Showing Posts For HHR LostProphet.4801:

GW2 Tickets for Review (7 days & older)

in Account & Technical Support

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

922988 again, no response for 3 days now.
EDIT: resolved.

(edited by HHR LostProphet.4801)

Raids are coming to GW2!

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Those that believe gaming is about running dungeons over and over to farm for gold are the ones that are ruining the era of video games, not the other way around…..

Do you believe speedrunning dungeons for highest gold/hr rate is what constitutes “actually playing the game”? If so, that’s what’s sad.

For you and to whoever agree with you. [VIDEO HERE]

I don’t agree with the video but GW2 has almost no mechanics you have to care about, not even a C-movie story and only a few challenges worth mentioning (such as lupicus solo or lvl50 fractals).

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

And my experience is that there are the wikis, the forums, gaming magazines, social media platforms and the chat function in game. Anyone who’s seeking help will find help.

Okay then. I guess that must say it all. Everyone who seeking help will find help. That’s sort of my point. Not everyone is seeking help. As hard as this is for some of us to understand, some people who don’t get stuff don’t think they need help. It’s quite common, unfortunately.

They try something it doesn’t work, they give up. You’ve never met anyone like that? You’ve never met anyone who would have given up on something and after being encouraged stayed? I find that hard to believe.

The NPE is designed to help people because a lot of people don’t LIKE to ask for help. They feel they should be able to do stuff. If you don’t think that happens, or it’s common, we’ll have to agree to disagree. But I can’t imagine that I’ve met those people all my life and you’ve met none of them.

And my point is that the game don’t has to be adjusted around players who aren’t interested in playing the game but around players who want to explore but need help doing so. That’s why a tutorial and tooltips will always be superior to the NPE changes.

Okay, I disagree and we’ll have to leave it at that, because you’re never going to convince me that people that need help doing stuff are going to ask for it. Nor will you convince me we’re better off without those people.

It’s a core disagreement on who should be playing the game, and how best to help them. We’re never going to agree, so I’m going to bed. G’night.

Yeah, you want to help players who neither want to ask for help, nor want to use tutorials or tooltips, no matter what the other players think. I say it’s not worth helping them by upsetting normal or experienced players.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

And my experience is that there are the wikis, the forums, gaming magazines, social media platforms and the chat function in game. Anyone who’s seeking help will find help.

Okay then. I guess that must say it all. Everyone who seeking help will find help. That’s sort of my point. Not everyone is seeking help. As hard as this is for some of us to understand, some people who don’t get stuff don’t think they need help. It’s quite common, unfortunately.

They try something it doesn’t work, they give up. You’ve never met anyone like that? You’ve never met anyone who would have given up on something and after being encouraged stayed? I find that hard to believe.

The NPE is designed to help people because a lot of people don’t LIKE to ask for help. They feel they should be able to do stuff. If you don’t think that happens, or it’s common, we’ll have to agree to disagree. But I can’t imagine that I’ve met those people all my life and you’ve met none of them.

And my point is that the game don’t has to be adjusted around players who aren’t interested in playing the game but around players who want to explore but need help doing so. That’s why a tutorial and tooltips will always be superior to the NPE changes.
They don’t have to ask anyone to play the tutorial or to read the tooltips. They just have to use them.

(edited by HHR LostProphet.4801)

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

And my experience is that there are the wikis, the forums, gaming magazines, social media platforms and the chat function in game. Anyone who’s seeking help will find help.

(edited by HHR LostProphet.4801)

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

You keep saying it and I still don’t believe it’s true. What you’re really saying is what you would do. You don’t get to talk for other people. Other people might well not go look for help. They may have never needed help in any other kind of game before. You’d turn those people away. Some might leave, some might stay. You’re just making an assumption, but you’ve yet to show any kind of evidence that this is what would happen.

If you buy a game for 30€ or 50€, you don’t stop playing just because you’re wielding weed and don’t know how to get rid of it.
If you playing duing a free trial weekend you either seek to see as much as you can or you don’t care at all. Either way, a tutorial would’ve the same effect without humbling all vetaran players.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

You repeating something doesn’t make it true. As I’ve said elsewhere, there are people in my guild who were dreadful at the game when they started. Didn’t get it at all. If my guild hadn’t found them, they might have left already. Some of them have become quite good. What purpose does turning those people away from the game serve, besides some elitist idea that certain people should be playing these games and not others.

