Showing Posts For Dr Anthrax.4723:
People don’t understand :\
Well in the guild wars world there is an infinite amount of money. You could farm mobs forever and the vendors would still have money to buy the drops. So without some form of taxation the entire economy would inflate ridiculously so Anet needs a way to stop the inflation. This is through buying things from vendors, Waypoint travel, and Repairing armor.
But Anet is nice
… They make travel in cities free when they have no reason to. They give you the OPTION of getting to any city for free if you want to take that extra time to save a little cash.
The point is you should be thanking Anet for the waypoints costing money because if you leave for a week and come back, the 10 gold that you have wont buy you want 1 gold would have a week before.
( also loading screens are more about internet then your hard drive type .. just saying )
Wow…aside from the vast majority of your post being inaccurate, including the loading screens comment, let’s respond.
OP was stating, that there is no reason for us to have to go through the mists just to reach Lion’s Arch. We can already do it for free, with just 1 more loading screen, why hassle players with waypoint costs to do it!?
Its definitely not about taxation, because most experienced players (you know, those players who are at 80?) already know this trick. What this means, is that the only players losing out are NEW ONES. And guess who pays the lowest waypoint cost? New players.
OPs original comment might be too far to one extreme. Free waypoint travel to any city might be pushing it. Instead, what there should be is free waypoint travel BACK to Lion’s Arch.
This is something already in the game. Travel to mists, from anywhere, run 50 feet, and bam, you are in Lion’s Arch.
Problem with this method is the conveyance of this method. There is none. New players are the only ones being punished by it. The only way people figure it out is if they get annoyed in game, complain in the map chat, or come to the forums to post the same thing 100 other people post every day. Why is Anet punishing new players by withholding information to save them a little copper? It is definitely NOT to balance the economy.
You last comment about 10 gold to 1 gold inflation is obviously hyperbole, but I see where your thinking is coming from. Inflation in new games always happens. Its has striking similarities to real world economics, although simplified. As people figure out how rare some items are, or how common others are, prices will inevitably fall.
Unidentified dye dropped from 6-8 silver opening weeks to the 4 silver it is now. Ecto has gone down from 20+ silver to a steady 17-18 silver. (Legendary precursors are crazy, but that is for another reason which you can find in other forum posts.)
TL;DR The point is, why are the charging people for something that is already in the game and free, map travel back to Lion’s Arch. The only people who get charged, are the newer players who don’t know about it.
I heartily agree… on most points.
1) This is extremely important in making events feel spectacular. YES, I know that the devs want everyone to experience the content. But think about it. We have legendary weapons which require colossal amounts of time and money to create, why not have legendary-esque events, that just take a fraction of the luck and patience to experience.
2) Extremely agree (<- I don’t think that is proper english). Not only should dragons drop better loot, but they should be hard. Right now, dragons are like: “Everyone show up! Everyone stand in place for 10 minutes, everyone win.” Very few players go down, and the dragon rarely ever gets a 100% kill on a player. Been to all 3, done all 3 multiple times. Make dragons tough. Make their attacks kill swathes of players. Claw of Jormag’s ice breath? Instead of fear, how about it does 75% player health damage. Make it HARD!
3) Eh, not so sure about this one. The dragons are in particular zones for the lore and story. Having the claw of Jormag show up in Metrica Province or Sparkfly Fen wouldn’t be right. It might make more sense to have the dragon appear in different spots in the same zone, but you are always going to have players camping.
4) This is actually what happens. The dynamic events leading up to the dragon usually set up the defenses. Now if you just move the start location around a little inside the zone, people would be at least a little more inclined to do the dynamic event.
5) Already stated in 3 and 4.
I have no idea what this post is it about. Can we just get this thread closed?
Control+right click makes any skill auto attack. You cal also set it up for quick casting for skills to put the activated skill where your mouse is.
You are responding to a topic that you dont understand.
Engineer grenades are an AoE attack. You cannot auto-cast AoE attacks in GW2.
What there needs to be is a auto target function for AoE attacks. Alt+Right-click should make it so that when you cast that particular AoE it always drops the green target circle directly on the enemy.
Its not a coding issue, other MMOs already have this small function.
Also, underwater grenades already do this. They are an AoE, but do not require you to place the marker (because of the 3D environment). The grenades all just fly towards the target.
Could this helm piece be any more hideous? Perhaps we could make the model better by making it not so bulky? It looks like a giant bag over the model’s head.
