My 2 Cents:
I think CoF is great, in the sense that people are enjoying the content and running it repeatedly.
However, I think it is bad in the following ways:
1. It is ruining the economy. Those who do not run CoF are at a great disadvantage as prices are rising across the board and only CoF runners are benefiting.
2. It devalues other content. Why run other dungeons when you can run CoF? Personally, I really want to run all of the dungeons, but it is so hard to find groups that do not want to run CoF only. HotW comes in 2nd. (Before, this used to be AC.) I finally finished doing TA all 3 paths just yesterday, have not ever done any CoE paths, and have never done Arah paths.
3. It promotes a very precise build. (Zerker Warriors and Mesmer). Though, even if you run a different profession, you’re going to find a single build that works for it and keep it.
Personally, I think the negatives out-weigh the positives.
Solutions? I suggest a better reward structure. Reward should be given based on the time you are actively engaged. Thereofre a 10 min CoF run will give you 1/6 the rewards you would find in a 1 hour CoF run. This will cater to casual players more, open up more content and allow people to play how they want.
Fight prejudice with prejudice?? Ridiculous.
I go out of my way to not join any group that excludes certain professions, newbies or asks for gear-pings.
Also, I just got my warrior to 80! Don’t exclude me! lol
I don’t understand the desire for Trinity. It’s a solved puzzle. It reminds me of Zelda bosses. “Oh, thing with giant eye. I guess I shoot it with arrows. Yay, I win…”.
Sometimes I feel like no one plays higher level fractals. While the early fractal bosses are pretty cake, the higher level ones require a level of strategy where you need to designate roles. Roles aren’t really based on class or build, but they are roles that need to be filled anyway.
For example, for Bloomhunger, I found it best to have some kind of melee DPS to take out the small spirits to remove the harsh buffs they give. For Captain Ashym (Ascalon fractal), having area heals and regeneration are almost required to counteract his permenent Retailiation buff.
Then you have your Guild Bounty bosses, and all sorts of stuff goes down. A lot of them, you need some dedicated boon stripper. Or maybe you need area condition removal (wells, fields, condition flipping).
Maybe Anet hasn’t quite figured it out, but they’re definitely making progress in the right direction.
1. Zelda is commonly considered one of the best games of all time. It is listed as #2 of all time on gamerankings.com and #1 on gamestats.com. My opinion is also that it is the best game of all time. It is one of the few games I have beaten more than once, and I beat it 5+ times. (I am specifically speaking of Ocarina of Time, though I do love all the Zelda games).
2. Having a little bit of strategy on only a couple of bosses at only high level fractals is silly. There are other dungeons, there are lower level fractals and there are open world events.
I would suggest the bosses need to do less damage on their attacks, and attack more often. They could do a reasonably powerful attack once in awhile which makes dodge useful. This would make toughness and vit more useful, as you would be getting hit much more often. As it is bosses do either attack often and use a crazy amount of damage, which means you need to be using Aegis/Blur/Distortion/whatever/Range, or you they do an attack every so often for a crazy amount of damage which means you need to be good on dodging. That means you either are playing poorly and die or you never get hit. There is no middle ground.
I forgot about the WvW progression, and I mostly play WvW these days (lol). I guess it’s just not as important to me. (I also play many alts, so I don’t progress in ranks very fast — my choice so I’m not complaining, but it does make it seem less important that, say ascended accessories.)
Sure sure, but I could argue that removing culling is much more important than ascended gear Also, as you said, there is at least 1 way to achieve ascended gear in PvP. There is no 1 way to remove PvE culling
7 months of PvE updates, the PvE players said nothing.
The moment Anet releases PvP updates, the PvE players say PvP is being prioritized.
It’s funny, because I always felt like the updates were prioritizing PvP content/balancing over PvE. I play PvE exclusively, perhaps the grass is always greener on the other side.
A agree, balance is definitely done with an eye to PvP. But content and gear comes to PvE. For example, there still isn’t a way to get ascended gear in WvW (except laurels and that’s really just overflow from PvE), but there are three ways to get it in PvE.
Well I think that is mostly intentional as Pv kitten upposed to steer clear of a gear grind as people put it. Another thing to look at is the culling, gone in WvWvW but still present in PvE. I am sure there are plenty of things one side gets that the other doesn’t in content and balance. The thing is, it’s always easier to see what the other side is getting more-so than what you are.
If you look at March update it was
-new braham/rox (PVE)
-new open world flame and frost stuff (PvE)
-new WvW progression/abilities (WvW)
-Remove culling/increase performance (WvW)
-new guild bounty targets (PvE)
-leaderboards starting with PvP (WvW/PvP at the time)
That is 3 for each.
Feb had
-New PvP map (PvP)
-Guild missions (PvE)
-Two team rated play in PvP (PvP)
-Choose your own daily achievements (both)
-Preview in TP (both)
That’s 2 pvp, 1 pve and 2 both.
Anyway, I could go on, but to say that the entirety of updates have been for one side or the other is inaccurate.
