In order to get 10 points under the new system, I potentially have to spend a bit of time in places I don’t want to go (we’ll see how it works out in reality, depending on the pool of available achievements).
In order to get 10 points under the current system (today’s), I had to go out of my way to gather things, had to go out of my way to kill different types of monsters, and had to go out of my way to revive things.
I see no difference, except I may or may not have to go out of my way as much.
~Snip~Not quite, under the old system to get the 10 points you had to do one of the WvW achievements and one of the sPvP achievements. Under the new system you can get the 10 points by only doing 3 PvE achievements…big difference if that’s the only thing you play. ‘Forcing’ you to do things in PvE you might not normally do, okay but not great, forcing you do play game modes you dislike = not okay.
Sorry, I should have stated: I only really do WvW nowadays.
So that’s two WvW dailies that came through normal play, Leveler came normally, Condition Applier came normally (mesmer makes it easy), Recycler came normally (although if one doesn’t want to recycle and rather sells, that could be considered outside normal play), events normal, and kills normal.
I had to go out of my way to gather, because gathering doesn’t go hand in hand with attacking/defending things. I had to go out of my way to get kill variety, as there is no kill variety in attacking/defending things. And I had to go out of my way to get reviver, as there was little reviving to be done, either because too much AOE spam made it impossible to revive people or because nobody got downed or stayed downed long enough to revive them.
Is there info on server status at all?
…Anyone else or are these thread just deleted so there’s no negative threads on the forum?
the logic “it works for me” is never helpful, people should realise this by now…
You asked if it was affecting anyone else, and for general server status.
So the logic “it works for me” answered your questions succinctly.
Anyone else? No, not me.
Server status? Currently working.
Time to do the dailies now: 0-10 minutes.
Time to do the dailies after update: 10-30-… minutes.You’ve been able to do your current dailies in less than 60 seconds, AND have traveled to the future and know how long the new dailies will take…
Color me impressed.
Well, you see, as a time wizard, one can not only travel forward and backwards through time, but also compress time so that one can complete minutes worth of dailies in seconds.
Chronomancer confirmed?
In all seriousness though, these changes seem fine to me and overall, seem like an improvement over the current system. However, I’ll wait until the patch is actually out to form a real opinion on it since plenty of times when Anet plans to do something it sound good on paper, but the execution is lacking.
Chronomancer would be an amazing class, with a focus on Quickness buffs and condition damage based on “Accelerated decay”.
When you factor in the exploration, finding vistas locations, crafting, skill points, events, side quests, main story quests, I don’t see how one could run out of things to do in a short time. Unless of course you are one to rush to endgame and thus I could see why it could become tedious and boring if one plays that way. Personally I like finding all the little details, thats what makes a game fun to play.
There’s a difference between “rushing to end game” and “not actively wasting time”.
You could try asking in Account/Technical Support forum.
*DPS wall in WvW
I’d get that one without even trying. QQ.
Stupid “target nearest”.
Time to do the dailies now: 0-10 minutes.
Time to do the dailies after update: 10-30-… minutes.You’ve been able to do your current dailies in less than 60 seconds, AND have traveled to the future and know how long the new dailies will take…
Color me impressed.
Well, you see, as a time wizard, one can not only travel forward and backwards through time, but also compress time so that one can complete minutes worth of dailies in seconds.
I did not look at every recipe the vendor has. When I went to craft the staff, I moused over the inscription and it just says “account bound on acquire”. I assumed then it was a drop. I didn’t check the wiki. BTW the wiki says you can get them from chests in Dry Top as well, so I was half right :p
Jeez people, no reason to get rude about stuff. Take a breath maybe.
No, the wiki says nomad’s weapon recipes are from chests. The inscription is not.
Not being rude, just that the information is readily available, and the recipe was, technically, right under your nose, whether you saw it or not.
Would be nice if there was something IN GAME that pointed you to how to get stuff.
