Your Ele has hit level 80, and you are setting out to get world completion. What build and gear do you take to make the process smooth and fun? Assume enough resources for exotic weapons and armor, ascended trinkets.
Here is the video posted explaining what is coming.
That.
Was.
Amazing!
Those that dislike gw2’s system need to accept it. WP’s aren’t going anywhere. And…mounts are that way…
WoW————————>
TESO —-——————->
Aion—————————>
RIFT—————————>
Two subscription games, a grindfest, and a WoW clone.
So if I like every single thing about GW2 except it’s lack of mounts, I should leave instead of requesting them? Such a silly argument.
We don’t have mounts here… never had them, never will.
We’ll see. If you think you can predict with certainty what ArenaNet will do, you haven’t been paying attention for the last two years. With the number of backtracks, it’s clear even ArenaNet can’t predict what ArenaNet is going to do in the long run.
I’ll just leave you with an ArenaNet quote.
Mike ZadorojnyNothing is off the table.
The whole “because waypoints!” argument rings flat.
There are plenty of games that have both mounts and quick travel. One doesn’t preclude the other.
I keep seeing people state the developers themselves are against mounts. Can someone link me to an official statement from ANet? The only thing I can find is a comment that they don’t have plans to implement mounts at this time.
I also keep seeing people assert that most GW2 players don’t want mounts. I’d also like a link to something that demonstrates this.
The world isn’t big enough for mounts, as it is. Also, since everything is zones, you will still have to go through the loading screens anyway. Since the game is already set up this way, cutting waypoints, lowers people MAP COMPLETION achievement. That won’t fly.
Sure, there’d be fewer waypoints to unlock for map completion, but you’d have to do more travelling over a zone to get it, so I’d expect it to balance out.
Note, that I was in no way talking about getting from zone to zone, as I said cut WPs by two thirds. If you were looking to hop zones, you’d still fiind the WP in that zone nearest your destination, so the loading screen comment isn’t really relevant. This is about encouraging people to spend more time crossing zones, as they wouldn’t have a convenient WP within a thirty second run of any possible destination.
Then mounts would make moving through the zone a little faster to compensate. But they’d still be moving through the zone, rather than teleporting past it.
Mounts are unnecessary and another bragging point. If you want mounts there are plenty of games with mounts in them already.
It boggles the mind how often people think that something not being “necessary” is a legitimate argument for keeping something from the game.
It’s. A. Game.
It’s entertainment. Nothing about GW2 is “necessary” in the scheme of things, and even a great deal of stuff we do have in game isn’t “necessary” for it to be a fun game.
Nobody “needs” armor with flame effects, but we got that in spades.
Working as intended.
Players say there’s not much progression after level 30.
ArenaNet pushes traits back 20 levels.
Be careful what you wish for.
Still too much grind and RNG, so no.
ArenaNet can’t seem to make pets work for Rangers.
So you want to add them to all professions?
As for your moas that help you in combat, healing, reviving, buffing, or boosting, will NPCs be able to target them in PvE? Will players in WvW?
I don’t expect that the trait reset fee has ever stopped people who demand certain setups for inclusion in their party from doing so.
I don’t expect that removing the trait reset fee will cause people who don’t demand certain setups to start doing so.
We do need an option to save builds in templates so we can switch as needed. Hopefully with the move towards easy trait resetting, this is also in the works.
Not to mention, it’d be harder to chain DEs across an entire zone than it is to train Champs. There are more of them, so it’d be harder to come to an agreed consensus on order, and they have different states that are more unpredictable than “kill champ a, b, c and by the time you finish d, a will have respawned”. Some DEs cycle faster than others, some only happen after another DE has been completed or failed. Some DEs require triggering with an NPC.
I’m not saying it would be impossible to find ideal DE trains, but with the scope of trying to hit most or every DE in an entire zone, it would be more complicated, and therefore less efficient than simply jumping on a Champ train or well worn Orr DE train.
I don’t see it suddenly flooding the economy with gold.
Yet on apologies after apologies on posts from ANet on such thread, they never, ever, accept any different solution than what they had in mind on the first place.
This isn’t true. It just takes a while to implement changes.
