Showing Posts For HHR LostProphet.4801:

Rollback on changes ETA?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Actually they may very well care what players think. But some players don’t think the changes are bad and I’m one of them. I didn’t like the initial trait changes, and think they need work. But this recent change is better for me as an altoholic.

OP, you might not understand why, but I wouldn’t want to go back to how it was. I prefer this current method (though the trait system still needs serious adjustment).

You mean spamming 1 all through the inital instance is good? You think that locking mechanics like the downstate until level 5 is good? Do you think locking the unique class mechanics is good? Hell, the ranger still has his pet since level 1, he just can’t control it. That’s utter nonsense. I really don’t see, not in the slightest, how the “A Fresh Start” changes should help anyone.

Rollback on changes ETA?

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

There’s no way, a person could miss the newly introduced Arah pt2 bug.

They probably haven’t tested Arah because they didn’t change anything in Arah.
That said, how do they manage to break the path then?

How long till rapid fire nerf?

in Ranger

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Can I just take a moment to remind people of something?

The damage rapid fire does has not increased with the patch.

Kudos to this. I was running a 6/0/2/6/0 build before the patch and after the patch I feel like I’m much more prone to dodges or any kind of damage mitigation. Ofcourse, I do get some “rofl15kdamage360noscope” moments, but they’re rather rare.
Complaining about Rapid Fire being OP is like complaining about 100b being OP if you don’t want to dodge out of it.

I swing my sword

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

And did you swing your sword again?

http://youtu.be/35BPhT-KI1E?t=1m36s

Oh... my ... Wow! Great Job Anet!

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The only difference to the last time I did the Sylvari story is that my character isn’t naked anymore when he leaves the dream, which is illogical and probably only changed because some 12 year old kids could get the wrong message…

(edited by HHR LostProphet.4801)

Communicating with you

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The many objections that players have against this feature pack and Anet’s response to those issues in the weeks to come will show us how well they are listening. I’ll give Mike’s sincerity the benefit of the doubt, but ultimately as a developer Anet can only speak with its patch notes and has to deliver on its promises there. The players have certainly spoken, now let’s see that listening happen.

Yeah, this is the first big patch since everything really hit the fan a few weeks back. How they respond now is going to say a whole lot about the kind of sensitivity they have the to community’s expectations.

I wouldn’t get hopes up they’ll reverse direction on the entirety of the Feature Pack. They put enough time and effort into this to offer it up proudly and without chagrin, so I expect they have an attachment to doing these changes.

If I were you, I’d expect them saying often “we are listening to all feedback” without any particular notices . . . the most I could see them doing is perhaps retooling the “New Player Experience” bits just before Thanksgiving.

Mostly because Halloween and Wintersday both have large events for them which aren’t Living Story related and are probably lighter on effort than LS.

And that all wouldn’t have happened if ANet would simply tell us early enough what they want to do. Seriously, I see the reasons why people think that the “A Fresh Start” thing will help new players, but it makes no friggen sense for me. 5 of 6 new characters are played by “veteran players” and those got kicked in the nuts.
I also don’t like the attempts to tie the gem store further into the GW2 world.

Skill Gates for new players...why?

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Someone over there actually thought the new system would be great. Someone thought that new players have to be babystepped through the whole leveling process.

But why the friggin f… do they have to cripple experienced players who are leveling an alt? 5 out of 6 new characters get played by experienced players and ANet just kicked them in the nuts.

Why didn’t they created a tutorial for all those new players and leave the rest be. Really, the old system worked perfectly fine, but it got replaced with a system which hinders the player in order to not “overstrain” him.

All hail the undocumented changes!

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

It’s like a suprise bag every update.
First got Frost Spirit nerfed, now Quickening Zephyr prevents finishing an enemy.
But Mesmers still can use Distortion and Engineers still can use Elixir S.
I really don’t know what the balancing team is doing all the time.

None of you were prepared.

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Fun fact: Rapid Fire doesn’t deal more damage. It’s just faster. Which gives you the opportunity to dodge almost the whole attack.