Many people who get turned off or turned away CAN learn and can be taught. Some, of course, can’t as well. Those people will leave.

So Anet makes the game to try to get more people playing longer. What’s your beef with that? What makes you think people who invest more time are more likely to leave?

If you are interested in a game but don’t get it, you take the help you can get, which could be tutorials and tooltips. If you don’t and you reject both tutorials and tooltips, you wont stay for long anyways.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

They may not be explaining the downstate, but it’s easier to read a single skill when you’re down and figure out what it does than four at once.

On the other hand, this is one of the changes I really didn’t like.

Instead of adding the skills to the weapon overview in the hero panel, they lock them away. Yeah… sounds rational.

So you expect people who just started the game to know about the weapon overview?
(Yeah I’m out)

I expect ANet to implement a simple tooltip or a proper tutorial to direct new players to said overview. Something like “If you ask yourself what your weaponskills or your Downstateskills do, just go into your heropanel and look them up”.
Can’t be that difficult.

Proper tutorials work for some people and don’t work for others. Nothing works for everyone. That’s why multiple teaching tools should be included.

However if you have the time and resources to implement one, you implement the one that tests shows are most effective.

Tooltips are there for the other half. If people neither use the tutorial, nor the tooltips and then quit because they don’t understand the game, then it’s entirely their fault and other players shouldn’t be crippled just because of the stupidity of a minority.
And what are those tests you’re always talking about? I never heard about someone testing this, exept the Q&A section and I don’t trust those guys, they’ve done too many mistakes in the past.

I don’t care who’s fault it is. It’s their fault and Anet’s problem. See, more players is better for the game. Turning away people who’s fault it is is exactly why hard core play is dying.

Many hard core players think everyone learns like them, everyone plays like them, everyone thinks like them. So they raise the bar so high that new people often don’t get a chance. They get abused. They get bullied. They get insulted. And they leave. That’s only a step away from what you’re doing.

These people aren’t like me, so they don’t deserve to play. How does them not playing, their fault or not, help anyone?

Sometimes players are their own worst enemies.

New players that aren’t even willing to understand the game, which was entirely possible pre NPE, aren’t neither helping the game, nor ANet because they’ll leave quickly and they wont buy gems.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

They may not be explaining the downstate, but it’s easier to read a single skill when you’re down and figure out what it does than four at once.

On the other hand, this is one of the changes I really didn’t like.

Instead of adding the skills to the weapon overview in the hero panel, they lock them away. Yeah… sounds rational.

So you expect people who just started the game to know about the weapon overview?
(Yeah I’m out)

I expect ANet to implement a simple tooltip or a proper tutorial to direct new players to said overview. Something like “If you ask yourself what your weaponskills or your Downstateskills do, just go into your heropanel and look them up”.
Can’t be that difficult.

Proper tutorials work for some people and don’t work for others. Nothing works for everyone. That’s why multiple teaching tools should be included.

However if you have the time and resources to implement one, you implement the one that tests shows are most effective.

Tooltips are there for the other half. If people neither use the tutorial, nor the tooltips and then quit because they don’t understand the game, then it’s entirely their fault and other players shouldn’t be crippled just because of the stupidity of a minority.
And what are those tests you’re always talking about? I never heard about someone testing this, exept the Q&A section and I don’t trust those guys, they’ve done too many mistakes in the past.

What makes a skilled gw2 player?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

This is a broad question i am aware but I think it would be interesting. So in a general pve sense what separates a skilled player from an unskilled one? Let’s assume they are specced appropriately. Im really looking forward to seeing your responses.

Not hitting LB #4 as ranger all the time is a clear sign of a superior ranger. If he then swaps to a meele weapon if the enemies are in melee range and not using bears 24/7, then it clearly must be a godlike player.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

They may not be explaining the downstate, but it’s easier to read a single skill when you’re down and figure out what it does than four at once.

On the other hand, this is one of the changes I really didn’t like.

Instead of adding the skills to the weapon overview in the hero panel, they lock them away. Yeah… sounds rational.

So you expect people who just started the game to know about the weapon overview?
(Yeah I’m out)

I expect ANet to implement a simple tooltip or a proper tutorial to direct new players to said overview. Something like “If you ask yourself what your weaponskills or your Downstateskills do, just go into your heropanel and look them up”.
Can’t be that difficult.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

They may not be explaining the downstate, but it’s easier to read a single skill when you’re down and figure out what it does than four at once.