Hmm I figure it’s more of unity (?? whatever singular form is).
This is because every person does everything, it’s not that you can do any one of all 3, it is that you do all 3. Everyone heals themselves, everyone revives, everyone does damage. It’s all roleless. As many argue, the only worthwhile thing to focus on is damage.
They are working on rewarding those who trait for group healing/buffing as well. So eventually even players who are not glass cannons or DPS builds will get credit for being helpful as well. In trinity games the healer gets credit even if they never attack the mob, in this game we just need to same idea with variables that reward that player for effort under certain instances and through mechanics.
That certainly is an aspect that needs revision, but it’s also pointless to heal instead of DPS.
Why do 80% damage to a mob so it takes that much longer, so that you can throw down super weak heals that barely mitigate the 1-2 shot damage that bosses do. It’s all about dodging away from damage, which means you do not need heals. Spec’ing for heals hurts your party more than helps.
Hmm I figure it’s more of unity (?? whatever singular form is).
This is because every person does everything, it’s not that you can do any one of all 3, it is that you do all 3. Everyone heals themselves, everyone revives, everyone does damage. It’s all roleless. As many argue, the only worthwhile thing to focus on is damage.
7 months of PvE updates, the PvE players said nothing.
The moment Anet releases PvP updates, the PvE players say PvP is being prioritized.
It’s funny, because I always felt like the updates were prioritizing PvP content/balancing over PvE. I play PvE exclusively, perhaps the grass is always greener on the other side.
I guess I misunderstood, I thought you wanted changes to the game that will foster community, not changes to the community to enhance the game.
I do not think that you will succeed on your mission to change the community. The only way to do this is to provide incentives/mechanics which encourage the community to act in the way Anet wants.
well Krosslite did say Fireheart rise which is a mid-high level zone.
I feel like these areas will have the lowest populations, because they are more difficult than lower areas and worse loot than higher areas.
I think the best way to increase people in other areas, is to increase the reward given by doing these events. Perhaps adjust how karma is gained from events, so that karma is gained according to the amount of time you were active in the event. For example you could have a formula that you get karma = 0.8*seconds active in event. That means if you do an event in a low level area for 5 minutes you get the same karma (240 karma) as a high level area for 5 minutes, but if you own the Great Jungle Wurm in 5 seconds, you get 4 karma for it. Then, make Karma more useful – add in more armor skins, consumables, or entry to events. Perhaps add a mini-game into cities that costs 100 karma to participate.
EDIT: Another advantage of this, is the discouragement of actively participating in an event for 5 seconds and getting full credit.
Responses to date to not qualify as helpful nor productive.
Out of 32 zone 18 are near ghost town unless there is a timed evevt due.
This thread is not aimed at these area which is where. Ost of the population center to do the afore mentioned activities which are off limits ij this thread.
Flamer and troll will be reported.
Construction suggestion like DE Raid Groups will be discussed
Your post made a claim that the game is a ghost town and then asked for recommendations on how to increase the sense of community outside of WvW, Dungeons and Fractals.
My post disagreed with your broad claim and then I provided recommendations on how to increase community outside of WvW, Dungeons and Fractals.
How on earth is my post unhelpful and unproductive?
This is a discussion forum (definition provided: consideration of a question in open and usually informal debate). Just because I disagree with you does not mean it’s off topic.
I agree with Jski.
I do not find the game a ghost town in the slightest. There are certain zones where there are not many players, which I notice as i am levelling my alt. That said, I have yet to see a zone where I see 0 players. I actually like it much more this way than way back in September when there were loads of people. The reason? 1. Content is more challenging 2. the world feels more real and less like a video game 3. You do not have childish arguments in map chat.
As a whole, the game feels quite populated, and reasonably well dispersed. The most obvious exception is Lion’s Arch where most people hang out. I would like to see higher dispersion to other major cities. I’d also like to see encouragement for you to stick in your races city. I think it’d be awesome to visit other races hometowns and see a hundred players of that race there. It’d really make me feel like a visitor. I also feel like it would develop a culture for each race. I could see this happening by a number of ways, such as:
1. Gain a benefit/boon by visiting your hometown (i.e. visiting acolytes of the different gods in Divinity’s Reach, or perhaps increase the effect of the boon the longer you are in your hometown – kind of like rested exp)
2. Have mini-games in hometowns to draw people to them
3. Add in portals to each hometown from each hometown – it is silly I have to go through LA to go to the Grove from Rata Sum
4. Add entry to the Fractal of the Mists from every hometown
5. Sell race specific food with specific boons associated with them in each hometown (do they already do this? I haven’t seen anything)
6. Add in a LFG tool so that you do not need to spam map chat / be in the same zone to find a group
7. Add in a race skill which teleports you to your home-city
8. Alter vendor costs, with increased value if selling in your home city
The compatible devices are listed on their page:
http://support.amd.com/us/kbarticles/Pages/AMDCatalyst13-4WINReleaseNotes.aspx
There are quite a few 6xxx series, but no 60xx series.
