Showing Posts For Duke Darkwood.4237:

Expansion Concepts

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Resuming here.

[i]It’s ANet’s Lore. They can do whatever they want.
Tengu came from both Cantha and Tyria, so ANet can very well decide that there were some Tengu left in Cantha afterall.

As long as they build the proper background to support it.[/i]

Not impossible, but they would be well hidden, outside the view of the Dragon Empire. It sounds to me like Usoku finished what the Ministry of Purity tried to start, turning the nation of Cantha into a homogeneous and isolationist state. True, this happened early in the “lost years”, but later emperors may have found it… simpler… to manage an empire in that manner. And if that is the case, it is possible that the people got used to it over 180-200ish years. (Or it is possible they did not. I can think of multiple possible scenarios for what Cantha may be like in 1325 AE – sorry, 1835 CC – but this is not the place for it.)

I’m guessing you’d also add additional utility, healing and elite skills as well.

I find this to be easier to accomplish than changing the weapon system, actually. Perhaps if an expansion takes us to the other continents, we could get an extra heal (MAYBE – I get the feeling the selection was left narrow on purpose, and there is indeed just enough variety to make it work), several extra utilities, and a couple elites maybe? Not too many – we want to avoid “skill bloat”. And we want to avoid “too similar to existing skills”. But there are “gaps” – things that would fit a profession, but that it cannot do right now.

Sorry for the length of that; there’s way too much to go over in this thread.

Expansion Concepts

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Duke Darkwood.4237, continuing to answer your post, I didn’t suggest Druid or… Teva, whatever that is.

Heh. Teva was one of the posters in this thread, and that paragraph was in reply to that post. My post basically was addressing multiple suggestions made throughout the thread.

[i]Guilds need to have permanent bonuses to Guildmates.
However, in order to benefit from those bonuses, a Guildmate needs to earn the Guild enough Influence.
Each time the required Influence is met, the Guildmate gains the benefit for X days, while representing that guild, stacking up to Y days.

The permanent bonuses should have an Influence cost to keep up, but would be available guild-wide and require contribution to benefit from.[/i]

That is not a way to emphasize guilds. Not properly, anyway. It would mean people who choose not to have a guild are missing out on tangible benefits. As would social-type guilds who don’t feel the need to go all hardcore-playing all the time.

I do wish they would do more with the guild concept, but not in ways that will make guild membership effectively mandatory, and not in ways that will pressure players to maintain activity levels that they are either uncomfortable with or simply unable to do – what of people who work 40 hours a week and have families at home? They’d only have so many hours a week to devote to the game – and they would NOT want it to basically be a “second job”.

Javelin, yes. whip, my initial reaction was “dear god no”, but then i remembered the nightmare court using whips. I’d love to see what you can come up with. Scythe, yes yes yes yes yes.

These would actually be pretty nice. New weapon types, not subtypes. But we should make sure they have ways to integrate with existing classes – making weapons that ONLY new professions could use would be shortsighted.

And the three suggested types seem to all have something to offer. Javelins would be a hybrid melee/ranged weapon, possibly differing in role based on the profession using it. (As melee, it would effectively be a one-handed spear, like GW1’s spears.) Whips would be a mid-range melee weapon, something that you don’t really see too often in games. And the Greataxe can finish what the Greatsword and Mace began – taking the old GW1 warrior weapons and making versions for one hand or two.

- Main Mechanic (F1) – Piety – 1 second cooldown – Your next Attack will Teardown 1 of your Shrouds to gain an additional effect if a Shroud is removed this way.

I don’t see Charr going for something named “piety”.

exactly how many shrouds would there be? I’d give a maximum of three or four personally.

In GW1, this mechanic revolved around Enchantments, which are similar to GW2’s Boons. So my understanding would be that these “shrouds” would have fixed durations, and this “piety” ability would strip one instantly, ending its benefit in exchange for immediately calling on its “end effect”.