Confirmed. I now have 3 full sets of keys, and cannot open any vaults. Yaks Bend server
Arenanet,
The Black Lion Chests are a little bit of a problem, and I fell that they can be rectified so that they dont just stack up and use up bank space.
For their price, the chests do not reliably drop anything of use. For 10$ you get 800 gems, and that is 6-8 keys you can purchase. Each chest gives you 3 tonics, a booster, and a random item. Problem is, these random items are all pretty much useless in the grand scheme, except for the permanent black lion merchant express. That one is genuinely good. Keys can also drop from the chests, but this happens infrequently. So potentially you could open a streak of 10-20 chests from these keys.
Problem is, for this price of 10$, nothing useful comes from this chest. This has disinclined many players from opening them once they figure out the drop table from Guild Wars 2 wiki.
Make the keys cheaper, and I for one would be happy to buy them. Of course there will always be players buying keys, or cook’s outfits, or sunglasses for whatever reason. But in general, the biggest thing people seem to use the Gems for is gold.
Just an idea, time to let the forum have at it.
Why cant we see the % completion of zone from the "M" world map?
in Suggestions
Posted by: Dr Anthrax.4723
That is the biggest thing. I am trying to save every copper i can, and get the Gift of the Traveler for Legendary Weapons.
Obviously for people who dont care about 100% completion, or people who have already attained it, this doesnt matter, but for a portion of the gaming player base, this does matter!
Why cant we see the % completion of zone from the "M" world map?
in Suggestions
Posted by: Dr Anthrax.4723
Here’s a suggestion, let us see the completion of a zone without having to spend 3 silver to warp in, see its complete, and spend 3 more silver to warp out.
People in the forum keep suggestions alive by responding to them. Looking at how many “upvotes” a post has is the same as looking at how many replies and views it has. It just takes more work to post a reply.
You would still get a the same rotation of posts. Once everyone that sees it upvotes it, it will still fall down teh page list.
Suggestion 3: Ditch the mount idea, the large reaction from most players is “anti-mount” no matter how you spin it. perhaps mounts would make mroe sense if there wasnt kittening waypoints every 60 seconds, but for now, I do not believe they mesh.
Suggestion 2: Your race of Dwarves doesnt make much sense either. Dwarves never entered Elona to live, also, they are pretty much extinct. The only ones that remain are locked in eternal struggle with Primordis underground. Also they are stone.
Perhaps an Elona-themed race? A spectral/Djinn type race?
Suggestion: Your weapon subtypes match Cantha, but not the tengu. The Kodan seem to have this Buddhist cutlture, with an eastern architecture to their buildings. Why not introduce Kodan so that it matches the theme?
Although this could be conceived as a “rip-off” of WoWs most recent expansion.
I can kinda agree with it. Some consumable items are pretty strong for WvW. They either need to be toned down or removed. I wont list them, because I still enjoy using them.
Be careful with bumps, they could get you a forum suspension. Mods dont like them at all (I was almost suspended for one).
But yes, great idea. A player voted approval rating would be nice. Like, if the commander participated in an event, all players in the event could +1 him or -1 him. No scores lower than 0. Liek you cant have a commander with negative score.
From my experience, you make a good amount of coin already taking objectives, supply camps, etc. If you are going out at low lvl, then expect to get killed faster, as there are a large number of 80’s running around already.
From what I have seen from those in my guild, everyone comes ahead of money earned over costs of repairs or even buying some siege equipment. WvW is team play, if your dying a lot it is because you are putting yourself in a bad situation by overextending yourself or not realizing your taking to much condition and get taken out before you can react.
I think the rewards are fine already, and may need to be toned down a bit to negate large farming groups from only doing supply camps all night long and not helping out anywhere else, while they earn all their coin / karma and the rest of the players on that map suffer because of having fewer players willing to help take a tower / keep.
The rewards roll in, ONLY for as long as you are either:
A) Making a massive comeback
B) Rolling the other team.
If you make a massive comeback on a borderland, you can get a tower or two, some supply camps, and a keep. Thats a lot of rewards, i will definitely admit that. And when you compeltely roll the map, you can pretty much just kill to your hearts content for some badges of honor with no cost to you because you personally as a player dont need to buy as many upgrades for your defenses.
Outside of this, if you are at a stalemate, like one that happens so often on Eternal Battlegrounds on my server, you cant get any events done. There is no territory exchanging hands, no back and forths, just repairs costs and Badges of Honor. The defense events never put you ahead if you are part of the group upgrading the tower / keep / castle either. God forbid you get stuck running Dolyaks. There is 0 reward for those also.
