There are 856402750 games out there have have specific tank/healer/DPS role. Do we really want GW2 to follow the same steps of those games?
It’s is actually refreshing to have a game with no trinity. Please keep it that way. If I want to play a trinity based game, there are a bunch of other games I can pick.
Yes, the camera is to close as it is. Just increase the range of that slider so we can zoom out more.
I see where there could be a problem with items like arrow carts, since we would get better view, and be able to fire better, so I would agree with a limited view distance when you control a cart.
No need for this. Dyes are a good source of income for Anet, so there is no need to change it. Also, it is a purely cosmetic item. It has no effect on the game, so it’s a good candidate for the gem store.
Leave the cosmetic items to the gem store. Just get the ones you want, or if you really want to complete it on more than 1 char (no idea why though), then support Anet and get some gems.
No mounts please. As for capes, I did not play GW1, but it seems it was a staple of that game (saw a few videos). So I would say yes to capes.
They should just be random spawn, instead of spawning in specific places. No nice surprise or anything with the current system
I would hate it… It would bother legit players, and I’m sure the bots would figure some way around it anyway (logout/in when that happens or something).
I prefer they just actively pursue the bots (a real person does it), instead of implementing automatic systems that cannot really discern a bot from a real player and ends up bothering legit players.
Definitely agreed. We can already do it for free, just need to remove some of the hassle.
Is there something that affects the duration of the Retreat skill?
I ask because I was almost positive that we were getting 25 seconds for the skill. Yesterday when I looked it was down to 23 seconds, and today when I looked its 20 seconds.
Each trait point invested in virtues will increase boon duration by 1%. So going all “virtuous” will make the swiftness last quite a bit longer (30% more fun!).
Considering legendaries are not any more powerful than other exotic items, I do not think there is any need for a change.
This will actually keep legendaries more legendary. If everyone can craft one, then it kind of stops being legendary.
I say keep the current system, including luck based drops and everything. Keep legendaries as rare items.
I liked another players idea (I’m not taking credit for it). Make the score reset every 6 hours. At the end of the 6 hours, when it resets, it awards the WvW bonuses depending on the score. So there are shorter 6 hours matches, and at the end of the 2 weeks, we can see the final score.
That would keep it somewhat hidden, while still counting for the players at that time.
No, I read it fine. You want to affect the WvW bonuses, which is fine, since they affect PVE and not the other way around. Then you want to add a PVE objetive that affects those bonuses… That’s not too bad, other than adding a random spawning mob that gives large bonuses, so it all falls on luck (it spawns close to my server mob, so we got it)… Do not like it, but I could probably live with it.
Then you want the PVE mob in the PVP map (the one that is based pretty much on luck) to give large WvW bonuses (like carrying more supplies per player, or faster building speed). There is a large problem.
So we have a PVE objective in a PVP map, that you want PVErs coming into that map (taking the place if PVPers of course, since space is limited), to kill a random spawning mob, that will grant large bonuses to PVP? PVErs going after a PVE objective taking the spot of PVPers in a PVP map is definitely not the way to go around it.
I understand wanting to increase the PVE bonus that WvW gives. I would not mind if those big bosses spawned randomly on regular Tyria, and you could go after them, and they improve the WvW bonuses (not the score, just the crafting/gathering, etc, bonuses). That way, PVErs can help their server as well (through PVE) withouit affecting, or taking limited spots in the PVP map.
Keep PVE in PVE maps, and PVP in PVP maps. It’s fine if PVErs want to help with the world bonuses, but they should not do it in PVP maps with limited player capacity.
I want LESS PVE in my WvW maps, not more. No more mobs, no bosses, no more metal/wood. The jumping puzzle is good enough because it actually incentivates PVP.
WvW buffs by the high score would only make the winning server even more powerful. So I’ll have to say no to that idea as well.
What we need is more incentives for the teams with the lowest scores. I would say raise health of walls/doors for the teams with the lowest scores. Increase the amount of badges of honor they get so they can get more siege. Remove the repair costs in PVP so the undermanned team have more motivation to go out and fight (even if they get steam rolled). We would need to remove item drops in this case to curb income in WvW.
