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Next xpac is called PoF ?!

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

4 pages in, and people still don’t realize that PoF relates to the third expansion (not the next one). The thread title is wrong.

We’re one expansion and one living story away from PoF.

/shrug

It’s not like this is a serious thread (for the most part). If the PoF is for the 3rd expansion then it’s probably a placeholder that will be replaced later with a real name, which means it’s wrong no matter what the title is.

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Why did ArenaNet abandon Elder Dragon bosses

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Only a thinking, scheming lizard with a big appetite would bother to play games with the ants.

and only till it’s tired of playing. After that it’s game over for the ants.

The restraint that the elder dragons have shown has never made sense if they’re supposed to be more than a force of nature. Even a dragon lieutenant flying overhead is devastating to the ground and the living creatures underneath. If an elder dragon sent a lieutenant to fly above populated areas, crisscrossing the cities and farms, all opposition would cease as the ground underneath is corrupted and people die or are turned. How could people begin to fight that?

The game can’t have the dragon’s acting in a way that’s rational if they’re aware that people are going to stop or kill them. So the dragons have to sit in one place and wait for people to pick them off one by one because otherwise it’s no contest. <—— and there’s a boring story.

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Why did ArenaNet abandon Elder Dragon bosses

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

If they put elder dragons away it doesn’t mean they can’t pick that storyline up again some later expansion. After all, with luck and sufficient continuing interest of people playing the game, the game can go on for a number of years. Let the expansions explore other story lines. The dragons are capable of sleeping for centuries. That story can wait to be reactivated later, and then it will be fresh again.

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New Legendary Hammer with Ep6!

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Here’s a close up from a Reddit post


What has been seen can’t be unseen

https://m.imgur.com/iK7aJZj

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Why did ArenaNet abandon Elder Dragon bosses

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Villains like Scarlet and Caudecus are much more interesting than the Elder Dragons. Because the dragons are giant forces of nature, they lack personality.

Agreed, I really hope for another if not Scarlet herself! A stroke of the pen brings all to life again!

Incoming Palawa Joko in 4….3……2…..1 months

To heck with the Elder Dragons. Palawa Joko dissed my great,great,great,great,great,great,great,great,great grandmaw. My family has never forgotten it and we’re ready to rumble!

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Why did ArenaNet abandon Elder Dragon bosses

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Maybe because killing elder dragons gets boring and repetitious, when you get right down to it. They are more like an impersonal force of nature than a thinking, scheming, creature. There’s only so many ways you can kill a force of nature and not have the plot be straight line story with no twists and turns, as well as the ridiculousness of tiny humans with their tiny weapons killing a huge dragon filled with magic. With elder dragons it’s difficult to have an interesting plot, unless you drag in a bunch of outside story lines to try to add complexity [looks sideways Caudecus and the Gods story lines that have popped up recently]. Just think how more interesting the game’s story would have been if after we killed Zhaitan we decided to free Elona from the rule of Palawa Joko.

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Stop Making Outfits

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Except since Outfits are a different weight than either Heavy, Medium, or Light, they could not be mixed with Heavy, Medium or Light Armor. That leaves…well, Outfits.

So not true… the weights have no baring on what can and can’t be mixed. All the weights affect is how the physics engine interacts with the mesh. A light cloth armor would be weighted to be very flowy and float a bit in motion while heavy plate armor would be more rigid and direct in motion. Weights very well can be mixed, in fact they are mixed on various outfits (and even some armors). Weights also translate to what parts of the armor mesh moves with what bone-nodes in the model skeleton rigging. All of which is to be perfectly honest, universal across all armor classes. The only thing that ANet differentiates between with weights on armor classes is the physics interactions, but that’s due to aesthetics. Afterall heavy armor shouldn’t just look like heavy armor, it should move like it too.

When I said outfits are less restrictive on weights, I really meant just that. They are free to design outfits for whatever material weight they wish with no restriction based on the armor class. This fact wouldn’t change.

Infact, there are several armor parts in the game already that can be used across all armor classes. These parts have identical weights across all armor classes. They do not interact with the physics engine any differently on a light armor class than they do on a heavy armor class. They do not interact with the skeleton any differently either. Weight really is the least important barrier in this entire debate. So unimportant that it (forgive the pun) holds no weight.