And if it works the same way enchant teardown did in GW1, it would start with the most recent one applied, so it WOULD be hard to maintain and teardown many in succession – you’d have to hurry before the oldest expired!

The thing is, I’m not convinced the Dervish would have a place in GW2 without usurping another profession’s. For straight combat, their main schtick was that scythes had the ability to hit up to two extra targets (in melee range). So many classes in GW2 have AOE melee, especially after one of last month’s updates. And since “Shrouds” are very similar to boons, but with bonus effects on teardown (similar to mesmer shatters), the dervish really loses its niche.

I’m not saying it couldn’t be done…. but I’m finding it hard to envision, is all.

Post too long. Breaking here.

Swimsuits

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

I would not be averse to “Town Clothes” swimwear – if it WERE kept underwater, because otherwise people would run around half-clad in LA all the time. (If one could sommehow make it extend to the beach, and no further inland, that would also work.)

But facing death with such flimsy garments? Doesn’t seem right to me, even though KI AM aware full coat-of-plate is equally impractical for opposite reasons.

Please bring end game gears progression to the game

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

First, to address the topic at hand (although I’m sure others have already went over this at length):

No.

It would wreck balance six ways from Sunday. In PvE, you’d be one-shotting Risen, trivializing even the Event Bosses in Orr. I understand that this IS some peoples’ idea of fun, but it is still grossly out of balance.

It would be worse in PvP, however. It would become a numbers game. If you can deal 10x normal damage to your opponent, and take 1/10 damage FROM them, what is even the point of the fight? Nobody would enter PvP because too many people would have too much advantage. (And since sPvP equipment is gained FROM sPvP, they’d have no way of upgrading. Unless you’re excluding sPvP from your suggestion.)

There. No to address a few other points brought up:

“Wow this game is great I just wish the game had more game at this level of game.” I understand where it’s coming from, but I really think people need to break out of their old paradigms for a moment and take a look at the game with fresh perspective, rather than fresh eyes. Almost all the “nothing to do at 80” is coming from a mindset born of another MMO and their gear progression rather than an objective look at the game for what it is and what it was designed to play like.

Exactly. This is something many players can’t seem to get used to. In games where it’s all about the “endgame”, that ends up translating as “nothing to do until endgame”. Arenanet has content at all levels (although dungeons wait until you are capable of bringing a full skillbar to bear). When people get obsessed about the “endgame”, I want to ask them “what about everything before you’re level 80?” (And sometimes, I do ask them.) There’s a whole game out there they’re missing!

There can not be a game with no need of gear grind in a game that has gear grind. Thats like calling the apple an orange.

It’s true. Once you introduce stat progression beyond the level maximum, the balance issues I described above make it mandatory.

A lot of games seem to put in the large numbers for endgame stuff just because people expect them and like seeing them. There’s a certain feeling of power when you realize that you’ve gone from your best attack dealing 1,000 damage to a scrappy to the same attack dealing 450,000 damage on the same monster.

But what’s the point? What is the difference between doing 1,000 damage to an enemy with 50,000 health, and doing 450,000 damage to an enemy with 22,500,000 health? (Because really, using it to one-shot the weaklings will never entertain for more than a minor diversion.)

The numbers game IS an illusion when they make enemies keep getting stronger too, and an imbalance when they don’t.

[i]… or maybe paint pellets for my rifle. Why kill ’em when you can “pink” them?[/]

A paintgun would be an excellent “toy” item for town clothes, complete with costume brawl skills to the effect of paintball. For an added bonus, have it have a dye slot – just one – to determine the paint color.

[i]So the only thing you want to do is farm for better stats? Nothing else? Not even try having fun? Those dungeons could be amazing and memorable for all you know, but you won’t go near them if they won’t give you better stats? What’s the point of having better stats if the only thing you’d even use them for is to farm for even better stats?

