Showing Posts For Kaz.5430:

Raffle: Flameseeker Prophecies

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

Don’t intend to be negative about the idea, as it’s an interesting one. But picking a 2000 gold milestone as a requirement before you draw the ticket could create several issues, that people would want to see addressed before they’d consider entering.

What happens if 1000 people send you 1 gold each, and then nobody else does?

Do you just hang on to that 1000 gold indefinitely in the hope that another 1000 players decide to send you the gold, essetially keeping 1000 gold AND the legendary.

Or do you refund everyone?

If you refund everyone, how long would it be before you decide that the competition has failed and refund the entries?

What about if you just get 1999 entries, would you run the event or refund everyone? What about 1900, or 1800 etc etc.

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CDI-Guilds- Raiding

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Posted by: Kaz.5430

Kaz.5430

From a technical point of view, I am guessing that the reason for a 15 man limit is based on the theoretical maximum size for a party. Any more than 15 players would – I assume – mean that there is not enough screen space to include the health bar of all party members.

I’m not sure the 15 man limit was made up because of screen space. I think the 15 man limit is an estimated size, above which any encounter would start to become dumbed down by the amount of players. For every additional player in the team, less effort is needed per player.
Also all their particle effects would decrease visibility of indicators you need to see.
In my opinion, 10 or 15 players is probably the best size (also makes it possible to combine teams of 5), no scaling and preferably just one raid size (per raid) from the start.

As for your talk about the Marionette. I think it would be perfectly fine to have a few (in time) big one-boss raids like the Marionette for bigger raid groups (like the Vault bosses in WoW during WotLK).

This is my point regarding limitation of possible designs. Sure, a single linear path were the entire party is involved in every fight at the same time zerg-style, then you don’t want more than 15 players in the same fight.

But the more interesting fights have been where the groups are forced to split up and achieve various goals simultaneously. This zerg-splitting concept is one of the things that GW2 has been doing well (at least for the last year), and a 15 man limitation reduces the scope of what can be done.

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CDI-Guilds- Raiding

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Posted by: Kaz.5430

Kaz.5430

I appreciate that we’ve been asked to consider a ‘Raid Group’ to be up to 15 players, but I wanted to make some suggestions and pointers regarding this aspect.

I think that designing a raid based on group size, is going to be a limiting factor in what can be created as a raid. It would be better IMO, to not have a specific group size that is always the same for every raid. Instead you set the group size later in the process, based on the specifics of what the raid requires.

Take the Marionette for example, there is no real way that fight would work in a group of 15 people, but it’s probably the content that would be voted the best boss fight that’s been developed so far.

After a bit of practice this fight was generally done with 15-20 people per lane, and I think given more time for us to master it, it would have been doable with as little as 10 per lane (I suspect it probably ‘was’ done with 10 per lane at one point). You could bring this fight back as a 50 player raid (10 per lane), you might even be able to bring it back as a super hard 25 man raid (5 per lane), but not as a 15 player raid, 3 players per lane is just unrealistically small to be completed.

Therefore limiting raids to a very specific player size is also limiting the creative scope of the development team. I Marionette was being designed now, with the intent of being a raid, it just never would have happened.

From a technical point of view, I am guessing that the reason for a 15 man limit is based on the theoretical maximum size for a party. Any more than 15 players would – I assume – mean that there is not enough screen space to include the health bar of all party members.

Could there not instead be a way of connecting two parties together into ‘companies’ (squad is already in use)? The primary purpose would be to allow groups to ensure that they end up in the raid with others that they want to play with, and not randomly get grouped with another party that happened to start at the same time.

The parties might not be able to see the health bars of the players outside of their own party, but they could chat with each other using /team and the system would essentially enable you to design any raid you want.

Some examples might include :

1 party of 5 players (5 man raid in 1 group)
1 party of 10 players (10 man raid in 1 group)
1 company of 2 × 5 player parties (10 man raid in 2 groups)
1 party of 15 players (15 man raid in 1 group)
1 company of 3 × 5 player parties (15 man raid in 3 groups)
1 company of 5 × 5 player parties (25 man raid in 5 groups)
1 company of 3 × 15 player parties (45 man raid in 3 groups)
1 company of 10 × 15 player parties (150 man raid in 10 groups)

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Bubbles' / Steve's possible real name

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

I think that they should call him ‘Bubbles’ just use a translation to make it less obvious

e.g.

Latin options for ‘Bubbles’
- Ebullio
- Bullesco

Gaelic options for ‘Bubbles’
- Plub
- Builg
- Curracag
- Balgan-uisge

As Puff the Magic dragon lives by the sea, I would guess that it’s Plub the Bubble dragon that lives in the sea.