Sectioning out outfits allows them to continue to focus on making outfits rather than armor as it’s still the simpler option, while simultaneously appeasing the playerbase as a whole. Players who enjoy outfits still get their outfits, players who want more armors to mix-n-match can now mix-n-match with outfit parts. Everyone wins.

Odd, I can’t mix any Heavy Armor with Light or Medium. I guess the Devs were mistaken when they stated Outfits were another weight, and couldn’t be mixed…not to mention the problem with the different dye channels.

I’m sure the Devs will consider your feedback, and give it the attention it deserves.

That is not how weights work. I explained in my post how they function. I’ve worked with model weights for projects before. They have no baring on what can and cant be used together. The reason you can’t mix armors of different classes is because of an arbitrary restriction put in place by ANet in the games coding itself to create class identities. A restriction that no one here is arguing to be removed either.

Armors would remain untouched.
Outfits would STILL BE outfits.

The only change would be that instead of 1 outfit slot, you would have 6 slots to mix-n-match with. If you want to mix armor classes then thats a whole different argument and could be accomplished with just a few changes to the code.

ANet said mixing and matching isn’t something that can be easily done. They described the different weight classes as having fundamentally incompatible components.

Source

….there are some fundamental incompatible things between weight classes. (part of how we set up every armor to allow many dye channels and styles per piece). There really is no way at this point over six years since we started development to make absolutely everything work together….

That was a total cop out explanation on the Dev’s part, because it implies either incompetence in engine architecture or incompetence in their programmers. The only way this would be an irrevocable truth is if everything in the engine was bespoke… which has been shown to be true in some areas, but not in others. However, the Engine is now doing a laundry list of things previous claimed to be “impossible” due to engine limitations; and have been constantly experimenting with new game logic to support new mechanics, all in the interest of improving content.

The Skins aren’t the problem, its how shader properties are linked to items (which all point to material properties in that quote) . All of which can be ignored, since Outfits have already proven to get around this problem by bypassing the legacy code in question.

Dev says one thing. Random forum person who has no access to code and no knowledge of the problems says it’s not true.

Who to believe?

It’s a mystery.

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(edited by Just a flesh wound.3589)

Next xpac is called PoF ?!

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

That Shaman has datamined the new expansion’s launcher. You can look it over for clues to the name.

top show, sir, I actually expected it to be a serious post until I enlarged it.

Lets just.. go to hell and kill satan!

Yeah. The wayyyy to clean desktop is a sure clue. No one’s desktop looks like that.

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Next xpac is called PoF ?!

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Using that image from That Shaman I think I’ve deciphered the name. The Devs can’t think of a iconic color for the expansion and are using the name of the new expansion to ask us

Purple or Fuchsia?
Expansion slogan: The choice you make affects the future of Tyria.

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Next xpac is called PoF ?!

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

That Shaman has datamined the new expansion’s launcher. You can look it over for clues to the name.

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When 1 Copper makes the difference

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

I wouldn’t want any investor to be penny-lized for forgetting that maxim.

Indeed. It needs to be remembered because if forgotten, a fool and his money are soon parted.

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When 1 Copper makes the difference

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

A copper saved is a copper earned.

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Hello can somone help me :)

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

I doubt there is a picture of her. When she lived was not during the time our chars lived but many years later. It’s lore added to the game for the period of time that’s in between gw1 and gw2. I expect you can use any coloring you wish since there’s nothing to say one way or another. You might go with Pyre’s coloration, since he is her grandfather.

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Stop Making Outfits

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Except since Outfits are a different weight than either Heavy, Medium, or Light, they could not be mixed with Heavy, Medium or Light Armor. That leaves…well, Outfits.

So not true… the weights have no baring on what can and can’t be mixed. All the weights affect is how the physics engine interacts with the mesh. A light cloth armor would be weighted to be very flowy and float a bit in motion while heavy plate armor would be more rigid and direct in motion. Weights very well can be mixed, in fact they are mixed on various outfits (and even some armors). Weights also translate to what parts of the armor mesh moves with what bone-nodes in the model skeleton rigging. All of which is to be perfectly honest, universal across all armor classes. The only thing that ANet differentiates between with weights on armor classes is the physics interactions, but that’s due to aesthetics. Afterall heavy armor shouldn’t just look like heavy armor, it should move like it too.