That seems ridiculous to me. GW2 is a game, it’s for playing. If you’re looking for repetitive work there are plenty of employers that would love to hire you.[/i]

Quite simply, a post after my own heart. It’s an argument I’ve made to others – sometimes, a person just wants to have fun.

Now, I suppose there ARE some people for whom gear grinding IS fun. It’s their right to have the fun they want. Fortunately, there ARE games that cater to such audiences.

GW2 cannot do things both ways. They ARE mutually exclusive. You cannot have a gear treadmill AND no gear treadmill, at the same time. This ain’t Schrodinger’s Cat, here!

dangerhunt, you are right that you have every right to ask this. However, Arenanet has made clear their intentions to avoid the gear treadmill. Everything was designed so that all basic content would be within the reach of people, even if they didn’t have 6 hours a day free time, every day, to grind for it. So, you can ask this question… but the answer, from Arenanet’s own vision of the game, will remain “no”.

Collectible bank overhaul

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Me, I’m MOSTLY fine with the existing system, but some of your ideas do seem useful, plus I agree with the person about Rare crafting needing a tab.

Your first point – having it moved to the Hero Panel – isn’t really needed. BUT! I do think that the ability to know how many of an item you have at vendors (I.4) is very nice. Perhaps put a line in the tooltip, “You have XX Mangoes.” – similar to how, at a crafting station, you are told how many of the material you are about to make you already have.

II.1, 2, and 5 all sound good to me. The ability to reorder the tabs, and to have the game REMEMBER that order (and which ones you keep collapsed) are definitely beneficial. Reordering items within a tab will probably be more effort than it’s worth; it would be a lot more data to manage, certainly. And being able to exclude categories when Depositing All would certainly help people, as well.

However, I do NOT think we need a “Withdraw All” – the sheer amount of items would flood many players’ inventory, bringing up the overflow panel. With the ability to craft directly out of storage, I don’t even see any need to ever do this; its only benefit ever would be for selling them, and that doesn’t seem to be enough to merit such a change.

Your points about town clothes are an intriguing idea, but perhaps should be simplified to “just give us a second Town Clothes tab in the hero panel”. Like so:

PvE Armor – Town 1 – Town 2 (- PvP Armor, in the few screens it shows up in)

Only two! I know that there are games out there that tend to go overboard with such things, but this isn’t other games, and I would like to keep it simple. (Plus, in this game, costumes are account bound, so you could use “Town 2” on various characters to store different costumes. And if you have more costumes than characters, well, that certainly isn’t Arenanet’s fault, is it?)

And yes, I agree wholeheartedly about the “Rare Materials” idea. I would keep them separate from the gems, as they are classified as separate. BUT – look at them. There are eight different types, each of which has an item for each of the six crafting tiers. This level of organization is equal to that held by Common and Fine materials, both of which have tabs.

I am NOT asking for tabs for “unusual” materials – things that do not fit into a regular pattern. They can stay in the bank proper. But Rare Materials follow the same structured organization that Common and Fine ones do; it only makes sense to do this, at least from my point of view.

Give female Asura Breast.

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Ok, I will give into, the gladiator debate. but most gladiators didn’t farewell against soldiers, hence the the gladiator rebellion in Rome didn’t last very long once the soldiers “got a pair” through Decimation.

That’s because gladiatorial armor was designed for only marginal protection in the first place. It is purpose-built for show purposes. But not the showing of skin – the showing of blood. What the people came to see.

Also, Malleus? Even if you show people on those forums an official statement by Arenanet, it will NOT put an end to anything.

Champion of Orr title - SPOILERS

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

I’m inclined to agree – when the game told me it gave me a title, the first thing I did after that quest concluded was check my hero panel for it. This would have been a nice touch, if this title, conferred to you by no less a figure than the King of Orr, was actually a Title.

Now, I know you can’t hand out story titles willy-nilly, so I’m not asking you to do so for every little thing we do. But sometimes, certain accomplishments ARE worth it.

