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
The benefits of this system are somewhat obvious but my primary concern is this, does the fact that you are down-leveled diminish how we feel about our hero’s progression?
Nope.
“Progression” in MMORPGs is a joke. You go from dealing 1 damage to a 10 HP monster to dealing 1.000 damage to a 10.000 HP monster. It’s meaningless, and only there to give people an illusion of growth.
The level scalling system at least allows us to play in the entire world, if we want. I know I would die if the only place where I could find something similar to a challenge were in Orr.
If anything, level scalling is still keeping our characters too powerful, a level 80 character can very easily solo a champion in Queensdale. The system should be changed so we are less powerful at lower level areas.
The feedback that matters are the stats from the gem store.
I don’t believe the Gem Store talks. They sure have golems, but not one like HOBO-tron.
In other words, how much stuff sells in the Gem Store is an indirect reflection of many things. Are sales low because players don’t like what is being sold? Are sales low because players have stopped playing, and so there’s no one to buy anything? Are sales low because people have heard rumors of something big coming soon, and so they are saving their money right now?
The hypothetical scenario above (I doubt Gem Store sales are low) would further branch: what it is that players don’t like in what is currently being sold? Why aren’t players playing more? What is that rumor, and how can it be used for profit? Those answers are not the kind of thing an automated system could faithfully answer. As limited a source of feedback as the forum is, it’s still one of ArenaNet’s main source for that kind of thing.
Doesn’t that leave us with the same conclusion? That as far as feedback goes, it’s eat or be eaten as ArenaNet changes the game based on player feedback, and if not yours it will be someone else’s?
You can only have 1 pact weapon per character, and you can only get it by completing your personal story. To my knowledge, it’s the only weapon skin in the game that you can ONLY get by completing an epic, map covering story line that involves numerous “quests” and tasks. So, go ahead…laugh…Pact weapons are the only “special” weapons in the game.
You can buy them from the TP (here’s a staff).
I don’t work there. I don’t know their stats or their decision making process. I only know what the game was like at launch and now, what content exists and what does not. They have a vision now, whether it is the same vision as the old or no, and their decisions are based on that vision.
But if ArenaNet changes their vision of the game due to people complaining, doesn’t it mean that players should complain as much as we can?
We don’t know how ArenaNet’s decision process works. So, we cannot know. But, not knowing, we can make conjectures. What if… What if the switch to a more grind-based Ascended gear, to a more gear gated dungeon experience with Fractals, to time-gated content with daily achievements and so on, and etc, came because players asked for it?
And, if we cannot prove otherwise, and if that probability isn’t exactly unlikely… Doesn’t that mean our feedback can change the game enough to modify even something so at the core of the game as ArenaNet’s vision for GW2?
And so, doesn’t that mean we have almost the obligation to voice our feedback as much as possible, because not doing so would mean passively accepting the changes brought forth due to other people’s feedback?
I’m still surprised how many people were so impressed with GW1. It was ok when it first came out, but it was quickly eclipsed by other, better games. I realize it wasn’t really an MMO and those comparisons are unfair, but it drew from mostly the same player base.
See, there are two mistakes in the above paragraph that explains your surprise. GW1 wasn’t that special – it has a myriad of rather huge flaws. I wouldn’t say it made people “so impressed”.
The reason why it’s mentioned so often by GW1 players is due to how it did not have the same playerbase as MMOs. This changed the entire game. Whenever someone went to a GW1 forum asking for an increase in the level cap, or to have more powerful items, or to have mounts, or to have any other of the time sinks that classic MMORPGs disguise as “features”, the community as a whole would reply with, “This isn’t that kind of game, what you are looking for is over there in WoW”.
With GW2, the community as a whole would actually demand those things. This game draws from the same player base as classic MMORPGs, and is much worse for it. While GW1 did not reach its full potential due to some bad design decisions and a lot of technical issues, GW2 is never going to reach its full potential because its community doesn’t want it to.
For the records, telling people to settle for less doesn’t really make it any better.
Not every decision they make will please everyone, they do the best the can in almost every aspect of the game in keeping with their vision of the game.
They threw their vision of the game through the window when they began losing players, at the “3 months after release” bleed typical of MMORPGs.
(edited by Erasculio.2914)
I think OP wants a way to get lodestones with 0 effort.