It's a sign!

in Bugs: Game, Forum, Website

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

ANet doesn’t want us to use runes, so our client will crash if we search for “rune” on the TP. Nifty Anet.

you NERFED Arcing slice

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

It is viable. Previously, the skill was never used. Now you can atleast use it in group fights.
The change also goes in line with the identity of the GS as cleaving weapon.

you NERFED Arcing slice

in Profession Balance

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The only thing I can’t understand is why they nerfed Arching Slice, they probably had their reasons, but not the Torment of memser scepter, which is simply incredibly stupid overpowered.

It would be cool if we had weather

in Living World

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

1) I agree completely
2) We already have local weather effects at [&BCgAAAA=]
3) Would be a minor improvement, but hard to implement, so it wont happen any time soon.

Pale Tree -- physical person or spirit?

in Living World

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I am also sure that in the past, it was stated that the Avatar of the Pale Tree is not physical there. Also, in the final cutscene she says that she’s fading. However, ANet has always treated the Avatar as a physical being. That’s the only reason why she’s protected by guards, but not the Omphalos Chamber. When we finally repel the dragon, the guards are once again running towards the Avatar, instead of helping the entire tree.
When you talk to the Avatar after the events, it is said that she is hardly breathing. Not to mention that the Avatar is still there. If the Avatar would only be a manifestation of the Pale Tree and if the Pale Tree doesn’t have the strenght to keep the manifestation alive, then the manifestation would fade and not die.

That said, if the Pale Tree “dies” and the Avatar is a physical entity, It should not die but only lose it’s connection to the Pale Tree. I hope that the writers can decide which way they want to go before it’s too late.

(edited by HHR LostProphet.4801)

The "veteran content" in this feature pack

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

People tend to forget that the Feature Patches only improve already existing mechanics. They neither aim for changing the entire gameplay, nor do they aim for implementing new content.

Summit Invitations needs to be nerfed!!

in Living World

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

This is where I think ANet still has to learn from their mistakes, while putting this event (like it is) in the LS (first run) experience during the 2 week period of the LS-format is nice. This event should consequently be put into an instance, after the 2 week period, so that people can complete it and don’t have to rely on the players around them to continue their story…

No, I completely disagree.
The problem is not that the Living Story is tied to events, but that failing events is still more rewarding than completing events.
I myself have made often enough suggestions how events could be made more rewarding. That is the area where ANet has to improve, they don’t have to improve the Living Story content wise.

Precursors selling for 65 Gold on TP!

in Black Lion Trading Co

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Wow…
You have a serious problem, but it boils down to the fact that you compare the real life with the game. You are doing huge mistakes by comparing those who want precursors but don’t have the gold with poor fellows and those who have the gold with the high society.
I think it should be clear by now that there is no “high society” in GW2. just some players who have decided that they want to flip the traiding post because it offers way more gold than anybody else.
That shouldn’t be in the game, it creates a disparity that doesn’t has to be so big, it ruins the fun. And that’s what this game all about: Fun. Grinding gold over and over while seeing players making much more gold in the same time isn’t fun. Grinding gold in general isn’t fun. The entire endgame resolves around grinding gold to get stuff.

And you are one of the few that are happy with the current system becasue you are not on the receiving end. That’s what you have to learn once for all: Just becuase you have fun with the game doesn’t mean others have too. That doesn’t mean that the whole community agrees with you. That doesn’t mean that the ones disagree with you are astray and have to be brought into line.

From all your posts, it’s clear that you don’t understand the mechanics of a free market. We players decide on prices. We players decide if we pay those prices. You’ve been upset for many months now that certain players are able to take advantage of sales opportunities. If I sold my Dusk for 2,500 Gold, that means the buyer felt it was worth that much. If I sold my Venom for 1,000 Gold, same thing applies. There’s nothing broken about it.

Right now, there are cheap items on the TP that anyone can purchase. Precursors are rare. Their drops rates are equal, yet their individual demand is not. Highly demanded ones are more expensive, because way more people want them. Simple market principles.

You assume that the game needs a “Free Market” to be successful and you assume that the current implmentation of the TP serves all that purposes well.

Please Stop Destroying Everything

in Living World

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Just a question here because I am curious. The idea of the Living World is that there is a storyline that you take part in, that you are involved in events that shape Tyria in permanent ways—how would you all convey the sense of progression and change without also making changes to the landscape? I see a couple of comments regarding creating things, not simply destroying. Do you all have any other ideas?