Friar class

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

So… it’s a human-only profession?

Honestly, people! Even if you insist we need a healer, is it that hard to come up with a secular healing profession?

On a more pragmatic level: Making this class will single-handedly make them a Must Have for all group content, forevermore – the one thing Arenanet specifically wanted to discourage when they chose to break the trinity. NOBODY will enter a dungeon without one. Of course, nobody will want to be the one to make one, either. Except people who will do so KNOWING it will guarantee they’ll be in demand. I was not around for the infamous Monk Strike of GW1, but the fact I’ve even heard of it says it left an impression on all who were around for it.

Aquatic Skills?

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

With the upcoming Lost Shores content, I’ve been thinking more about the game’s underwater combat. Now, I personally rather like it – I mean, I still prefer standard, but I see the underwater combat as an extension or variant on that.

But I digress. As I said, I was thinking about the underwater combat, and on how they are basically similar, with a few variations (aside from the added dimension of depth, we have some skills unavailable, some function slightly different, and one actually changes to a separate skill). And I was thinking: We need more of that. Especially if this new content is going to involve water-heavy areas like I suspect it will.

So, my suggestion:

Add a few “Water-only” skills (to counterbalance against the “land-only” skills)…. or make more “water variants”, like the Whirlpool skill that replaces an Elementalist’s Tornado.

After all, every profession loses 5-11 skills when they go underwater, with only one class even getting ONE skill in exchange. If they had even just 2-4 aquatic skills or aquatic variants, it would open up more options for them.

With the Lost Shores update so imminent, it is likely impossible to implement such changes in time for it, but it would be a nice thing to add to spice up aquatic combat a little.

Commander's don't need to show their commander icon outside of WvWvW

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

It was previously stated by Anet that they would adjust the costs of the Commanders Compendium to deal with saturation and I’m pretty sure that time is now. Sorry for the tangent.

- – - -

I don’t pay any attention to anything a “commander” says, in WvW or out. It’s such a stupid, overly abused system. Something like this should have to be earned with a LOT of success in WvW, not just bought.

IDEA:

Make it cost Badges. Account Bound, meaning that you can’t buy them up, and make it an arbitrarily high amount to avoid Puzzle Farmers getting it without a lot of effort. I’m talking something like the amount for a Legendary Weapon (500, isn’t it?). In fact, I’d also alter those puzzles to only give 1-3 Badges, not (1-2)(1-2)(1-2). Effectively halving the rate at which people can get it from puzzles, discouraging it as a way to farm them.

AND… still include a fee. Not 100 gold, since the REAL cost is in badges, but let’s say 10 gold – a decent sum, to prove that a person wants this badly enough.

Will this stop saturation? I don’t know. It depends on the number of badges required. What it WILL do is make sure that people are required to participate in WvW in order to get Commander status.

I do see value in the status of Commander, when a competent player is using it as it was intended. It serves as a rallying point, for WvW battles or major dynamic events. But I also agree that there are many who are purchasing it solely for value as a “status symbol”.

Lastly: I support the idea of a “commander icon filter” among the various map symbol filters.

Is this even possible

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Guild Wars 1 had four “instrument” emotes, mimicking the motions of guitar, drums, violin, and flute. As someone who would like to see GW2’s emote selection expand at least to GW1’s breadth, I would support this. (Although, I’m not sure about it actually playing music. GW1’s didn’t, and there may be some who would use the emote disruptively if it did.)

Give female Asura Breast.

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Burn my fur… we don’t need boobs on every. single. non-human. race. Seriously, the trope of sticking breasts on everything is extremely old, worn out, and completely unneeded — especially when the race in question not only is very physically different from humans, the idea of what’s attractive is very different as well.

I’m going to have to agree – and I’m even a male player. I simply like it when a game tries to think outside the human-centric box. As this very thread shows, there are a lot of players who just don’t DO that – they feel an inherent need to understand things in terms of human parallels. (This isn’t even limited to the gaming world – the human mindset IS geared in a very human-centric manner. People resist the thought of true “otherness”. It’s why 99% of aliens in science fiction are humanoid or very close to it.)

