treadmill, of being in that obvious pattern of every time I catch up you are going to
put another carrot in front of me” – Mike O’Brien right before Ascended weapons
Cheaper waypoints > milking Nostalgia.
Vote Kiel for the future!
The cheaper waypoints will last only 4 weeks… If it were permanent I would vote for her, too. But since it isn’t…
That is all.
Nothing in this game is a grind, unless you choose to grind. And that’s simply a player’s choice. For example, if a player just simply must have the TA armor ASAP, and they grind TA day after day to get the set, and they don’t find that enjoyable, then that’s just their own stupid fault.
A player looking to acquire a complete set of dungeon armor is looking at a total of 1380 dungeon tokens. At 60 tokens per completed path, you would need to do 23 of them, at the least.
Not to mention that, if you want Cultural Armor, good luck getting those 100 gold, plus finding yourself a set of exotic armor and earning the gold required to buy gems and get the transformation stones.
And good luck finding those 100 Charged Lodestones for the Gift of Light required for a bunch of weapons, right now you would pay more or less 300 gold for that.
Not to mention the entire Legendary grind.
“Nothing in this game is a grind”? Hah! Guild Wars 2 is filled with grind. Someone may reply, “You could simply not get any of those skins”, to which I reply – you could also simply not play the game. The issue is that the reward system in GW2 rewards grind, so much more than anything else, that unless you are a grinder you are going to miss most of the rewards in the game.
IMO, the only “stupid fault” in the game is pretending it’s perfect and refusing to give ArenaNet any constructive criticism. They should change the reward system so it’s closer to their told stated goal of “skill > time spent”, instead of being a matter of who’s willing to grind so much.
The whole point of legendaries is that you spend a lot of time doing crap nobody wants to do so you can get a special unique weapon that only people willing to do that much work can get. If you don’t want to go through that process, then don’t worry about making one.
That just screams “Epic Content!”, doesn’t it?
They made an ad. How can you look at the manifesto as anything else.
It didn’t really go into detail or explain anything like a how to. It was a statement of intent
You have just replied your own question. The Manifesto isn’t simply an ad; it’s also (in fact, it’s more importantly) a statement of intent.
I don’t know what the betrayal, false information, etc. was that people felt sold on, but did you ever think thakittens possible that people took information and created a set of false expectations in their head about what that information meant?
It feels like the opposite, actually – that ArenaNet made some decisions and had to go back on some of them. The dye system being account bound (with the former Nexon employee telling us later that no, the system would become character wide, and oh, dyes would be sold at the in-game store under a lottery system), dungeons giving tokens instead of a piece of gear per run, the addition of dailies (something Colin spoke against in one of the early blogs), the need to grind to get maxed gear, the changes to Legendary items, and so on.
Now, there are multiple possible reasons for the above changes. It feels like those within ArenaNet that believe grind is healthy for the game simply had a louder voice than those who believe otherwise, at the end of the development process.
Expect the scavenger hunt, when it comes out, to be extremely time consuming; enough so to make the current prices on the TP seem reasonable.
I expect the “fun and innovative” so-called scavenger hunt will actually be a new Mystic Forge recipe requiring a Charged Star (needs 1.000 Charged Lodestones), Dungeon Stars (requires 1.000 tokens from a given dungeon), Ectoplasm Stars (requires 1.000 ectos) and a corrupted weapon. The “scavenging” will be grinding for those materials and tokens in order to craft the precursor.
By no means should all crafting items be account bound. The design of crafting per the game is to make money.
The way ArenaNet has added Celestial gear proves you to be wrong. If the point in crafting were to make gold, no craftable gear would have been account bound.
But most people aren’t calling them on getting rid of energy potions. Why wasn’t that a promise?
Because it wasn’t a promise. They were talking about a minor feature in the game added to serve a purpose, but it wasn’t the best feature for the purpose they were going for, so it was changed.
That’s very different from claiming what was their design philosophy when building the game – “we don’t want players to grind” – and then going back on it. It feels less like iterative process, and more a change of direction in the game.
It’s little surprise that people continue discussing that line in the Manifesto. It was fundamentally part of the basic premises ArenaNet would theorically build the game on, but they changed their minds halfway through development.