Yeah I disagree on the keep it simple.
I just did as told and no one told me why I was doing things. It made me much less useful in my groups, as I really did not know what was going on.
Knowing why you are doing something enables you to help your team more, and gives you the confidence you need to help your team. If you are doing something without a clue as to why, you will be hesitant, as you won’t be sure you’re doing the right thing.
1. Bloodtide Coast
2. Metrica Province
3. Kessex Hills
4. Caledon Forest
5. Queensdale
6. Gendarren
7. Sparkfly Fen
8. Mount Maelstorm
9. ..
I am not a fan of snow, ascalon, orr or southsun
Hello,
I was running around in Bloodtide yesterday and came across a couple of stale events.
One of them was the escort the pirate captain through the swamp event. It was stuck right where he drops the keg of beer on the ground. I came by and he and the pack were there standing still and I killed all the enemies around and waited a bit. Nada happened.
The other event was the ending to the Help the Whisper Agents escape event on the small island with all of the corsairs. The two pirates for escape were standing at the exit to the cave. Again, they were not moving.
Well you can’t compare an mmo to food cooked by a chef.
Why not?
Because it’s like comparing a carrot to an airplane.
Hmmm.. if I had not read the rest of his post, I’d agree with you. It is quite clear that the comparison is that people will often devote a lot of effort and time to create something that is enjoyed for a fraction of that time. This happens with food, books and video games. Sometimes a lot of preparation is needed and will only be enjoyed temporarily.
Hmmm.. if I had not read the rest of his post, I’d agree with you. It is quite clear that the comparison is that people will often devote a lot of effort and time to create something that is enjoyed for a fraction of that time. This happens with food, books and video games. Sometimes a lot of preparation is needed and will only be enjoyed temporarily.
Not enough content? People complain. Too much content? People complain.
I’m not complaining about either, I just feel it is strange they would work so hard on something that would soon be gone.
So do chefs. You go out have a great meal and that’s that. The book you read in a week might have taken the author ten years to write. Most books won’t get read again and again and again.
I don’t know about you but I’m bored with most of the permanent dungeons in the game anyway. I do them with guildies, but after all this time if I never did one of the original dungeons again, I wouldn’t be too sad.
Maybe temporary content isn’t so bad as people might think.
Well you can’t compare an mmo to food cooked by a chef.
this is more like a house…Anet is building house by making a huge room and then taking it down to replace it with another room that will also be taken down.
If the game is more like a house, than the temporary content are more like dinner parties.
a 5-man story dungeon. There are not going to be any raids in Guild Wars 2.
There are a good number of open world raids.
no, those are group events. A raid is an instanced dungeon designed for a huge amount of people (20, 30..)
Ya same thing just not in an instance it in an open world.
No not the same thing at all, one is a zerg amongst people you don’t know and will never speak to and will likely be over in anywhere between 10 seconds (Maw) and 10 minutes (Claw), the other is a raid amongst people who are in your group and are communicating via speech and / or text.
According to the wiki page on Raids in gaming, Dynamic Events fit the definition.
“A raid is a type of mission in a video game in which a very large number of people (larger than the normal team size set by the game) attempt to defeat a boss monster. This type of objective is most common in MMORPGs, where the servers are designed to handle the number of users. "
It does not specify that it has to be instanced.
Also, raids in WoW (At least in Cataclysm, which is what I played) did not require strategy, thought or skill. It was the same thing, dps it down for 10 minutes. Utterly boring stuff.
(s)he is in Straits of Devesation. (S)he is fighting Risen :P
There are a number of factors Vonnix
1. Don’t solo group events
2. Make sure you are geared appropriately for your level
3. Make use of your utility and elite skills effectively
4. Remember to dodge, this game is about avoiding /blocking damage more than mitigating it
5. If Risen are being too much of a pain, check out Frostgorge Sound. It is more similar to other areas of the game with heart quests etc and is 70-80.
I’ll second the Mesmer suggestion.
The clones serve as poor tanks as they die fast (they do inherit your toughness though), but they make great distractions. So far as “kiting” goes, Mesmer is just really adept at in-combat mobility. We can blink all over the place with a handful of skills, and we have some short stealth abilities as well.
If your enemy can’t believe their eyes, then you’re doing your job right.
Not sure if it is because I use my signet to improve hp of illusions, but they rarely if ever die when I am fighting in the open world. They only die if 1. I am fighting a veteran/champion or 2. if the mob uses a particularly (and unusually) strong attack.
It was Thief, then it was Ele.. Now it is Mesmer.
I do not kite much with my mesmer as my clones often are tanking. I kite way more with my warrior, thief and ele.
Every profession needs to kite at some point or another though.