OPs suggestion for defensive events rewarding more make sense. Attacking itself isnt that profitable, but we want to discourage zerg a little bit.
Hey OP, just press “H” for hero Screen. Goto PvP tab (last one, it’s crossed swords). Then click “Enter the Mists”. Once there, run straight ahead into the Lion’s Arch portal. Fast than going into WvWvW, and no queue time.
NOTE: The very first time you go in, you will have to do a 3 minute tutorial. Its per account, so after your first character goes in, you wont ever have to do it again.
Ok, so switching between WvW / PvP / PvE builds makes sense. It would be simialr to how you switch from underwater to on land. Would be a nice feature. But then again, you are only switching 3-4 skills….
For me, the largest thing is switching traits around. But they have already said they will implement mode specific trait windows at some point in the future.
As for the whole armor set thing, eh, probably will never happen.
The only way this would work is if ladders were +2 gold, (because they compeltely circumvent the cost of reinforced walls and gates), they costed +100 supply (again, siege golems still have to fight the gate to get inside), and were immobile once placed.
It could be done, but its just silly for a ladder to cost 2 gold and 100 supply.
Guys, you dont even need to do it like any other MMO, forget SWOTR or WoW, just do it like GUILD WARS 1. They did it there fine. Guild message posted to the chat uopn login, or whenever it was changed. Why couldnt they put that in here?
BRING BACK point-click for movement [like in Guild Wars 1]...
in Suggestions
Posted by: Dr Anthrax.4723
Guys, why wouldnt you want it back. AS AN OPTION. they wouldnt need to revamp the game. Where the heck do you get that from?
Just add it as an option that is able to be turned on or off.
It would benefit people with disablities and accessibility issues. Plus, if you think its suck a handicap, that means you will have an advantage over them if you ever meet them in World v World or whatever.
There is no reason to NOT have it as an option.
That being said, if they forced everyone to use it without choice, that would be bad. I prefer WASD with G700 mouse buttons.
heck, even if it was just one slot at the end of the skill bar, it would be much better than having to keep your inventory open to activate consumables in battle.
And people cant say consumables werent meant to be used in battle because there are some that 110% are only for battle. like the sylvari tree that grants 10s regen, and removes conditions in the area. Thats great for battle. Why would you use that anywhere elese?
Played 270 Hours the game Develepors my 20 wishes for you to work on.
in Suggestions
Posted by: Dr Anthrax.4723
fix #3 and #16 the most devs. absolutely the most.
You had it right in GW1. Why would you stop doing something that worked.
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I feel it’s fine the way it is. You need to learn how to play the class, and not to mention you’re missing your personal story. I hate to say it, but I don’t think this idea would ever, ever, eeeeee-ever make it into an MMO setting.
Its already in WoW.
Deathknights start at level 70 or 75, i cant remember, its been too long thank god.
Death Knights are also a “prestige” class designed with an entirely different start in mind from the beginning of their development. They are an exception, and they don’t properly defend your suggestion.
Edit: And they start at level 55, and by the time they finish their starting instance, they are 58 or 60. I can’t recall exact numbers.
inception quote started.
ok, os maybe a jumpstart PvE character isn’t the best. I honestly had forgot how death knights worked 100%.
But perhaps a PvP only character, or a WvW/PvP only character like GW1? That seemed to work fine.
when you write kitten, it gets changed to kitten. I hope that clears it up.
change it to [kitten]
I hate to say it, but I don’t think this idea would ever, ever, eeeeee-ever make it into an MMO setting.
Its already in WoW.
Deathknights start at level 70 or 75 after you reach that level for the first time. Any deathknights you create after that point can start at level 75. i cant remember exactly the level, its been too long thank god.
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ok firstly, spellcheck son.
a lot of your post is almost incomprehensible.
Secondly, some of the classes you suggested are exactly the way the class is in the game, you just want them stronger.
Your conjurer, summoning weapons and using the landscape around them, that is what an elementalist already does. Summons fire greatswords, icebows, etc. And doesnt an earth elementatlist literally use the groundas a weapon? They also have familairs like elementals and sparks.
Sorry son, the Psyonist IS a mesmer. In GW1 the mesmer could turn enemies against each other with their own damage, reflect, etc. The class you proposed is just too similar.
Lastly, your Devotee class is a healer, and the point of GW2 was to do away with the healer. Dont expect anything like it in the future. Devs have said this from early on in development.
Once we beat the story, and finish all the dungeons story mode, would it not be nicer if we could create our new characters with a “jump-start” option?