When I said outfits are less restrictive on weights, I really meant just that. They are free to design outfits for whatever material weight they wish with no restriction based on the armor class. This fact wouldn’t change.

Infact, there are several armor parts in the game already that can be used across all armor classes. These parts have identical weights across all armor classes. They do not interact with the physics engine any differently on a light armor class than they do on a heavy armor class. They do not interact with the skeleton any differently either. Weight really is the least important barrier in this entire debate. So unimportant that it (forgive the pun) holds no weight.

Sectioning out outfits allows them to continue to focus on making outfits rather than armor as it’s still the simpler option, while simultaneously appeasing the playerbase as a whole. Players who enjoy outfits still get their outfits, players who want more armors to mix-n-match can now mix-n-match with outfit parts. Everyone wins.

Odd, I can’t mix any Heavy Armor with Light or Medium. I guess the Devs were mistaken when they stated Outfits were another weight, and couldn’t be mixed…not to mention the problem with the different dye channels.

I’m sure the Devs will consider your feedback, and give it the attention it deserves.

That is not how weights work. I explained in my post how they function. I’ve worked with model weights for projects before. They have no baring on what can and cant be used together. The reason you can’t mix armors of different classes is because of an arbitrary restriction put in place by ANet in the games coding itself to create class identities. A restriction that no one here is arguing to be removed either.

Armors would remain untouched.
Outfits would STILL BE outfits.

The only change would be that instead of 1 outfit slot, you would have 6 slots to mix-n-match with. If you want to mix armor classes then thats a whole different argument and could be accomplished with just a few changes to the code.

ANet said mixing and matching isn’t something that can be easily done. They described the different weight classes as having fundamentally incompatible components.

Source

….there are some fundamental incompatible things between weight classes. (part of how we set up every armor to allow many dye channels and styles per piece). There really is no way at this point over six years since we started development to make absolutely everything work together….

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(edited by Just a flesh wound.3589)

Next xpac is called PoF ?!

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Prophecy of Fredinaccounting

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Juggernaut/Ooze

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

It’s not “perma quicksilver effect”. It last 5 minutes then you have to reapply it, which means the player has to keep an eye on the timer and reopen his inventory or keep it open and refresh it every 5 minutes. It may be worthwhile to do that while standing around talking but it’s a different story to do that while playing.

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[Suggestion] Custom Outfits

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

If it could be used to make an outfit composed of ingame armor (all of the same weight) that can be used by a char of a different weight it might be an interesting possibility.

Ive seen it suggested before, or similar suggestions. What I’ve seen suggested is the UI has 2 [armor outfit slots] with each [armor outfit slots] having access to the armor of a different weight than the char.

E.g.: an light armor char has the regular armor slots and wardrobe, plus an [armor outfit slot set] with access to medium wardrobe and an [armor outfit slot set] with access to heavy wardrobe. These [armor outfits] are statless and fit over the regular armor like an outfit. There is no mixing and matching between armor sets but there is full access to all 3 armor weights wardrobes for each char, with 2 of the wardrobes being cosmetic only.

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Can we destroy Lion's Arch again?

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

The old Lion’s Arch was unique, organic, original. The new is a hymn to the power of concrete, and just as lifeless.

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Why hard lether section price dropped?

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

If something changes you can always check the patch notes to see if it’s there.

07/11/2017 – July 11th Release Notes
General
Significantly increased the chance that Bloodstone-Warped Hides may be salvaged into Hardened Leather.

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[Suggestion] Custom Outfits

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

You use the words custom outfit but you don’t define it. Is it an outfit that’s cut into X number of pieces that you can mix and match with other outfits?

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No HoT discount for owners of the game?

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

It’s been remedied. It’s now $30€ where it used to be $60€. What more can you want than half price? If that’s still not good enough then wait for the next expansion and buy it then. You can buy it solo for a discount price or buy it with the next expansion. It will be folded in with that expansion. Of course the HoT maps will be mostly empty for a while while people are playing in the new areas but at least it will be cheap.

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Easy to Implement Idea for Character Naming

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Just a flesh wound.3589

Having many players with the same name makes it difficult to distinguish them apart. I don’t think people are going to memorize the numbers at the end of their name.

lol

It was confusing enough when we had two forum posters with the same name on the same thread responding to each other. For a while I actually thought there was one person arguing with him/her self on the thread. It took a while before I noticed the two different account numbers.