You said that you purchased the staff recipe, right? Then wouldn’t you have had to have gone to the exact same vendor that sells the inscription recipe?
Also, /wiki opens up the wiki. Putting /wiki Orichalcum Imbued Inscription would take you right to the page for it.
http://wiki.guildwars2.com/wiki/Recipe:_Nomad%27s_Orichalcum_Imbued_Inscription
Check the “Acquisition” section.
You are blowing things out of proportion here. It’s not like zone X,Y,Z take more than a split second to port to. All I see is: “Today I will level my alt in Ascalon, I can’t do the daily events because it’s in Kryta”. Why? Is it so far away that you can’t do it? Time-wise it’s similar (if not faster) than the current system
Go ahead, do your leveling of a low level alt in Orr and Dry Top. I’m sure it will be fun.
I may have little faith in Anet’s policies and procedures, but I do have enough faith to figure that they won’t make it so that low levels cannot complete dailies at all.
Besides, want your max points now? Ain’t gonna do that with a low level when Orr Slayer and Daily Fractal rolls around.
Besides like someone else already mentioned just wait till next week. Every keep/tower will become soloable with the removal of white swords. If the person asking for help is on such a low tier that they don’t have a K-train it’s a safe bet that the servers they’re against don’t have enough people to keep scouts posted on every wall.
Wait until next week where you’re more likely to find someone waiting for you than now when people can rely on swords to react to?
And when points per kill becomes a thing so hunting down PVE players who are simply trying to get map completion and don’t know how to/aren’t built for PVP fights is actually a strategy that will benefit your server?
I have one idea. Make those players pay 100 gold for getting the map completion for 1 map (would be 400 for all maps). This would be a gold sink for the game.
I like to kill pve players in wvw, but I also dont like them rallybotting in my team. Would solve 2 problems with 1 change. Elevate the player skill in wvw and remove gold from the economy.
Or better: half the gold in their account.
I’ll accept that.
By transferring my gold to my wife’s account, paying half of what I have left (nothing), and then taking it back.
In order to get 10 points under the new system, I potentially have to spend a bit of time in places I don’t want to go (we’ll see how it works out in reality, depending on the pool of available achievements).
In order to get 10 points under the current system (today’s), I had to go out of my way to gather things, had to go out of my way to kill different types of monsters, and had to go out of my way to revive things.
I see no difference, except I may or may not have to go out of my way as much.
The better question is do you believe it was implemented for anything but inflating login numbers?
The best question is, how does this affect you negatively even if it is?
As I mentioned earlier for traits, there are several times on multiple characters that I have where I can’t make a trait choice because I don’t like the traits or can’t use the traits that I have a choice of, but picked for the stats, whereas there are traits deeper into a trait line that don’t give me “useful” stats but I’d like the traits, but don’t want to lose the stats to get it. Removing stats from the traits would mean that I could pick the traits I want for the skills I want without having to sacrifice stats.
Weird it’s almost like your describing a balanced system with give and take that promotes intelligent build choices and forethought. You’re right: we need to scrap that.
It would be balanced if the minor “upgrade” the traits give would outweigh the loss of stat points, but your sarcasm is noted.
They should just remove stats from gear and traits entirely or make everything Celestial.
Then everything comes down to your own skill and what skills you bring along with you.
No more “Must be zerker”! Now it’s “Must be good”!
I understand that you are (at least half) joking but gear stats are meant to be the difficulty level of the game and by putting all celestial you average everyone on the same level which creates difficulty walls for less skilled players and boredom to the best ones.
Also the rewards spectrum would become narrower because time of completion of any content would be normalized around the same value ( outliers would still exist but would be closer to average).
I’m not at all joking, actually. Well, only in that it’d be impossible to actually implement.
I do honestly think that having a statless or “Everything gets upgraded equally” system in a game with a combat system like this would be better.
I think it’d make it easier for them to make more diverse enemies, too. For example, something that takes little direct damage but bigger condition damage would go over better if each “build” had equal condition damage stats and only relied on what skills you take with you. Currently, anyone who’s geared themselves out for berserker would hate that, if they had to get another set of equipment entirely to fight it.