People asked for a LFG tool in 2012, and it was implemented in 2013!
People asked for a WvW overflow workaround in 2012, and we got EotM recently!
People asked for account-wide dyes back in 2012, and here they are!
People asked for a wardrobe system back in 2012, and now we have one… sort of. At least account-wide skin unlocks.
So, make sure you continue to provide feedback, and you can look forward to seeing Town Clothes reworked for you in early 2016.
(edited by Gibson.4036)
I wholeheartedly support an idea like this. There is a big, beautiful game world out there but the best rewards are locked away in repetitive farming of dungeons, champs, and world bosses. One of the reasons I left GW2 is that I felt like I had to choose between immersing myself in the world or getting endgame rewards.
It would be possible to also add some incentive to switch up zones. The kill-streak reward could diminish if you’ve done it in a zone earlier that week, so that if you want to keep adventuring and getting the kill-streak bonus, you would move through different maps throughout the week.
In addition to endgame resource nodes and gold, I would like to see Ascended materials, Empyreal and Dragonite, available from simply adventuring across the world. They can drop in much lower rates than doing dungeons/world bosses/etc, but if there is at least a small trickle then eventually the player who makes the entire world his playground will amass enough to create Ascended gear.
The dynamic event-based world was the thing that had the most potential in the original vision of GW2, but it seems to have been largely abandoned shortly after launch. Endgame players need to be rewarded for continuing to engage this content, and ArenaNet needs to get back to developing the idea into everything it could be.
It is an absolute myth that DEs are too easy for rewards. There are mid-level DEs that will make a player on a level 80 character do far more work and at greater risk than zerging world bosses or speed-running dungeons.
Along with the OP’s idea, I would also like to remind ArenaNet of the perennial suggestion to somehow reward infrequently done DEs and Champs. The content in the corners of the world where people rarely go should have dynamically adjusting rewards, so that players who choose to adventure off in search of the less travelled path will get rewarded for doing so. Imagine Tyria with a player base constantly looking for that Champion or DE that is rarely encountered.
I’ll just leave this here.
http://gw2101.gtm.guildwars2.com/en/the-game/combat/healing-death/
Jon PetersDeath penalties make death in-game a more tense experience. It just isn’t fun. We want to get you back into the action (fun) as quickly as possible. Defeat is the penalty; we don’t have to penalize you a second time.
This was the way it was supposed to be in the original vision of the game. For some reason, ArenaNet took a detour for a year and a half, but seem to be coming back to some of their original talking points, like account-wide dyes, and no death penalty.
How about we wait until we see what ALL the unlocks are before raging like diseased animals on the forums?
Perhaps we should take negative feedback and player disappointment for what it is, rather than inflating it to “raging like diseased animals”.
They probably should have called it a “Quality of Life” update.
“Big Feature Patch!” sounds like there will be a bunch of new features added to the game. Instead, we seem to be getting streamlining of features that are already there and tweaks to QoL.
I think that was one of the major confusions about the Wardrobe system when it was announced. I was expecting it to be a new feature (an actual cosmetic slot system that overrides what you are currently wearing) but it’s actually just streamlining of the transmutation system with a new UI and letting you access all previously owned skins instead of one you currently hold.
What would be their purpose? They would essentially be nothing but bling because of all the waypoints and much faster ways to travel. Honestly I’d rather there be no waypoints so we’d actually have to travel around the world, it’d feel bigger and more immersive that way, but I doubt they’d remove them.
Agreed. I’d rather they cut the number of waypoints by at least two thirds and introduce mounts with a 60% run speed buff, automatic dismount in combat, and upon entering cities or interiors.
That way we’d have more people crossing the open world. It’d also make it more difficult to engage in anti-immersive gameplay like champ farming and world event hopping.
We’re going to see mount threads until they are implemented, if the ever are.
Mounts are fundamental to human history and fantasy lore. Imagine a fantasy game with every kind of weapon but swords. Do you expect there would ever be an end to “Can we have some swords added to the game?” threads?
Look at LOTRO. Your typical fantasy wizard has no place in the lore of Middle Earth, but they new somethings are so deeply ingrained that they would need to give mage players something at least remotely familiar, so they stretched the lore to inlcude Lore Masters and Rune Keepers so that people can fling fireballs if they really need to.