“Zero effort” as in doing something as mindless as exploiting an event in Orr by spamming auto-attack on a staff guardian? Or does anyone actually believe that kind of behavior requires skill?
I’ll quote the relevant part of my post again, for those who just skimmed without reading:
I wish ArenaNet would introduce a reliable way to get the Lodestones, even if it’s a very slow one. Receiving one in exchange for 10 laurels? Receiving one (per week per account) after doing one of the Orr Temple events? Even if slow (even the most expensive of them goes at most for 2.5 gold, and people who want to can make far more than that in 10 days or in a week), at least it would be reliable, and wouldn’t require using the TP.
I would prefer no dueling in the open world.
Same. I hope this feature is never implemented in the game. If anything, I guess ArenaNet could add dueling areas in the Mists, very far from the open world and preferably requiring people to move to the PvP lobby in order to access it. But I would prefer if nothing even that were added to the game.
I agree with the OP.
Classic, pay to play MMORPGs have created the idea that an almost exclusive focus on extrinsic rewards is a good thing, but I disagree. I think the focus on extrinsic rewards creates a toxic community – one in which people play not to enjoy the game, but to reach a goal as quickly and as easily as possible even if it’s detrimental to others (see the issues with farming events in Orr), and often one in which players want to have a reward and they also want no one else to have it.
I think Guild Wars 2 could have been a MMO focusing on intrinsic rewards. With the goal to release content every two weeks, they could have kept people interested in playing the game by introducing new content, not new rewards. Even if those players who came back every two weeks didn’t keep playing every day, would this really hurt the game? We are not paying a monthly fee, people are exposed to the Gem Store every two weeks, and the current system isn’t exactly keeping the world alive so people have others to play with.
The price ArenaNet would have had to pay, though, and this is just a guess, is that they would have far less players than GW2 has right now. I think most of the current players of the game came from classic MMORPGs, and were seeking something similar, so an intrinsic rewards system would have pushed them away. While arguably this could be blamed on ArenaNet, for not being able to fulfill their promise about making a MMO for people who don’t like MMOs, it’s still what we see in game.
I wonder – when the next batch of AAA MMOs gets released (Final Fantasy, Elder Scrolls, Wildstar, EverQuest and so on), will the players who come from a classic MMORPG background leave GW2 and jump to one of those games? Will this leave Guild Wars 2 half empty, since ArenaNet has been pushing away people who wanted something different? Will the monthly fees from those new MMOs push people away from them, so they will remain in GW2? Will all that time spent grinding prevent people from leaving their GW2 characters, which they have worked so much for?
But when all I see of the enemy is a giant, shining ball of light, flame, lightning etc, it goes from being “Cool!” to being ridiculous.
This, mostly.
I like how the combat looks in small scales. Playing as a guardian, you can feel the hit of your hammer strikes. Playing as a necromancer, there’s a very cool looking dagger skill in which you use the weapon to slice your hand, effectively making a blood sacrifice to entangle your target.
When we get more people, though… With 5 players, the particle effects starts becoming too much to actually see what’s happening (and it’s worse if the players have a lot of effects themselves, I hate those wings). With anything bigger than that, combat becomes a massive shiny explostion of blindness.
I think GW2 combat doesn’t really work above 5 players.
When gw2 started, there was alot of unique things in the game, that actually made u feel special. It was some cool skins that ppl didnt know (like emberglow), and then legendaries, which was like “Wow” when u saw them. They had driven the game then.
None of those things ever made me “feel special”, and I never went “Wow” when seeing some item in the game.
In fact, I’m going to get a legendary (almost there, too), and do you know what? It’s not a big achievement. It doesn’t require skill, it doesn’t require inteligence, it just requires time spent, like almost every reward in GW2. Those things don’t impress me – if anything, I feel bad for the guy who has been playing the game more than 12 hours per day since release.
Meawhile, do I like the “exclusivity” in having a rare item? Not really. If, after I got my legendary, every single player in the game got one for free, I wouldn’t mind. I don’t play because of others, I don’t suit my characters based on what I imagine others will feel when they look at them, and I don’t live to please other people. All equipment I have is based on being something I enjoy looking at; if everyone else in the game had the exact same thing, it wouldn’t make those skins any uglier, so I would still keep using them.
IMO, this need for external validation – trying to have something no one else has, assuming that makes you special – isn’t really productive. I wish everyone could get the skins they want, and play the game for the experience of having fun, as opposed to for shiny rewards in the end. After all, even after people spend hours and days and months of their lives grinding shiny stuff…
Dont you like to look somehow special?