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The new armor

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

So far included among all the outfits we’ve have, we gotten outfits based on human religion (Balthazar, Lyssa, Dwayna), Sylvari cultural armor (Verdant Executor), all races cultural clothing (Wedding Attire), Tyrian holidays (Mad King), Norn cultural armor (Braham’s Wolfblood), the current expansion (Harbringer of Mordremoth, Nature’s Oath, Slayer’s) as well as outfits I suspect are themed to the next expansion (Crystal Arbiter, Crystal Nomad, Crystal Savant). And now we have this outfit which is clearly modeled after Asuran Cultural armor. It fits the game, and outfits themed to races is a nice way to let other races use a specific look that’s otherwise unavailable to them.

https://wiki.guildwars2.com/wiki/Gallery_of_outfits

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The new armor

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

It also looks like something that has been in game since launch. Which means it fits in this game, regardless if whether or not it reminds you of another game.

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Easy to Implement Idea for Character Naming

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Just a flesh wound.3589

could you imagine the abuse this could bring?

imagine someone has a character named Jack, and someone else decides they don’t like the person behind Jack, so they make a character of the same name and then proceeds to be an absolute kitten to everyone, while pretending to be the original Jack. a lot of people then turn on the original Jack for being like that.

First of all, you need to waste an entire character slot just to make that character. THEN you gotta go through the entire tutorial over again. And then you have to finally go to… Somewhere and then be the jerk. Oh, and you’re going to have to have:

1. The same level as the person.
2. The same title.
3. The same minis.
4. The same guild.

Now here’s the thing. You can still kinda do that even now because again, you make a toon name with accented characters. And the two very slightly different names will most likely blur into one in people’s minds.

You’d be amazed at how much effort some people will put into trolling/harassing others.

char slot: sure but if they’re going to troll/harass another person it’s doable.
Same Level: tomes. Many people have lots of them
Tutorial: only takes a few minutes. Negligible.
Title, minis, guild: not necessary as they don’t show up in chat, people don’t always use the same minis or stay in the same guild or keep the same title. (If people even notice this sort of thing, which I doubt they do).

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(edited by Just a flesh wound.3589)

Easy to Implement Idea for Character Naming

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

could you imagine the abuse this could bring?

imagine someone has a character named Jack, and someone else decides they don’t like the person behind Jack, so they make a character of the same name and then proceeds to be an absolute kitten to everyone, while pretending to be the original Jack. a lot of people then turn on the original Jack for being like that.

Per the OP: in the game, the four digit extension on one’s name is hid as long as there isn’t someone with the same name in the same instance you are.

Presumably the maps aren’t instances. If they aren’t you could have multiple chars of the same name, on purpose or by accident, all talking in chat and you can’t tell them apart by looking at chat alone.

The idea would really need to have the 4 numbers on each and every char’s name, unique or not, that shows at all times, not just in instances. I expect it would be way to much trouble for the game to go back and rename chars that no longer have a unique name.

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Easy to Implement Idea for Character Naming

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Of course, but when there are a bunch of other chars named Frank that doesn’t help you to find Frank again if you haven’t friended him. And as I’ve mentioned before, if there are multiple chars with the exact same name that’s going to increase the number of emails (and items in the emails) that go off to the wrong person. Any items sent off to the wrong identical name will not be recoverable by support.

In a single instance on a single server, you’d be pretty hard pressed to find a person with the same name as another in the instance. But let’s assume that you want to whisper them again after a while and they’re in a separate instance now. The thing is, that problem already exists under our current system. If you didn’t save the full name of that person somehow and don’t remember the full name under our current system, you will end up PMing the wrong person or nobody at all.

As to emails, I have no idea what you’re talking about. Emails are emails and will continue to be the same, regardless of the character or account name. Emails are not addressed to individuals characters but accounts anyway. Are you talking about in-game mail?

Ok. I’m confused.

Let’s say there are 20 chars named Frank in the game. You play with one for a while then sometime later, after you’ve parted, you want to send him an ingame email/message. You don’t know the last 4 numbers that the game has assigned to identical char names. How do you contact the Frank you want and not one of the other 19 Franks?