Anyway, I would not like more PVE objectives in WvW. I would actually like less. Less random mobs (they get in the way), less mines/trees, etc. People should go there to PVP, not PVE…
No, the reason for the mechanic is not to prevent power leveling. Is to make all content challenging and viable. So going to a lower level zone for copper and getting challenge from the mobs there is expected, and it is a good thing.
The mechanic sounded cool initially, and once I played with it, it is even better than advertised. It is an awesome mechanic. You may not like it, but the alternative of not having the mechanic, and one-shotting everything would bring more problems to the low level players playing in the area. They would not experience the game as they should.
So a little “inconvenience” to the high level players (which I do not even consider an inconvenience) in order to provide a good gaming experience to the correct level players in the zone is a good mechanic.
I understand exactly what you mean. I play on blackgate, and we have the same issue. We play well in the afternoons, but in the mornings, we control nothing, and people just don’t want to log in. I also log in, try a coupe of times, look at my repair bill, cry, and leave.
Removing repair costs could help a little, as well as bonuses to the losing team. Other than that, I’m not sure what else could be done. The repair bill is an even worse deterrent for the undermanned team…
We do need some kind of tool to help look for people with the same interests. I do not think we need a tool that automatically groups/ports everyone, but we do need some list we can access.
A list that shows groups forming up for a specific dungeon, or people looking for specific groups. Once we see that, we can contact and chat with the leader of the group (or the lone person) to see if they are what we need. In there, we can ask what we want (level, spec, gear, etc), to see if they will be a good fit.
We do need something though. No matter how you paint it, spamming /map “LFM AC story, need one more!!!” is NOT social, and does NOT make friends. If no one is interested in running, it is nothing more than unwanted spam, and wasted time.
A tool that is accessible from anywhere on the map that lists interested people/parties would be a good addition.
OMG!! Like… Guild Wars??? bada-bum!
Ok, ok, kind of bad joke. Anyway, I think the idea is good, but it would be hard to get it done on current maps. Following the regular queue, you would never get your whole guild, and their whole guild in at the same time. Unless you want a separate map to do this in? Maybe a reduced map similar to WvW maps but for 100 people each side or something? Like a very large sPVP match with towers, camps, keeps?
(edited by Kal.2376)
Down-leveling is one of the most kitteny awesome idea Anet could have implemented. I would kiss whoever came up with that idea (I hope it’s a cute girl!! but I doubt it…).
Regarding the “feeling” of power, I do feel more powerful. When I go to a low-level event and summon my hounds of balthazar while buffing everyone with multiple shout skills while everyone else is just shooting a rifle, then I do feel quite more powerful.
It would be the same thing… If players see the current score is +0 every 15 mins, then they will not have a lot of motivation to join just to get steamrolled…
What they have to do is give more incentives to teams with the lowest scores. Get more badges of honor drops so you can get more siege. Give some kind of penalty when you hold too many orbs of power, etc.
Just hiding the score won’t do much. The people that get disheartened by a low score would do the same with the small scores as well.
I see no problem with this. The idea of this is to join guilds with different goals. For example, get in a PVE guild, and a WvW guild. When you are going WvW, represent that guild (the PVE guild members won’t have a problem).
I can see running into this problem if you join 2 PVE guilds, or 2 WvW guilds, but I do not see why you would do that…
The 4 maps are separate, so you have to map each one. Still, optional achievement is optional.
Yup, pretty much. I do not see an issue with that though… Your server will eventually have the point you need at some time or another. Or you could lead a force to get the point you need. Part of the challenge to complete the maps.
Eventually we will have lots of commanders, so there will be lots of blue triangles on the map… Which in itself is probably not too bad… If everyone is a commander, we’ll know where everyone is at all the time. Which is pretty good to coordinate attacks and defense.
Ok, everyone, get a commander book so we can see where everyone is on the map. Of course, the whole idea of having a “commander” to organize stuff would go out the window…
Maybe add a cheaper “marker” book so you are marked on the map all the time (smaller dot), and have the commander book for people that want to lead.