…You don’t look special to me, sorry lad.
More damage doesn’t mean same thing as multiplier.
Right, my mistake.
Colin mentioned they will announce something big at PAX, but it won’t be an expansion, and we were told we won’t get any new region this year, and that new profession won’t come any time soon. It’s possible that the big announcement will be the new skills.
Yes, if you have 120% crit damage, your crits will do 170% more damage than regular damage. If you have 100% crit damage you will do 150% more damage.
Are you sure your match is right? If it is, the wiki (here) is wrong, as it says 100% critical damage would increase the multiplier over regular damage to 250%.
Critical chance or critical damage? If you worked to get it high I’m assuming you are talking about critical chance, not damage.
.
You should thank them tbh… most of them farm items thus making items less expensive (easier for casuals to get with less work) without causing inflation (caused by the introduction of more currency).
Nope. Not only a lot of them farm gold (one of the farmers mentioned how he got rich due to the gold that comes from the Champion boxes, not from the very eventual items that appear from those), thus adding inflation and etc, but they also concentrate wealth and so increase prices even when not farming specifically for gold.
Farmers are one of the worst thing in the game. Not only they have a very direct negative impact, but also very negative indirect impacts as well – they are pleased by boring and easy content as long as they get shiny rewards or gold for it, allowing ArenaNet to focus on poor content instead of being forced into making fun content in order to not lose players.
Maybe some of the Pale Trees are from Mordregoth, and Scarlet is basically the Dragon’s answer to Tyria defeating Zaithan – he’s attacking from within instead of using weird minions (which is kinda what the Nightmare Court does, too, and there’s a possibility that they are actually indirectly working for Mordregoth).
It’s hard to say, though. We know next to nothing about Scarlet.
I guess it really comes down to whether you want to make a great game, or a game that makes money. Now it’s looking less and less like the former, can’t say about the later.
A game that is exactly what the majority of players asked for, which is also the path to a game that makes money (for now, at least). A pity that means making a game for farmers, exploiters, addicts and grinders, but those are most of the players ArenaNet got. It makes sense for them to focus on adding farming content instead of quality content, since it appears more players want to farm than to have fun.
(edited by Erasculio.2914)
You can use it to get some Exotic accessories from the Orr Temples, some which aren’t easily available otherwise (the PVT gear, for example). You can use it to get Exotic armor from the same places, with multiple options for stats; if you don’t like the skins, you can keep the pieces for the stats and transmute them. Speaking about skins, you can use karma to buy the Cultural weapons, of which you may like the skins (despite the poor stats). Or you can convert that karma to gold through the Orr boxes, and maybe get some Lodestones out of it as well.
EDIT: ah, the wiki link above is (as usual) waaaaay incomplete. It’s missing a lot of the high level stuff.
(edited by Erasculio.2914)
Sadly, the Guild Wars 1 versions are way superior.
I agree. The new ones are too tacky – monkey-shaped weapons and cook-shaped weapons are simply too juvenile. The original weren’t as detailed, but they had a simple elegance that the current design lacks.
The OP actually posted the two better skins – the only ones that don’t show an animal from the Chinese Xodiac – but even then the GW1 skins had a better design.
Well, at least I don’t have any reason to help people who support RNG boxes now.
But they did change the name of the culling settings…
This was one of the changes, together with the karma rollback, from the patch a few minutes ago.
and also you can turn down the particle effects (I too would like the ability to turn them off completely, but the current setting helps a ton)
That setting turns down particle effects from everything, including yourself and skill animations. What I mentioned is an ability to improve culling, so you can turn down particle effects from other players’ equipment, improving the game for yourself without turning down your own particle effects and without making skill animations harder to see.
Why am I getting this message when I zone in there right away after the new invasion zone has been announced?
What exactly is the mechanic here, and what do I need to do to work around this?
Each event happens once every hour, and lasts more or less 50 minutes. In order to prevent multiple events from happening at the same time, an event in an overflow can only trigger at most 10 minutes after the event in the main world has began. Overflows are created when players enter it.
So, if you enter an overflow that has been created more than 10 minutes after an event has began, said overflow won’t ever be invaded. The latest update (a few minutes ago) happened 12 minutes after the invasion began, so all overflows created after players went back post-patch did not have the invasion.