On the other hand, this is one of the changes I really didn’t like.

Instead of adding the skills to the weapon overview in the hero panel, they lock them away. Yeah… sounds rational.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

No, I mean that this game needs a tutorial instead of dumping down tha game.
The game should explain the downstate rather than locking it off, the game should explain bundles you can pick up rather than removing them, the game should explain class mechanics and skills instead of locking them away. The game got dumbed down because there is no proper tutorial. There are some quick tips you get here and there but they wont help. A one-time tutorial could help new players before they start playing regular, while vetaran players don’t have to bother with the tutorial. At the moment vetaran players, as they level an alt, have to bother with that non-existing mechanics just because it could be too complicated for new players.

Well anet thought that the average player would be smart enough to figure the downed state themselves. They just delayed the introduction of it so people would have to deal with one thing at a time.
And as a veteran player I tell you it doesn’t bother me. I level that fast in general that being restricted until level 7 isn’t a hinderance.

They don’t only locked the downstate but also the skills of the downstate, which you will unlock later. Yet they’re still not explaining the downstate or its skills.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Tutorials don’t work for everyone. They’re often ignored by the people who need them the most. I’ve seen it too often for it to be just a random occurrence.

And that doesn’t really deal with the whole package anyway. Anet is talking about people starting to play and not continuing on. They tried various solutions and this one worked best.

It’s not just about “dumbing down”. It’s about pacing, about rewards and about teaching. This is what they chose, because in tests this gave the best results. If it was just about teaching, there might be more to talk about.

I say it once again: If players are “overwhelmed” and reject the help given to them then there is no need to hold these players because they would leave sooner than later anyway. Then GW2 isn’t their game. On the other hand the old introduction to the game was able to hold more than 3 million players who are still active.

And the NPE changes do not teach. They remove everything that would have to be teached. They could tell new players that they have to hit weaponswap to get rid of bundles, instead they removed bundles. They could show players what the downstate is and what it’s good for, instead they locked it. They could’ve told player that the get their armor back in the Sylvari PS, if they go to the marked NPC, instead the Sylvari are now wearing their gear from the beginning. They could explain players the classmechanics, instead the locked them away. They could explain gathering nodes, instead the lock them away. It’s not about teaching, not in the slightest. It’s about locking everything away that would have to be teached.

(edited by HHR LostProphet.4801)

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

You say this is a minority of players. How do you know? Can you show me some evidence.

It’s obviously not a minority, or Anet wouldn’t have gone through the time and expense of actually making the changes. Colin’s words “absolutely not good enough” doesn’t seem like a minority to me. Sounds to me like the minority continue on past those levels and they’re trying to get more players to play for longer.

Compromise isn’t backpedaling btw, because much of the changes are still in the game. If they’ve back pedaled so much why are people still complaining, hmmm?

Sounds hyperbole to me, which is in line with their previous announcements.
Yes, out of all players who stopped playing GW2 and filled out the survey, those players are the majority. Out of all players who have played or are still playing the game, they’re the vast minority.
Players are still complaining because the mechanics are still locked away. No one complains about level reward, even if I think that that’s the wrong way to approach the boring leveling, they complain about things like dancing in front of cows instead of feeding them like before.
And ANet is backpedaling, they rushed their NPE changes expecting no great uprising. But the backclash came and it was intense. How do you want to claim you’re catering to the masses if the “features” are upsetting so many players.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So you say the game needs a tutorial but that this tutorial is “dumbing” down the game? That’s a pretty hard task to master, isn’kitten No idea what exactly you mean with “one time tutorial” that veteran players can turn off the tips and tricks, or that new players would have to master a starter area to progress in the game? I don’t really care about the tool tips to be honest, I can click them away, so whether or not they’re there doesn’t inflict me. I like the “yay you leveled up, here’s some stuff” thing because it makes leveling less boring. If it were a tutorial in which the players were “trapped” until they were able to progress in this game, they would probably be annoyed before they even finished it. I know that I played the tutorials in my offline games after I finished the game.

No, I mean that this game needs a tutorial instead of dumping down tha game.
The game should explain the downstate rather than locking it off, the game should explain bundles you can pick up rather than removing them, the game should explain class mechanics and skills instead of locking them away. The game got dumbed down because there is no proper tutorial. There are some quick tips you get here and there but they wont help. A one-time tutorial could help new players before they start playing regular, while vetaran players don’t have to bother with the tutorial. At the moment vetaran players, as they level an alt, have to bother with that non-existing mechanics just because it could be too complicated for new players.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I can see how your first MMORPG can be a bit confusing at the beginning. But the thing is, different game types are enjoyed by different people.

