I don’t do the daily achievement any more. If I happen to get close to completing one, I will finish it but otherwise, it is too much like grinding and I do not grind! Not in any MMO! I play for fun and fun alone. If that means I do not level, I am fine with that.
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Agreed.
Although my OCD gets the best of me, I often must complete these kitten things. Plus, you sometimes get something useful at the end of it…
Why not have both, rather than taking away something?
Yeah, why not. That’s to be determined later on, if it’s even a thing. The experience Dailies award currently will probably have to stay, because it’s part of the anti-grind scheme and overall leveling balance.
[Daily missions, etc.]
Neat! But seems pretty hard to implement in practice, doesn’t it? I mean, there’d have to be a lot of new content created for it, rather than old stuff being re-used. Descriptions and such.
(edited by Draco.2806)
Brilliant! Do it, do it, do it! We kind of need this already, anyway. All MMOs do, eventually.
Alright, we know how dailies in GW2 work. Relatively simple set of tasks meant to unlock naturally no matter how you play. But does it really work that way?.. Eh…
It seems that dailies, more often than not, turn to rather dull and frustrating grind in the end. A very small, tiny, insignificant amount of grind, but nonetheless – dull.
So let’s spice it up!
Instead of having to fulfill X number out of Y number like we do in every single MMO quest ever, let’s have a randomly-generated quest to to conquer!
Okay, here’s how it’d work for the players:
Once a day, whenever you check your achievement tab, you’re given an option to teleport to a certain spot in a map you’ve previously visited (and back once you’re done). This is how you accept the Quest.
Once you’re there, you’re given a clear path to a nearby randomly-picked Point-of-Interest, then from there to a nearby Renown Heart which you must complete, then from there to a nearby Skill Challenge which you must conquer, and for the grand finale, a loose path to find and view a nearby Vista. At the end of it, you get your usual rewards and a ride to where you originally were.
tl;dr: Complete a randomly-picked renown heart, skill challenge and vista on a randomly-picked map.
Simple, no?
A structured mini-adventure in place of by-the-numbers task. Exploring the world instead of looking for that one mob type to kill or more copper to mine.
Pros:
- Clear objective
- Incentive to explore/revisit all areas for all players
- Proper feeling of achievement and fulfillment in the end
- Fun!
Cons:
- Doesn’t integrate into any other mode of play, must be completed on its own; forcing a set, separate task may actually turn out to be worse – that has to be judged by play-testing.
PS: Yeah, I know it’s not going to happen. Thanks for reading this far!
(edited by Draco.2806)
Developers have said time and time again that they’re doing both. They have separate teams for bug-hunting and content creation, all doing their thing.
By far the best pet name I’ve seen was of someone’s Jungle Stalker: “Leopardo Davinci.”
Yay! There’s hope yet!
Although I’m mostly happy with my characters because I took a while designing them in the first place. Beginners beware!
The double-armor system would definitely be superior.
Would like to hear ANet’s response to it, what’s with all the transmutation stones (especially at level 80) and the Gem Store…
I mean, it’s not a big deal, I know you want profit to keep the game going – but surely this can be done with double-armor system as well? Make the “cosmetic” slots unlockable with gems or whatever.
That answers that, thanks.
Good thing they sometimes turn up in the chests themselves though. I’ve opened like thirty of them with just a few keys thanks to that.
I know you get them from some personal storylines, map completion, and sometimes from dailies. But do they actually drop anywhere in the world? Like, from chests or mobs?
I’ve been playing since launch, and I haven’t seen one drop in the world so far.
“Iron” and “Icing” are two dyes I found that do the trick. Unfortunately, they’re still not as vibrant as the real deal.
There’s also “Illumination” that actually looks better than “Gold”, it seems. Way shinier.
Oh, absolutely. It’d make a lot of sense (and money) implemented as another Gem Store service.
The Orrians are the high-level, end-game content. They’re meant to be challenging and hard to get through, because eventually they’ll be fighting against gangs of organized players decked up in Exotic gear.
At level 75, you’ll definitely start to feel the weight. Re-organizing your traits, skills, gear and technique will get you through it eventually.
I suppose there could be genuine balance issues though.
Tonics would be the easiest solution to implement it, probably. Make then cost a few copper from a vendor in Holebrak, would work great.
I’m 100% in support of this function.
The dye system is pretty amazing as it is now. But that’d make it even better.
I think the title sums it up.
I’ve played on and off since launch so far, and I’ve noticed there’s pretty much no time in or out of combat I’m not holding down right-click. Just out of pure necessity of running somewhere or dodging attacks. It’s little more than an aggravating chore at this point, and my poor carpal tunnels are all infested by the Dredge. I know I’m not all alone in this, either.
Now, this does pose a problem for spell-casting. I think a “Crosshair” somewhere in the middle of the screen – which would appear when you right-click with this option enabled and essentially replace the mouse cursor in function – would solve that issue.
tl;dr: Right-Click can be pressed once to toggle it instead of having to hold it down all the time.
So here’s for your consideration, our lovely devs. For the rest of us, why not post “Aye” if you’d want it implemented?
Because ANet are still collecting information from people running into issues with low FPS, that they have acknowledged the issue, because we know most people running into such issues are well above recommended system specs, we can easily assume the issue is real and not subject to “Just go get a better computer.”
Telling people to upgrade is simply unhelpful. The game should run like knife through butter for what it is.
No, local.dat is a small (~30Mb) file that stores your controls, settings, graphics options, etc.
It would sometimes get corrupted during beta events, which would murder performance. If that’s not the issue, just rename it back to original name to get your settings back.
Better Framerate when using in-game SuperSampling
in Account & Technical Support
Posted by: Draco.2806
I haven’t tested that myself but I, too, get a little FPS increase from enabling in-game super-sampling.
Try renaming local.dat to something else and launching the game. If that resolves the issue, it means your settings were corrupted somehow.
Core 2 Duo @ 3 Ghz
9800 GT (Forceware 295.73)
2Gb RAM
Windows XP 32-bit
I’m not seeing any difference between Stress Tests and this day, getting 25 FPS on average. There’s barely any difference between maxed-out graphics settings and everything on minimum. Enabling super-sampling, oddly enough, results in slightly increased performance.
Looks like performance drops based on the number of players/NPCs in an area. I’ve seen stable 60 FPS in quiet areas a couple of times. Large numbers of players in a fight will drop performance down to a slideshow.
I can’t measure it, but I think CPU/GPU usage may be well below half capacity.
Attachments:
That’s a really great test case.
There’s definitely some bottlenecking somewhere, I hope ANet will figure it out eventually. There’s potential for the engine to run well even on really old rigs like this P4 one, it’s just that there’s a crippling bug somewhere…
I find what’s interesting is that adjusting graphics settings from Min to Max rarely changes performance all that much. That’s a definite sign of bottleneck, when it occurs on different systems. (I get the same 20 FPS regardless of whether everything is on minimum or maxed out, for instance.)