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(edited by Kaz.5430)

Remember Beta Weekend 1 Event

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

The events at the end of the Beta Weekends were one-off `finales` as per ANet Beta Weekend Tradition. They are not fully finished and balanced events intended for release, they are just a bit of fun that ANet like to create to end the BWE. The event runs once, and when it’s over the servers are turned off.

GW2 BWE1 http://wiki.guildwars2.com/wiki/The_Great_Critter_Hunt
GW2 BWE2 http://wiki.guildwars2.com/wiki/Repel_the_invading_dragon_forces
GW2 BWE3 http://wiki.guildwars2.com/wiki/Hunger_Royale

GW1 BWE5 – featured multiple Gwens being spawned and killing all players online at the time with Spontaneous Combustion.
GW1 BWE6 – featured Infernal Wurms spawning in Lion’s Arch and Tomb of the Primeval Kings.

I can’t find references to remind me of the GW1 BWE1-4 finales, but I’m pretty sure they existed.

That said, it would be pretty cool if there was a way of incorporating them in some way.

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Is everyone done with Guild Wars 2?

in Players Helping Players

Posted by: Kaz.5430

Kaz.5430

… there seems to be no content that people actually like in the game anymore
. Ive been thinking of leaving the game. I assume most other people are to right?

I am having fun. Its just I like many are hungry for new content

I’m confused. If there’s no content that you like in the game any more, how are you having fun? If you’re still having fun, why would you be thinking of leaving? It doesn’t make much sense to me.

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Why no 2012 halloween elements?

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

From my point of view, the most irritating part about the Mad King dungeon was that if you fell off while heading down to the chest, it was highly likely that the instance owner would loot the chest and leave the dungeon. You’d then get booted without looting the chest.

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Dry Top kills not Maguuman kills?

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

Maguuman Kills is for zone in the `Maguuma Jungle` region. Dry Top is in the `Maguuma Wastes` region.

http://wiki.guildwars2.com/wiki/Region

They should probably rename the daily to `Jungle Kills`

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Golem in Box gone!?!!??

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

According to the wiki (which has not been updated to reflect a change), the Mini Golem Bomb (from your link) is only available from Apprentice Kloxx for 3 mins after the end of “Destroy the malfunctioning golem”.

Are you sure it was ‘supposed’ to be available when you checked? Or where you actually talking about “Golem in a Box” from Roj in, Obscura Incline?

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(edited by Kaz.5430)

(Sug)Master Recipe Books

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

Something like this would need to require you to already be level 500, and be used to just unlock all the other recipes that you’ve not got discovered.

If you could use it on a level 0 cook and get all the experience that you would have got by making the discoveries for real, your cook would gain 10ish character levels and would most likely also instantly reach level 500 in cooking.

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GvG map in PvP arena?

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Posted by: Kaz.5430

Kaz.5430

Out of interest, what’s wrong with the existing GvG area that was specially created in Obsidian Sanctum?

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Content Guide

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

Right… So, what does it do? Because I haven’t noticed it doing anything differently when I have it set to “default.”

Default means all the options are on. It points to PS and zone completion. Turning it off removes it. The other options specificy what it does and doesn’t point to.

No, I mean… The “Hide personal story” option. What’s the difference between “default” and “hide personal story”? Because I see no difference whatsoever. It’s not hiding my personal story, so what does that option do?

The ‘Content Guide’ is not the entire UI on the right of your screen, it’s just the new part that was added, the circle with an arrow directing you to a bit of content. The Green star under it is not part of the Content Guide, so changes to the setting will not effect it. There is no setting that will remove the story step from the UI, the only way to remove that, is to complete the story.

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It's been done now leave thanks

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

I’m not going to go through an individually reply to each person that’s addressed me in the thread. Not because I feel that I can’t reply directly, but simply because it doesn’t actually add anything to this thread. This thread isn’t about me, it’s about the GW2 End Game.

I fully agree that there has been no ‘Dungeon’ content added since the Fractured release in November last year, but that’s not the same as there having been no new dungeon content added since release, nor is it the same as saying that there has been no ‘End Game’ content added since release.

You might consider my statement “There seems to be group who are vocal on the forums who suffer from selective amnesia and denial” to be insulting, but then I didn’t say that of all people who post of the forums, just a group of unspecified size. I’d postulate that if that statement is insulting to you, then you must in some way consider yourself to be someone who posts sweeping hyperbolic statements, rather than actually writes what they mean.