I understand how the things you brought up can be very confusing at first, but I do not understand how this can cause any major frustration. I just grew into it in my first game of this type.

Chances are, telling by your GF´s reaction, she will just not enjoy this type of game even when she has managed to understand its various aspects. That is in no way insinuating she is stupid or something like that. You say she likes Sim City. Those kind of games are very complex (at least they used to be, no idea about the latest iteration) and you do not grasp all concepts on your first “playthrough” usually. Still, some people enjoy those too.

If you twist a game into something liked by people who usually dislike this type of game, it will stop being this type of game, to the detriment of the people who liked it originally.

But if you change the first ten levels to something that might get new people into this type of game who never would have tried it before, then that’s fine.

Anet hasn’t really changed the core game. The dungeons are still dungeons. The fractals are still fractals. The new zone has harder PvE than older zones,. with new creatures.

Anet isn’t changing the game. They’re changing the introdution to the game to be more forgiving.

I’m not sure why so many seem to think that’s a big deal or a bad thing.

If it’s only pleasing a fraction of the players who get annoyed then it’s not fine.
I for one heard only a few players that they liked the changes and none that said that they love the new way to unlock weaponskills or how the personal story plays out now or that they can dance in front of cows to please them or that they don’t have a downstate for the first few levels.

I’ve heard from a quite a few players that really don’t like it. I’ve heard from a few players who barely even know about it. I’ve spoke to some who liked it.

The people it’s meant for our new players. So if a handful, and I believe it is a handful, of players really cant’ stand it and leave and we get more new players out of it, that’s how businesses grow.

This idea that some how there’s this vast majority of people who are going to be so annoyed they’re going to leave over this, or even more, are even really badly affected by this is just a forum firestorm and nothing more.

Anet knows it. Most people probably realize it, so it’s not going to change.

If the over all benefit is more players then it did its job. Anyone who leaves over this was probably going to leave the game anyway. It’s just not that big a deal.

ANet has created the NPE, they’re backpedaling since. They call it “finetuning”.
This alone shows that the changes aren’t fleshed out and created based on incomplete facts. They’ve said that the NPE got developed based upon a survey for players who stopped playing within the first hours. There is only a very minor part of players, otherwise the humanity would be doomed, who stopped playing GW2 because it was too complicated for them and then filled out the survey.
You have to keep in mind that those players got “overwhelmed” by the things the game offers but showed no interest in understanding the things. Do you wholeheartly believe that they will show more interest now that they just have to press 1 all day long to win the game?

Every mechanic this game offers, and those aren’t much, can be explained in a proper tutorial. Nothing has to be dumbed down. Nothing has to be dumbed down so much that it reaches dance-in-front-of-cows-to-please-them level.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

If it’s only pleasing a fraction of the players who get annoyed then it’s not fine.

Well if it’s only a fraction of the players who get annoyed then there shouldn’t be a problem?

If the fraction of players who get annoyed is vastly larger than the fraction of players who are pleased then there is a problem because those players either stop playing the game, are not recommending the game or don’t buy gems at all.

Dumping down the game to make it easier will always be subpar to explaining the game properly. League of Legends had the same problems, players who complain that the game was too difficult to understand. Riot now creates better tutorials and that’s what ANet should also do. The game is not complicated, not by any means. It just has to be explained first.

This game need a proper one-time tutorial.

NPE From An Actual New To MMO Player.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I can see how your first MMORPG can be a bit confusing at the beginning. But the thing is, different game types are enjoyed by different people.

I understand how the things you brought up can be very confusing at first, but I do not understand how this can cause any major frustration. I just grew into it in my first game of this type.

Chances are, telling by your GF´s reaction, she will just not enjoy this type of game even when she has managed to understand its various aspects. That is in no way insinuating she is stupid or something like that. You say she likes Sim City. Those kind of games are very complex (at least they used to be, no idea about the latest iteration) and you do not grasp all concepts on your first “playthrough” usually. Still, some people enjoy those too.

If you twist a game into something liked by people who usually dislike this type of game, it will stop being this type of game, to the detriment of the people who liked it originally.

But if you change the first ten levels to something that might get new people into this type of game who never would have tried it before, then that’s fine.