It’s a pity that they didn’t keep the “we don’t want players to grind” mentality through the end. Crafting, dungeons, the reward systems and so on would have been much better with it.
But AN puts most of their effort on mini games and achievement system instead of that what was really fun for me – dynamic events, fighting giants and dragons with crowd of people!
I agree.
This is my main issue with the lack of an expansion. At release, Guild Wars 2 opened its entire world in front of us and told us to go, explore, find new fun dynamic events. By releasing small pieces of content every two weeks, this feeling is gone – even when a new area is introduced, it’s very small, not enough to bring back that feeling of having an entire new world open for you. To make things worse, the dynamic events in the Living Story have been very poor – usually just the same thing repeating in different points of the map (see the Instigators in Southsun as the perfect example of this).
Even the Zephyr Sanctum, by far my favourite part of the Living Story, is very cool to explore yet has next to no dynamic events, and the ones that are there feel rather bland (and frankly they just get in the way, by making us lose our aspects).
I would love to see an expansion with areas like Queensdale – large areas filled with interesting dynamic events that tell small stories within their own chains. Unfortunatelly, it appears that’s not going to happen, and so far the team behind the Living Story have failed to dynamic events interesting like that.
ArenaNet could rework Orr completely, changing even the map design, to make it a place in which it’s actually fun to play in, with dynamic events and small stories behind said events (not to mention interesting, varied enemies). I expect that to happen a bit after Hell freezes over.
Have the devs given a reason for the time gating of charged quartz crystals?
It’s likely a test.
We know crafting has a big issue, right now – it cannot craft all maxed stats items because it cannot craft Ascended gear.
We also know ArenaNet made Ascended gear so it would be something time consuming to make; we also know that no Ascended item currently in GW2 can be traded.
With the new Celestial recipes, ArenaNet has just introduced a new kind of crafting item that is time consuming to make and which cannot be traded.
Ergo, I believe the current system for Celestial crafting is a test for a future system that would allow crafters to make Ascended gear.
Ascended items are available in fractals, dailies, guild missions AND achievements. That’s at least 3-4 ascended items in a month of fairly casual, non-grinding gameplay.
You cannot get backpieces without grinding FotM, they are not available anywhere else. You need to either grind Factals for the rings, or you will need 100 laurels for rings and the amulet, not to mention the 100 ectos for the accessories.
This goes directly against what ArenaNet described when talking about how gear would work in GW2.
really?
I have not missed them at all- I have no ascendant anything- so as far as I’m concerned there is no need for a grind
I do have 3 characters in exotics and that was not a grind
There is need for a grind in order to get maxed stats gear. You can say you don’t care, but the need for grind is there.
Ascended gear says “Hi!”.
there are no ascendant weapons or armor in the game :P
Yet, but all the accessories together have a huge impact in your character’s stats. In order to get maxed gear, we need lots of grind…
If you can get a max level set of armor without spending a silver, and a max level weapon for the price of an hours play I am not sure that there is a valid complaint about grind.
Ascended gear says “Hi!”.
I’m not sure why they have to be mutually exclusive. As if players who spend a lot of time in a game aren’t able to be skilled at the same time. That’s one thing that all the forum…goers (to avoid an infraction) say that really irks me.
Because it’s a matter of priorities. Right now, GW2 has a lot of reward for people who spend a lot of time playing, even if they have little skill (which is one of the reasons why forum goers keep mentioning it). There are very few rewards for skilled players, especially those who do not spend a lot of time playing. From ArenaNet’s past design philosophies, one would expect the opposite.
All I said was that they designed the game similar to how they designed GW1. The manifesto was explaining the design philosophies to those not familiar with those of GW1.
You mean, the same Guild Wars that had “skill > time spent” as one of its main design philosophies?
I’m getting to the point where I’m not sure what’s worse.
- People thinking that there would ever be an MMO where rewards did not require some repetition (or a lot) of content.
- People trotting out the Manifesto, as if trying to rub ANet’s nose in it to prove that they should be rewarded ASAP with things put into the game to provide longer term goals.
I know what’s worse:
The irony in seeing comments claiming that all MMOs need content to artificially keep people playing longer is how ArenaNet itself talked about that, here:
The answer can be found in the mechanics and choices made in subscription-based MMOs, which keep customers actively playing by chasing something in the game through processes that take as long as possible. In other words, designers of traditional MMOs create content systems that take more time to keep people playing longer. If this is your business motivation and model so you keep getting paid, it makes sense and is an incredibly smart thing to do, and you need to support it.