Yes you can say I’m being pedantic, but why should anybody have to attempt to psychically predict what you’re inferring between the lines. This is an internet forum, not a face to face conversation where non-verbal queues can be used to infer meaning. Hyperbole is not constructive when used without any context, and on an internet forum that context needs to be provided explicitly.

However, the first thing I’ve noticed since reading through the rest of thread, is that regardless of whether or not you agree with me, the majority of posts have switched from what I referred to as “Selective Amnesia and Denial”, to constructive discussion and criticism of the end game.

IMO, this thread has drastically improved from a constructive point of view since I posted, and hopefully that will continue.

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in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

Here are some great examples of selective amnesia and denial

“Fractals of the Mists” is a set of dungeon paths, that did not exist when the game was released.

If your response is “Fractals is not a Dungeon”, then what is it?

Yes, FotM is included under the umbrella term “dungeons” as far as terminology is concerned. However, in terms of content, a fractal is far from a dungeon. It’s like a tiny bit of a dungeon:

A dungeon has several paths, each with a series of bosses, an multi-part narrative, and a large, complex map. There are associated rewards (tokens/skins/unique items) specific to the dungeon, and a theme tying together several sets of encounters.

A fractal is a single boss, a tiny (usually) linear map, no specific rewards, and no narrative.

A set of four fractals is considered equivalent to a single dungeon path (except that FotM has far worse rewards per time). A dungeon typically consists of 4-5 paths.

Since launch, we’ve seen 5 new fractals and one new dungeon path, and also lost a dungeon path.

Net addition to dungeon content: 5 fractal instances. A little more than one dungeon path worth of content in two years. About a quarter of a dungeon.

If you occasionally run fractals or dungeons and aren’t sick to death of them yet, good for you!

Those of us who regularly run them want more. It’s commonplace to solo the hardest “endgame” dungeon. There’s something wrong with that — more challenging content is needed.

tl;dr Sure, “no new dungeons” is an oversimplification. But what has been added is barely more than a single dungeon path, and that’s just not enough to keep that aspect of the game interesting for the players who enjoy it.

IMO, that’s a great example of changing the definition of something just so that it’s existance can be denied, something that is becomeing a plague on these boards. A dungeon is not ‘defined’ by having 4 or 5 long paths, in an MMO a dungeon is simply a bit of instanced content, that is designed for a group, and generally ends with some sort of boss fight and a reward chest.

Fractals of the Mists ‘is’ a dungeon. Every single ‘set’ of Fractals that culminates in a boss fight, a reward and a choice to leave, is a dungeon ‘path’. Every single possible combination of fractals in a set is a ‘different’ dungeon path. It doesn’t matter if some other games do it differently, that doesn’t mean that the definition of a dungeon changes.

If people stopped complaining by denying the existance of things, with grand sweeping statements that are actually not true, then us detestable ‘White Knight Fanboys’ – as some people like to call us when we don’t agree with the attempts to rewrite history – would actually listen to what you say. But for some reason some of you would rather deny that anything has changed at all, than admit that the ANet developers have actually written a LOT of new content.

It’s not true that there has been no new dungeon content. The actual truth is that there has not been enough new dungeon content, to suit you.

It’s not true that there has been no new end game content. The actual truth is that there has not been enough new end game content, of the type you want to play, to suit you.

As a game developer (no tin the same league as GW2), I can say without any lie whatsoever, that when you read pages of people complaining that you’ve not done anything (when in fact you’ve done a lot), it doesn’t provide that little kick you needed to try harder (not that you needed to try harder).

What it does it it slowly burns you out, and makes you less interested in developing new content.

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It's been done now leave thanks

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

a new set of dungeons

WHERE?

A new set of dungeons? – Where? Did I miss something?

You say “a set of new dungeons”. There has been exactly 1 dungeon path added in two years, and they removed another path to add it.

New set of dungeons? What do you mean exactly? I’d love to see the new set of dungeons, kitten I’d love to play it for the new armours it must have included, right? Tell me the secret, please!

What new set of dungeons are you talking about? BEcause there are none.

Here are some great examples of selective amnesia and denial

“Fractals of the Mists” is a set of dungeon paths, that did not exist when the game was released.

If your response is “Fractals is not a Dungeon”, then what is it?

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in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

I’d sincerely like to know where this rumor originated. No endgame? Is a new story campaign, giant map (and completion), crafting, a new set of dungeons, obtaining legendary weapons, and 3 new areas of the map opening up just not enough for you?
Really, where did this originate?

There seems to be group who are vocal on the forums who suffer from selective amnesia and denial.