Anet hasn’t really changed the core game. The dungeons are still dungeons. The fractals are still fractals. The new zone has harder PvE than older zones,. with new creatures.

Anet isn’t changing the game. They’re changing the introdution to the game to be more forgiving.

I’m not sure why so many seem to think that’s a big deal or a bad thing.

If it’s only pleasing a fraction of the players who get annoyed then it’s not fine.
I for one heard only a few players that they liked the changes and none that said that they love the new way to unlock weaponskills or how the personal story plays out now or that they can dance in front of cows to please them or that they don’t have a downstate for the first few levels.

Guild CDI - The True Complete Summary Edition

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Something I’ve forgotten to raise during the QoL phase is preloading the character models of group- and guildmates upon joining a map.
I would like to see my mates from afar in the map and not them fading in when I come closer. An option in the graphics settings would be nice.

CDI- Guilds- Guild Halls

in CDI

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

[…]

Saved for later when we get a dungeon or raid CDI: I like the direction in which this suggestion is going but I would suggest another implementation.

Back to Guild Halls
One question I would like to have answered:
Guilds can hold up to 500 players. Normal maps can hold up to 100 – 150 (?) players.
How do you want to ensure that players don’t feel separated from each other, can you raise the player-cap for Guild Halls?
Do you have any other idea how to get around this issue?

As Chris would put it: Le Bump.
I would like to know how you want to get around the player cap.

I’ll chime in a bit here. It is a good question. I think there would be some conflict here but that there would also be some technical wiggle room. I think we can safely assume that 500 players from a guild being logged in is not the common case. What is a “reasonable” maximum # of members in the guild hall to you? 150? 200? 400?

That is a tricky question. First of all, you have always assume the worst, so 500 players want to go into their guild hall simultaneously.
I think that all players of one guild should be able to interact with each other, ergo creating multiple instances for all players isn’t the best way to go. How do you want to make sure that if the worst case occurs that players of one guild don’t feel disconnected to each other?
It’s not the question of reasonable guild sizes but about a subtle feeling of gathering the whole guild in one place.

CDI- Guilds- Guild Halls

in CDI

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

[…]

Saved for later when we get a dungeon or raid CDI: I like the direction in which this suggestion is going but I would suggest another implementation.

Back to Guild Halls
One question I would like to have answered:
Guilds can hold up to 500 players. Normal maps can hold up to 100 – 150 (?) players.
How do you want to ensure that players don’t feel separated from each other, can you raise the player-cap for Guild Halls?
Do you have any other idea how to get around this issue?

As Chris would put it: Le Bump.
I would like to know how you want to get around the player cap.

Shouts, another suggestion

in Ranger

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

https://forum-en.gw2archive.eu/forum/professions/balance/Collaborative-Development-Ranger-Profession/page/2#post3683112

A suggestion I mostly agree with. I would make little tweaks here and there but overall this has my vote.

Shouts, another suggestion

in Ranger

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I completely agree with the analysis but I would be careful with buffing shouts straight out. Rapid Fire isn’t OP by any means based on the buffs it got. It just gets “OP” with all the multipliers and extra fluff that’s affecting RF.
Shouts are sitting in the same boat here.
That said, I think shouts should be overhauled. If the sole purpose of guard is to give you swiftness, them this shout is missing it’s purpose in my opinion. Same with Search and Rescue. Of we compare the skill with rez-mechanics of other classes, SaR is pretty lackluster, even with a shorter cooldown. Sic’ Em is useful but I really dislike that it’s only affecting the pet. Protect Me needs bugfixes, such as that the pet is using your toughness instead of it’s own. Furthermore it’s only a reliable way of killing your pet most of the time.
In my mind the shouts should be reworked to be less pet-dependant with effects that also affect the player. There should be also clear roles for each shout. Sic ‘Em as offensive shout (comparable to For Great Justice), Protect Me as defensive shout, Search and recue as reliable rez mechanic and Guard as something else than it’s currently.However I would step away from adding extra effects to all skills. They should have one clear purpose with extra purpose through traits.

Sheer stupidity of stepped attributes

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

NPE has a lot of flaws, but if you get killed by an open world trash mob, the problem is on you.

Thanks for your unconstructive post.
If you’re decent experienced and level a new alt, you’re probably not getting new gear every level. Furthermore he didn’t even said that he gets killed but if each trashmob turns out to be a 3min. fight then you get annoyed rather quickly.