I’m not arguing for or against mounts here. I’m just saying that trying to shut down players desires for mounts in GW2 is blowing against the wind. Especially when the “but waypoints!” and “they don’t fit in Tyria lore” arguments have some pretty significant holes.
We will be seeing these threads until there are mounts in game or ArenaNet shuts down the servers.
With the caveat that this system isn’t really a wardrobe system like people are familiar with in other games. It’s a different way of transmuting gear.
When people talked about wardrobe systems back then I always took it to be a request for the typical system where you place items in a wardrobe panel and it overrides anything you have equipped.
We’re getting a reworked transmutation system, instead.
FYI, it’s against forum rules to address ArenaNet or its employees in the title of your thread. Even for happy thanks time.
P.S.: I also think it’s not a good idea to let people just buy the traits, as inefficient as it may be. IMO that’s too much babysitting and underestimating your customers.
That’s a major point of the revenue model for the game, though. Occasional cosmetic skins, and shortcuts convenience items are the ways they’ve chosen to make money.
And it seems to be working for them finanancially, as it has been consistent from launch.
I really dislike this change as well.
Some professions feel-semi broken until you get access to at least a few traits. Take a look around the profession sub-fora and you will see veteran players advising newcomers to wait until level X when certain traits are unlocked, because that’s when the profession starts to feel right.
The problem with newcomers learning the game has nothing to do with how many things there are too learn how early. It has to do with the game doing a poor job of communicating mechanics and then properly scaling content as you level to slowly train you to use those mechanics more and more.
There is nothing in the game that takes thirty levels to learn. What part of our characters is blowing people’s minds to such an extent that the trait system is the straw that breaks the camel’s back?
Okay, ANet says a portion of the player base had no idea about the trait system and doesn’t even use it. How is postponing it to level 30 going to improve that?
I’m just so glad I’m done leveling characters and I don’t have to sit through an extra 20 levels without traits. I feel sorry for the newcomers who will. If we ever get a new profession and I get tempted to level another character, I’ll definitely be using freebie levels to get through the first half of the process.
Im afraid thats impossible, no matter what the developers give us, there will always be someone who complains.
This is the nature of the community and its not going to change anytime soon.
Any community, or this one specifically?
If you don’t want to see the complaining, don’t read the complaints.
Here are a couple of questions for the people who complain about the complainers:
1. Would you say the level of complaining on these forums is typical for MMO forums?
if YES, then you are blowing against the wind. It’s the standard, so you might as well ignore it.
if NO, and you believe the GW2 forums to have more than the normal amount of angst and complaining, I have another question:
2. Why do you think there is an above average amount of complaining? Is it because for some coincidental reason GW2 ended up with an anomalously complaint-ridden community, or because at some point ArenaNet burned the good will of the community?
There is no transmutation charge to change outfits or toggle it on and off.
Transmutation charges are for applying new skins to specific armor pieces, same as now.
Thanks for the clarification, Curtis!
I, and apparently many others here by the posts, was taking the wardrobe panel to be like the costume panel in other games, where you set your look that overrides anything you happen to be wearing.
From your response, it looks like it’s just a way to transmute an entire outfit at once, which I didn’t pick up from the blog post. So if we want to switch back and forth between looks, we can carry around multiple sets of outfits that have been transmuted to the looks we want.
Am I understanding correctly?
I got it from this:
If you already have the same dyes unlocked on multiple characters, when you log in on additional characters, you will receive one unidentified dye for each duplicate dye already unlocked on your account.
Seemed straight forward to me, but to each their own. Launch a question on the board, then see if they field it during the livestream on Friday, if someone doesn’t clarify on it prior.
Yeah, I’m leaning toward your interpretation at this point. Otherwise it should read “when you long in on each character” instead of “additional”, but careful wording isn’t necessarily ArenaNet’s strong suit, so I try not to set my expectations unless they make something painfully clear.
I bet the hall of monuments skins will be incorporated into the wardrobe and cost 0 charges to use.
Hopefully something like that. Or we can just keep getting them from the HoM and applying them the old way.