In my opinion, the Living Story should be the continuation of the Personal Story. The Personal Story was solely instance based, it was a single player campaign within the multi player. It is sad that world doesn’t reflect your progress, but that’s fine in comparison with the Living Story. The Living Story wants to deliver both, story and gameplay. But that’s rarely working. Not only are the remainings of those gameplay aspects still spoiling the area, it also takes away from the story. The part I liked the most about the PS was the freedom I deciding when I want to progress. I could ask a friend of mine and do all story missions with a new created character or I could wait until I’m lvl 80. The LS does not give me that freedom to choose. The Living Story should do what its name advertise: Telling a story. Likewise ANet should work on content updates, but not connected to the LS.

Precursors selling for 65 Gold on TP!

in Black Lion Trading Co

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Wow…
You have a serious problem, but it boils down to the fact that you compare the real life with the game. You are doing huge mistakes by comparing those who want precursors but don’t have the gold with poor fellows and those who have the gold with the high society.
I think it should be clear by now that there is no “high society” in GW2. just some players who have decided that they want to flip the traiding post because it offers way more gold than anybody else.
That shouldn’t be in the game, it creates a disparity that doesn’t has to be so big, it ruins the fun. And that’s what this game all about: Fun. Grinding gold over and over while seeing players making much more gold in the same time isn’t fun. Grinding gold in general isn’t fun. The entire endgame resolves around grinding gold to get stuff.

And you are one of the few that are happy with the current system becasue you are not on the receiving end. That’s what you have to learn once for all: Just because you have fun with the game doesn’t mean others have too. That doesn’t mean that the whole community agrees with you. That doesn’t mean that the ones disagree with you are astray and have to be brought into line.

(edited by HHR LostProphet.4801)

Stop BLK Farm & fix Keys/Chests!

in Black Lion Trading Co

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Please remove the Black Lion Key Farm

There has been a ton of commotion about the possible removal of the BLK farm (aka, moving the key to level 20 instead of 10.) Please do so, for the following reasons:

  • The key farm takes you out of the game. You literally have to log out every 20 minutes just to do this farm.

Relogging to other characters does also take me out of the game.
DELETE ALL TOONS NAUUU

  • It is extremely repetitive! You are doing the same 15 minutes of content a million times, running the same exact route, and everything. It is horribly boring.

Gold grinding says hello. Do you do dungeons every day? I do to get some gold. And it’s repetitive. Just like key farming. Maybe the devs should fix the way of acquiring gold first before they fix the way of acquiring keys.

  • It is almost 100% a waste of time, as you need to spend 10 hours farming for maybe 1 weapon.

That’s not the fault of key farming.

  • It inflates the number of Keys in the game by quite a bit.

Gold farming inflates the amount of gold in the game. Everything gets more expensive.
REMOVE GOLD NAUUUU

  • It literally forces you to erase progress on a character, use up a character slot, and put effort into this exploit. (Yeah, I would call it an exploit, essentially.)

It’s not an exploit.

That’s not to say that I’m completely against removing key farming.
I just hate people trying to sustain their opinion with flawed facts.

Key farming isn’t optimal but neither is the acquisition of weapon skins locked behind the BLCs. There should be a way of – slowly – acquiring them simply through playing the game. Ther should be an option to get them quicker through gems.

The Gem Store: It has contaminated GW2

in Black Lion Trading Co

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

First off, I’m not a huge fan of the gem shop, but I can understand that ANet has decided to make it their main income. But I think that holds huge risks.

First of all, there is no item helix. You wont stand out by having the best armor measured by stats. You will stand out with your skin. The endgame solely resolves around getting all the skins you want. Yet the very most new skins got added to the gem shop. One of the few reasons to keep playing the game once your character is leveled and geared got locked away behind a paywall.

It also hurts those who still want to get the items. Either you have to pay for them or you have to exchange gold. Gold can be grinded but it’s by far not the best or funniest way to acquire items. You don’t hunt skins, you don’t achieve them, you buy them. That hurts the MMO mentality.