There are MANY species in the animal kingdom that do not exhibit visible sexual dimorphism. Even among mammals, there are species that do not look that different between genders. So, it’s not as if Arenanet is doing something that doesn’t have a real-world precedent.

Charr are not “cat humans”. Asura are not “lab rat humans”. Why, then, should they be held to human standards?

I, for one, applaud Arenanet’s willingness to think outside the box on the depictions and attitudes of some of the playable races.

Expansion Concepts

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

GW1’s own Factions expansion did indeed have both Sai and Katana – among other real Oriental weapons (may or may not be exclusively Japanese). A Katana was still a sword, just a specific skin, no different than a longsword, or a flamberge (inexplicably 1handed, because all GW1 swords were), or any other sword skin.

I fully expect such weapons to appear if GW2 takes us back to Cantha – but as skins only, no special skills. I actually think the weapon skill system, as it exists, works. If they wish to expand on it, then they should do so with new weapon classes (as long as balance is preserved – GW1 had problems with new professions and skills wrecking balance until several fixes came down).

And as has been said above, there ARE people who can appreciate a culture without taking it to… I believe your term was “fetishized”… degrees? The fact that GW:F actually had these weapons makes it far from an unrealistic request.

New weapon skills would be good. Honestly, I mastered all weapons for my class way too quickly. It is kind of a let-down that one cannot continue to train in their weapon and truly specialize in it.

Well, there is that. Hrm. The problem is, the only solution I can think of – after a given level (let’s say 40), being able to “upgrade” the skills (wither with SP or kills) – again falls prey to balance issues. Big time.

Makes me glad I’m not one of the devs; as much as I appreciate their work, I do not envy them their headaches.

On Tengu:
I would love to see them added when GW2 goes to Cantha, but the things I have heard of the changes to Cantha in the interim seem to hurt its chances – there is a reason Canthan tengu have fled to join their Tyrian brethren, forming their new nation.

On the “Druid” suggestion:
Norn can do those transforms already, so you’d basically be giving limited versions of Norn racials to everybody, and aren’t giving any other ideas on what this profession would offer that makes it unique.

On mounts:
I said this in the other thread (the merged mount thread), but between the terrain issues many areas in GW2 has, and the fact that level scaling ensures everything is hostile forever, mounts would not be as practical as many would like.

Teva:
You’d be looking for a martial-artist type of character (I hesitate to say “monk”, because GW1 associates that term with the western breed of monk, not the oriental kind many games use). Although, I’d drop the “trickery” aspect; that’s horning in on Thief territory.

I could see such a thing working, though – three pinches/strikes, and two kicks. Faster attacks than most classes, with lower damage for balance (even the best martial artist will do less damage with his fist, than a high-grade weaponmaster will with the weapon they’ve trained in equally as long). Another balance/drawback would be limited range – even a dagger offers SOME reach, after all.

The main obstacle, however, is that this seems less like a “profession”, and more like a “weapon type” (claw/gloves, if one must attach equipment to it). Because building a class wholly around one combat style will SEVERELY limit them, plus it would be making these claws/gloves exclusive to only one class, period – anyone else who gets one is getting something they can’t use.

So, if it becomes a weapon class, who would get it? Hrm.

I say Thief’s a shoe-in; they can get close and fight dirty, after all. Warriors might be good, but have plenty of weapons as it is; let’s say Guardian instead. It could fit their role in that getting up close like that DOES protect others from attack. I’m kind of having trouble working it in with any others. It could offer Elementalists some new spells (remember when you could cast spells with hand gestures?), but they have even more combat skills than a Warrior!

Mounts [Merged]

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

The problem, as I see it, is terrain and enemies.