EDIT: Also, Mesmer’s have a few invulnerability skills which prevent the need for kiting. Distortion = shatter all illusions for 1 sec of invulnerability per illusion (add in Illusionary presence and 3 illusions = 4 seconds). #2 skill on Sword also gives invulnerability while attacking for a couple of seconds, and you can trait to have the cooldown lowered. Then there is Mimic which will reflect projectiles and then provide a couple seconds of blocking. Feedback will put a dome around your opponent and reflect all projectiles back at him/her.
(edited by Jemmi.6058)
If you read your abilities and use them correctly 3 mobs on a theif is cake. Yes I’m talking pre level 10. I just tested it out.
indeed,
Dagger main hand and spam death blossom. Easily kills any open world mobs from 1-80. 3-4x DB = death to whatever = perma evade. The end.
I do think that Legendaries should drop :|
I may be wrong, but I imagine it was in the loot table, but the loot tables were buffed recently. This is similar to Final Rest.
I also never said it should be an easy drop, in terms of effort you could argue what takes more effort. I find crafting takes little ‘effort’ but is very tedious.
Also the same thing could be said about almost anything. For example, you should not be able to buy exotic gear off the TP, because it is easier to farm gold in CoF path 1 and buy a full set than it is to farm karma in Orr and buy it there. Is that also something you want, due to the fact that one method is way easier and trivialized those who farmed Orr for Karma gear?
This game already rewards people enough for random chance (aka precursor drops). Wintersbite and all other skins like it are suppose to be achievements, ones that you work for over a period of time. Allowing these skins to randomly drop takes away that achievement, since there was no commitment/effort in getting it.
As for your second point, yes there are multiple avenues to gearing a character, some more efficient than others, but while everyone should be able to gear their characters by playing how they want, not everyone should have access to cool looking skins, otherwise those cool looking skins would be meaningless (look at twilight/sunrise for example, so many people have it causing it to loose prestige).
OK so you are saying it should only be available through MF/Crafting, so that it keeps its prestige. You then say that Twilight and Sunrise have lost their prestige, even though both of them are only available through MF/Crafting. It seems like keeping it to MF/Crafting is not the solution to holding prestige.
I think that running Jormag takes more effort than MF/Crafting, and thus rewarding someone for doing Jormag makes more sense to me.
If you were to ask someone, “what do you think would take more effort, throwing a bunch of random stuff in a toilet or killing a dragon?”, what do you think their answer would be?
I 100% disagree with this. I believe all items should be droppable and that crafting at MF or purchasing them trivializes the item. Personally, I do not like crafting or MF and appreciate that I have the ability to gain these skins through the way I want to play the game.
In that case, they should make infinite light and mjolnir drop, and heck even legendary weapons should drop with your kind of attitude.
My point is not whether or not special skins should drop from meta-events, it’s that something that previously required time/effort to make, shouldn’t be rendered trivial and meaningless by simply adding it to loot tables where it was previously absent.
Just because you don’t have the desire/patience to craft a special skin doesn’t mean you should be able to obtain that skin for far less effort than everyone else.
I do think that Legendaries should drop :|
I may be wrong, but I imagine it was in the loot table, but the loot tables were buffed recently. This is similar to Final Rest.
I also never said it should be an easy drop, in terms of effort you could argue what takes more effort. I find crafting takes little ‘effort’ but is very tedious.
Also the same thing could be said about almost anything. For example, you should not be able to buy exotic gear off the TP, because it is easier to farm gold in CoF path 1 and buy a full set than it is to farm karma in Orr and buy it there. Is that also something you want, due to the fact that one method is way easier and trivialized those who farmed Orr for Karma gear?
I would definitely like to see this as I feel it could add a lot of variation in terms of both builds and appearance.
I made a similar thread about a month ago, https://forum-en.gw2archive.eu/forum/game/suggestions/Armors-for-all/first#post1627541
I recently discovered that the ice bow Wintersbite drops for the Claw of Jormag meta event. While I don’t oppose unique skins from dropping from such events, I find it insulting that such an item (one that could only be crafted from the mystic forge) now simply drops from an event.
I’ve personally crafted a Wintersbite, and spent around 250g to do so, but now its only worth 90g due to the number of them dropping. The worst part is the shortbow version, Wintersbark, doesn’t drop so is still around 250g.
Please remove Wintersbite from the Claw of Jormag loot tables, since you’re alienating those of us who crafted them before they started dropping, and defeating the purpose of crafting one in the mystic forge.
I 100% disagree with this. I believe all items should be droppable and that crafting at MF or purchasing them trivializes the item. Personally, I do not like crafting or MF and appreciate that I have the ability to gain these skins through the way I want to play the game.
What’s the purpose of this thread?
I thought it was to discuss guild wars 2 portal and whether we believe it should remain as is.
There is a lengthy suggestions forum post asking for a nerf.
Interestingly enough, this thread serves more purpose and is more game oriented than half the threads that are started every day.
After using a portal that would be legit that all powers and skills are in CD for 5sec :p
That’s same as Stun, why would we get stunned for using our own skill which has 0 damage
Nah it’s OK, but while we’re at it, let’s stun
Warriors when they place a banner down
Elementalists when they summon a weapon (fiery greatsword, ice bow)
Rangers when their pets die
Thieves when they stealth
..
wait no, that’s stupid.