Last but not least, ANet has to focus a lot of resources on the gem shop to keep the money rolling in. That can lead to the dillusion that the players are fine with the way of getting new stuff through the gem store or with the state of the game, when in fact, they’re not.
A way better method of getting money would be an optional subscription fee.
I would happily dumb 10€ per month if ANet assures me to deliver sweet new content.
But I wont support their gem shop strategy.

Suggestion: player camera improvements

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

If the camera detects a collision, it should check if the collision happened beneath the lowest point of the character hitbox. If so, the camera should stop rotating around the character but start to rotate around itself.

Or simply move the rotation point. Currently, the point the camera is rotating around (I’ll call it M) is somewhat where the head of the character should be. Call this the Player Centric Camera Movement. If you disable this, or move a slider, you can move the point M behind the character, so that the camera isn’t rotating around the character anymore but around a point behind the character.
Not the optimal but an easy implementation.

As a side note: Fix these kitten ugly and big hitboxes, they’re kitten ugly and way too big. Take Monster Hunter as example. That’s how you design hitboxes.

(edited by HHR LostProphet.4801)

Guild Wars: 2 Years

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Would you be willing to wait and get it for free? Because I get the feeling that’s more what they’re going for.

Interesting chart, btw. I probably could have gone without seeing that ._. Haha

ANet will be bankrupt a dozen times before that happens.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I dont think new currencies are necessarily the right way to go.

Instead, I would like to see them apply the reward track system from PvP into PVE (and possibly into WvW as well). It seems very flexible and fits well with the “play your way” mantra.

Note that I do think there should be a couple of reward tracks unique to each game mode (like the Balthazar backpiece and new tournament armor tracks in PvP).

The problem with reward track is, that they only reward you for specific things you do. Currencies as reward could be added to everything if the devs think it would fit in.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Maybe make the currencies dungeon tokens, one token for one event. The dungeon vendor can be updated to sell any new regional reward items as well as the rares and exotics he already has.

That would be one idea, yes. But the problem is that the currencies then have to be leveled out with the armor they already grant.

Well, that is your opinion.

I agree that the game should focus more on currencies/items that are not interchangeable with gold/gems, but I do not think that we should not have a lot more of local currencies because it would clutter the wallet too much.

Greetings.

That can be countered easily with a better wallet UI. Local currencies that don’t belong in the area you’re in could be grayed out, currencies could also be ordered by global currencies, local currencies and dungeon currencies.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Even if each region offered something specific that you could only get via this currency, it still wouldn’t solve your issue. People would convert via the currency exchange, wait for it to put on the TP if it were tradable, or simply find the most efficient speed clear option. It’d be no different than dungeons or karma trains, where people only run a specific path and leave the rest to rot.

I think that can be countered by creating new types of loot.
New armorskins are one aspect of this, armor with stats that are slightly better than their counterparts level-wise could be another. Those items shouldn’t be traded obviously. Getting gold by exchanging a local currency should also still be a huge driving facor. The exchange rate of each currency can be influenced, so that lesser exchanged currencies grant more gold.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

But is it a wise idea? You mention converting currency to gold, but you don’t mention converting gold to another currency. Would that be an option? If not, and we have to go currency to currency (Krytan to Ascalonian for example), does this not undervalue gold that much more?

And what of Karma? How does this poor undervalued currency fit in? Or do you suggest simply scrapping it altogether?

No, I neither think you should be able to exchange gold for a local curreny, nor should you be able to exchange currency for currency. The whole reason for local currencies is to drive the player into areas he wants loot of. If you could exchange gold for currencies or currencies for currencies, you’re undermining that aspect.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The wallet currently holds 16 currencies. There have also been a number of temporary event currencies, as well as things like Pristine Fractal Relics, Black Lion Ticket Scraps and Skill Points.

How many more currencies can be added without a new player becoming confused by the sheer multitude of currencies, and no knowledge of what can be bought with which currency?

Small improvements to the wallet UI would fix the problem.

How to make the world more interesting

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

For all who say that new currencies aren’t the way to go: New currencies are an ideal and crucial tool to create new reward outside of gold.
Gold as reward is way too dominating, it can be used almost everywhere, and that’s bad.
I’ve put a lot of thought into the system and I can assure you, the benefits of new currencies outshine the disadvantage of having a cluttered wallet.