There are a lot of areas in the game which would just be mount-unfriendly. Steering around some of them would take longer than going on foot over/through them. (I know mounts can jump, but not as precisely as a person on foot.)

Then, there’s enemies, and our level scaling. A majority of the creatures we pass will be hostile, and many have control effects. Even those without would bring down our horse through sheer damage.

As for WvW: No, No, No. The penalty of having to run back would be gone, and battles would become long, drawn-out affairs where each side remains constantly reinforced, forever.

Pact Requisitioner Hargrove does not exist...

in Bugs: Game, Forum, Website

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

He is. I saw him there.

What is needed is to put him in the “locked room” in the south part of the Fort, and then put an “access guard” in front of the door (like the one letting you into the gate room).

Mobs becoming invulnerable and healing halfway through fight

in Bugs: Game, Forum, Website

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

While I personally have no issues when the anti-exploit code is working properly, I too have seen it trigger for no apparent reason at all, usually in underwater combat. (In melee range no less – I am shoving a spear through them and being told it’s not connecting.) And I’m often not even far from their point of origin, so distance doesn’t necessarily seem to be the trigger for it.

Temple of Grenth (protect tactician footi as she build the cannon)

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Seconded – Tactician Footi is not showing up to set up the cannon, the other NPC (Ambrose?) is a ways off northish, so only Jonez is even there AT the cannon, and it’s getting assaulted by Risen Pirates and Risen Wraiths in turn, and everybody is too busy enjoying the undead farm to report it. (They’ve taken to posting a Guild Magic Find banner at all times, seeing as I’ve seen one every time I passed by.)

Until this is resolved, the Temple of Grenth cannot be cleansed in Henge of Denravi.

NSFW bug? Naked female bug

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Ah, I’m not the only one who’s seen the naked headless NPC in a Fort Trinity story instance, then.

This player instance is news to me, though. And slightly different, in that they keep their boots, gloves, weapons,… and head!

It IS something that Anet needs to look into – before the wrong people see it, and the wrong people’s parents start taking umbrage.

BUG ALERT Estate of Decay

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

I had the same bug when I did it a week or so back. There’s a workaround, but it’s a bit of a pain and also slightly risky:

1: There’s a way up on to the wall near that door. Through a bit of ledge-climbing (which first leads AWAY from the door before coming back on a higher ledge), you can get on top of the door. Interact with it here.

WARNING: If you go behind the door, you can interact with it, but can NOT get back to the entry hall and progress the quest.

2: After the next step of the quest, you have to interact with the door again to open it. Follow the same above procedure.

WARNING 2: First time I tried this step, I somehow got stuck IN the wall. It wasn’t fun. Be careful.

Until this bug is fixed, that’s the only workaround I can see.

Suggestion: Enable first person mode

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Want want want want want want want want.

Honestly, this would be very useful. I’m a compulsive screenshotter, taking pictures of whatever I think looks neat. In this game, that’s a lot. However, without first person view, I have my head in the way, and often can’t get a decent camera angle due to obstructions shifting the camera around weirdly.

Dragons in Orr drop down and attack please?!

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Don’t worry. They can still attack you. Especially if you try going for the skill point at the statue of Grenth in the southwest corner of Malchor’s Leap. One of the aerial dragons spits some kind of filth-blast at you. It even interrupts communing with the skill challenge. You basically need someone there to help, taking turns distracting the dragon.

Asura Gates need name on mouseover

in Suggestions

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

I think it would be particularly useful in the larger concentrations of gates. Sure, the LA ones have the guards to indicate, but what about the ones in Rata Sum itself?

At the very least, they should have this “name on tooltip” added for once you’ve been through a gate. (Until then, we can assume your player “doesn’t know” the destination.)

Grammar Errors and Mispelled Words

in Bugs: Game, Forum, Website

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Nonetheless, even these little things are worth fixing, in the end. I report every bug I come across, from gamestoppers to typos, and everything in between. I expect the teams to prioritize the most important things first, but I also expect them to get around to the lesser issues in due time; some people do care about the dialog that the writers worked so hard on, and want to see it made flawless just like everything else.

