(edited by Moderator)
Showing Posts For Geniekid.2645:
Pretty deep in this thread so I don’t know if this will ever get read, but…
<Player looking for a team>
Ingame name: geniekid.2645, Azure Slowhand
Class: Mesmer, Warrior.
Region: North America (Chicago)
Languages: English
Practice Times: Evenings, weekends. Limited to about 20 hours a week, but this time is fairly flexible.
Experience: Rank 13, almost entirely through tPvP solo-queuing. I used to spend all of my time in WvW but over the last month I’ve gradually funneled that time into tPvP.
Other (Anything else that you would like to add): I’m looking for a stable long-term team to grow with. I’m a respectful and competitive player who doesn’t mind constructive criticism. As I’ve been playing more and more tPvP and rising in rank it’s become more obvious that coordinated team play is necessary to win at higher match-ups. My guild is mostly a WvW/PvE guild so I’m reaching out to others here! Please feel free to chat me in game or trial me. I’m always looking to improve.
(edited by Geniekid.2645)
25 food lasts for 12.5 hours or more of game play which means you’re basically wasting food to complete this daily. It’s a very easy achievement because food is already very cheap, but it would be possible to accomplish this achievement through natural play if the food requirement was lowered to somewhere between 3 to 5.
The original idea behind this post originated in the bugs section, but I feel that this is more of a design issue than an actual bug.
This is a problem for me as well, but only some of the time. Sometimes the text seems to render perfectly, which is why I think this is a bug rather than a limitation of the rendering engine.
endure pain, shield stance, shield stance, OP. GG. HUNDRED SHIELDS.
Hundred Shields. I literally loled.
One idea I have after reading many posts complaining about legendary items is to separate the base legendary item from its legendary-looking skin and tweak the requirements for each appropriately.
I suspect ANet and most players who think legendaries should be exclusive are more worried about having everyone walking around with Twilights on their back than they are about everyone having access to top-end stats. I think this because at this point in time the skin is literally the only difference between a level 80 exotic and a legendary.
But the main draw of the legendary item for many players isn’t the cool graphic – it’s the best-in-slot aspect of the item that makes it so they won’t be forced to grind items further down the line as more and more content is released. Many of these players are literally grinding so they can stop grinding. I think if they would be happy if they could obtain their legendary without having to repeat tasks thousands of times, even if it meant not having the cool skin associated with the legendary.
To summarize:
1) Remove the grinding aspect of getting a guaranteed best-in-slot item.
2) Maintain/increase the grinding aspect for the skins so that the appearance of the legendary remains very exclusive.
As suggested by others, I agree with the idea that story mode should offer better rewards for those who are completing it a second time or more. Maybe 30 dungeon tokens so that they’re still lower priority than running explorable, but higher priority than running explorable twice in one day.
It would be hilarious if warriors were allowed to dual wield shields. For the warrior that wants to be extra tanky at the expense of any significant DPS.
For that matter, I would also like to be able to dual wield warhorns. For the warrior that wants to spend entire encounters shouting and blowing horns.
They don’t even have to have truly viable main-hand skills. The humor effect of seeing a warrior jump into a huge WvW zerg with two shields alone would be worth it. At the very least, I think ANet should do an April Fool’s announcement with a picture of a warrior holding two shields :P
Sickeningly high rate of reproduction and proliferation.
This is a good idea. Certain encounters would need to be overhauled, but in general I would gladly settle for having the existing dungeons scale to the number of people in the party, even with slightly disproportionately lowered rewards.
They could always take a leaf out of the Fractal system, where the higher you go, additional mechanics are added:
- 3 people : Mechanic X
- 4 people: Mechanic X + Y
- 5 people: Mechanic X, Y + Z
Another good idea. This would undoubtedly be harder to design and implement than simple DPS/HP/#-of-mobs scaling, but ultimately it would be more coherent with the design philosophy that dungeons shouldn’t always be built around a 5 person party.
Suppose they could always scale the current dungeons:
3 people – 40 tokens first run
4 people – 50 tokens first run
5 people – 60 tokens first run
This is a good idea. Certain encounters would need to be overhauled, but in general I would gladly settle for having the existing dungeons scale to the number of people in the party, even with slightly disproportionately lowered rewards.
(edited by Geniekid.2645)
Mini-Dungeons are already in the game.
It’s also possible to 3-man the current dungeons if you work as a tight-knit team.
Mini-Dungeons aren’t really a substitute for what I’m suggesting – they’re much shorter than a real dungeon and the rewards are so minimal there’s almost zero incentive to repeat them. And yes I have completed dungeons with under 5 people, but it was more difficult and took longer.
To be clear, I’m not saying dungeons need to be smaller/shorter/easier to complete. I’m saying there should be a dungeon designed for a smaller party that requires just as much skill/time/effort per party member. Maybe with slightly lesser rewards – like 40 tokens instead of 60, but more than just a couple of greens.
I appreciate your response.
It would be nice if there were dungeons that could be done with a group of 2 or 3. That is, dungeons that were designed to be done by 2 or 3. I love the cooperative aspect of the game but a lot of times I just want to play with familiar friend(s) without having to bring in pick-ups.
Also, with smaller groups of pick-ups, it’s easier for everyone to be more open and communicative. People are less afraid to speak-up. People are more willing to ask questions and offer answers. People tend to take more responsibility for their actions. There are actually psychology experiments that support these claims.
I know the difference between a 3-man group and a 5-man group may not seem like a big difference but in my mind it’s the difference between an intimate 2-4 person table at a restaurant versus the large circular table. In the former, everyone is in one conversation and mostly get to say what’s on their minds, while in the latter there are either multiple conversations or a bunch of people nodding politely while one or two people dominate.