Local currencies will drive the players to play in the specific area they want loot of, local currencies enable local rewards, such as local themed armor.
This can’t be replicated with gold.

And then what becomes the point of gold? Its intent is to be a game wide currency, which your suggestion intentionally circumvents. If you now have to use these local currencies, gold suddenly holds very little value.

All things that can be currently bought with gold, can also be bought past this change.
What the game needs is local reward, to drive the players in the local area. If you could buy all local stuff with with a global currency, you could simply farm in just one area of the map and buy things from every other area, which you’re not supposed to do.

(edited by HHR LostProphet.4801)

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Beyond that, people are going to want some type of currency exchange (people are already calling for such with the currencies we have), which if they opted to oblige would be just that much more work to create and manage. Then there’s the question of, should the exchange rate vary? Should one currency become “less valuable” vs another currency if one region gets over farmed and a lot of it exists while the other does not? It would make sense, and it would probably use a similar code to the gold – gems exchanges, so its plausible to do.

Funny thing is, if you would’ve read my initial post carefully, I’ve proposed exactly that.

But think of it this way: In Frostgorge Sound, the local currency could come from the Kodan, which lets you buy different sets of Kodan themed armor and tier 6 crafting materials and a bunch of other stuff you could need.

In Wayfarer Foothills, Snowden Drifts and Lornar’s Pass a local currency of the northern Norn could be established, which lets you buy northern Norn themed armor and so on.

(edited by HHR LostProphet.4801)

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

For all who say that new currencies aren’t the way to go: New currencies are an ideal and crucial tool to create new reward outside of gold.
Gold as reward is way too dominating, it can be used almost everywhere, and that’s bad.
I’ve put a lot of thought into the system and I can assure you, the benefits of new currencies outshine the disadvantage of having a cluttered wallet.

Local currencies will drive the players to play in the specific area they want loot of, local currencies enable local rewards, such as local themed armor.
This can’t be replicated with gold.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I’m talking about an ideal setup here, so ofcourse, the local currencies should be added to the wallet. It should in fact work like the Geodes work now, with the difference that the events aren’t time gated and that you can buy better rewards with Geodes.

As for the oldschool quest sytem, the current system is good if you have one set place, but you can’t connect multiple places in one quest, and that’s the way I want to use this type of quest.

You know, making Mawdry in some ways feels more like an old school quest and it’s definitely interzone. I wonder if we won’t see more stuff like this as opposed to traditional quests.

I do like the way they’ve set up the Mawdry crafting, so I’m fine with that.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Chain events – there are maps with Chained events – Think Harathi Hinterlands and Orr. This is already done. And yes the Orr invasion is a cross map event.

I mean nothing you have suggested makes the game interesting. Many people would say that what you are suggesting makes the game more dull.

The chainevents in Harathi Hinterlands are good but they neither give additional reward, nor do they prevent players from waiting at the endboss for the chain to finish, nor is the eventchain long enough to please players anymore.

The Orr chain is another example. The eventchain is there, but there is no reason for you to stick around for the whole chain.

As for your personal oppinion, that these eventchains will make the game more dull:
No I really don’t think so. The game lacks reason to go to normal PvE maps, both from a reward centric perspective, as from an adventure centric perspective. The proposed changes deal with both issues.
Note that I don’t want to bomb the map with new events, but I want them connected and I don’t want the events to get repeated so often. Thus I want more events, so that each recur-timer can be longer.

How to make the world more interesting

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I’m talking about an ideal setup here, so ofcourse, the local currencies should be added to the wallet. It should in fact work like the Geodes work now, with the difference that the events aren’t time gated and that you can buy better rewards with Geodes.

As for the oldschool quest sytem, the current system is good if you have one set place, but you can’t connect multiple places in one quest, and that’s the way I want to use this type of quest.

How to make the world more interesting

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Disclaimer:
This is a proposed fix for one of the issues the game has, which I have highlighted in a previous post:
https://forum-en.gw2archive.eu/forum/game/gw2/Communicating-with-you/page/12#post4326737

The desired effect should please both people who play the content because of the gameplay and people who play the content because of the reward.
Also, people who like the current implementation should still be able to do the majority of the current events like they’re used to.
I know I’m asking for much here, but I think this is the right way to make normal PvE desirable again.
I’m not aiming for mass events that require or support huge zergs trampling over the map.
I rather want to encourage and aim for smaller groups of players doing different things simultaneously.

