Showing Posts For EricGORE.7896:
So, I’m in a fairly small guild, comprised mostly of close friends, and we hit 5k influence today with intentions to rank up architecture to level 3, hoping to eventually have a bigger bank. Laugh if you will, but getting to 5k took us almost 2 weeks, so we were stoked to queue the upgrade…
But looking more closely at it revealed to me that architecture level 3 literally offers NO rewards. Not a single one…
… Wait, what? WHY?!
So, from rank 2, we’re looking at 25k influence before we get a single reward. For a large guild, sure, 25k isn’t that much, but for us this is huge. And that’s fine, it would be nice if the game could scale influence rewards based on a guild’s size, but either way, I’m fine with working towards the big upgrades, however, having no rewards at these larger stepping stones just feels… Bad.
There’s a lot of talk on these forums about whether are not effort/time is worth some of the rewards in this game, and for a smaller scale guilds, the influence system is one of the areas I feel this applies to. No, I’m not asking that it be easy and we have these upgrades in a week, but it will take us literally months and months before we see these upgrades that large guilds obtained in the first couple weeks it seems.
It wouldn’t even have to be much. Some banners just like the other upgrades, just so it feels rewarding and doesn’t make the fact that we have 20k more to grind out feel so frustrating.
/endrant
<3
Didn’t read the whole post, but I can feel your pain. The crafting needs some balancing in this game, because it’s nearly impossible to max a profession out without using the trading post.
It’s rough. Having to use 3 of any given fine crafting material is one thing, but then when you get to the next “tier” and you need 8. UGH. Chances are you just used them all up to get to that point, so now you’re just stuck, and more than likely you will out level the gear you can make.
The fine crafting materials needed to keep your professions on par with your level are so over-tuned, it’s just killing the fun for me.
Don’t get me wrong, I love the overall mechanics of crafting in this game, the system is a lot of fun, and that’s why it bums me out so much that I can’t seem to craft anything that is beneficial to my level, because by the time I can start crafting stuff, it’s no longer useful. I mean, am I just doing something wrong? Am I missing something? Or am I really expected to use the Trading Post if I’m to keep my professions up to speed with my character?
Maybe, I made the wrong choice by picking both Armorsmithing and Weaponsmithing on my first go, but if we’re given the option to gather everything and the option to have two professions, shouldn’t we be able to level a combination of any at the same pace as our characters? Isn’t that half the fun of the professions? As it stands, leveling one profession alone with mats that I’ve gathered is hard enough, but two? There’s just no possible way, and there’s no guided or efficient way to farm for the mats needed to do so.
Which leads me to my next point, I don’t know how I’m suppose to farm for fine crafting materials anyways. Sure, I can just explore maps over and over, level and just play the game, and that’s all fine. I tend to get plenty of ore, wood, and herbs that way, but after an entire map clear I might only come out with 20 fine crafting mats. Okay, that seems all good, but then you realize there’s about 5 or 6 different types of them, and it’s all just random. If I now need 10+ of a single one just to make one insignia or inscription, that 20, has now turned into about 5 of each different material, and I still can’t use that stack to make any headway in my profession without farming aimlessly, or using the Trading Post.
And as we all know, money doesn’t come easy in this game, and that’s all good too, that’s fine, I’m not asking that everything be handed to me and that this be easy, but right now, it’s just not fun. It’s too random, and too scarce. I’m okay with challenge as long as rewards are on par with the effort. Well the effort I’m putting in just to get a couple points in my professions for gear I’ve far out-leveled is not worth it. I like that I can go to areas and gather wood, ore, or herbs and feel like I’m getting somewhere with it, but if I want to gather fine crafting materials, it feels like an endless cycle of frustration.
So again, am I just bad? Am I doing something wrong? Is anyone else feeling this frustration as I am? Maybe someone can offer some advice, but from what I’ve seen, something different needs to happen with these crafting materials. At least tune them down, or make farming for them a little more clear.
Anyways, my apologies for my long rant, despite this small gripe, I am having a great time in this game overall, so thank you ArenaNet for making an MMO that has finally grabbed my attention for the first time in awhile. Most everything else so far in the game has been very refreshing, the pacing in general is just great, and if crafting could get on that same level, I think it would really benefit the leveling process, and just the game as a whole.
well i still feel like my guardian is way too tough. my gear is some of the best for that level, but i my health bar SHOULD move at times >.<
Go do a dungeon. I guarantee your health bar will move.
Team Kodan. I want to be a Kodan so bad!
I’m at work, so I haven’t been able to check it out. The patch notes say “items from the bank”, I’m assuming this also applies to the collections tab? Can anyone clarify?
It does yes
GLORIOUS DAYS! I’m chubbin’.
I’m not exactly sure what methods are being used to “exploit”, but speed running because mobs can be skipped is an exploit now? Yeah, I get that it’s not supposed to be skipped, but if the game allows for it, then how is it bannable?