Edit: for example, if I want to send an ingame email to an account that I don’t know the account name I can type the char name in the Friend’s search and pull it up. If there are multiple identical char names, wont I need to know the assigned 4 numbers? I won’t be able to put Frank in friend’s search to find it.

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(edited by Just a flesh wound.3589)

Easy to Implement Idea for Character Naming

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

If there are multiple chars with the name Frank you won’t be able to pull him up by putting Frank in the friend’s list and using search.

You can already set nicknames in your friends list though.

Of course, but when there are a bunch of other chars named Frank that doesn’t help you to find Frank again if you haven’t friended him. And as I’ve mentioned before, if there are multiple chars with the exact same name that’s going to increase the number of emails (and items in the emails) that go off to the wrong person. Any items sent off to the wrong identical name will not be recoverable by support.

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Easy to Implement Idea for Character Naming

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Identical names increases the chances of emails going to the wrong person and the difficulty of finding someone later. Let’s say you meet up with someone with the char name Frank and later want to message him. If there are multiple chars with the name Frank you won’t be able to pull him up by putting Frank in the friend’s list and using search.

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Why are so many items account/soulbound?

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Just a flesh wound.3589

What currently account bound items do you think should be made tradeable? How will that impact supply & demand of such items, including whether those items feel valuable?

I’d have to go through the list but a lot of the stuff you get in daily logins should not be account bound, like dye packs for example.

As to whether the items are more or less valued depending on whether they can be given/sold or not, I would argue that account bound items all have quite literally zero value since they cannot be sold at all. Allowing them to be sold gives them value which is obviously greater than having no value at all.

Dye packs on daily logins? We get those? I’ve gotten unopened dyes but those are sellable.

I am guessing he is talking about the dye packs you get on your 4th anniversary which allows you to get some of the rarer dyes. I can understand that they are account bound otherwise this would probably significantly have influenced the market. Furthermore this would basically mean they are giving you gold as a present which is, in my opinion, not the purpose of a present.

That’s probably what he meant. Those dyes probably shouldn’t be sellable since as you said they would impact the dye market significantly.
__________________

As for the daily log in rewards we get
1) mystic coins, bags of crafting mats: sellable
2) laurels: indirectly sellable through buying crafting mats
3) exotic equipment: indirectly sellable through salvaging.
4) tomes: indirectly sellable through generation of Spirit Shards.
5) gem store items, boosters, luck, T charges: not sellable

So most of the items are sellable to indirectly sellable, though of course, some are worth more than others when used to make gold indirectly.

I don’t see ANet ever making gemstore items, boosters, luck or T charges sellable and items like tomes, I suspect there is such a surplus that they would sell for very little.

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spear skins for the staff

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

Not just spears. Harpoons also would make great staffs.

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Why the time gate?

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Just a flesh wound.3589

Content in MMOs is frequently timegated to keep people from rushing through content and then not having anything to do so they leave the game.

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Why are so many items account/soulbound?

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

What currently account bound items do you think should be made tradeable? How will that impact supply & demand of such items, including whether those items feel valuable?

I’d have to go through the list but a lot of the stuff you get in daily logins should not be account bound, like dye packs for example.

As to whether the items are more or less valued depending on whether they can be given/sold or not, I would argue that account bound items all have quite literally zero value since they cannot be sold at all. Allowing them to be sold gives them value which is obviously greater than having no value at all.

Dye packs on daily logins? We get those? I’ve gotten unopened dyes but those are sellable.

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Next xpac is called PoF ?!

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Just a flesh wound.3589

PoF, where o isn’t of. Hmmm

How about…..

Pants off Faren.

I’d pay for that!

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Next xpac is called PoF ?!

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Posted by: Just a flesh wound.3589

Just a flesh wound.3589

What if the ‘o’ stands for ‘on’ instead?

That’s a possibility and opens up a whole new set of suggestions. How about… Penelopehannibal on the Forum?

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Hero's For PVE As in GW

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Just a flesh wound.3589

They nearly had that system, or rather a smaller version of it for open world PvE.