BTW, why isn’t there a phoenix, kirin, or turtle weapon? They were constellations in Factions.
The Zodiac Weapon haven’t been themed over the constellations mentioned in Factions, they are based on the Chinese Zodiac.
And, for the records, the Zodiac Sword appears to be bugged – it’s not appearing in the Trading Post, and I don’t believe people have been trying to sell all weapons other than it.
your bound to get a loadstone
Nope, you aren’t. You can kill thousands of the enemies that can drop a lodestone and not get a single one.
RNG is RNG. That’s how it works. And that’s why it’s not reliable.
Anyone gives me a hard time in game because they don’t like what I’m doing is going to be given all the consideration they deserve.
Which is more evidence as to how this…
If you think a commander is doing something wrong, why not whisper them and educate them or tell them how you think would make the situation better, rather than publicly abusing them in map chat
…Doesn’t work.
I doubt most people are actually willing to accept being told how they are doing something wrong. It’s better to tell players in chat to stop following a (bad) commander and follow another one (a good one) than trying to bother talking to people who likely aren’t going to give it “consideration” anyway.
It has been rather poorly implemented – the settings that regulate culling are still labelled as WvW only, for example. I also wish we could turn off particle effects from other players’ equipment, that’s something that makes the game harder to see as a whole, and I don’t really need to see all those holographic wings around.
The new Zodiac weapons are a terrible faliure. You went over the top with them, wich made them horrible. Looking back at the old Zodiac weapons in Guild Wars they had a darker blue like the night sky. They had more stars.
I couldn’t agree more. I have exactly the same complaint – ArenaNet went overboard with them. Using the Chinese Zodiac theme made the weapons way too ugly, and too playfull-looking; the simpler elegance of the GW1 skins has been completely lost.
The shield is the only weapon that is actually a proper portrait of how the weapons used to look in the original Guild Wars. I wish more weapons were as faithful as the originals.
Some PvE commanders have spent 100 gold on the commander tag to help people out, to help guildies out during guild events, to help point out where to attack following today’s event, for large scale event farming, to point things out on the map and for various other reasons.
And some commanders just spent 100 gold to show off, to get a tag that makes people see them on their minimap whether they want to or not, to troll events, and so on.
Besides, some commanders are actually worse than having nothing there. During some of the invasions, for example, I have seen people flocking to commanders as a rally point, only for said commanders to farm Champions instead of actually progressing the event, or to stay after an event has been done killing random enemies, or just waste time running from one corner of the map to another instead of using waypoints. All those things waste the time of the commander and everyone following him, thus making it more likely that everyone else in the map – including those who are not wasting their time – will fail.
The culling settings are universal between WvW and PvE, unfortunately they were inadvertently not re-labeled for this update.
Which is a rather poor implementation of this feature, but anyway.
I wish we had a way to turn off other characters’ particle effects. Not skill animations, but effects like backpiece animations and weapon animations. Those make the game slower, and I definitely wouldn’t die if I didn’t see every that every warrior is using the Shatterer holographic wings.
Is there going to be more incentive for people to go back and explore the world? Special mobs that spawn? Special Loot? Anything?
That doesn’t work.
People don’t want to explore the world, or they would be doing it without the need for rewards (aka “incentive”). People want to exploit. ArenaNet’s attempt to make more people play in Orr has completely backfired, as it led exploiters to fill a single one out of the three maps, and actually enter in conflict with players who were trying to play the game as intended.
Giving “incentives” for people to explore would create basically the same scenario – the same exploiters would flock to the single most profitable area, and leave the rest of the world empty. We already saw that in dungeons (CoF1 was filled, everything else empty), in the open world when farming champions (Cursed Shore was filled with people, no one was at Malchor’s Leap), of course the same thing would happen if exploration or dynamic events had better rewards.
ArenaNet could make a very convoluted system so players are rewarded once per day per map. What would be the point? The players seeking the most profitable things are not those who are nice to hang with – they are the exploiters who were making death threats in map chat for people who were playing the game as intended, and the elitists who kicked people at the last boss of a dungeon for dying once in the middle of the run.
If most of the players don’t want to do Dynamic Events or explore, either ArenaNet has to make content for a minority, or they have to assume that the DE and the exploration systems have failed, and give the grinders things to grind without messing the rest of the game. Trying to “force” the grinders to have fun in the open world does not work, as we have already seen.