If it was an oversight, then it’s on ArenaNet to get it fixed if they don’t agree with skipping over content in dungeons. Until then, it’s an open world, and if we find multiple paths that make our lives easier, of course we’re going to take them.
Are you self-righteous kittens going to lie and tell me you never once used the flute in Super Mario Bros 3 too?!
P.S. No, I did not type any profanity. I’ve fully embraced the kitten at this point.
I’m at work, so I haven’t been able to check it out. The patch notes say “items from the bank”, I’m assuming this also applies to the collections tab? Can anyone clarify?
I also think it would be an awesome idea to completely remove the costs once a map has been 100% cleared. On top of just lowering the costs in general.
Some people would like this, and I’m sure many others wouldn’t. It really comes down to the limitations the developers decided to put on their game.
I’ve done the Lion’s Arch ones, so much fun! Do all of these contain chests at the end like the ones in Lion’s Arch?
Of course they do. For example: autoattack of every legendaric has aoe of 100000 and deals 9999999 damage. Nuclear missile SFX included.
Hey, one can dream! :P
I figured the answer was no, but I wasn’t quite sure, thanks for answering my noobish question!
I still think this would be beyond epic though, and would compliment the weapon system nicely.
Are you kitten me?! This is just purr-fect. Seriously, ANet, you couldn’t be more pawesome right now.
With so many different weapons and different skill sets in the game, do any of the higher end legendary weapons have their own skill sets, different than the basic weapon skill sets?
My initial guess would be no, and if not, why?! It would be just plain epic! It would be kind of like picking up an Elementalist’s elemental weapons… Permanently!
I like the bow in dungeon settings, the command for the AoE heal is rather helpful I find. Not sure how well this going to scale, as I’m only about level 43 right now, and have yet to use it in PvP.
A Norn can be a great thief, he simply doesn’t have to be sneaky, he takes what he wants from you by using only his (or her sometimes) beard. Then… He does other unthinkable things to you, again, with his beard.
Uhh, yes! /signed
I mean if we’re going to get technical, Sylvari shouldn’t be Elementalists either, because they’d just ignite themselves in flames. But alas, this is a fantasy game!
Is it bad that I only use my bear form to run fast at this point?
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: EricGORE.7896
Another interesting quote from the article…
“More specifically, we were told that weapons will come from story mode (one run = one weapon) and the rest of your armor will be earned from explorable mode.”
Hmmm…
[Devquote included] Dungeon Gear Token Costs (Aka, whatever happened to anti-grind philosophy?)
Posted by: EricGORE.7896
I’d definitely like to see what a dev has to say about that quote. That direction was GOOD. I mean, it still is! What happened?!
I think it would make more sense to make 1-400 easier to level, and add more variety at level 400.
Exactly.
Hell, I’d go on a 2 week quest to craft a level 80 legendary and be totally fine with it as long as it was an awesome item. That would be fun and rewarding.
I don’t, however, have fun spending a grip of my time grinding out random and very scarce mats just to craft a junk piece that probably won’t get used, because by the time I actually had the mats to make it, I’d already out-leveled it.
I think some people are missing what the actual concern is here. It’s not about rushing to 400 and capping just so we can get our completionist jollies off (well, maybe it’s that for a select few), but for most it’s about actually being able to utilize the gear we craft and efficiently keep our professions on par with our character level.
Right now it’s too grindy, and the fine crafting materials required for anything are way out of line. On top of that, it’s not like we can go and flip these items for a profit, they are strictly for our own use (or others if we feel gracious enough), and that is why it’s so frustrating. I could see these being hard items to craft if I could turn around and get double or triple the value, and that should probably be the case for level 80 items, items that have some staying power, but not blues that we’re probably just going to use as stepping stones until we can craft better stuff.
I mean, if we can’t have gear progression through our crafts while we’re leveling, then what is the point? I guess that would mean leveling professions is just a time sink until we get to 400 where we can finally have access to worthy end-game items. Doesn’t that go against ANets end-game pitch entirely though? What happened to the entire game being the end-game?
I don’t mean to banter on and on, I really love this game so far. To me, this game has improved so much of the typical MMO grindiness, and that’s what I love about it most. That’s also why I’m so confused that crafting doesn’t fit the mold. It’s not fun, it’s frustrating mostly. Why should it be so difficult to craft basic leveling gear? Again, if we were crafting high demand end-game gear, the difficulty would make sense, but as it stands, the output doesn’t match the time or money input, and that is the issue.
Add Death Dealer to your friends list and see if he’s ever online?
Then continually threaten him until he changes his name!
… Then when you get temporarily banned for that, I’ll take the name.
… Then I’ll make you pay me 9001 gems for the name when your ban ends.
… Then, okay, yeah, I’m done.