I’ll explain:
By “jump-start” i mean after one of my characters finishes the last story mission in GW2 (all story missions and story mode dungeons possibly) any new character I create will have the option of starting at level 50 or 60.
The jumpstart character would be outfitted with basic white level 50 gear, nothing crazy, no emblems, sigils amulets, rings, earings, or back piece.
-OR-
AFTER we obtain initiation into the 3 seperate orders with 3 characters, let us start any new character at that point at the appropriate level. Why would we be forced to play through content multiple times if its the same.
What is everyone’s opinion?
Yeah, that fight was hands down the biggest letdown of GW2, especially after the massive cluster-kitten of the previous dragon fights. It’s like the dev doing Arah just said kitten it and gave up at the end.
yeah, its either bugged, or the devs ran out of time. The whole end of the game (last 3 zones) just felt full of buggy AIs, dialogue screw ups, bad audio, music not playing correctly, or sometimes not at all.
It felt rushed, and it really cheesed up the ending experience.
Oh yeah, not to meantion the stories dont always sync up, leaving massive plot holes.
How it should have ended 2: Zhaitan appears, you shoot off his wing, he clings to the rock tower. Same thing, BUT what changes is that at 75% health he jumps on to the ship. You fight him as your airship loses altitude. Zhaitan is just too big. At 50% health Zhaitan falls and the ship is too damaged to continue flying! You crash into the depths of Orr below. Zhaitan is wounded but waiting for you. You fight him from the deck of the ruined airship. At 25% health zhaitan destorys the airship, the heroes barely escape the blast. You fight zhaitan on foot for the last part, with Caladbolg at your side and your heroic team on the other. At 5% health the cavern collapses. You escape, and your team assumes Zhaitan is dead. This leaves the open ending people seem to like, and adds a little suspense.
Again, took 60 seconds to come up with that off the top of my head.
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Gold sinks are present in all MMORPGs, even ones with monthly fees. They have to be. Whenever a corpse is looted or a reward is received, money is generated out of this air. That money has to get dumped back into the game (not other players) somehow or the market would become overly flush with money and nothing would hold any value. Fixed price vendor items (like salvage kits & training manuals) would be trivial to purchase. And the P2P market would be ridiculous (ie – black dye for 200g instead of 4g).
That being said…Waypoint fees are too pricey. Without mounts (which I do not want) travel is relegated to walking or waypointing. And in a game where playing together for DEs (the primary quest-type of the game), getting to those DEs shouldn’t be so expensive.
Guildwars 1 Waypoints didn’t have fees. Somehow that economy worked fine.
Trust me, there are ways to make an economy work without freaking waypoint costs.
Was my Arah story mode Zhaitan fight bugged? If not:
TLDR; Suggestion is towards the bottom of the post.
So last night I finished Arah story mode finally after putting it off for too long. The whole dungeon was great. The airship battles against the three dragons, the Orrian tower fight, even the little part where you stand on the pressure plates in the beggining set the dungeon off with a good feeling. Everything required teamwork to a new level. Everything was epic feeling, especially the airship battles.
It wasnt just bash and dash like most of the other sotry mode dungeons. It wasnt just swing your sword 10,000 times until you win. It required a little bit of thinking to make it easier. Sure the dungeon could be done with 5 completely uncoordinated people, but you felt some reward for coordinating and it just felt fun.
until Zhaitan…
I saw that beast flying in through the clouds and thought, holy kitten….he is kittening huge. Oh my god how are we going to win this.
I honestly saw the massive deck of the ship and expected he was going to grapple on to it for a huge epic fun cliche fight.
But that never happened. What we got was worse than a cliche. Hell, i would have prefered for a cliche…
Instead what I got was Zhaitan hanging on to a tower for dear life…for some reason. I mean, we were not that high up. I dont know if there was a bottomless pit into the planets core there, but it wasn’t like zhaitan couldn’t climb away. So what did we end up doing?…The whole fight, literally the whole fight, was us standing there and us pressing the 2 key a thousand times as the little tiny deck guns whittled away his health. The whole ordeal was roughly 4 minutes long.
For 4 minutes Zhaitan literally did nothing. He spawned little snake heads on the deck, but they were so easy to kill it was never really a challenge. He didn’t swipe at us, he didnt shoot dragon poison, he didnt use magic, nothing. Not once did we go down, or even come close (after going down many times up to this point in the dungeon.
Was this a bug? Was there supposed to be more to the Zhaitan fight?