As I mentioned earlier for traits, there are several times on multiple characters that I have where I can’t make a trait choice because I don’t like the traits or can’t use the traits that I have a choice of, but picked for the stats, whereas there are traits deeper into a trait line that don’t give me “useful” stats but I’d like the traits, but don’t want to lose the stats to get it. Removing stats from the traits would mean that I could pick the traits I want for the skills I want without having to sacrifice stats.
I quite simply just want a dominate ideology where the only expectation is to be the best that you can be with the toolsets that you have chosen, if this is a step in that direction I have no problem cooperating to see if it does anything substantial.
I dont – I like the versatility and diverse set of choices we have.
People will moan more if we change all armor of ALL players and enemies to Celestial.The game would become very boring in a much faster period of time and make crafting meaningless. May as well make every weapon celestial whilst we are at it too if this was the case.
Crafting is pretty meaningless as it is, or at least no more meaningful than crafting celestial stuff would be.
people would get to get their exploration without having to do something they don’t want to do
You do know you can just buy legendaries straight up off the tp and never have to do wvw ever…..right?
Where did I mention anything about legendaries?
why else would you care about map completion.
I went for map completion and have no desire to ever create a legendary. It’s something to do.
people would get to get their exploration without having to do something they don’t want to do
You do know you can just buy legendaries straight up off the tp and never have to do wvw ever…..right?
Where did I mention anything about legendaries?
Myself and many others have managed world completion without “safe passage”, ANet doesn’t need to breast-feed you just because you can’t keep up with WvW.
Did you do it on a server so dead in WvW that it’s a struggle to even get a handful of people in against servers that can just blob you if you try to take something that you need for world completion? Your vitriol would be a bit more substantial if every server was equal in population and representation.
So now it’s the server who’s at fault? They must all be working against you, collectively organizing to not play WvW and never capture anything so you can’t get world completion.
If you’re not going to read what he wrote, you shouldn’t respond to it so rudely. :P
I read exactly what he wrote. WvW is a fast paced environment where things get captured and re-captured by another server quite quickly. With careful observation of the WvW map, it is completely viable to get world completion. For all who lamenting about being on an inactive server, I urge them to actually SPEND some time in WvW (god forbid!). I did my world completion on Anvil Rock, which is ranked 21st out of 24.
TL:DR, maybe GW2 just isn’t for you.
TL;DR, “I had to suffer, so everyone else should suffer too.”
Its a simple matter of map awareness and being able to read the map situation on all 4 maps to take something with no contest generally, or minimal contest.
Being aware of the map doesn’t mean anything if you don’t have people to do anything with the information.
They should just remove stats from gear and traits entirely or make everything Celestial.
Then everything comes down to your own skill and what skills you bring along with you.
No more “Must be zerker”! Now it’s “Must be good”!
If it were just “Must be good!” I’d be pretty happy.
Then people complain that there is no ‘diversity’ at all to play a different style.
The original poster was complaining about ‘the meta’ has to end.
You have just created a NEW meta with one armor selection – and removed a large proportion of the game breaking WvW and PvP. Congrats.
Except there is diversity, if not more diversity. You could pick things based on utility rather than outright damage. You could use more condition damage skills because you’d have more condition damage than being berserker. Your choices for traits wouldn’t have to rely on “Well, this gives me an upgrade to this skill or these skills, but these would give me more damage flat out”.
They should just remove stats from gear and traits entirely or make everything Celestial.
Then everything comes down to your own skill and what skills you bring along with you.
No more “Must be zerker”! Now it’s “Must be good”!
Myself and many others have managed world completion without “safe passage”, ANet doesn’t need to breast-feed you just because you can’t keep up with WvW.
Did you do it on a server so dead in WvW that it’s a struggle to even get a handful of people in against servers that can just blob you if you try to take something that you need for world completion? Your vitriol would be a bit more substantial if every server was equal in population and representation.