There’s no other way they could do it without upsetting loads of people
I keep seeing this as an argument against things, but haven’t seen any indication that ArenaNet is all that concerned about making changes that upset loads of people, so it’s hard to take it as meaningful.
I have Celestial on both my ele and my mes at this time. When I log onto my ele, Celestial now becomes account bound and available to all of my characters. When I log onto my mes, Celestial is already known and cannot be added again to my account bound colors. To compensate, I will get a free unidentified dye. If I had Celestial on say my necro, I would get another unidentified dye, since I already have that color in my palette.
Yeah, I totally get how you’re reading this in the blog.
I also understand how people are reading that when you log on your Ele and your Mes will still have access to Celestial, but to unlock it for the entire account you will need to buy Celestial one more time, post-patch and use it. Then, when you next log on to your Ele you will get a free unid dye, and when you next log on to your Mes you will get another.
The wording allows both interpretations, and I don’t trust the video enough to confidently take it as confirmation of your position.
So I’ll wait for a confirmation from the Devs, or, more likely given their communication history, patch day to say I know for sure.
Hall of Monument and Achievement skins.
Will we still be able to use these by applying them to armor, rather than through the new transmutation system?
@Gibson … NO … redye don’t cost a charge … look at screens and video at blogpost
Yes, corrected in the post above yours.
Correction to my previous post. Looks like dye changes don’t cost any charges.
From all of the images it looks like changing Dyes will total 0 Transmutation Charges every time, you just still need to click Apply to set the changes.
Good catch. That’s a small relief, then.
And then we need to burn a transmutation charge whenever we want to move from town clothes to a combat look. Not great for roleplayers.
Looks like the latter, unfortunately. Looks like you’ll even need to burn charges just to redye your gear.
I wish they had done this like other games, and monetized it by charging for extra wardrobe panes, rather than nickel and diming us each time we want to change a look. A charge could be used to set a look that you then have permanently, and can switch back to at will. Then each extra look would require a new charge.
Obviously, under that system, charges would need to be more rare.
The new system will be nice for piece acquisition, but I’ll still be coming up with a final look for each character and likely keeping it that way.
All I want to know is this: If I have Celestial unlocked on one character will it now be available on all my other characters after the patch?
Yes, it’ll be nice to get dev confirmation on this.
I can see how both sides are getting their understanding from the blog-post, and don’t trust that the video isn’t misstated.
Too much history with ArenaNet announcements for me to be confident about this until they come out and clarify.
Park them at jumping puzzles for Ascended crafting mats. :P
Or at least until I decided I needed a break from ArenaNet’s idea of endgame.
Critical: Zerker nerf bringing crit in line with other stats.
A Colorful Outlook: Dyes unlock for all characters on an account. They no longer drop as loot. They can still be crafted with cooking and dye packs can still be bought in the gem store.
As people keep on missing the 0 copper thing even in this post,
Just to note, I want to make it clear that I didn’t miss that portion of the initial idea.
My response was to a comment that it should be taken a step further and just lock all traits to all players, implying no free work-around for those who don’t want to go out and hunt down all the traits they’ve already been playing with for over a year.
1. Unlocking traits through gameplay – Great change. Much more immersive, as the games original vision communicated pre-launch led us to expect.
2. PvP locked traits -Terrible change. What happened to having everyone on equal footing the day they step into PvP?
3. Delay trait to 30 – Terrible change. Many professions are awkward and semi-broken without a few traits. What exactly is a player learning in those twenty extra levels that was blowing their minds back when traits became available at 10? I’m so glad I have all the characters at level 80 that I plan to ever have. Unless, of course, a new profession ever gets implemented, then… :P
I’d also like to have my traits locked.
In fact, I’d love it if everyone’s traits got locked.Even though I only play WvW, it would mean populating PvE again from its current dead state.
I have an idea. Why don’t we just reset every character in the game to level 1? That’d repopulate those mid level zones again.
Why not 10-60?
Because GW2 can be very complicated. Throwing everything at an early level can be intimidating.
The question is, how is delaying these things going to teach them any better?
The problem is that the game is not terribly good at training players in its systems. It does a poor job of identifying them to the player, then gradually requiring their use in order to have success.