CDI- Guilds- Guild Halls

in CDI

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

[…]

Saved for later when we get a dungeon or raid CDI: I like the direction in which this suggestion is going but I would suggest another implementation.

Back to Guild Halls
One question I would like to have answered:
Guilds can hold up to 500 players. Normal maps can hold up to 100 – 150 (?) players.
How do you want to ensure that players don’t feel separated from each other, can you raise the player-cap for Guild Halls?
Do you have any other idea how to get around this issue?

GW2 Tickets for Review (7 days & older)

in Account & Technical Support

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

922988: Open since 09.27.14, no answer until now.

new weapon set (see link), and your thoughts?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

And more for the Gemstore! …

Communication? Disappointment.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I would atleast like to see one dev devoted to each subforum, like the profession subforums. This person could confirm or reject issues brought up by the community, could report bugs or confirm acknowledged bugs. He could gather background information and forward suggestions to the “competitive team”.

New Page bug - infracted?

in Forum and Website Bugs

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

As you hopefully know, there is a bug when a new page in thread get created. To avoid this bug, I wrote a useless message in a thread, so that the posts get shown as normal. Unfortunately, this post got infracted. I would like to know if someone can “undo” this infraction since it’s, let’s be honest, pretty silly to infract users for circumventing this bug.

Harder Content

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I’m really in favor of that Nargacuga fight. It was depressing at first but so much the more rewarding once you got the hang of it. the best thing about it is that the boss was as challenging in a solo setup as it was in a team setup. In GW2, when the devs want to create “challenging” content, they simply add inavoidable OHKO attacks. This makes the boss challenging for groups but impossible for solo plays. Monster Hunter struck the perfect balance in my mind.

need help

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

exploiting doesn’t necessary mean “illegal” stuff. It could also mean that you use exsisting systems to your advantage and that’s what I’m referring to.

need help

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

You just have to know how to exploit the gamemechanics. Be a smart trader, make loads of gold, buy everything you want and you never have to swing your sword again.
#workingasintended

Harder Content

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I didn’t like Fatalis, never had someone to play with so that fight was rather hard. But Tigrex with GS is a nice one, although I prefered Katanas. And I really miss Gunlances.
My favorite armor was the Nargacuga one, which let you dodge longer and more often.

Tigrex and Plesioth are the challenges I’m aiming for, Fatalis was more of the grindy type if you were alone. Fatalis would better fit as worldboss.

(edited by HHR LostProphet.4801)

Harder Content

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I want to see more challenging combat and an immersive world.
The current combat in GW2, for the most part, lacks any mechanic whatsoever.
I would like to see changes made that remind me of my favorite game gameplay-wise:
Monster Hunter. In MH, each monster had different mechanics you had to know to fight it effectively. Most mechanics weren’t even challenging, but they prevented you from simply running up to the monster and start spamming keys. You had to work with the hitboxes and position yourself accordingly. This would greatly improve GW2, if the enemies would have refined hitboxes and mechanics that you can’t simply ignore.
Also, the combat lacks teamplay. There are no roles in the fights.

(edited by HHR LostProphet.4801)

My personal opinion

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The changes to level 1-10 would be irrelevant for most players. If that’s the kind of thing that makes you very very sad, I’m not sure what to tell you. I feel this is an over reaction.

I would normally agree with this but…
1) It’s limiting the game. Whether or not it’s affecting me isn’t important.
2) Dancing in front of cows, rather than feeding them is so astronomical stupid that I simply can’t get over that.

Wha-whaaaaat!? Dancing in front of cows!½!½111!!! THIS IS HORRIBLE, OUTRAGOUS, IT HAS A MASSIVE NEED TO TYPE IN BIG EXTRA THICK TEXT SO EVERYONE SEES IT! Oh I am quitting this game! Dancing in front of cows!? What comes next, mounts!? pchhtt…

It is indeed as stupid as it could get. Just because some peolpe aren’t able to get rid of the weed when they were attacked and wondered why they had no weapon skills.

My personal opinion

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The changes to level 1-10 would be irrelevant for most players. If that’s the kind of thing that makes you very very sad, I’m not sure what to tell you. I feel this is an over reaction.

I would normally agree with this but…
1) It’s limiting the game. Whether or not it’s affecting me isn’t important.
2) Dancing in front of cows, rather than feeding them is so astronomical stupid that I simply can’t get over that.