So now it’s the server who’s at fault? They must all be working against you, collectively organizing to not play WvW and never capture anything so you can’t get world completion.
Translation: “No, I’m completely unaware that there are servers who either do not have a large presence in WvW or have peak times at times that an individual player may not play.”
TBH, the only way to reasonably do it without just removing WvW from exploration requirement entirely, and actually should be done just for the sake of education, is to make “Learner” maps, where you are either invincible or instanced, give you access to everything in there, which lets you explore the map, and then remove “Live” WvW maps from the requirement.
This aids in two ways. First, people would get to get their exploration without having to do something they don’t want to do, and people who are on small servers don’t find it ludicrously difficult to get completion because they don’t have a server that can cap things.
Second, it gives a place for people who are new to WvW to explore keeps and towers and figure out the layout of each, where is defensible, where is attackable, etc, without the constant threat of being attacked at any point or wasting their server’s supply/siege by putting something in a bad place.
To help with the second, a “Training Siege” item could be added, for free from vendors in the training maps, where you can put out a siege site that requires no supply, so you can test things like just how far a catapult can reach, or the areas you can hit with an arrow cart, or whatever. That siege would obviously do 0 damage, so you couldn’t take it to live maps.
Myself and many others have managed world completion without “safe passage”, ANet doesn’t need to breast-feed you just because you can’t keep up with WvW.
Did you do it on a server so dead in WvW that it’s a struggle to even get a handful of people in against servers that can just blob you if you try to take something that you need for world completion? Your vitriol would be a bit more substantial if every server was equal in population and representation.
Wanze.8410: Yes good point, it does impact on larger quantity buying and selling.
Filaha.1678: It was just a question, “Would it be possible…” but thank you for your opinion on hording anyway.
And I answered the question.
Given Anet’s track record for making things work right the first time, attempting to make it so that gear stacks only with X upgrade and won’t stack with bound things would reliably result in bugs where people lose upgrades because their item stacked with a duplicate which rewrote their upgrades, or people unbinding things previously bound because they stacked with an unbound duplicate and when split didn’t rebind.
It’s a lot of work to solve a problem that only exists because of your own making and your own choice.
That actually won’t help without breaking WvW.
Because most of the POIs require you to own the tower/keep in order to get close enough to trigger it (or be currently taking it, regardless, you have to be inside).
Going invincible won’t help you get access to those POIs unless you already own it, in which case being invincible won’t do much unless you’re unlucky.
That would require the work to make sure that same items with different sigils/runes don’t stack and rewrite what’s in the other ones and items that are bound don’t stack and bind everything or unbind things that should be bound.
Plenty of room for bugs that is entirely unnecessary. It’s your choice to hoard, you figure out how you can hoard. Don’t ask them to risk breaking the game more because you don’t want to.
Fact Fleet sounds like a trivia team name.
@topic: I think that generally they say in advance when things are going to be going up in price, so if they don’t say it, it’s probably a safe bet that it won’t be going up.
Where do they say it?
Because I’ve looked through previous patch notes, and news releases, and haven’t seen anything (warning that previous sets will rise in price).
All I’ve seen is them being raised on 5 tickets in the same patch that introduces the next set.
To be honest, I can’t remember. I do remember seeing things before saying that “it’s the last week” or whatever in advance of the price going up, but I’ve not really paid attention to upcoming changes in so long that I don’t recall where or when was the last time I saw it.
Fact Fleet sounds like a trivia team name.
@topic: I think that generally they say in advance when things are going to be going up in price, so if they don’t say it, it’s probably a safe bet that it won’t be going up.
Take the current example. Maguuma Vista is any vista in Maguuma. Including any of the ones in Metrica,
Minor correction.
It says “Maguuma Wastes”. That’s different from Maguuma Jungle.
Wastes is either Dry Top or Silverwastes.