For example, in many areas of the game you can completely ignore the dodge mechanic. In other areas it is required or you will be repeatedly one-shot. The game does a very poor job of introducing dodging, mob telegraphs, and then slowly ramping up difficulty to make dodging more and more necessary.
It has nothing to do with the fact that dodging is available at level one, and delaying dodge to be unlocked at level 20 would solve nothing. In fact, it would make things worse because it would take away 20 levels that could be used learning it.
What exactly are people taking so long to learn that they need another 20 levels past 10 or traits will blow their minds? Elite skills are unlocked at 30, maybe we should push traits back to 40. It might be too much for players to handle!
What’s really needed if, as ArenaNet has indicated, a portion of the player base has no idea traits even exist, is a better, in-game, introduction and explanation of traiting, not twenty more levels of waiting until professions can start functioning as designed.
Please, ArenaNet, reconsider delaying traits to level 30. At least half of the professions don’t feel right until they start to get some traits, most notably Mesmer. Until then, they feel semi-broken, and give players a bad idea of what to expect later in the game.
This change is simply going to create a hassle for people making alts, who don’t need to delay traits so the can “learn” the character, and likely turn off new players who, at best, will come to the forums and be told “just suffer through it it gets better by level 40”.
I’ll direct your attention to the profession forums. Since launch, people have been asking why their characters don’t function right and are told by veterans to stick it out until they get some traits. This change is only going to exacerbate that from fifteen levels to thirty five worth of grit-your-teeth-and-get-through.
For the record, I have six level 80s, and no intention on leveling any more characters, so this feedback is intended on behalf of future players, not on mine.
You’ll already get to use the system to unlock the new traits. The only ones that will be automatically unlocked are the ones to which you currently have access.
What Silvermember said.
Cash shops are designed to chase “whales”, the players who throw lots of money at a game without care. Creating items of significant value for those of us who carefully consider purchases and spend only moderate amounts is not as profitable.
It’s been a year and a half, without a great deal of change to how the cash shop functions. If it wasn’t working, Ms. Cox would have changed something by now.
Mr. Bimble, as much as people respond as if it is obvious, this is a recurring problem. There are plenty of people in your boat who did not realize that “unique” meant they could only equip one.
It’d be nice if ANet would make it a little clearer in the interface, as people have been posting about this repeatedly over the life of the game, but no one should be holding their breath in expectation.
Just wanted to let you know that you are not alone in making this mistake, in spite of the reactions from other forumites.
Here are questions to determine if something is P2W:
1) Does it give you a statistical advantage in game?
2) Does it cost real money?
3) Is it only available to paying players?If the answer to all three questions is “yes”, then it’s P2W.
Until you can manage to pass that test, your side of the debate fails.
- doesn’t belong on that list. Many developers (or monetization managers) of P2W games are smart enough to create unrealistic, but still possible avenues to acquire the same things in game.
Put an item in the cash shop that gives an advantage, and then also put it on the loot table for a specific mob with an astronomically small chance of dropping. In a game with hundreds of thousands of players, you’ll have some who spent a week just killing that one stupid mob to get it, as well as some who just got lucky and had it drop. Defenders of the game can point to them and say, “See, you don’t have to spend any money!” and “Buying it from the store is just a convenience!” Of course, plenty of people will try to grind those mobs for a while, then give up and drop the cash to just get it over with.
In the end, P2W isn’t binary. “This game is, or isn’t P2W.” It’s a spectrum. The moment you introduce items that offer a game play advantage in the store, you’ve stepped away from the “not at all P2W” end of the spectrum and inched toward the “completely P2W” end. It’s all a matter of the tolerance levels for your player base. Americans and Europeans will tolerate less than Asian players, but we will tolerate some.
And some of us will crusade on forums arguing that if you can’t show it’s midnight black, it must be white.
They can’t delay Season 2 due to account-bound WXP not being ready. It’s timed to start right before another game launches with three-faction siege warfare.
It’s not like they told us since November an exact date for S2. All they told us was “after EotM”. They could have easily waited for things to be ready, but they didn’t.
Yeah, but they have no control over the launch for that other game, and they want to launch S2 right before it. There’s no delaying S2 for that reason.