It’s fine that they did it for balance sake, and I understand that… But they could have removed the error message. If I get no loot and exp, cool. But that error message is pretty bad.
Yeah, this one is pretty much a no brainer… We should have server specific forums.
All that organization stuff sounds nice, but it also sounds like a lot of work… People want to play, not work. If taxing makes things easier without any real disadvantage, then do it.
You can still set tax to 0% if you do not want to go that route, and form your political blocks and all that jazz. Put the option for people that want to use it.
I would prefer all loot removed from WvW, and get more badges of honor (as a currency would be great), and make all siege purchasable from badges of honor. Separate PVE gold from having such a large effect on WvW.
Wait…I thought siege was purchasable for badges of honor…or am I being silly?
Yes, it is. I would like it to be purchasable only from badges of honor. Not from gold. They can change the drop rate for badges of honor, if they see it is not enough.
I would prefer all loot removed from WvW, and get more badges of honor (as a currency would be great), and make all siege purchasable from badges of honor. Separate PVE gold from having such a large effect on WvW.
RF online had a mechanical race… Anyways, I would have no problem with a mechanical race, as long as it fits fine into the lore somewhere.
I would personally get rid of magic find…
It would fix your problems, and also stop people from going into dungeons with a stat that does not help the party, instead of a useful stat…
Agreed. But not only in this, but everything. PVE gold should have no influence at all on WvW. WvW needs it’s own currency, or just everything running off champions marks.
A player that never WvWs suddenly comes in and unbalances the game (purchasing 10+ golems) should not happen. What happens in PvE, stays in PvE. Same for WvW.
Well, the engineer kits pretty much already do this. It’s a skill that changes the main powers, and makes the class play differently. It would be that plus a change in the model to change how it looks.
Not sure we need another class. Other than the shapeshifting, what role would you like it to play that would make it different from other classes? If it is too similar to another class, there would be little point in adding it…
They do not have to go (we need gold sinks), but the need to be balanced a bit. It now costs me 1.2s to go to a waypoint that is really close, and 1.4s to go to one on the map next to me… I think the price should be affected by distance differently. A lot cheaper on short distances, and then increasing rapidly for long distances.
I think this would be good. Of course, you can set it to 0% for guilds that do not want it, all the way to whatever they agree to set it to.
However, I would not tax every transaction. If you tax sales, or TP sales, then it will just push players to mail their stuff to alts to do it.
I would tax only event rewards. So they can play the TP in peace, and still help the guild some.
Ok, last time I bump this. I’m even more convinced now that WvW should not be affected by currency from PVE.
3 days ago, we were having a nice battle in our borderlands. We had the central keep and the north towers camps, our enemies had the side keeps and south towers. We were pretty balanced. We had lots of supplies in each base/tower, so did the enemy.
Then a commander logged in (I do not think he was really good leading people. but that is another matter), and he placed down 12 golems to build. We built them up, and went and capture one of the heavily defended side keeps… Ok, that was pretty overbalanced… It took us 15 mins or so to change the balance of the map.
Then he went ahead and did the same thing again to take the other side keep… So in about 30-35 mins, he pretty much completely changed the balance of the game. Simple because he had a lot of external gold. I really think that should be changed.
Hi, great game and all, yada, yada, butt-kiss, etc.
Now with that out of the way, there is a bug with the guardians battle presence. The skill itself works fine, it does give the virtue of resolve to nearby allies, but it does not refresh the buff properly. It will give a 3s buff, but at the end of the 3s, we will see an “immune” message on nearby allies, and the buff does not refresh.
So nearby allies get 3 seconds of resolve, then an immune message, and 3 seconds of no buff.
Other than the skill is working at 50% efficiency, the “immune” message is terrible! When fighting alongside other players, I keep getting the immune, so I do not know if the enemy is immune to my attacks, or what is going on. And in a mass WvW battle, it really is quite bothersome.
Anyway, could we change it so it refreshes the duration on the buff? So we would no longer get an “immune” message, and friendlies would have the effect as advertised.