It honestly left me kitten off a little. I had been looking forward to this huge fight, and the dungeon was awesome up to this point.
SUGGESTION:
How it should have ended: After you use the mega-laser to burn off his wing, he should have grappled on to the rock. THEN, the crazy norn/charr/whoever is driving the airship, impales zhaitan in the chest with the airship because he destroyed your main cannon. You then proceed to fight zhaitans limbs and tendrils, killing one by one, while the ship cannons fire directly into his chest and face. The fight culminates with him dragging you and the airship down into teh depths of Orr. Its not clear if your character survived, until another airship, some indeterminate amount of time later, comes and unearths the heroes from the wreckage. Orr is saved, Zhatian is dead, and we all got a cool boss fight.
You know how long it took me to think of that? 3.2 minutes.
Edit: I also just realized that all swear words get turned into “kitten” or “kittening”
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Vote. Does guild wars 2 forum moderators encourage community involvement?
in Suggestions
Posted by: Dr Anthrax.4723
I think what the “automated dev response” was trying to tell you, is that you should have made this post onto an existing thread. That way it bumps up that thread.
It is FAR more helpful for one thread to keep getting bumped, rather than having a ton of tiny threads that get lost.
An issue that has 1 thread with 500 replies will get attention faster than 100 threads with 5 replies.
Baby Quaggan action figures. An entire Baby Quaggan lego set. A baby Quaggan model kit. Baby Quaggan cereal, baby Quaggan underwear.
Yes please.
This needs to be the same for all vendors. There needs to be a 1 minute or 30 second window where you can sell back the item you accidentally purchased for full price
Future world design. (End game content, future expansions/zones)
in Suggestions
Posted by: Dr Anthrax.4723
They will undoubtedly introduce high-level zones that will be hard to trek.
I would hope so…. I am afraid that they will just keep trying to do the same stuff with zones. Being formulaic is what I fear. They have done good so far by removing the trinity, and that worked out. But they need to keep being innovative!
Although after the lousy Zhaiten fight, and how utterly bad it was, i dont have a lot of confidence in their ability to address endgame content…sorry, I’m just a littel bitter after that whole ordeal.
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Future world design. (End game content, future expansions/zones)
in Suggestions
Posted by: Dr Anthrax.4723
I really like this idea!
Star Wars Galaxies definitely achieved this in their version of Tatooine.
http://images4.wikia.nocookie.net/__cb20100202184156/swg/images/c/c5/Tatooine_banthas.jpg
Always felt VERY open and extremely exploratory. I remember the one time i accidentally stumbled upon R2 and 3PO’s crashed escape pod in the Dune Sea, or the Krayt Skeleton near Jabba’s Palace.
And for all the things SWTOR was horrible at, they actually did achieve a fairly accurate and open Dune Sea area.
You know what, that is actually a pretty good comparison. I played Galaxies many years ago when I was younger. I did get the feeling of the imensity of it on tatooine. They did do that correctly. I remember driving out there in my speeder and finding the Krayt skeleton. It felt special because it was so vast and hard to get to.
If they could replicate the mystery and fun of exploration for just a single zone, like a borderzone between expansions, or a DotA style open world zone, or design the existing zones just a little bigger so that they didnt feel so “splotchy” or “gamey” I think it might improve the experience.
Future world design. (End game content, future expansions/zones)
in Suggestions
Posted by: Dr Anthrax.4723
The human areas also felt like they worked. They were realistic. They were very nicely held together through aesthetic and design. Only problem was, certain zones, like Gendarran Fields, just felt a little small. There were the “killing fields” where there was a centaur human battle that happened, but it was right outside a small village that seemed completely untouched by it. It just seemed odd. Also, there were pirate villages right outside the Vigil Headquarters. This also just seemed like it didn’t work. You would think the whole Vigil Alliance would deal with the 30 pirates right outside their doorstep.
It seems like the areas were designed, and then populated afterward to make sure there was a uniform density of enemies, events, etc. This seemed to put some enemies and features in odd places, making the map feel a little smaller.
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Future world design. (End game content, future expansions/zones)
in Suggestions
Posted by: Dr Anthrax.4723
Thanks for your post Subsoniclight!
I agree with your statements about GW1. This was one of the mroe fun aspects in the endgame. The massive treks with groups of people, the fights, the lack of waypoints. Just felt right.
“Splotchy”. That is the word I was looking for! The Asura areas were definitely splotchy. Didn’t feel like they meshed at all. I was fighting hylek one second, then the next i was in a swamp that should be in the human area, then I was looking at Sylvari garden areas…splotchy.