(…)
But what if your business model isn’t based on a subscription? What if your content-design motivations aren’t driven by the need to create mechanics that keep people playing as long as possible? When looking at content design for Guild Wars 2, we’ve tried to ask the question: What if the development of the game was based on…wait for it…fun?
I’m rather sure the answer a lot of people here would offer to that question is, “It’s not possible because fun is subjective, so you need to have grind anyway”. Which, in many ways, is exactly the blindsided point of view that claims all MMOs need the holy trinity, or raids, and so on.
However optional achievements / rewards were available for those who wanted to put the extra time and effort into the game.
The flaw in your assumption is that you believe grind deserves a reward. It doesn’t. Grind is easy – it’s the kind of mindless activity that bots do better than human beings. Someone who accepts doing content he/she does not enjoy just to get a shiny reward in the end is not only lowering himself/herself to the level of a Skinner rat, but also telling game developers that they don’t need to work making fun content, since some people are willing to play whatever just to get a prize in the end.
It’s nice to see how there is no real life equivalent to grind. All options are either things people avoid, or so ridiculous to not even be feasible to be used as arguments. Yet, in MMOs, people have become so used to the system employed by pay to play games – that tend to be mediocre, for the records – that they believe grind is not only a good thing, but also a required thing.
It’s not. And Guild Wars 2 would be a better game without it.
Hey guys. Do you think ArenaNet will add the opposing set for rewards beyond 10k?
Yes, a guy in the wiki data mined the rewards beyond 10k and the opposing set was there.
I’d argue against that the game is telling you to go for a Legendary, but I can see your points on the others.
Heh, the empty icon on the character selection screen is a somewhat not very subtle way to nudge people into going for a Legendary.
The issue with saying fun is subjective is that it makes the discussion somewhat moot – you could reply to anything by saying “I think it’s fun!”, even to Alien: Colonial Marines.
I believe, though, that there are some things in which ArenaNet gave up on trying to implement fun content, and went with grind instead. See Legendary weapons: before release, during beta, they required significantly less grind (this did not exist, for example). Then the way to acquire those items was changed, but instead of trying to change it to become more epic or more fun (something including in-game lore, or some kind of epic task, or something about the dragons), ArenaNet made it just a matter of grinding until your fingers bleed.
Then we have the last Southsun event. It was extremely poor – again using Kiel as a way to point players to a problem, with very bad storytelling (I wonder how many people noticed the scene in which Kiel learns that Canach was behind everything), repetitive dynamic events that didn’t really add anything new to the mechanics already in the game… But events that were easy to farm, which gave chest rewards with no daily limit, together with a 200% buff to Magic Find. That, to me, was a sign of ArenaNet not even trying to make fun content, choosing instead to make grindy content knowing that’s what their playerbase wanted.
Oh look Vayne defending the manifesto again despite being proved wrong. And we were paying attention to everything anet said about the game at that time its why we know they have backtracked on their original vision for the game.
You are wasting your time discussing it, just ignore him. There’s a great topic about the things ArenaNet mentioned and that were eventually changed before release.
A Manifesto isn’t a promise – It’s a statement of intention.
Obviously intentions can change during the design process.
That’s pretty much the point here.
Other things change, but I don’t think people care that much. ArenaNet promised we would have a shooting range, among other activities, and while we can still see it in Divinity’s Reach, it was never implemented; but that’s ok, that kind of thing happens when developing a game this size. They also promised us that the personality system would give us titles and change how NPCs react to our characters before we even talk to them, and that also was gone. But again, that’s ok, some things just don’t work as intended.
Those things are just features. They are not intentions. When a developer changes something so fundamentally basic such as the intention behind the game, that’s when players should worry – which is what we (me, the OP, and others) have been doing.
IMO, this entry from Colin Johanson’s blog post, Is it Fun? Colin Johanson on How ArenaNet Measures Success, is great:
Colin JohansonIf we chose fun as our main metric for tracking success, can we flip the core paradigm and make design decisions based on what we’d like to play as game players? Can we focus our time on making meaningful and impactful content, rather than filler content meant to draw out the experience? Can we make something so much fun you might want to play it multiple times because it’s fun, rather than making you do it because the game says you have to? It’s how we played games while growing up. I can’t tell you how many times I played Quest for Glory; the game didn’t give me 25 daily quests I needed to log in and do—I played it multiple times because it was fun!