As such, I’m actually curious about how scaling is going to work with this, if at all. By which I mean, Maguuma Wastes and Malchor’s Leap are obviously completely out of reach for low level players. So do low levels get achievements scaled for their level range so they can complete them?
If so, how does that work? Could I log on to a low level character to get easier dailies done or does the fact that I have 80s automatically put me into the “Do level 80 things” bracket?
(edited by Filaha.1678)
This is exactly what I’m saying. I don’t want to be rewarded for clicking a login button. The harder I worked for an item, the more enthusiastic I am when I have that item.
If there is no challenge in a game, I don’t see it as any fun.
Then delete your daily reward.
Problem solved.
Now you get absolutely nothing extra, and the rest of the game is exactly the same as it was for you before to earn your things.
So ppl that log in every day for a minute get more rewards than ppl logging in every couple of days but when they do, they play for a few hours. Epic.
No, someone who plays for a few hours will quite definitely be able to acquire more items than someone who only logs in for a minute to get a single daily reward.
And I don’t care that you already said “Don’t give me the completely obvious and correct rebuttal to my gripe.”
Someone logging in for a minute will never get more items or money through this system than someone who’s playing for hours unless that person playing for hours is just running around Queensdale kicking critters.
Just because you ignore what i said don’t make your points any more valid either.
I can only repeat myself at this point as your question is already answered: It’s supposed to push people over the edge who are unsure whether to log in or not. This is not aimed at the majority. The ‘first’ reward is being given out for just logging in. Next stage would be ‘doing dailies’ for an hour or so and voila, you’r actively playing again, back from having not played at all. What this change does is divides the perceived ‘barrier of entry’ from ‘having to log in and do dailies, which can be viewed as a lengthy process into stages 1’ log in and cash in reward #1’ and 2 ‘play a bit and cash in reward #2’.I’m sorry if I use words you perceive as buzzwords but trying to get a point across in a foreign language you aren’t really good at isn’t always easy as you can hopefully understand. Please be a bit more forgiving if what I write sounds unprofessional or childish; I’m really trying hard to get my point across as best as possible.
I think we have to agree to disagree here. It’s great that some people seem to like it and I myself really like the daily AP rework overall.
Okay, so again, if someone was “on the fence” as to whether or not they could be kitten d to log in to complete the dailies and it required a free daily reward to convince them of such, why would that free daily reward suddenly make them more likely to check out the gem store?
If that was the only thing that made them make the decision to care enough about the game to log in, then clearly they don’t really care about the game a whole heck of a lot. If the general game is not enough to warrant a login, and the daily achievements were not enough to warrant a login, then I’d say it’s pretty obvious that they don’t care all too much about the game. If someone cares that little about the game, they are highly unlikely to suddenly decide “Hey, y’know what? Now that I’m getting a free daily reward, I should drop some real life money on this game that I, a week ago, couldn’t bring myself to log into.”
Comparing it to other games that do it is not necessarily a fair comparison either as, in my experience, many games that do this (PEMN, YMMV, whatever acronym you like to use as a caveat) give free items that are found in the cash shop. They’re used literally as a bait by saying “Hey, you like this? Well, you can get more of this from this store over here!” But judging from the examples they posted, ascended mats, legendary mats, laurels, tomes of knowledge, etc., those aren’t found in the gem store. You’re not getting a taste of something that you can buy more of. You can’t get more ascended mats or legendary mats from the gem store, so it’s not giving any real more incentive to check out the gem store.
All things considered, the example previously given by someone else about a sub store is not quite accurate. To be more accurate, it’d be like a place where you can get your card stamped simply for opening the door once a day, and you can get a free sub every week, except it’s really a pizza place so no matter how much you like the free subs, you can’t get more of them by spending money there.
Dailies required actual work to be done. This doesn’t. Simple as that.
Right, this response was so predictable that I already posted the rebuttal.
In comparison between daily achievements and daily login rewards, the daily achievements required some work to do, lengthening the amount of time you’d be in the game and making you more likely to hit up the gem store because you’re spending more time in the game.