I will use the Blazeridge Steppes and the Shatterer as examples to illustrate my proposed changes at the end of my post.

The Issue:

The normal PvE maps in their current state are neither rewarding nor challenging or thrilling. Some maps don’t fill any specific purpose, they exist, you can farm the existing parts, but that’s about it.
Now we can’t just go ahead and buff the gold, karma and experience reward because it would not only hurt the economy badly, but it also wouldn’t please the players seeking for adventure.

The Solution:

Local Currencies:

  • Local currencies for maps or areas
  • The currency get rewarded through events or Heartquests
  • The currency can be traded at local merchants for local armor, level appropriate crafting materials and other items
  • The local currency can be exchanged for gold
    • The exchange rate should never offer the most gold out of all content but bring the reward from the open PvE on the same level as other ways to make gold
    • The exchange ratio drops with each exchange, so that players are forced to spread around the whole world in order to get the maximum reward

Huge Eventchains:

  • Add lots of new events that are tied into an eventchain, so that singel events don’t recur that fast
  • Multiple layers of eventchains
    • First Layer: Current events without an eventchain
    • Second Layer: Maineventchain, which spans the whole map
    • Additional Layers for additional eventchains
  • Layers should be connected among themselves
  • The main eventchain should end with a grand finale

Oldschool Quests:

  • Add quests that have to be activated talking with a NPC and have to be completed the same way
    • Use this type of quests to implement quests that require you to travel a lot
    • The NPC activating the quest and the NPC completing the quest don’t have to be the same NPC, and oughtn’t

Cross-Map Events:

  • Implement events, that cross map borders
    • Save the list of players participated in one event to place them on the same map whilst map-change as the event is placed

Heart Quests:

  • Heartquests should be repeatable on voluntary basis
  • If successfully repeated, a Heartquest should grant a small amount of the local currency or one fre item from the Heartvendor

Further Event Design:

  • Current world bosses (except Triple Trouble) should be tied into eventchains as grand finale
    • This should counter the “check list mentality” of the current worlboss events
    • The main eventchain should last for atleast 30 minutes, more than one hour would be optimal
  • A buff that stacks upon succeeding events of each eventchain should be implemented
    • At the end of the eventchain each player get additional reward based on the stacks of the buff
    • The additional reward should be worth while, so that each player aims for participating in all events of the eventchain

Example:
Let’s take Blazeridge Steppes as example: Initially, the map gets flooded by branded and random events pop up to hold the branded at bay.
The main eventchain starts from the south, dispelling the branded. When the eventchain reaches the Wreckage of Serenity, a minor eventchain starts simultaneously, dealing with the ascalonian ghosts. When the eventchain reaches the ogre, a minor eventchain starts, which addresses the ogre and their needs.
Halfway through the eventchain, we have to deal with a minor worldboss, a champion branded, which tests the stenght of the players. At the end of the eventchain the Shatterer spawns and the players have to defeat him in order to complete the eventchain.
The merchant for local currencies should offer the player Sentinel themed armor, level appropriate crafting materials, an exchange for gold or special items (like items needed for the precursor craft, if added some day).

(edited by HHR LostProphet.4801)

Beauty of Guild Wars 2

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Oh boy, it’s “guess the screenshot” time!

1) Labyrinthine Cliffs
2) Blazeridge Steppes
3) Rata Sum

1) Caledon Forest
2) Kessex Hills
3) Gendarran Fields
4) Lornar’s Pass
5) Queensdale
6) Queensdale

1) Frostgorge Sound
2) Plains of Ashford
3) Wayfarer Foothills
4) Wayfarer Foothills
5) WvW Borderlands during Wintersday

1) Lion’s Arch pre destruction
2) Queensdale
3) Divinity’s Reach
4) The Grove
5) Lornar’s Pass

1) The Grove
2) Crucible of Eternity story mode (?)
3) Caledon Forest
4) Thaumanova Reactor fractal
5) Crucible of Eternity
6) Bloodtide Coast
7) Rata Sum (?)
8) Rata Sum
9) Queensdale
10) Metrica Province
11) The Grove
12) Timberline Falls
13) Metrica Province
14) Divinity’s Reach
15) Bloodtide Coast
16) Plains of Ashford

1) Blazeridge Steppes
2) Mount Maelstrom
3) Gendarran Fields
4) Plains of Ashford

And something from me for you to guess:

Attachments:

(edited by HHR LostProphet.4801)

The Shatterer.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Hmmmmmm I just wanted to point out one thing …… Teq and Shatterer and others that people want harder … are ALL in level zones way lower than 80.