Emphasis mine.
Somewhere along the line, ArenaNet went away from a system in which having fun content is the priority, to a system in which keeping people playing the game because the game tells them to (dailies, Legendary grind, Ascended gear grind, and so on).
EDIT: Oh, and there’s this interesting bit from an old PC Gamer interview, too, talking about dungeons:
As far as the mechanics of the drop system is concerned, Flannum says “It’s more of a badge system, so this is something that we did in Guild Wars 1 as well. Our basic philosophy is that you should never complete a piece of content and get something you don’t want. So it’s going to be the case where you go through and are guaranteed to get a piece of gear that you didn’t have before, and that you’re going to want.” So, you’re guaranteed to get a piece of gear every time you do a dungeon? “Yes.” Sweet.
Again, emphasis mine. If that was describing a system in which one run would give one armor piece, by release the game had the system we know today, in which a run gives some tokens, of which players need quite a few before being able to buy a full armor set.
Not to mention the way Legendaries were changed from beta to release, and so on, and so on.
(edited by Erasculio.2914)
Some people inside ANet decided to tune up the grind right during launch. The more blantant examples being lolgendaries and dungeon tokens. Not to mention ascended later on. There were even talks of “single drop skins in dungeons” and whatnot. They just couldn’t deliver it. The adjustments in their grind philosophy are a very dead cold horse, but don’t say there weren’t very significant “amendments” to the initial vision. It’s way clear there were.
One interesting thing, that I’m sure a lot of people don’t remember, is that the recipe for Legendaries has been changed since beta. It used to be that each Legendary required only two Gifts (like the Gift of Ice and the Gift of Metal), the precursor and a single Bloodstone Shard. This was seen in Beta, and was referenced in multiple places (here, here, here, here, they were mentioned as being reworked later on here). I was around at the time, and I remember it too.
The current system was implemented later on, and is significantly more grindy. I wonder if it is any better, though.
No reason to thank you. That links doesn’t even come close to answering my question.
What the poster above has implied is that the skins you talked about are the skin being shown in the latest icons datamined from the GW2 .dat, hinting that they will be available in the next update.
Idk man, everytime i use that i either get my Mystic Clovers or ~20g worth in items (i got 10 Lodestones last time =D ), but i guess if you have your clovers it’s a bit of a waste…
If you have Mystic Clovers (which are only used for Legendaries, so there isn’t anything to do with the excess) and Obsidian Shards (same deal, they are only used for Legendaries and a single ugly shield), it’s a huge waste. Especially considering how the OP here wants T6 mats, and the recipe requires ectos, which have basically the same price as most T6 mats.
… instead of time played?
The issue is that MMORPGs have been made to cater to people who have time to spend, not skill. This makes sense from the point of view of a pay to play game, in which the goal is to keep people p(l)aying – if a reward is a matter of skill, some players know it’s likely they wouldn’t get it, so they wouldn’t even try. If something is a matter of only time spent, then everyone could get it, as long as they play (and thus pay) just a little longer.
GW2 is not a pay to play game, and so it does not need to follow this model. But the MMORPG players who flocked to GW2 are somewhat addicted to that kind of grind, so expect a lot of them to refuse the idea of rewarding skill as opposed to time spent.
I really like this post:
I think alot of people have missed alot of the developing story.
Lets start with Flame and Frost. In it we see the very unlikely dredge and Flame Legion allaince, the Molten Alliance. Their goal does seem conquest oriented but much of their focus was on developing an amalgum of magic and engineering. When attacking their facilities we find they are using slaves to mine a substance called Azurite that seems to have the properties of being able to conduct magical energy and seems to be part of how their technology works.
In the wake of this we find out another fact. It was a third party that arranged the allaince and though we know what the dredge and Flame Legion were after this third group remains out of sight including what it got out of the deal.
Secrets of Southsun was a break in the story used to introduct Keil and Kasmeer.