If someone is logging in literally only for the free daily rewards just for logging in but the 10 minutes it would take to do the easiest dailies was too much effort and they didn’t have that kind of time to spend on the game, then that person is not going to spend money in the gem store, because why would they spend money in the gem store when they don’t even want to play it for 10 minutes? If they’re only logging in because they can get something free for being on for 10 seconds and then logging out because dailies are too much time, they clearly do not have enough interest in the game to warrant gem store purchases.
You can toss around buzzwords all you want, but that doesn’t lend your complaints any credence.
2) Being conditioned to log in every day makes you see all the new BL stuff you would have otherwise missed, had you not played, thus makes you more likely to spend money on the game.
Really? I didn’t know the gemstore tab automatically goes open upon login, must be something new.
Oh sorry. It increases the chance of you seeing the new items, whereas it previously was 0. If you had actually read my whole post, that’s adressed towards the bottom
Actually, you’re wrong. If you don’t manually open the gem store, your chance of seeing the new gem store items is still 0. Unbind your gem store key, and boom, even less chance!
Also, dailies served the exact same purpose – a reason for logging in each day. And even more so, it required you to take some time to complete them rather than logging in, getting a reward, and logging out, thereby extending the chance that your finger might slip and hit that gem store key!
Have you been complaining about dailies all this time too? If not, you’re too late.
The launcher and the website very often feature new items and discounts. Point is, they want to keep you playing. Someone who playes this game is more likely to spend money on the store than someone who doesn’t.
As I said, this doesn’t force you to pay money, it incentivises, it aims to keep you playing actively, thus keeping you in the pool of potential gem buyers, but that’s how this kind of manipulation works. it’s subtle and not everybody will fall for it, just some but that’s enough to warrant this kind of sleazy behaviour for ANet it seems.
Here’s the part from my other post; I think you’ll maybe understand after reading it a second time.
You missed the part about how dailies have been been serving the exact same purpose of encouraging daily logins for a long time now. It’s okay, I’ll wait for you to read that part and try to rebut about how you’re complaining about something that has been a thing for a long time now.
Dailies are specifically to encourage people logging in every day. Daily log-in rewards do not serve any different degree of encouragement.
If people didn’t find even dailies to be worth logging in each day for, why would they find login rewards suddenly worth logging in for?
2) Being conditioned to log in every day makes you see all the new BL stuff you would have otherwise missed, had you not played, thus makes you more likely to spend money on the game.
Really? I didn’t know the gemstore tab automatically goes open upon login, must be something new.
Oh sorry. It increases the chance of you seeing the new items, whereas it previously was 0. If you had actually read my whole post, that’s adressed towards the bottom
Actually, you’re wrong. If you don’t manually open the gem store, your chance of seeing the new gem store items is still 0. Unbind your gem store key, and boom, even less chance!
Also, dailies served the exact same purpose – a reason for logging in each day. And even more so, it required you to take some time to complete them rather than logging in, getting a reward, and logging out, thereby extending the chance that your finger might slip and hit that gem store key!
Have you been complaining about dailies all this time too? If not, you’re too late.
1) By not logging in you lose out. Other get items with a monetary (gold) value. Your wealth actively decreases, all that in addition to the (admitedly very low) inflation.
If you weren’t logging in every day previously, you were already at a disadvantage to people who were logging in every day because, surprisingly, not logging into the game makes it harder to do things in it and amass wealth than logging in. If I logged in and chopped down one tree, I was still amassing more wealth than someone who didn’t log in that day.
When your first point is already defeated by common sense, the rest of your argument, no matter how many buzzwords you want to stuff in it, is irrelevant.
Have Rangers ever had a single reason to exist in WvW?
They’re great long-range DPS for defending towers, and Barrage is a great AOE cripple if you want to prevent a group (or even a single person) from getting away.
Engineers?