If you travel around the map to get 100% world completion you’ve seen all the content.
You are missing the entire point of the Dynamic Events system.
And the price is going up!
Uh… Of course? The farm that was the “only thing you could do” was done by a lot of other people as well. All that gold being introduced into the economy, plus all the issues witht the Orr exploiters and etc, would of course cause some degree of inflation, so things like precursors would rise in price.
You should be happy the Gauntlet has been nerfed. Unless the farms that give more gold than anything else are farmed, your precursors are going to hit 1.000 gold.
Now, having said that, I have opened well north of 5k champ loot bags…
Yeah >.>
We don’t have any reliable way to get them. It’s the same thing T6 crafting mats were before the laurel merchants – there were many sources who could give them, but more often than not you would kill stuff and they would not give you the mats, rather something else.
Same with the Orr boxes, the champion boxes, and so on. There is a low chance to get the Lodestones, but it’s far from being reliable.
I wish we had a more stable way to get them. You could open 1.000 boxes and not get a single Lodestone, even if on average you would have ended with a couple. The laurel system can be time consuming, but at least it doesn’t rely on RNG.
I don’t like the new Zodiac weapons.
I think this is a good example of “less is more”. In the original Guild Wars, the Zodiac weapons (which I loved, for the records) were far less detailed, so ArenaNet had to deal with the lack of details: the weapons all followed a similar pattern, being of a dark blue and slightly star-stained metal with glowing orbs and golden lines. Nothing more than that, but it made for a set of nice looking weapons.
Now, with the ability to add more details, ArenaNet went overboard. They have themed the weapons over the Chinese Zodiac (and I’m sure most players didn’t realize that, for the records; I wonder if it’s part of their push into China), and so exagerated the looks of the everything. The simplicity of the old weapons is gone, replaced by monkey-shaped and cook-shaped ugly things.
I’m kinda happy, though. Considering how the only way to acquire those things is by RNG boxes or by helping players who support the RNG boxes, it’s a great thing that I have no interest in any of the new Zodiac.
Calm down forum warriors, the skins drop as random loot, you can buy them off TP if you choose to do so.
Source?
They are on the TP right now.
I see them on TP, but that doesn’t mean they are random loot.
They are not random loot. Since the Aetherized weapons, the skins from the RNG boxes can be traded. That’s ArenaNet’s excuse to not introducing any way to actually get the skins in game (unlike the Jade Weapons, for example) – people can buy them from the players who got the weapons from the RNG boxes.
If you want to get 250 of a given T6 crafting material, you can use laurels. At a rate of 3 per day, assuming the price of a given mat is similar to the price of the others, that would take slightly more than 80 days – a bit of time, sure, but at least it’s reliable: you know what you will get, when you get, and you don’t need to buy it from the TP.
We have nothing like that for Lodestones, or similar materials.
Lodestones are only available from a few enemies, through a very low drop rate; from Orr boxes, at a very low drop rate; from a few dungeons, at an exceptionally low drop rate; and from the Fractal chest, preferably at high levels. None of those ways is actually reliable – far more often than not, you will not get a Lodestone through them.
I wish ArenaNet would introduce a reliable way to get the Lodestones, even if it’s a very slow one. Receiving one in exchange for 10 laurels? Receiving one (per week per account) after doing one of the Orr Temple events? Even if slow (even the most expensive of them goes at most for 2.5 gold, and people who want to can make far more than that in 10 days or in a week), at least it would be reliable, and wouldn’t require using the TP.
Its not an exploit, its just an oversight which anet will fix sooner or later
Remember when cultural weapons were made available for a very very low price, and hordes of players bought a lot of them, only to be banned a while later for exploiting what was ultimately a bug?
Wasn’t that pretty much “an oversight which anet” did fix sooner or later?
It is intended for players to kill champions to gain loot, of which we are doing.
It is intended for players to at least try to suceed in Dynamic Events, which is the opposite of what you are doing.
We could “farm” in the lower reward areas, but we’d be gimping ourselves out of some gold by doing so.
You could make a large amount of gold slightly less quickly, but instead chose to play the game in a way it has not been intended to be played in order to get more rewards more quickly. Rewards which, for the records, have a negative impact in the rest of the community, by creating inflation and by concentrating wealth in the hand of the exploiters.
