ Store (vs the Auction House or other in-game shop). Most MMOs in this category have a policy to only sell things that don’t affect gameplay like cosmetic items in their RL$ stores (see WoW). And even then they don’t sell cosmetic items that people have to earn through grind or difficult gameplay like raiding because it undermines that effort. Whereas I’m certain people purchase things like Legendary weapons in GW2 all the time with gold from a RL$ transaction.
An alternative for that 800 gems is a mule, an alt that’s used to hold items.
One storage expander purchase can only hold 250 more of any one item. A mule starts off with 20 slots and its inventory can be expanded from there. You can park it either by a chest for a daily harvest (and go to WvW or PvP as needed) or by a bank for easy access.
I’m assuming you’re talking about a mule on the same account, which might cost a new character slot if you’ve already used them all. I have storage issues but I don’t have mules for this reason. I’ve heard of people having a second account, then you would have the bank slots also. Does anyone have an opinion on doing that?
BY DEFINITION, any game where you can purchase in-game currency with Real Life money is “pay to win”. It’s actually why you aren’t able to purchase in-game currency with RL money in most MMOs and why there is such a healthy illegal Gold Selling business for games.
I’m of the opinion if you’re asking this question. . . ? You already know the answer. But I’m not getting into the debate about LFG, taxiing, and those other excuses.
No, Sir, not again, thank you.
I’m afraid I don’t understand this post.
I’ll bite: GW2 has a system where multiple maps are available for the same zone. Yet you can often wander a zone and not see a single other character. I have also been in a zone and had a request pop up that I depart the map because it has too few players and the same request in that zone 15 minute later, etc. The point being that while it is possible to find an instance through LFG that has enough people to do the meta, the fact that you can’t find enough people organically by just being in the zone means that there IS a lack of people in the zone.