Maybe its time for an Anet survey ?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I think lots of the time it is more than a popularity contest.

For example if the developer knows players want item A, but item A just take way too long to develop, and is hard to do, more than that if the developer did a bad job players will be angry anyway. Not only that, since it take very long to develop the content, many people might get impatient.

But, item B is much easier to develop, the developer can do it quickly, and many people will actually do item B, eventhough the players arn’t thrill about it, they’ll actually log on and do it. There is small chance of failure.

If you are the developer, which route will you take. I just think it is more than what players want scenario.

I have to object here because that’s what going wrong in my opinion.
When the game shipped I thought they would expand the game like adding more events and polishing dungeons or addressing the general lack of endgame content, pick up loose ends like the polymock arenas, minipet duels, the ingame-lexicon that got scraped shortly before release or the mini dungeon in caledon forest.
They did none of them. Instead they launched their Living Story, which could be nice but I think that the game would have a much more solid footing if those things would’ve been addressed first.

(edited by HHR LostProphet.4801)

CDI- Guilds- Guild Halls

in CDI

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Proposal Overview:
Guild Villages

Goal of Proposal:
Add housing, give Guilds more reason to exsist

Proposal Functionality:
Add Housing, add a showroom for guild achievements, add a blackboard for announcements and such.

Associated Risks:
Players need to have a guild to have access to housing. (?)
Guild Village could be rather big if there are 500 member in one guild.

CDI- Guilds- Guild Halls

in CDI

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

This bug bugs me out.

(edited by HHR LostProphet.4801)

Too few players wanting difficult content?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

It’s not even that this game only needs more difficult content. It needs any sort of mechanic first.
The monsters from Monster Hunter had great mechanics. Most were pretty simple but you never could simply walk up to the monster and start smashing buttons. And by the time I stopped playing MH I knew the mechanics of all monsters. GW2 combat is the complete opposite. Either it’s stacking or it’s AFK ranging. Either way, you don’t really have to care about the mechanics of the monsters, you just have to pull off your perfect damage rotation. Subject Alpha and Lupicus are the only exception. Those two bosses have mechanics you have to know and to play along them. These are the only entertaining fights in GW2 (and Shadow Behemoth… he looks cool).

Legendary effects not so... Legendary?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Attachments:

NPE: The Citadel of Pain

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Blomm: “This is a grand and remarkable city. Even by asuran standards.”
Adamant Guard: “The Black Citadel is grand and remarkable by any standards.”

Why I think the first 10-15 levels are better

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Well I have to disagree completely with the OP. The leveling process feels very dry and there is no such “unique levelup reward”, it’s just a part the devs have cut out from the game to hand it to you on a silver platter later on.
All mechanics have been removed from low level areas, the worst by far is the initail instance. Prior to the NPE changes I was stopping to hear what the NPCs have to say or to help them. I had a reason to do so because I would unlock more weapon skills while helping them. Now it’s just lame and I try to get past it as fast as possible.
I also dislike the story changes. The story was never particulary great, the first 20 levels were the best though. The biggest advantage the story had was that you could decide when you want to do it. You could do it underleveled or wait until level 80 to play all of it at once. Now that’s gone and the story just feels like another tedious grind.

WvW LB pure dps build

in Ranger

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

This is one of those builds I can instagib.

So, EotM is the best way to level?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I’m just baffled to be honest, I can’t believe ANet did this to “regular” WvW.

ANet didn’t do anything to WvW. EotM rewards the player equally as WvW does, the problem is just that the objectives in EotM are much closer together, which lets the player take more objectives in less time compared to normal WvW.

Combat is unbearable now

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Enemies are annoying to fight against! Pls nerf! /thread

Burst rotation comparison ( Ranger vs X)

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Wat is this thread about?
Rangers are overpowered?…
Ah ok, it’s one of those kind of threads. * leaves*

So, EotM is the best way to level?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

To be honest: EotM has some things which should be “nerfed”. Before, when facing someone with a higher rank in wvw was kind of an indication that they will be good, now everybody has got high ranks as EotM is that easy. Also: getting badges through regular wvw is a pain but they (plus siege) are given out like candy in EotM – that is kind of unfair. Loot as much as you like, I have nothing against that, I just think the rank and badges rewards are insulting to regular wvw.

So buff WvW rewards, what’s the deal?

So, EotM is the best way to level?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Don’t talk about it, they’ll just nerf it…