Companions and side kicks
The heroes and henchmen from Guild Wars will no longer be utilized. Instead every player will be able to have one companion who won’t take up a slot within the group. The developers will give you the alternative to invest part of your power into your companion instead of your character – similar to a pet or a hero. In addition Guild Wars 2 will feature a side-kick system similar to the one from City of Heroes. Using this, the attributes of the character with a lower level will be boosted by the player with the highest level in the group. This is helpful when questing together or when participating in World PvP (more in fact 5) early in the game.

But then they changed their minds.

Eric Flannum

Very early in development, we realized that with a persistent world, we could not afford to allow each character to be accompanied by a large group of NPC. We worked on what we call the system “companion” where each player has a single companion headed by AI. Having played a lot with this system and gradually as the professions have evolved, it became clear that we did not need the companion system to allow players to play through the solo.If Guild Wars 2 is such a solo experience, this is mainly due to the design of our professions and the dynamic balance of content.

Our professions are sufficient in themselves. Every profession has a form of self care. We have designed so that they propose and fun combinations can be optionally combined with other professions without relying on them in the game solo. For example, an Elementalist can create a wall of flames to a warrior could shoot arrows through. The flaming arrows then cause more damage. This combination is not essential for the effective warrior with his bow, but it is fun and works well.

The content of our events and history are dynamically balanced. A good example of this can be met in an event that we played there a few days in office. We needed to protect workers engaged in repairing a building with a group of bandits. Initially, only some of us were fighting, and thus a handful of bandits appeared. But as and when the players joined the fray, we had an increase of 20 to 30 bandits attack the workers on all sides. With the balance of dynamic content, we can just as easily accommodate a single player that whole groups who want to participate in the same content.

Because of all these factors, we finally decided that we did not need the companion system and we focused on making really cool occupations that use familiar (of course, we return to this point when we will unveil occupations concerned).

Maybe they could reconsider it for dungeons and stories though. They could sell mercenaries in the gem store for players to gear up for instance use only.

Be careful what you ask for
ANet may give it to you.

(edited by Just a flesh wound.3589)

Next xpac is called PoF ?!

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Just a flesh wound.3589

PoF

The dev was saying that’s the actual name. It’s not an acronym.

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Glider dyeable but not backpack!

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Just a flesh wound.3589

For what it’s worth, I would love to be able to dye my back pieces to match their corresponding gliders…

Though now that I think about it, I wonder… What if instead of adding separate dye channels to back pieces, they instead made the back pieces match the colors of the glider? I don’t know if that would be any easier… I’m not a developer after all, but I do wonder about it. While that wouldn’t allow /total/ customization, it would be better then nothing!

When I was dyeing my glider, I was thinking the color of the backpack ought to automatically change to the color of its counterpart on the glider. I mean, that would make perfect sense. I see I’m not the only one to think along this line.

That’s kind of what I was thinking to.
Basically, instead of having to fix and change the UI to accommodate dye channels on the back pieces, you just use the dye channels already there for the glider.
The real question, though, is if they could ‘back door’ color options to back pieces like that… I’m no developer obviously, I’m just kinda tossing ideas around…

We see identical backpieces and Glider as the same. That’s not how the game sees them.

From the above cited dev

The engine sees armor as what is called a composite, it sees things attached to your characters like weapons and backpieces as items, and it sees gliders as a sort of middleground item/effect. Our file structure separates gliders as items, but because of how they pop into view, layer, and more easily allow for dyes it makes sense to basically treat them as effects.

So you can’t just use the dye channels already there on gliders.

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ANet may give it to you.

(edited by Just a flesh wound.3589)

Next xpac is called PoF ?!

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Just a flesh wound.3589

PvP of the Forums

Where ANet cancels sPvP and WvW and starts rewarding forum PvP instead.

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Ascended mats and their value

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If they could be converted directly to coin that would increase inflation in the game by making more gold out of thin air.

As for me, my stacks are worth something. I have a mid level alt with eaters to convert the ascended mats to gear and then to mid level mats. Why should ANet give us a different way than this, and one that contributes to inflation too?

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Glider dyeable but not backpack!

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Just a flesh wound.3589

We’d still encounter a ton of programing challenges
unfortunately our systems were not designed with this in mind
Every player and many npcs use items, so the wrong bug slipping through can have a major impact on everyone in the game
We’d still encounter a ton of bugs from altering a core mechanic of the game and the years of code built on top of it.
finding that bug could be like searching for a needle in a haystack
would take a ton of resources

Something can be desired but be too much trouble to add or be too expensive to add as it takes resources from doing other things. I’m sure though that the Devs are aware that people want this and if a way to do so opens up it will be considered.