I hope you guys understand that mesmers aren’t bypassing anything. Portals don’t have a targeting reticule. Both the entrance and exit can only be opened on the spot that the mesmer is standing. That means at least one mesmer went through the entire jumping puzzle the hard way.
Now consider this. Mesmers don’t have a passive speed boost signet or any jumping skills from weapons. In fact, the only reliable speed boost they have is Temporal Curtain, which will NOT stack swiftness over any other speed boost! On top of that, there are only a handful of spots where Blink will move mesmers to a spot they can’t normally reach by jumping. This means mesmers generally have a harder time getting though jumping puzzles than every other class. Portals cannot and will NEVER help mesmers progress forward! The best they can do is place them back at a point they were previously and that’s only if the entrance portal was dropped ahead of time AND still active AND still within range! To make matters worse, Portal has even more limitations than that! Don’t even get me started on the transfer limit and ridiculously long cooldown!
In this respect, portals in jumping puzzles will benefit a mesmer’s allies more than it will ever benefit the mesmer that created it. Think about that! The ability all you guys are crying over is more beneficial to YOU than the class that has it! Even with that, Anet, in all their infinite wisdom, still nerfed portal to hell and back! Now jumping puzzles and base bombing are pretty much all it’s good for and you guys want it nerfed MORE?!
True!
Though, I have used my portal as a buffer. When I am half way through a JP and passed a really hard part and am about to hit another hard part, I’ll throw the portal down, so if I fall I won’t have to redo the start
I do like how you could customize your builds more in GW1.
However, I wanted to note that many of the skills in GW1 were repetitions.
For example Jamei’s Gaze and Heal Other:
http://wiki.guildwars.com/wiki/Jamei's_Gaze
http://wiki.guildwars.com/wiki/Heal_OtherThat is to allow some kind of build based on those skills but without making the single skill too OP (or having a too short CD)
I thought it was so people who made a Monk starting in factions could still get the skill that was in Prophecies. Though your explanation makes more sense, as I did not understand why not just allow factions to purchase Heal Other. I ran a Healing only monk and bringing both of those never seemed like a good idea to me.
I do like how you could customize your builds more in GW1.
However, I wanted to note that many of the skills in GW1 were repetitions.
For example Jamei’s Gaze and Heal Other:
http://wiki.guildwars.com/wiki/Jamei's_Gaze
http://wiki.guildwars.com/wiki/Heal_Other
“I swung a sword, I swung a sword again Hey! I swung it again, that’s great”
Do you remember the teaser for GW2 before it’s release? Where Colin Johanson said the above line?, well, isn’t that exactly what we’re doing in the current model?
The context of that quote has nothing to do with auto-attacks. It had to do with basic questing models and progression.
So whats the full quote?
The full quote:
“When you look at the art in our game, you say ‘Wow, that’s visually stunning. I’ve never seen anything like that before,’ and then when you play the combat in our game, you say ‘Wow, that’s incredible. I’ve never seen anything like that.’ In most games, you go out, and you have really fun tasks, occasionally, that you get to do, and the rest of the game is this boring grind to get to the fun stuff. ‘I swung a sword. I swung a sword again. Hey! I swung it again.’ That’s great. We just don’t want players to grind in Guild Wars 2. No one enjoys that. No one finds it fun. We want to change the way that people view combat.”
It’s about the boring grind to get to the fun stuff. In Guild Wars 2 you don’t have to hit max level to get a world class boss. You can find them in the starter zones. That’s what he’s talking about. He’s talking about the stuff you do at lower levels is the same stuff you do at higher levels.
In most games, you have to level fast as you can to get to raids. In Guild Wars 2, you can level at any pace you want and find cool stuff to do.
You may personally not think the stuff is cool…but many people do.
How anyone can think this means there’ll be no grind at all in the game, particularly when in other interviews they said there would be grind for people who wanted to grind, and particularly because there was grind in Guild Wars 1…I just don’t know why people continually want to take this quote out of context.
Really? I though that quote more had to do with skill progression. Like in other games you start out with a weak sauce attack where you can swing a sword and do nothing else. Whereas in Guild Wars 2 you can have access to all your attack abilities within minutes.
As for the main post, your initial part makes it sound like you wanted to be able to not have to swing a sword at all? That’d just be silly.
Second part of the post makes it seem like you think auto-attacks are more powerful than the rest. I have yet to play a class that this is true for. Granted, I only played a Ranger to level 20. I have 80 Mes/Ele/Thief and am levelling up a warrior now.
3rd part of your post mocks Dynamic Events and says no one does them, but then you say that people just do dragons. Dragons are dynamic events.. People also do plenty of them in Orr and a few others (Maw, Golem, Wurm, Harathi Centaur etc). These dynamic events are done because you get a significant reward beyond Karma. I can agree with you that increasing the value of karma would benefit the game. Granted, you can use the karma you do get to buy exotics or rares for Mystic Forge or Salvage.