With the Dragon bash festival we are introduced to said festival. At the height of the festival, an act of sabotage kills one of the leader of LA and introduces a new enemy, the Aetherblades who we all know are sky pirates. Unmasking Mai as the murderer we discover that the Aetherblades saught to secure a place on the Captian’s Council.
Now the interesting part. In attacking their base of operations we discover three facts. One is that the Inquest is supporting them. Second is that the Aetherblades themselves lack the skills to mantain their gear by themselves (Keil states this). Third, we discover Mai, leader of the Aetherblades, has a boss, Scarlet.
Now we have two groups with someone manipulating them from the shadows.
The festival ends with Mai telling us that the Aetherblades arent done yet.
Now we have the Bazaar of the Four Winds. Theres alot to the story and lore of the Zephyrites. Infact the Zephyrites may have something of increadable value.
He has some points wrong but the general gist is there.
So now we have a group working from the shadows. connected to the Inquest, and who have recently formed a force of Sky Pirates, and a sky ship potentially holding artifacts and knowledge of great power…..
And thats ignoring Mr E., Marjory and Kasmeer’s connection to the corruption in the Ministary in DR, the politics of LA and the personal stories of Braham and Roxx.
And people say theres no story in the Living World story…..
I think the issue is more that people are missing the threads of the story for whatever reason.
While I disagree with the quality of storytelling (IMO, it has been somewhat poor), that poster does explain quite a few connections between the Living Story chapters.
But as you can see, the one on the left can in it. Why that one can?
Some sigils are used for Legendaries. That’s why they go into the Forge.
Unless she makes a comeback in a killer way, then I’m wrong, it’s a kitten shame that time and effort is put into a character we don’t hear about anymore. Brahm, Roxy?
Brahm has just received new dialogue in the Bazaar of the Four Winds patch. All the other parts of the Living Story have left open plot points foreshadowing something, and linking all of them together; it’s likely said something will bring Brahm, Marjory and the other most important NPCs back.
The only characters I find having substance (though I have read the books) are those of Destiny’s Edge.
I hate Destiny’s Edge. I hated Edge of Destiny, and I hate the dungeon dialogue; it reads like a kid writting how other kids talk.
I cannot make a piece of armor – the insignia does not show up in the discovery panel – GO ANET! Another great buggy process in a game where new buggy content is all important. Gotta love it.
It’s not a bug, it’s lack of reading.
The recipes for the items themselves are also available through the same sources as the insignia recipe. You cannot discover the items – you unlock them through using their recipes.
If you want to make armor, buy or get the recipes for Celestial armor.
Do you think we will see an Expansion pack early next year?
Nope.
My post was not an argument, it was an explination. The fact that you did not understand it does not make it argument or opinion. It is likely you have similar ‘arguments’ about taxes and war and equally likely your level of understand on those topics is similiar. You probably also don’t think you should have to stand in line at theme parks and think it is a ‘scam’ that the price of gasoline goes up during the weekend.
And your current post is also not an argument, it’s just an ad hominem. Congrats!
You are still hiding under the “need” of grind as an excuse to justify how other MMOs are basically mediocre games catering to grinders. The fact is that GW2 has one of many possible models to keep players around without the need for grind, by continually and periodically releasing content. You have exhausted all content in this release? Good for you, but even ignoring how you are not everyone, the fact you played the new content is enough to show how new releases can keep people interested.
The idea that people need to be playing a MMO 24 hours per day, 7 days a week is just an excuse to hide what is closer to being an addiction than a game. There is nothing bad in players leaving GW2 for a few days, and coming back to play the game as soon as new content is released, which in GW2 means once every two weeks. This is a perfectly viable model that makes grind irrelevant.
Erasculio thank you for not
continuing torepeat yourself.
If you continue mentioning the same (failed) arguments, I won’t bother repeating myself, I’ll just link to my previous reply.
If you could only do dungeons once, only do world events once, ect. There would be nothing left to do. You simply can’t create content as fast as it is consumed. That is what you fail to understand.
Wrong, as expected. You are using excuses to justify mediocre content, assuming there is no other option. There is, in fact, and more than one.
TDLR: – GW2 is an MMO and so by definition, by design, by ne·ces·si·ty requires
repeatable contentgrind.
MMOs need grind as much as they need the holy trinity.
Which is to say, they don’t.