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Who actually owns Guild Wars 2?

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Just a flesh wound.3589

https://www.guildwars.com/en/

2005–2017 ArenaNet, LLC. All rights reserved. Guild Wars, Guild Wars Factions, Guild Wars Nightfall, Guild Wars: Eye of the North, Guild Wars 2, Guild Wars 2: Heart of Thorns, ArenaNet, NCSOFT, the Interlocking NC Logo, and all associated logos and designs are trademarks or registered trademarks of NCSOFT Corporation. All other trademarks are the property of their respective owners.

This sort of thing is probably about as good as you’re going to get. They’re not going to come to the forum to spell out who exactly owns what and the percents of ownerships of the products.

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Next xpac is called PoF ?!

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Papayas of Fury

In this expansion all player skills are removed and the only available source of skills are from environmental items, that is, by using fruit lying around, of which using a Papaya gives the player elite skills. The final battle is a massive multi player food fight set on top of a map sized mesa that looks suspiciously like a table. Coincidentally, in the player’s UI the name of this fight is “It’s on the table.”

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Next xpac is called PoF ?!

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Just a flesh wound.3589

Plenty of Fish: The Tyrian Dating Game

The expansion where Jenna travels across the continent, looking for a husband.

Spouse. Probably a committed-but-open spouse, in case Jennah wants to find S.O.s for all her doll doppelgangers. …Dollpelgangers?

I have no idea where I was going with this. :P

Plenty of Fish

It’s the expansion where ANet decides to re-iterate the game, and changes it to a datmg sim. In it we follow Queen Jenna across the countryside and watch her date numerous young men. By increasing our mastery levels we can influence the outcomes of the dates and her eventual choice of consort. The hightpoint of the expansion will be the wedding, of course, in which our chosen mastery lines are critical for which flowers are selected and the colors of the carpeting.

After that, ANet hints in Twitter that Taimi is of age and is looking for love.

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Next xpac is called PoF ?!

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Just a flesh wound.3589

Plenty of Fish: The Tyrian Dating Game

The expansion where Jenna travels across the continent, looking for a husband.

Be careful what you ask for
ANet may give it to you.

Next xpac is called PoF ?!

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Just a flesh wound.3589

Plenty of Fish

We’re going against the Sea Dragon.

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Glider dyeable but not backpack!

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Just a flesh wound.3589

I’m not talking about all backpacks of course ! ^^
I understand that’d be way too much work.

I’m specifically talking about the combos glider+backpack when the glider is ALREADY dyeable (unlike the black/white feather wings gliders, which aren’t dyeable in the first place) ! I mean, it’d just be normal that you could dye the backpack if you can dye the glider or else it kinda ruins your style, as sorudo said!

Anyway, let’s just hope it happens some day!
That’d be really nice

From what they said they it would be a large amount of work with the distinct possibility of introducing game breaking bugs that might not be easily fixable.

…… This sounds like a it could be good idea, but it doesn’t sidestep the issue of categorization and what certain types of assets can do. The older assets would still be affected. We’d still encounter a ton of programing challenges and bugs from altering a core mechanic of the game and the years of code built on top of it. Every player and many npcs use items, so the wrong bug slipping through can have a major impact on everyone in the game. Not to mention finding that bug could be like searching for a needle in a haystack because of how fundamental this part of our system is. We’d still probably end up having to re-author and retexture all old items (which would take a ton of resources) and even if we did do that, more players may end up upset by the minor texture changes to their current gear than those who can’t dye backpacks….

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GW2 Kickstarter - New Server

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Just a flesh wound.3589

Oh, this is about the ddos attacks? I gather lots of games get hit at one time or another. Moving won’t change that.

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Dhuum Bans in GW2?

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Lore limitations maybe? I thought the gods weren’t around anymore. A second possible problem might be people who want to video themselves getting dhuumed and break tos to get that.

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GW2 Kickstarter - New Server

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Just a flesh wound.3589

Ok. Now explain how ANet would benefit financially from ending their contract with ncsoft and moving to another state.

Be careful what you ask for
ANet may give it to you.