I like the idea of rolling all the paths together instead of forcing it to be three separate instances. I the idea of the paths affecting each other. Maybe the order you do the paths affects the final boss or something.
Wow, this is going to make CoF magg path impossible… There’s no way you can you can last against all the mobs for 2 minutes.
First, they revamped CoF Magg so it’ll be easier.
Second, even before the revamp I’ve been in groups that were able to kill fast enough/stay fluid enough to complete the event without going down. Admittedly these kinds of groups were quite rare.
SPvP and WvW both have strengths and weaknesses that appeal to non-competitive players (note that I’m not using the term “casual”, because there are a lot of people who play this game for many hours every day but don’t play PvP competitively). I think there is room for a third mode that combines the strengths of both modes.
It will be easier to begin with a discussion about why (I have zero evidence to back this up but believe it to be true) the majority of the player base prefers WvW to PvP. The largest strength of WvW is that you play in big teams. People like to find safety in the masses. Why is that? There are two major reasons:
1) Large battles are more forgiving of mistakes. It’s okay to slip up here and there without costing your team the victory. There’s less pressure.
2) With a high number of people on each team, statistically speaking you’ll have a more balanced distribution of skill levels between the two teams.
In general, we could summarize the strength of WvW as: this is a mode that allows people to learn at their own pace and still win some of the time. SPvP, on the other hand, not only punishes people harshly for their mistakes but draws out these mistakes more often because of a higher chance of skill imbalance. Newcomers can expect to lose many many times before they gain their first victory. It can be very discouraging.
Nevertheless, SPvP has its own strengths:
1) It’s goal oriented. Smaller maps and discrete rounds naturally drive the player towards the goal. It’s much more intuitive what you’re supposed to be doing in PvP vs what you’re supposed to be doing in WvW.
2) Fights are almost always a legitimate means to an end. What I mean by this is better explained by the weakness I see in WvW – very frequently fighting the enemy out in the open in WvW is an incorrect decision given the goals of WvW. People want to fight each other on the open battleground! In SPvP there’s no walls or gates protecting a point – the primary form of taking it is killing whoever’s guarding it in open combat.
I believe there is a strong argument for combining the strengths of both modes of play. A mid-sized map that encourages open terrain fighting in large groups – a la TF2. There’s a reason I’ve played over 1000 hours of TF2 (if Steam is to be believed). I had fun when I was a newcomer and I still have fun as an experienced player. I’m encouraged to learn at my own pace, I can still win if I make some mistakes (not too many), and I’m encouraged to go out there and FIGHT.
Provide people with an mode that incentivizes them to fight openly in large groups and I believe people of all skill levels will flock to it.
They should make the placeholder models look like trees or critters. “Oh god, look at that enormous forest heading this way. GTFO!”
So you are saying they would be super intelligent if a bunch of skritt with no vocal chords came together in an area. They have no way to communicate, but they become super smart just by standing side by side? That makes no sense. I’m not saying that their communication is the only factor, but I am saying that it is a strong factor in their increased intelligence.
It doesn’t make obvious sense, but that doesn’t mean it’s not true and, in fact, is exactly what the game dialogue suggests.
In the human personal story, one of the main skritt you interact with exhibits greater command of syntax and grammar once you’ve helped him find his friends, which is not attributable to increased communication bandwidth.
Q: What’s the fastest way to Divinity’s Reach?
A: Enter a battle and grab hold of Logan Thackeray.
I loled.
If there’s a problem with Lionguard Lyns and the GW2 economy then ANet should take all the time it needs to fix the problem.
In the meantime, it would be nice if they raised the stack size on Commendations so people don’t have to choose between stocking up on Commendations and having adequate bank space.
I can’t speak with confidence about how Tab targeting works in this game nor can I speak with confidence about how it worked in WoW. All I know is it always did what I wanted it to in WoW and only about 60% of the time does it do what I want it to do in GW2.
Does someone know what the algorithm is in both/either games?
A casual player isn’t someone who logs in for fun every now and then and expects to be able to jump into end game content with their hardcore friends. He doesn’t want to be catered to (pitied) like that.
A casual player is a just hardcore player who doesn’t have as much time. He wants what the hardcore player wants – to be a worthwhile. He wants to be a valuable addition to any party whether it’s a dungeon, regular PvE, or in WvW. He understands that it will take him longer, but he’ll get there eventually and be on par with the hardcore player in terms of value to others. He doesn’t mind if you occasionally raise the level of “best gear” that let’s the hardcore player increase the gap between them.
But you have to be careful ANet. If you move the gear treadmill too quickly he’s going to see that either 1) he will never be able to reach parity with the hardcore player at any point in time or 2) every time he does, you raise the standard of gear and he has to grind it out all over again.
ANet, two things make me think you’re going to handle this better than the designers behind other games who’ve faced similar problems. First, you’ve said you’re going to upgrade Legendaries to stay “best-in-slot” which is good for the casual player because he can rest assured knowing all the farming he’s doing right now isn’t going to be overshadowed by the next patch. Second, you’ve already done a great job making sure your “best-in-slot” items are somewhat on par with your much more accessible second-in-class items, which shows the casual player he can still be a valuable addition to any party even while he’s trying to get the best gear.
I urge you to be careful about how you’re making the game accessible to “casual” players. We don’t want handouts or artificial mechanics that make others include us. We want the time we’ve spent to mean something, just like a hardcore player does. Give the hardcore players the gold medals because they’ve spent more time and they deserve it. Just make sure our silver medals still mean something.