Plus, sometimes, wrong lines are given – in the endgame instance, two NPCs have the exact same dialog, but it is horribly unsuitable to one of them.

Mini-Map Moved and Won't Return to the Proper Location

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

It has to be the right edge – and you HAVE to wait for that “sidebar” to show up. That is what you grab to move it back down. If you’re even doing that, and it’s still not working, then I have no idea what to say.

I accidentally had moved it myself, some couple weeks back, and was frantically trying everything for several minutes until I got it back down.

Also, one thing I want to mention about having it at top right (because some people might want it there) – when you’re set to autoloot, you don’t get loot reports for some reason.

Line of Warding Moving Friendly NPCs

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Ah. And hadn’t thought to mention this, but now that I see the WvW comment, I can see this being exploited in PvE – pushing key NPCs into hostile areas.

Line of Warding Moving Friendly NPCs

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Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Another Henger here. In Lion’s Arch, the Banker is on the balcony of the bank building, the repair service is taking a dip in the canal, and Miyani is neither at her old nor new location, but at the very edge of the Mystic Forge plaza, hidden in the vines against one wall.

And these are just the ones I’ve caught.

End Story Loot. (spoilers)

in Personal Story

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

I just recently beat the story myself, and have been seeing the sights in the endgame zone, talking to everyone with a name, standard practice for endgame for me. And when I came to that merchant, I was stymied – what is it he’s asking for, that I need to get these weapons? I figured, maybe if I advanced the endgame by talking to Trahearne, and so I did, and got my rewards, and… nothing matching that icon.

So I check that NPC on wiki, and got linked to this thread, and read it from the linked post by Jeff to the end of the thread, and while it DOES answer most of my questions, one remains:

Once I get this token, will I have a way back into this instance, or at least to speak to Pact Requisitioner Hargrove somewhere, to turn it in? Or am I to do Arah story mode once again to claim my prize?

Logan Thackeray: "Hodor hodor hodor!"

in Lore

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

What is stupid is the 5 years he spent in denial concerning his role in Snaff’s death and the failure of the assault on the Elder Dragon, which is reflected his whiny “It’s not my fault” tone that’s in every conversation he has up to a certain part in the story.

Actually, the complete opposite of this. He’s keenly aware that his absence cost Snaff his life (not necessarily true – as said above, even if he were there, there was no guarantee… but the odds would have been a lot better). He avoided the others because of that guilt. He stayed in Divinity’s Reach because he had to justify (to himself) the decision he made.

He felt guilty, and not undeservedly, I will agree – what he did not feel, was sorry. He knows that if he had it to do over, he would still have chosen Jennah. He feels remorse, but not regret.

But, let’s turn this around: Let’s say he stayed. Would it have really been the better choice?

- There’s still no guarantee they’d have won, although I’ll assume for the sake of argument they do.
- Ebonhawke, last human holding in Ascalon, would be destroyed.
- Jennah would almost certainly have died. If she survived by some chance, she’d be stranded in Ascalon (the gate would be destroyed with the fortress). As awesome as mesmers are, she can’t mesmer her way all the way back home.
- Having died without issue, the throne would either fall under dispute, leading to civil war, or the government would pass to the Ministry, essentially putting Caudecus in charge.
- With Ebonhawke fallen and Kryta weakened in the transition, the Charr would have seen no need for a truce, since there is, after all, a mountain range between them and Kryta.

True, there would be one less Elder Dragon, but the world would be in a weaker position regarding the remaining ones.

Logan could not be in two places at once. He had to make a choice. He did. And he had to live with it. His primary flaw is not in the choice he made, but in his handling of it. He hid, avoiding having to confront the others over the decision. He clung to his role as Jennah’s protector, justifying his choice by continuing to safeguard her. She was his “comfort zone”, and as long as he held on to that, he couldn’t truly get over his issues.