Grenade kit is amazing for bombarding enemy walls in a tower/keep attack to keep people from shooting down from them. The fact that they’re target circle AOE means you don’t have to worry about line of sight ever.
Any reason to ever have more than 1 Mesmer?
I can drop a Feedback in a zerg and watch a half dozen people down themselves before they realize it’s up, even if it’s only due to lag not letting them stop in time. So yes. Multiple Feedbacks means locking down ranged attackers. Bonus for making omega golems blow themselves, and their zerg protectors, up.
I never even thought about this, actually. I’ve had my whispers turned off due to gold spammers practically since I started the game. Wonder if I’ve ever gotten anyone raging at me for some of the things I pull…
Is this just an attempt to get people to spend their Christmas money on server transfers because low population servers will be at an even greater disadvantage than they already are against higher population because they won’t be able to station any scouts without losing half their players to AFKing in a tower/keep?
I just google image searched “Battlemage”. Let’s see… we’ve got… people in robes, people in armour, people in clothing, a bikini or two…
So to me, it looks like asking if “battlemage armour” can be a thing is like asking if we could please get practically anything to wear.
Just like not every warrior wears an armor, and not everyone wearing an armor is a warrior, not every battlemage wears battlemage armor. Do the same search, but for the full term (“Battlemage armor”), and you will find the results to be much more consistent.
I just did.
Seventh result was from GW2, interestingly enough.
Add a feature that allows guilds or a X numbers of players from other servers to “invade” a server to a “specific” map (could be random from time to time) warning players about that, so pver’s avoid going there and by that making the game have REAL OPEN PvP!
Do not want this at all. The potential for abuse and griefing is huge.
I like how our (WvW’ers, so not including you most likely) game mode is virtually DYING and your first thought directed at a potential solution is “this could be inconvenient”
Did you actually read the full suggestion?
The suggestion isn’t “Let other servers join a server in WvW”. It’s “Let people gank in PVE maps”.
Gank with warning.
Now in fairness I imagine this would be done on a shard (or single map) of the actual map (multiple when necessary). Meaning if you don’t want to be ganked you taxi to a PvE map. And continue with your merry little map completion (or K-train). Whether that was how it was intended in the suggestion idk.
Which wouldn’t help WvW at all. In any way. Because people who don’t want to be ganked in PVE maps clearly would not go to WvW. In fact, if anything, it might lure some people AWAY from WvW in order to go grief PVE players.
But you can control who is in your group, so… It’s pretty much less random. I’m plenty disgruntled, but this just seems petty.
To derail this completely: If you create a portal you know what will happen. If you accept a random groupinvite, you don’t.
So don’t accept random group invites.
And don’t announce you’re at the end of a jumping puzzle for people to know they can invite on you.
Add a feature that allows guilds or a X numbers of players from other servers to “invade” a server to a “specific” map (could be random from time to time) warning players about that, so pver’s avoid going there and by that making the game have REAL OPEN PvP!
Do not want this at all. The potential for abuse and griefing is huge.
I like how our (WvW’ers, so not including you most likely) game mode is virtually DYING and your first thought directed at a potential solution is “this could be inconvenient”
Did you actually read the full suggestion?
The suggestion isn’t “Let other servers join a server in WvW”. It’s “Let people gank in PVE maps”.
So about 2 years and 2 months and they were charging you about $180 a year for 2 years ($360) with no updates what-so-ever.
You didn’t play vanilla WoW, did you? That’s a rhetorical question. I know you didn’t, because you’d know this was false.
Blackwing Lair was added in 1.6.
Zul’Gurub was added in 1.7.
Ahn’Qiraj (Temple and Ruins) was added in 1.9.
Naxxramas was added in 1.10.
The dragon world bosses were added in 1.8.
Azuregos and Lord Kazzak world bosses in 1.3.
That’s just raid stuff. That doesn’t include any other things added to the game. It’s not like they went from 1.0 to Burning Crusade.