Isn’t that the very definition of exploiting? Playing the game in a way that has not been intended, in order to get more rewards for yourself, but for the detriment of everyone else?
TL:DR To summarize, the piling up ‘daily’ and time-gated content is just a shallow attempt to keep people coming back, and to restrict those that play many hours a day, causing GW2 to feel like a chore.
The daily activities are basically a grind-like chore, you’re right.
But guess what is more popular – doing Dynamic Events for fun, or farming (as if the game were a chore) for rewards? Just take a look at Orr to have your reply.
It’s bad game design, sure. It’s also what the GW2 community wants. ArenaNet has slowly been changing the game to make it more grind-based, which includes the time gated rewards, because that’s what the players have been asking for.
When the next batch of AAA MMORPGs gets released, we will see if the players asking for more grind (like in all other classic MMORPGs) will stick around or hop to the next big thing. If they leave, ArenaNet will be in trouble, since that’s the main target audience they have been catering to.
you say “new area specifically for farming (the Crown Pavillion) as well as increased the drop loots for all Champions everywhere, including in places where there are a lot of them…” and then call it an exploit and a loophole.
Exactly. Farmers could farm in the area designed for farming, in other words, in the Crown Pavillion. They could farm in Frostgourge Sound, where there are a lot of champions.
But no. While having all those options, they chose to use an exploit. In other words, the argument “there’s no way to make gold, that’s why people are using this exploit” is false – there are places made to farm, but exploiters have chosen to ignore all of them and flock to an exploit instead.
That snowflake deal is just another straw man you are trying to set up.
This event farming is nothing like the snowflake exploit, that was not intended.
And intentionally failing an event in order to farm is not intended. By your own definition, that’s an exploit. Thank you for proving my point.
and many eles agree with me when I see eles are MEH to not say underpowered
Elementalists are a “jack of all trades, master of none” profession. Even the concept art which first revealed the elementalist, years ago, claimed their main trait was the fact they are adaptable. Everything an elementalist can do, other professions can do better, but no one is as versatile as an elementalist.
Huh, the event appears to be “bugged” in a few servers. The NPCs just won’t move to the Anchorage. At least Arah is open while the event is stuck in that part.
Keep in mind, all the while, Anet has been nerfing every other marginally profitable farm that existed, so this is the product of this farm nerfing mentality.
CoF was allowed to be farmed for months. ArenaNet only nerfed it now, while introducing multiple other ways to farm.
Just as it is none of your business how other people play, works both ways, except when you name something an exploit that Anet has refused to call an exploit.
Ok. So, when you say…
What they are doing if griefing and it’s as plain as the nose on your face.
…You are naming something a way to grief that ArenaNet has refused to call griefing.
We can see how weak your arguments are by how they defeat themselves. If you claim no one can judge how other players play, you can’t judge your so-called griefers.
People farm and play the TP because Anet has made every other rewarding activity and event in this game not worth doing.
Uhuh. People became rich farming CoF. This update prevented that, but it introduced a new area specifically for farming (the Crown Pavillion) as well as increased the drop loots for all Champions everywhere, including in places where there are a lot of them (the Frostgourge train).
The reason why people are exploiting Orr isn’t because there is nowhere else to farm – it’s because Orr gives a lot of money quickly, and the players there don’t think there’s anything bad about using loopholes in the game while not playing it as it was intended to be played. In other words, it’s because exploiters are greedy and they don’t mind exploiting, instead of becoming incredibly rich slightly less fast.
Who is the real selfish one here? The guy who attempts to complete one of the 5000 events in game but also griefs several dozen players, just to make a point against those ‘nasty, dirty farmers’? Or is it the zerg that wishes to make gold in order to encourage transactions in this economy?
The zerg, of course. It’s made by players that cause massive inflation for everyone else, while exploiting the game and concentrating wealth. They hurt the entire game, and one of the ways they do so is by creating the toxic atmosphere seen in this topic.
I wish we had a toogle to turn off other players’ particle effects, other than skill animations. Would make the game far more visible when there are large numbers of players around. Much like the volume control for players’ instruments, this would greatly reduce some of the polution in-game.
ANet is very aware of the economy and in fact have a chief economist and staff on board that diligently monitors supply and demand. They also have the luxury of a closed world system that they can control. There’s no oopsie daisies happening here, they know what they are doing.