Eventually, he learns that he cannot run forever. He still does not regret the choice he made back then, but he is learning to move on, and not let its specter loom over the rest of his life.

What GW1 Lore have you spotted?

in Lore

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

So glad someone mentioned the Hench-Descendants in Rurikton district.

Also, let’s not forget the graves at the ruins of the Granite Citadel, including Reyna’s, Alesia’s (I danced on it!), Little Thom (Nooo!), and a honking big stone for the dwarf… the myth… the legend!… Kilroy Stonekin!!!

Nobody yet mentioned Camp Rankor’s ruins, where the Priory was searching for the Tome of Rubicon, or Aurora’s Remnant, the part of Aurora Glade after the attuned portal (the path with the boss Root Behemoth).

Lornar’s Pass still has Grenth’s statue (back door to the Underworld).

Never seen in the game, but mentioned in War in Kryta quests, the village of Demetra – with Saul D’Alessio’s grave, no less.

There’s the sunken ruins of Droknar’s Forge in Timberline Falls.

I really gotta say, I love Anet’s attention to continuity details.

When does GW2 take place ?

in Lore

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

http://wiki.guildwars2.com/wiki/Timeline

Includes current year, year of both books, year of each Dragon Awakening (except DSD), the years of each GW1 game, and a few other important events.

Charr should have been the main enemy. Undead are boring and repetitive.

in Lore

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

A few things:

1: The Charr Homelands did extend to Ascalon. On the map, EotN’s “Charr Homelands” are labeled “Blood Legion Homelands”, while the Charr in the Black Citadel go on at length that Ascalon is the Iron Legion homeland.

2: Civilization is as civilization does; humans kicked the Charr out thinking they were beasts, not understanding they were sentient and had their own society. No mere beasts could have such a regimented military structure as the Charr, for one thing.

3: The Searing – the event humans most hate the Charr for – was the work of the Flame Legion. Although it was still in good graces at the time, and the other legions were part of the ensuing assault. But the Flame Legion held a prominent position of power during the time of Prophecies; their decline started after the defeat of the Titans, and kept spiraling through the Destroyer incidents, the Battle of Ascalon City, and ultimately, Kalla Scorchrazor’s revolt.

So it CAN be said that taking out your aggression on the Flame Legion is attacking the source of the problem, if you want to consider it that way.

4: Whoever called someone xenophobic for hating charr is wrong. Xenophobia is an irrational fear of foreigners, and the other guy seemed to be fine with Norn, Asura, and Sylvari. His hatred is for Charr alone, which is simple racial hatred (in-world, before anyone gets all upset over the term).

5: Lastly, this argument about 100% vs “don’t wanna help charr” is, plain and simple, completionism vs. roleplaying. If you were truly wanting to roleplay the character, then you would pass on completionism in order to stay true to the character. Instead, you are making the character do things you think he would not do, because YOU, the player, want the shiny Gift of Exploration. (It’s account bound; you could always get it with a different character.) If you insist on completing these quests, then you find some rationale for your character to convince himself to do it, in order to keep the RP element intact.

P.S. Logan only asks ancestry if you choose the Missing Sister path. As both of my humans are legacy-named, both are Ascalonian and proud. (But don’t hold grudges for their ancestor’s sake!) Sorry, guess the above wasn’t “lastly”, after all.

Guild Emblem Issue

in Bugs: Game, Forum, Website

Posted by: Duke Darkwood.4237

Duke Darkwood.4237

Having the same issue as Mightylink. My emblem wasn’t showing, and I submitted a report in-game at the time (about a week ago). It’s only for me, but nobody else; my guildies can see it fine.

After seeing his post, I tried dragging it to the left like that, and I DO see it, so long as it stays there, but that’s a far from ideal place for the guild panel (I tend to keep my inventory and other gameplay stuff toward the left, and prefer social panels to the right).