People are so used to mediocre MMOs that they cannot see the difference between the flaws in current MMOs and the flaws of the genre. ArenaNet could and was trying to do something about them, but they didn’t dare to go all the way out there.
As to why MMORPG players think MMOs need to have grind, I have writen about that here, so I won’t repeat myself.
By claiming to be a “MMO for people who don’t like MMOs” (Manifesto, remember?), the idea behind GW2 is that it would not work like the other MMOs do. Which is good, considering how mediocre the MMORPG genre has been.
In that, ArenaNet failed, though. The GW2 community is still filled with the grinders, farmers, addicts and exploiters that make the majority of other MMOs’ communities.
The game didn’t fail because a bunch of people don’t change. The game succeeded by offering gamers like me something different…and it IS different.
Reading comprehension, buddy. When I say “In that, ArenaNet failed”, I’m not saying Guild Wars 2 failed, I’m saying ArenaNet failed at the goal I had mentioned in the previous line, being a MMO for people who don’t like MMOs.
After all, I’m speaking English, yoiu’re taking one line out of context. There’s no other way to describe taking one line out of the paragraph and refusing to acknowledge the preceding line.
(edited by Erasculio.2914)
For the records, this is a suggestion, ergo it should have been at the Suggestions subforum. Don’t worry, though, I have reported it and I’m sure a Moderator will move it where it belongs.
I start to wonder if the people who make this complaint have ever played an MMO before. It is not how an MMo work.
True. But then again, other MMOs “work” by catering to addicts who have more free time than brains to figure out that they are no better than Skinner rats.
By claiming to be a “MMO for people who don’t like MMOs” (Manifesto, remember?), the idea behind GW2 is that it would not work like the other MMOs do. Which is good, considering how mediocre the MMORPG genre has been.
In that, ArenaNet failed, though. The GW2 community is still filled with the grinders, farmers, addicts and exploiters that make the majority of other MMOs’ communities.
Not to be a negative nancy, but I’d rather not have them add a new profession to the game this early when they have yet to balance the current 8
Exactly. I would rather wait until the current professions are balanced before adding more professions or even more skills to the game.
Wait, i’m lost here. Do i need obsidian shards to create T6?
They are trying to talk about the recipe used for Mystic Clovers, which has a random chance to give a bunch of materials, including T6 mats.
Ignore their discussion, though. This is a very poor way to acquire T6 mats.
For the 87th time, the manifesto was talking about grinding to get to the fun stuff. It SAYS that. Then recalled the word grind a couple of lines later.
Irrelevant. You have been stating it over and over, trying to twist ArenaNet’s words to excuse how they went back on their design philosophy about the game. As much as I listen to your opinion regarding some other topics, I’ll continue ignoring your excuses about the Manifesto as sycophantism.
I wish that either the final step in the storyline were changed so it wouldn’t be a dungeon (and also something that had nothing to do with Destiny’s Edge), or that all story dungeons were soloable. They give little to no reward so few players ever do them, and yet they are the final step of the storyline, that until that point was 100% about solo missions.
I do wish we could solo dungeons, too, considering how bad the GW2 dungeon community is. At least I’m happy knowing that ArenaNet managed to take all those players I don’t want to play with and gathered them in the same place, so I can avoid them all.
I hesitate to mention the Manifesto, but like, we’re totally grinding.
I agree. Considering the Manifesto’s claim about how they didn’t want us to grind, the amount of rewards focused on grinding in the game is staggering.
However, I’m not sure that was the opinion of the entirety of ArenaNet. You can easily see how they mentioned systems with less grind, and had those replaced by more grindy ones before release. For example, the dye system – it was originally meant to be account bound, and later it was changed to character bound. The dungeon token system – at first we were told we would get one armor piece per run, and later the system was changed so we would get only some tokens after a run.
I think not everyone in ArenaNet had the same opinion about how healthy grind is for a game. Unfortunatelly, those responsible for the reward system and for the crafting system were those who love grind, hence the amount of rewards for grinding being significantly higher than the rewards for everything else.
Thanks for adding all this to the forum.
OMG Arena NET its sounds like “NERD” What next? “Nolifer”?
They hit a nerve, didn’t they?
The title is fine as it is. It’s not like one was even needed considering how many rewards those 5.000 AP give.