So newer players / Players leveling up are NOT going to want some super leveled boss there ..

Why not make the harder, bigger, badder bosses in Lvl 80 zones ?

Where you would expect the hard stuff to be !!!

I love how everyone glossed over what I thought was a valid point about WHERE the bosses y’all want harder are placed !!

Tha Shatterer is a Dragon Champion. He’s one of the 3 strongest bosses lore-wise. He should live up to that from a gameplay perspective.

Beauty of Guild Wars 2

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Hi everyone! I wanted to start a thread for the general appreciation of the under-admired beauty of Guild Wars 2. Whether it be landscapes, details in armor, or animations, post what really grabs your attention in-game, as well as things that you think not that many people have stopped to see.

What I can see on your screenshot:
It is nighttime, yet it is super bright.
We’re looking at the skybox, which shows ugly 2D clouds and an uninteresting night sky.
Guildwars 2 can be pretty. But the night and especially the skybox is not.

the "new" Striders Defense

in Ranger

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I reckon; “Gain 3s of Aegis whenever you swap weapons in combat, weapon swapping is 30% faster.” Fits in nicely with the other swapping traits in skirmishing and also fulfils the defence part of the trait name. Choosing it would then give swiftness, fury and aegis on swap every 6s. IMO, ranger needs more boon traits such as this. My $0.02.

I don’t think Aegis fits the ranger, especially not on weaponswap.
1) You have to be in combat to make use of this trait, so not an option for the initial engagement.
2) Aegis on 6 sec. cd is way shorter than the guard Aegis.
3) You have to make the decision if you want to block an attack or if you want to stay on your current weapon, which isn’t optimal.

Why is there No Dueling and no Trading

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Because there is WvW and the Traiding Post.

the "new" Striders Defense

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Do as the above poster said. Just make it a fast hands trait and make it so whenever you swap weapons you (and your party?) gain a boon based on the weapon you swap to.

Swap to Longbow: Fury for 5 seconds.
Swap to Shortbow: Quickness for 3 seconds.
Swap to Longsword: Swiftness for 15 seconds.
Swap to Axe: Might for 5 seconds.
Swap to Sword: Next hit causes cripple.

Must be in combat for all but longsword.

I would rather have smaller boons on weaponswap and no ICD, than this with long cooldowns.

I would suggest something like “reduce weaponswap cooldown to6-7 seconds, gain openstrike on weaponswap”.

(edited by HHR LostProphet.4801)

RIP keyfarming [merged]

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Good enough, key farming is stupid, and obviously not something they wanted players to do.

http://www.reddit.com/r/Guildwars2/comments/2ew9ta/as_i_was_key_farming/

Apparently Anet employees keyfarm. =D

Fine, I’ll update my statement to “key farming is stupid.”

Farming in general is stupid. Yet you “farm” everything. Be it dungeons, the worldboss rotations or materials.

Divinity Guide

in Lore

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

So you say that the other races shouldn’t get a compressed history lesson because humans have nothing else going for them?
Sonds pretty pointless to me.
The player experience shouldn’t be crippled because one race has to have an unique selling point.

On a side note: Humans still got the biggest and most detailed capital city.

(edited by HHR LostProphet.4801)

the "new" Striders Defense

in Ranger

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

The problem with the current trait is, either the effect is too low and noone want to use it or the effect is too good and you basically have to use it as melee fighter.
I don’t think that the current implementation can be balanced properly.

RIP keyfarming [merged]

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Anyway I don’t really see how you would successfully completely monetize a game with the cash-shop without influencing the game in a negative way.