Personally, I wouldn’t mind if this stuff happened if the pop-ups were not in the center of the screen.
Please let us choose the location of pop up. I’d prefer they be in the top center or off to the right.
I would love if map completion rewards were geared toward your characters class/crafting selection. Sadly, they are pretty random.
Rewards are definitely scaled better at higher levels. The advantage of some low level maps is that you can receive Black Lion key’s.
I would recommend you sell the items you receive on the TP.
Hi5’s, you pleased Rytlock
I think the big problem with world PvE right now is that the social dynamic leads to what I call “tipping points”. Basically, either everyone wants to do an event, or no one does.
Simple example: Champions. If one or two people are around when it spawns, they typically flee, or give up after the first wipe.
This is what I think this game’s achilles heel is. The DE system is supposed to be the premiere system in this game – and it isn’t being used much. Especially in mid to higher level zones outside Orr.
This is a huge turnoff and I can see a snowball effect happening as more players turn away from DE’s (either from leaving the game or playing more “end game” content) that, in turn, makes it harder for new players to play and level their characters through DE’s.
This is exactly my point clay and why I have made this thread and the Tunnel Vision thread.
This is something that needs to be addressed.
Should it be by Anet.?Maybe to a degree. Some form of reintroduction to how the DE system is suppose to work could be put out by Anet.
Should it be by the player base? Most definitely. Since guilds have the most direct contact with a large number of players it should be on them to do something.
My suggestion has been to make DE raid groups. Others may have other ideas that pursue looking into.
Getting more folks into the high-end zones is something that needs to be done. I don’t mean the high-end zones with dragons, but zones like Fireheart Rise for example. Where I see outposts being over run left and right out there. I know since they are in the outpost that these are at the very least chain events, but they need bodies to find out. Too many of them can not be soloed.
This is how they were designed; on purpose. They were meant for group participation, but with these zones being ghost towns it is nearly impossible at this time to know.And Anet broke it by making easy content give the best rewards. The players didn’t break it. If you have two sources of reward needed for game content, one easy and one progressively more difficult and time consuming, you do not make it intentionally harder on yourself to get those rewards.
In order to make the population spread out, they need to have a reason to, besides “Hey guys!! We need to do this because they want us to” I wish people would, but they won’t.
IMO, it’s not that easy content give the best rewards, it’s that there is no cap on players entering an event.
For example, Teq is super easy and has great rewards. However, have you ever tried to kill Teq solo? I imagine it’d be near impossible. The reason it is easy is because 100’s of people go to kill it. If the player count capped at 20 or so, then it’d be fun and challenging with a great reward.
Anyway, as it is, there is no cap on events and therefore the events with the best rewards become the easiest to complete.
Two problems with capping players though. Either you leave it open world and the players that don’t get there in time are SOL, or you instance it and it doesn’t change world population coverage at all. So, either screw players or there is no actual change to what’s wrong in the first place, which is an unbalanced population.
Oh, I definitely agree. I suppose I wasn’t clear, I do not think that a cap should be randomly added, I was just saying the fights would be more interesting if somehow there was a cap. It’s a problem in the entire design philosophy, and I cannot think of a great solution for it. One possibility is to give everything give the same reward based on time taken to complete. Then there would be no incentive to do any particular event. Not sure if that’d work very well, but meh who knows.
I think the big problem with world PvE right now is that the social dynamic leads to what I call “tipping points”. Basically, either everyone wants to do an event, or no one does.
Simple example: Champions. If one or two people are around when it spawns, they typically flee, or give up after the first wipe.
This is what I think this game’s achilles heel is. The DE system is supposed to be the premiere system in this game – and it isn’t being used much. Especially in mid to higher level zones outside Orr.
This is a huge turnoff and I can see a snowball effect happening as more players turn away from DE’s (either from leaving the game or playing more “end game” content) that, in turn, makes it harder for new players to play and level their characters through DE’s.
This is exactly my point clay and why I have made this thread and the Tunnel Vision thread.
This is something that needs to be addressed.
Should it be by Anet.?Maybe to a degree. Some form of reintroduction to how the DE system is suppose to work could be put out by Anet.
Should it be by the player base? Most definitely. Since guilds have the most direct contact with a large number of players it should be on them to do something.
My suggestion has been to make DE raid groups. Others may have other ideas that pursue looking into.
Getting more folks into the high-end zones is something that needs to be done. I don’t mean the high-end zones with dragons, but zones like Fireheart Rise for example. Where I see outposts being over run left and right out there. I know since they are in the outpost that these are at the very least chain events, but they need bodies to find out. Too many of them can not be soloed.
This is how they were designed; on purpose. They were meant for group participation, but with these zones being ghost towns it is nearly impossible at this time to know.And Anet broke it by making easy content give the best rewards. The players didn’t break it. If you have two sources of reward needed for game content, one easy and one progressively more difficult and time consuming, you do not make it intentionally harder on yourself to get those rewards.