Personally I’d actually be in favour of removing junk items all together (in spite of what I said above) because getting an item which has absolutely no use whatsoever except to be sold for gold just seems like adding an unnecessary extra step when the enemies could just drop the gold directly.
Removing junk items means you have less need for extra inventory space (because it wouldn’t fill up as fast), making you less likely to want to get extra bag slots or merchant expresses.
I just google image searched “Battlemage”. Let’s see… we’ve got… people in robes, people in armour, people in clothing, a bikini or two…
So to me, it looks like asking if “battlemage armour” can be a thing is like asking if we could please get practically anything to wear.
In which case, we already have battlemage armour! Request pre-granted.
battlemage armor implies(impressed you’ve never come across the term and had to google it) robes mixed with some form of protective light metalworks.
I have come across the term.
Problem is, “battlemage” doesn’t mean the same thing to everyone, clearly, given the varied results from Google. So asking for “battlemage armour” without giving an example of what “battlemage” means doesn’t help.
In GW1 there were a million ways in which you could fail and get punished for it. From dying and getting kicked out of instances to simply being unable to build a proper character.
No, I’m pretty sure that the only real way to fail in GW1 was to die. And it really wasn’t that hard to build a “proper” character because of how simple the mechanics were. You put points into one trait line, that trait line got better, you picked skills from that trait line. You wouldn’t take a loadout of water spells with you as a fire elementalist. You wouldn’t take hammer skills as a warrior if you’re using a sword. You also only had 8 skills you could take with you, resulting in a simpler choice.
Look at GW2 – it’s nearly impossible to be ineffective since stats are tied into gear, weapons come with skills built into them and there’s no penalty for wiping on bosses at all.
Please go into WvW with random gear on as an uplevel and random skills and traits and be super effective. At… y’know, being more than a bag for your opponent.
With GW2, you have to have the stats to support your build, the skill to know when to dodge, and while weapons come with skills built into them, how is that “simpler”? You still have to pick the right weapon. If you’re going to be stacking on a boss, for example, greatsword mesmer is going to be less effective than sword mesmer, because the greatsword 1 (which would be most frequently cast due to no cooldown) is less damage at close range. Then you have to pick your healing skill, your utilities, and your elite.
GW1, you didn’t really have to worry about picking which heal skill to use if you weren’t a healer.
Heck, if you want the prime example of how much simpler GW1 was, how about the fact that you could literally go through the game without any other players, using only AI to back you up? Sounds pretty simple to me, when no actual evasion or rotation skill is required and you can just stand and tank.
Look at other games – in the popular FPS games of old the skill gap was so wide a very good player could completely dominate and wreck a mediocre player any day of the week.
And they still can.
Also, depends on the FPS. A mediocre player with an AWP could dominate skilled players in Counter Strike as long as they could at least shoot straight and found a good camping spot, of which there were plenty. And I’m pretty sure that was a “popular FPS game of old”.
TFC, also a popular FPS game of old, had lame people who would run medic and do nothing but poison everyone they came across, people who did nothing but snipe, and the HW was built for those lacking skill. A mediocre demoman could destroy “skilled” players by simply finding a good choke spot around a corner, laying a trap, and waiting.
It’s not about young vs mature. (that sounded weird) – it’s about veteran vs new players.
It’s about die-hard MMO and game fans vs newbies who are only starting up.
GW2’s fast becoming baby’s first MMO – but that’s not a problem just GW2 has. A lot of games – both MMOs and non-MMO have right now is that they’re becoming simpler and simpler to cater to a segment of players that are : inexperienced, unwilling to learn or just bad at games in general yet still have plenty of money to spend on them.
Welcome to the gaming industry in 2014. I hate it just as much.
Simpler compared to what?
I just google image searched “Battlemage”. Let’s see… we’ve got… people in robes, people in armour, people in clothing, a bikini or two…
So to me, it looks like asking if “battlemage armour” can be a thing is like asking if we could please get practically anything to wear.
In which case, we already have battlemage armour! Request pre-granted.