Or…make insta death possible if you get squished and make all the melee classes have to jump on him Shadow of the Colossus style. Hell. Yes.
Read original post in my head as:hai guise. plz make my charctrs be able to do evrything. plox. kthnxbai
Its a part of the balance that if you amx out one thing, you cant do another. Same reason why you cant max out power and still have awesome tank. You ahve to pick and choose. Personally, I feel that allowing conditions to critical would be a waste anyways. They already tick for so little. If you max critical chance and condition damage, you really are just leaving yourself open to so much.
You have no tank, no straight up damage, and no healing. You can set up long term DoT, but that is something used in the trinity setting (Warlocks on WoW)
Future world design. (End game content, future expansions/zones)
in Suggestions
Posted by: Dr Anthrax.4723
Thank you for your response tkalamba! I won’t quote the whole thing, but I will respond to as much as I can.
What you wrote in your post, about NPC armies pushing across a massive landscape, holding certain points for long periods of time, etc. That is what I originally thought Dynamic Events (DE) would be like. Orr definitely doesn’t feel like an eternal struggle against Zhaitan on my server (Yak’s bend). Pact always has control of Orr, and the small events dont seem to link up in any grandiose way so that you feel like you are pushing back a big army.
I think that a DotA / LoL type zone would be interesting. maybe not the same pace or speed as those games, but something in the similar mindset. Constant NPC reinforcements trickling in, possibly in waves. They bring upgrades, reinforcements, etc. Kinda like a WvW setup, but you are playing against NPCs across a whole zone. Fewer waypoints, and in general, less “animal enemies” would make it better as well. It seems to work fine in WvW. There are at most 2-5 waypoints (depending on the map) and everyone gets around fine.
A zone like this might not be a great place to explore at the same time, but it is defintely an awesome idea.
Future world design. (End game content, future expansions/zones)
in Suggestions
Posted by: Dr Anthrax.4723
There already are super tough worldbossess that drop end game crap. One of the major issues is their end game crap is crap.
GADefence, that wasnt the point of the whole thread. Read the original post. I am trying to address the world design. Not the content. But also, perhaps it wasnt the best idea. I removed it from the post.
But to briefly address the issue, perhaps adding a zone specific currency, like the dungeons, that you could turn in for a specific armor set. Think of this zone as a massive “dungeon”. Just without the confining spaces, preset trails and chains. Discovering ruins or oasis, or unique features could grant a one-time reward in zone-currency, and then completing zone-wide events could grant repeat rewards in zone-currency.
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Future world design. (End game content, future expansions/zones)
in Suggestions
Posted by: Dr Anthrax.4723
Thank you for your replay Eivene!
THIS WAS A BAD IDEA. To make the zone more appealing, one could add extreme rewards for extreme challenges. A massive zone boss that drops Rare (Yellow) gear might be in order. Obviously there would need to be all sorts of balance.
Travelling across Orr when its fully contested gets a little annoying sometimes because the landscape is not easy to navigate at all. BUT, I do enjoy Orr for the same exact reason. It feels like a chaotic crazy place. It feels like a risen destroyed metropolis. Traveling through Orr shouldn’t be easy or quick. It feels right. I think half of that is psychological though, you see the waypoints there, but you cant use them half the time. It might be better to just remove a portion of them, and leave the few that remain harder to contest.
But I digress.
As for appealing to everyone, you’re right, you cant make something that everyone will enjoy. I would personally love to explore a region like the one depicted, but the next person might not. Thats why these zones shouldn’t be required to complete the game, or be integral to the main experience (like dungeons or WvW). Make it a separate experience.
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What they should do is, fix the color system.
If you transmute an exotic item’s stats with a green item’s skin, it will create an item with the green letters.
That is the exotic part. The skin. You can find non exotic weapons that have near perfect stats. But you cannot get the skin anywhere else. It was the same thing in GW1. The skin is the rare part.
This isn’t something that they restrict for no reason. Only seeing the nearest players helps to drastically keep server latency low.
If you could see everyone on the map at once all the time, then you would see fewer people playing WvW in general.
I would prefer all loot removed from WvW, and get more badges of honor (as a currency would be great), and make all siege purchasable from badges of honor. Separate PVE gold from having such a large effect on WvW.
Wait…I thought siege was purchasable for badges of honor…or am I being silly?
O. M. G. This would break the whole game….
Just kidding. ha. I agree. The parrot just seems to be the bane of everyone’s existence. People just groan when it comes time to play with it.