Like I said, I think the gemstore shouldn’t offer you something you already get in the game (like skins) but additional things (like the instruments). Furthermore the gemshop shouldn’t ease your gameplay (like buying additional bag slots or farming tools that drop extra materials). It may however expand your game experience (like additional character slots or the digital deluxe-upgrade)

We’ve indeed gotten offtopic here, but since key farming strucks the monetization, I think that has to be discussed also.

(edited by HHR LostProphet.4801)

RIP keyfarming [merged]

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HHR LostProphet.4801

Doing Free to Play Wrong – How Bad Monetization Harms F2P Games – Extra Credits

A balance must be achieved between fulfilling the customs desires AND making money. Putting one on the table and forgetting about the other leads to a game you end up being unable to maintain or a game where the customers are generally displeased with having the money bleed out of them and leave anyways.

Thanks for linking that. Extra Credits should be mandatory viewing for all game developers.

Well the way he describes it is much as what we see in GW2 and it’s bad. So have to disagree with that. While I have seen some of his video’s that made sense this one sadly does not. If I design a game around the monetization it does mean it effects the game and you don’t want the game to be effect because of the payment-model. Or at least as less as possible.

I do think the video does somewhat apply to GW2. I think an example of good monetization are the instruments or the bouquet of roses.
Black Lion Chests would also be a good monetization, if 1) the keys wouldn’t cost so much and if 2) all items which can be obtained through BLCs would be equally desireable.
Skins, since they are the main goal the game presents you, are not a good monetization.
Items like Transmutation Charges, Black Lion Salvage Kits, endless Mining Tools, Character Slot expasions, Bag Slot expansions, Bank Tab expansions, Collection expander, Upgrade Extractor or an Additional Crafting Licence are not. Those items are no goodies but influence your whole game experience. That said, I’m personally ok with Bank Tab expansions and Character Slot expansions.

(edited by HHR LostProphet.4801)

The Shatterer.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Thread explosion! Thanks for all the (rapid) responses. There seems to be a fairly consistent feeling that yes, these fights can be more engaging without becoming as difficult as the jungle wurm.

I like some of the ideas being presented, feel free to keep the discussion going. It’s also helpful to hear not only what’s working but why it’s working for you.

On the topic of using siege weapons as a role mechanic in these fights, is that something we want to see more of? I often worry that siege weapons can be just as boring as standing in the safe corner pressing the same attack. Do you feel that they can also cause some contention between players?

Building enough siege weapon could be epic and would be more logical. I don’t think that arrows fired at a crystal dragon would scare the dragon.
Ofcourse, the fight has to be engaging, but the implementation of huge siege batteries would be an awesome thing imo.

The Shatterer.

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

if you take long to kill him the punishment would be that it takes longer rather than you getting nothing at all

Can we make this happen?

It has happened, it was the normal way of things a while ago. That’s why the timers were enacted – it was a case of “when we kill it” rather than “if we can kill it”. Every world boss was possible for five people (or one really determined solo person) to just res-rush until dead.

I know. I had to do Claw of Jormag that way a couple early mornings.

I find it less desirable to guarantee a reward and take the punishment out of failure.

I on the other hand liked the “epicness” of taking down a world boss on your own or with just very few others. I don’t like the zerg-rush + checklist mentality of the new system at all.

Global guilds leads to reduced guild storage

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Posted by: HHR LostProphet.4801

HHR LostProphet.4801

Wow….I saw this whine coming.

Give ’em cake and someone wants to complain about the size of the box it came in….

If you update something, then you better make sure that it doesn’t have any drawbacks. This update has indeed drawbacks, thus this is a valid concern.

The Shatterer.

in Guild Wars 2 Discussion

Posted by: HHR LostProphet.4801

HHR LostProphet.4801

I think Shatterer should become a bit harder, but by far not as hard as Tequatl is. It would be enough to drive the players out of his sides and force them to fight him up front.

The definition of “hard”: Tequatl is not hard for the player himself but hard from a greater point of view. Almost all players of one map are required to beat Triple Trouble or Tequatl. This should not be the case for the Shatterer. Make it possible to defeat Shatterer with way less people but make it harder for each player to stay alive.
One way of doing this would be that there is no AoE cap for the Shatterer, so that all players who are within the AoE get struck.

(edited by HHR LostProphet.4801)