In order to make the population spread out, they need to have a reason to, besides “Hey guys!! We need to do this because they want us to” I wish people would, but they won’t.
IMO, it’s not that easy content give the best rewards, it’s that there is no cap on players entering an event.
For example, Teq is super easy and has great rewards. However, have you ever tried to kill Teq solo? I imagine it’d be near impossible. The reason it is easy is because 100’s of people go to kill it. If the player count capped at 20 or so, then it’d be fun and challenging with a great reward.
Anyway, as it is, there is no cap on events and therefore the events with the best rewards become the easiest to complete.
Some very good armours posted here.
I’ll share, as well.Heavy: http://feedyourconsole.com/wp-content/uploads/2011/09/ACR_SP_EzioTurkishArmor.jpg
Medium: http://www.darkknightarmoury.com/images/PRODUCT/large/OUTFIT-28_3_.png (it’s called brigandine)
Light: http://wallpaperhd.co/wallpaper/wp-content/uploads/2012/06/08/Witcher-the-witcher-2-wallpaper-hd.jpgLight armour, especially, needs an “armour” component. I am so very, very glad that it isn’t all robes and slippers like so many other games have done with light armour classes. That being said, for an armour rating >1, there certainly seems to be little in the way of protection aside from extra thick lining…
IMO your light armor looks like medium armor.
I am slightly disappointed that there are very few robes that you can get for light armour. However, I definitely would choose miniskirt and revealing top over a robe anyway.
Definitely do
I complete most of it by playing and then throw in a few extra minutes to finish it off. The effort for rewards is great.
It’s also encouraged me to explore some areas I had ignored (largely jumping puzzles). Up until dailies, I had not done any. Now I have almost done all of them.
There will come a point in time, soon, where horizontal progress is deemed objectively superior, at least for an MMO.
How do you define superior?
If it is based on most entertaining, that is by its very nature subjective
If it is based on sales, then I doubt horizontal will be considered superior anytime soon. Very few if any games are entirely horizontal (even GW2 which has a lot of horizontal is still largely vertical). That, and as you said, WoW is largely vertically oriented and it is the MMO leader by far (for player and money count).
But, it isn’t subjective. You can’t just lump everything in entertainment as subjective. There are objective logical truths to some things, regardless of some people not liking it or preferring the alternative.
It is either subjective or objective. To be objective, there must be an absence of personal opinion or bias. Entertainment is inherently based on personal preference and therefore is subjective. To be objective in the entertainment industry, you must set objective targets. For example, it is subjective to say that Batman The Dark Night is superior to Batman Begins. However, it is objective to say Batman The Dark Night sold more at the box office.
Back to what I posted, one option is subjective and one is objective.
Music is often based on subjective preference, but there are still objectives truths about what makes music good.
I think you may have to be more specific on that. I do not think you can say that there are objective truths on what make music good. I am willing to be proven wrong if you can elaborate? My reasoning is that ‘good music’ is subjective, and therefore all truths about what makes good music are subjective.
You could write a computer program that analyzes a piece of sheet music and tells you if it’s cacophonous, or doesn’t stay in a key consistently. Sure, you could say its possible to like it when songs behave like that, just as much as its “possible” to build a car with square wheels.
Cacophonous is an unpleasant sound which is a preference, which is subjective. What qualifies as Cacophonous is subjective, in other words.
Objectively, you could state a sound is high pitched, but you cannot objectively say whether the high pitch qualifies as good music.
Anyway, we are going off topic, and I am sorry for that.
Back to the main topic. The OP wants the player to change, but it’d be a poor business strategy for ANet to expect that. However, it is fine for you to suggest this to players and see if anyone comes along. I think that this game is great, because it allows people to play how they want. Some want to farm materials, some want to run fractals, some want to PvP and some want to run Dynamic Events (and many other things). To each their own.
There will come a point in time, soon, where horizontal progress is deemed objectively superior, at least for an MMO.
How do you define superior?
If it is based on most entertaining, that is by its very nature subjective
If it is based on sales, then I doubt horizontal will be considered superior anytime soon. Very few if any games are entirely horizontal (even GW2 which has a lot of horizontal is still largely vertical). That, and as you said, WoW is largely vertically oriented and it is the MMO leader by far (for player and money count).
But, it isn’t subjective. You can’t just lump everything in entertainment as subjective. There are objective logical truths to some things, regardless of some people not liking it or preferring the alternative.
It is either subjective or objective. To be objective, there must be an absence of personal opinion or bias. Entertainment is inherently based on personal preference and therefore is subjective. To be objective in the entertainment industry, you must set objective targets. For example, it is subjective to say that Batman The Dark Night is superior to Batman Begins. However, it is objective to say Batman The Dark Night sold more at the box office.
Back to what I posted, one option is subjective and one is objective.
Music is often based on subjective preference, but there are still objectives truths about what makes music good.