Here.
I was just wondering since the home instance node has a “chance” (have grown to hate that word due to this game) at a charged quartz crystal
Where did you read that? It’s the first time I see that mentioned anywhere.
I love the game, but I’m really thinking about quiting if there will be no way to collect the old achivements.
If you love the game but are going to quit just because some achievement for old content will be gone, bye! Please give me all your stuff before leaving!
I don’t think you have the slightest clue on what a crafter is supposed to be doing if you think they should be account bound…..
I’m sure you have lots of knowledge about what a crafter should be doing… In WoW.
Newsflash, buddy: this isn’t WoW. All your “clue” is worthless.
ArenaNet is telling you what crafters should be doing, and that is crafting account bound gear. It’s a limit, yes, but it’s a limit through which crafting can get rid of its current status as something irrelevant and actually become something worth using in the game.
Maybe now we will have craftable Ascended gear. By using gating mechanisms to prevent people from getting Ascended items too quickly (which would defeat their purpose) and making them account bound so people can’t just buy them (which would also defeat the purpose behind Ascended items), ArenaNet could finally allow crafters to again make the most powerful items in the game.
Lets not deviate from the point of the thread. This thread isn’t about critiquing a build or whether or not Celestial is a good stat combination on armor.
Nope, this topic is about how the OP feels forced to craft in order to make items with superior stats. Yet Celestial stats are not superior. Ergo, his point is empty.
It’s about this crafted gear being account bound and how it is an unnecessary and undesirable limitation for crafters and players who want this armor and sets a bad precedent for the future.
No, it’s a great idea to have crafted gear being account bound. It’s exactly what the system needs to actually become relevant to the game.
But what if the main thing you enjoy about MMOs are the skins? What if the stats don’t matter? If you don’t do achievements, you don’t get the nice looking skins. You might say that you’re locked out from getting them. Sure, I don’t NEED the skins, but as Sil said, we don’t NEED to play the game either.
The issue with your argument is that you are not saying what would you have designed instead.
Complaining that you need achievement points to unlock the Zenith skins is somewhat similar to complaining that you need to do dungeons to get the dungeon skins, or to do all that to get a Legendary.
What would you suggest, instead? Making all skins available to everyone at the beginning of the game? This is not going to happen; since progression in GW2 is not as focused on stats as in other MMOs, the game has a system of progression based on skins which needs some kind of gate before giving skins. Plus, it’s likely that the Transmutation Stones are one of the most sold items in the Gem Store, so I don’t expect them to become useless any time soon.
With that out of the way, all we can do is improve how we get those skins. Using my examples above, I actually don’t like the need to do dungeons to unlock the dungeon skins, or all that grind for a Legendary. I believe we should have more than one way to unlock a skin, AS LONG AS THAT DOES NOT INCLUDE MAKING IT TRADEABLE IN THE TP (many and long reasons for that, which I won’t go in detail here).
Achievement points are perfect for that.
Do you want to just explore the world? You will get a bunch of achievement points. Would you rather just play dungeons? You will get a lot of achievement points for that. Would you rather focus on the personal storyline? Achievement points there, too. Other than relatively few achievement points for sPvP and WvW, achievement points reward near everything in the game.
That’s why I think the argument of “I want skins and I don’t want to get achievement points” is weak. What do you want to do to get those skins? Other than mindless farming gold, everything else will give you achievement points. This system is actually the best way to get skins in the game, considering the freedom it gives players.
Or are you saying you need the inscription recipe and the specific weapon recipe in order to craft the weapon?
That. You need two recipes for each item – one for the inscription/insignia/jewel (and those are rather common) and another for the item itself (the armor piece, weapon or piece of jewelry).
I would feel bad for someone who gets only the insignia/inscription/jewel recipe now and tries to craft an item only after the event has ended.
Correct me if I’m wrong, but all you need to know are the inscription, the insignia, and the jewel. From there you discover the actual armor/weapon/trinket recipe, right?
No, it’s different from normal crafting. You need to use recipes to unlock everything. Which means, you need a light armor coat recipe to unlock the option to craft that, you need a greatsword recipe to craft the greatsword, and so on.
Hence the need for 40+ recipes if you want to craft everything, and to deal with 40+ random possibilities if you want the recipe for a specific item.
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