Can we get a collectibles tab for RARE crafting materials? What about dungeon tokens?
in Suggestions
Posted by: Kal.2376
Yup, agree with this as well. Should be a collection item.
I do not see the use for this either… The load screen is just a few seconds. If you want a screenshot, you can take it and crop that part out (It’s on a blank part anyway). So I just can’t see the use of removing that.
I’m all for more options, but if they make some sense… Filling up the game with 10000 senseless options is not a good idea either…
There is already one guy with the 403 dyes… And the game has not been out a month.
Anyway, keep it character bound. This is purely cosmetic, and a potential good source of gem buyers for Anet. So leave as it is. No one is forcing you to get all 403 dyes on all characters. Just get the few you want on alts, and all of them on your main if you are a completionist.
It’s not too bad itself, the problem is the volume. It’s just too loud. You can be in the middle of a huge WvW battle, and still hear it over all other sounds.
If they turn the volume down a bit, it would not be as bad I think.
Mine copper with Orichalcum pick, have chance for Orichalcum, etc...
in Suggestions
Posted by: Kal.2376
Or mine the copper vein in 1 hit (instead of 3), getting the 3 pieces of copper, but only breaking 1 charge of the high end pick. So you save time, and picks.
Mine copper with Orichalcum pick, have chance for Orichalcum, etc...
in Suggestions
Posted by: Kal.2376
It would make no sense to mine copper to get orichalcum…
“look pa! I killed a chicken and got a pork leg! sweet!!”
I would prefer since the orichalcum pick is tougher than the copper vein, it does not break on use, or has less chance of breaking. So the higher the pick, the more you can mine lower mats before having to buy a new one. I think something like that could be better.
It’s a one time thing, so it’s ok as it is. We can’t take that approach, or we’ll just get on the never ending slippery slope.
Some people don’t like jumping puzzles, so we should also remove vistas/pois that need jumping to get to…
Some people do not like fighting much, so we should remove pois/vistas that require lot of fighting…
Some people do not like underwater combat (I’m one of them), so we should remove underwater vistas/poi…
Some people don’t like crafting, so we should remove achievements for crafting, etc, etc, etc, the never ending circle.
World completion is an optional achievement. If you want to have it, then you are going to have to put in a little effort to get it. That includes traveling into WvW. Again, fully optional. You do not have to go into WvW if you do not want to. The achievement does not make you more powerful or anything.
Ignoring is just so you do not have to deal with the abusive person any longer. I also posted there that he should be reported. Anet are the ones to deal with the abusive poster, not us. They will do temporary bans, or warnings, or whatever is necessary.
So report and ignore. One to stop seeing stuff, the other so Anet can fix the actual issue. It really is not up to the player to fix the issue. It has to be Anet. We cannot become vigilantes, or try to take law into our own hands. We have to trust Anet to do it.
I agree, I think it would be a good idea. No points, no score, nothing. Just lots of skull bashing. This would be optional of course, if someone does not want to join, they can wait in the normal queue.
Giving administrative powers to players is always a bad idea. I have not seen a single instance where this would have a positive impact in the end.
Even if Anet decides to go after the people abusing the feature, it would just generate even more work to the already overloaded GMs, giving even worse service to the people that actually need a GM.
This is why we have ignore. You find a person spewing their colorful language in chat, then report them and ignore them.
The cooldown is fine. Server transfer is a tool that should be used sporadically, it’s not something that should really be used multiple times a day (that would not be possible when it has a cost… or not cheap at least). 24hr is perfectly reasonable.
Fishing would be a good addition. Many MMORPGs do have fishing, so it’s kind if like a staple. As long as it is not made mandatory, for something more to do for the people who find it fun would be fine by me.
Hum… No comments, and just a few views… I should work on my titles better
I should have added a “kitten” somewhere… People seem to like kittens…
They should just work on detection. AI that detects bots (bots detecting bots?), but no action is taken. Just a flag is raised, and a GM can take action from there. I do not like being accused of boting when I’m there playing. Innocent until proven guilty. Just chasing people randomly will just bother more people, and do more harm than good…