I think you may have to be more specific on that. I do not think you can say that there are objective truths on what make music good. I am willing to be proven wrong if you can elaborate? My reasoning is that ‘good music’ is subjective, and therefore all truths about what makes good music are subjective.
There will come a point in time, soon, where horizontal progress is deemed objectively superior, at least for an MMO.
How do you define superior?
If it is based on most entertaining, that is by its very nature subjective
If it is based on sales, then I doubt horizontal will be considered superior anytime soon. Very few if any games are entirely horizontal (even GW2 which has a lot of horizontal is still largely vertical). That, and as you said, WoW is largely vertically oriented and it is the MMO leader by far (for player and money count).
But, it isn’t subjective. You can’t just lump everything in entertainment as subjective. There are objective logical truths to some things, regardless of some people not liking it or preferring the alternative.
It is either subjective or objective. To be objective, there must be an absence of personal opinion or bias. Entertainment is inherently based on personal preference and therefore is subjective. To be objective in the entertainment industry, you must set objective targets. For example, it is subjective to say that Batman The Dark Night is superior to Batman Begins. However, it is objective to say Batman The Dark Night sold more at the box office.
Back to what I posted, one option is subjective and one is objective.
There will come a point in time, soon, where horizontal progress is deemed objectively superior, at least for an MMO.
How do you define superior?
If it is based on most entertaining, that is by its very nature subjective
If it is based on sales, then I doubt horizontal will be considered superior anytime soon. Very few if any games are entirely horizontal (even GW2 which has a lot of horizontal is still largely vertical). That, and as you said, WoW is largely vertically oriented and it is the MMO leader by far (for player and money count).
I am a human supremacist.
Also, I want my character to be hot, and the only good looking race are humans imo.
I believe it may be in your best interest to work on your reading comprehension. I also suggest that you accept that different people have different opinions about progression. I accept that you prefer horizontal and that is fine, but don’t tell me that I am wrong for preferring vertical progression.
But you are wrong if you think it is beneficial to the game, because it adds power creep. I’ll leave this here for you.
I am sorry, but I am at work on lunch break and can’t really watch a video.
However, I did not say that it is beneficial to the game. I think it could be beneficial, but would require a lot of tweaking which is unrealistic. I think the game is good as is, with it’s current state of progression. I have Fractals with Ascended gear which is good for me, for now at least.
What is “meaningful progression”, exactly? Inflating your stats incrementally to match the new mobs in the new dungeon you have to run over and over? This is an illusion, and a bad one.
News flash. Everything in games are illusions. None of it is actually happening.
As for progression, gaining stats to become more strong to take on new content is actually progression.
Not gaining stats so that your character remains stagnant is not progression.
The argument is that you gain skill, so your character is stronger because you are better.
Counter argument is that you gain skill in both models. Another counter argument is that you are role playing a character, and adding stats is a form of representing progression for your role played character.Way to completely miss the mark on the illusion thing. And, the argument isn’t that you gain skill – its that you gain stats. Gaining skills or things that require more skill would be a generally good example of horizontal progression, which is generally accepted as the better option of the two.
Your whole argument is flawed because where you use the word skill, it should be replaced with “stats”. And that has nothing to do with skill.
I think you mis-read my post.
I said that your argument is that you as a player gain skill, and my counter argument is you can still become more skillful at playing while also gaining stats.
Generally accepted as better by who? Yes, there are some who say it is better and some who say it is worse. This is a horrible and baseless argument.
My whole argument is not flawed based off my use of the word skill, as that wasn’t even part of my argument? I used stat where I meant it and skill where I meant it.
As for the illusion, that was a sarcastic remark meant to provoke. Yes, not a very good argument. However, I believe your point about stat progression as an illusion, is that you mean you do not actually get any stronger as the relative strength stays the same. This is incorrect and only makes sense if you are always fighting the next things. You gain better stats to unlock new content and are stronger vs the previous stuff. This can be compared to running AC as a level 30, running AC as a level 50, running AC as a level 80 in greens, running AC as a level 80 in rares, running AC as a level 80 in exotics. You are definitely getting stronger and there is no illusion to this fact.
If, on the other hand, you are saying that you are not getting stronger, because you as a player have not gained any skill, then my original sarcastic retort holds. As it is a game, all the perceived improvements are an illusion.
I believe it may be in your best interest to work on your reading comprehension. I also suggest that you accept that different people have different opinions about progression. I accept that you prefer horizontal and that is fine, but don’t tell me that I am wrong for preferring vertical progression.
What is “meaningful progression”, exactly? Inflating your stats incrementally to match the new mobs in the new dungeon you have to run over and over? This is an illusion, and a bad one.
News flash. Everything in games are illusions. None of it is actually happening.
As for progression, gaining stats to become more strong to take on new content is actually progression.
Not gaining stats so that your character remains stagnant is not progression.
The argument is that you gain skill, so your character is stronger because you are better.
Counter argument is that you gain skill in both models. Another counter argument is that you are role playing a character, and adding stats is a form of representing progression for your role played character.