Heh, if you take a look at the real world, a lot of economists appear to have no idea what they are doing. Economy isn’t that black or white; even ignoring how there are multiple schools of Economics, it’s not exactly an exact science when applied in practice.
ArenaNet has an economist, great. I wonder what his goals for the economy are, and if it fits what the players want the economy to be; and I wonder if what’s he’s looking for is a good model of a real world economy, or if it’s a better system that would only be possible in the confines of an online simulation.
I wish ArenaNet would take control of the economy in full force. The player driven aspects of the economy tend to be bad, and often detrimental to the game as a whole (see the current inflation as a perfect example).
My suggestion for this problem would be to give each class 4 trait trees that allow them to play different aspects of each class. Such as, a tanking tree, a dps tree, a healing tree, and a group healing tree.
This wouldn’t work.
The game is not that well balanced. If all professions were given those new traits, one of the eight would be better at tanking, one would be better at healing, and another would be better at DPS. We would go from the currently more casual “take whatever you want as long as you DPS” to a more conservative “GLF 1 tank warrior, 1 healing Guardian and 2 DPS elementalists!”.
Besides, the holy trinity seen in classic MMORPGs is a poor mechanic. The current system is flawed, yes, but the solution isn’t massively overhauling the entire game in order to adapt it to a system that’s slightly less bad; ArenaNet should change the game so its original trinity, Support and Control and Damage, is more important.
The core of this is already in the game. That’s how PvP works. If you take a look at many weapon skills, they don’t focus on DPS. Take a look at the ranger’s shortbow skills, for example: the only skill focused on DPS is the auto-attack one, everything else is focused on utility. It’s the PvE encounter design that’s flawed into favouring raw DPS, not the profession design.
And between overhauling all professions and PvE encounters, or overhauling only PvE encounters, the latter is rather clearly simpler.
(For the records, your request for passive defense – as in, things that don’t rely on dodge – is already in the game. Guardians can use Aegis, for example, and elementalists can block projectiles in a large area, and so on; but the way PvE has been designed is one in which dodge is superior to all other forms of support, so you don’t see people using them outside of WvW.)
Let me let you in on a little secret, all the gold in Tyria isn’t going to make your character any stronger
You haven’t been told about something called “Ascended gear”, have you?
LOL, so you didn’t grasp the fact that they are griefing and when they stop the farm chain not a single one of them open the gates as is the reason they give for doing it.
And while you are busy not reading,it is none of your business how anyone plays the game. Read the post above mine and see what Colin said.
If it’s not any of your business how other people play the game, why are you complaining about how others are actually playing the game as intended and so finishing events?
Weak counter-argument is weak. Players don’t need any reason to complete an event. Preventing others from exploiting the game does happen to be a good reason, so stopping the farmers is a very worthwhile goal, but claiming that those who are just finishing an event should be banned is rather nonsensical.
And I’m still waiting, what’s your server? Or did you “not read” the question?
The solution seems simple to me, ban the anti-farmers for a few days and let the rest take notice, and the rest of us can make our coin in peace. Lord knows that every other money making event has been turned into a “not worth the effort” event. Anet wanted people in the open world and now they are out there, and being abused for it.
LOL, so you want ArenaNet to ban people for finishing an event? Instead of banning the exploiters who are intentionally failing an event, which is obviously not playing the game as intended?
Right. Which server are you on again? I’m sure this event is going to be a huge success there, over and over again.
Play how you want guys, except when you get good loot!
Play how you want guys, except don’t exploit.
It’s not exploiting. This exact same thing happened before, and all ANet did was make it so loot doesn’t drop from mobs so that people would want to complete the event instead. No bans, no big speech about how it was an exploit. It’s not an exploit to not complete an event.
PURPOSELY not completing events is also not as intended, which, loosely is defined as an exploit.
Could you point this out in the rules?
Remember the Snowflake exploit?
Players were banned for crafting an item, salvaging it for ectos, and using the product of the salvage to make a new item that they could also savage for ectos, over and over and over.
Now, we know for a fact those players were banned for exploiting.
However… Could you point this situation in the rules?
Are you able to point to any specific player suggestions that detailed ‘grind’ in the form of a new tier of items between legendary and exotic, the Fractal dungeons or the WvW experience system, so that I could read through those discussions?
It’s more like players asking for ways to become more powerful, to have more rewards to grind for, and to have more progression in the game. Good luck finding those topics, though, considering how broken the search feature in this forum still is.
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