For example, since the game has released there have been quite a few additional dungeons added, at least they would be considered dungeon in most games. However many players selectively chose to deny the existence of them, they consider a new dungeon path to not be a new dungeon (even though it would be if it had it’s own entrance), and of course Fractals of the Mist (and each individual fractal) is also “not a dungeon”.

If you look at the dungeons page on the Wiki, there are 9 dungeons in the game (including Fractals of the Mists). Those dungeons containing 42 different paths. Of those 42 paths, 10 of them (23.8%) didn’t exist at launch, but you’ll still hear people shouting that no new dungeons have been added.

This is true for “End Game” content in general, there has actually been a fair bit of End-Game content added, but you’ll never get some of the people on here to admit it. When you point it out to them you get a bizarre response, generally along the lines of “That doesn’t count because it should have been there since launch”. It might not have even been imagined at launch, but it should have been there anyway, so is not new.

You need to understand that the Living Story is not ‘New Storyline’, any new areas added are not ‘New Maps’ and any new words bosses are not ‘New World Bosses’. I’m pretty sure that anything added at all – unless it comes in the form of a boxed expansion – wont be considered new content by some people here, regardless of what it is, and even if it does come in a boxed expansion, there will probably be a group that denies it’s existence because “it should have been there from the start”.

My advice, would be to just enjoy the game, and not try to “understand” these forums.

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Detect skill to replace 'Reveal'

in Profession Balance

Posted by: Kaz.5430

Kaz.5430

To those of you complaining that you can now be locked out of your profession mechanic, I just wanted to point out that “stealth” is not your profession mechanic.

For thieves ‘Steal’ is the main mechanic, along with your ‘Duel Wield’ skill. Yes you have a special extra skill when in stealth, but when ‘revealed’ you still have access to the majority of what makes your special. Same goes for stealth build Mesmers, you still have your clones.

As a Ranger, I can be totally locked out on my mechanic for up to 60 seconds if the zerg kills both my pets. This can totally lock out several utility skills from functioning at all. 6 seconds of no stealth is nothing in comparison to 60 seconds without pets.

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CDI- Guilds- Logistics and QOL

in CDI

Posted by: Kaz.5430

Kaz.5430

Proposal Overview
Minimum representation limit (the sledgehammer option)

Goal of Proposal
The system keeps track of how often players have represented the various guilds that they have chosen to join. If players drop below a certain threshold of time spent representing (e.g. 10%) the system request that they either represent the guild (until that threshold has been reached), or leave it. This will occur over and over until players get in the habit of representing all guilds that they have chosen to be a part of, or leave guilds that they have no intention of being a part of.

Proposal Functionality
The system would most likely have an effect of reducing the number of guilds with the negative “100% rep or boot” rule. It would also have an effect of removing players from guilds that they do not have any intention of actually interacting with, and therefore improving the social aspects of the guild system by ensuring that players ‘want’ to be in a guild.

Associated Risks
“100% rep or boot” guilds will complain, a lot.

My problem with an automated “rep or leave” system is that can take control away from players. For instance, I’m in two guilds I never rep. One is composed of my friends from many years in WoW, who have gone back there (or onwards) rather than remain in GW2. I can still glance at the roster to see if anyone’s on. Someone was, just last week, and we had a nice chat. The guild itself is defunct but it still allows me to track a specific subset of friends. Without better organizational controls of the friends list, I’d hate to lose that function.

The other is a spinoff guild mostly of alts of my main guild. I have yet to get an alt designed to fit their darker, grittier RP, but they’ve invited me in and I could “listen in” any time I want. The thing is their leader has a lot of RL distractions and stuff in that guild happens only sporadically afaik. So why should I get automated messages telling me to GTFO if the guild itself is fine with me not repping?

This suggestion would still be totally in your hands, as it would just offer you the choice between repping for a while and leaving. You’d still have to make that choice, and therefore you’d be the one making the decision to leave the guild, rather than spend a little time representing them.

That being said, I’m not saying that this is my favourite option by far, personally I’d vote for a system that divides influence earned up between all guilds that you’re a member of. I just want to make sure that they have a variety of ideas relating to fixing the representation system in various ways. As I see it, the more ideas, the more chance that ‘something’ is done to fix what I personally consider to be the most broken part of the entire guilds experience.

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CDI- Guilds- Logistics and QOL

in CDI

Posted by: Kaz.5430

Kaz.5430

Here is a summary of suggestions from this thread that seem to be being left out of the other ‘summaries’ posted.

  • Ability to chat with all members of all guilds regardless of representation. e.g. /g1, /g2 etc.
  • Ability to chat with all members of all guild alliances (if implimented) regardless of representation. e.g. /a1, /a2 etc.
  • Ability to access the full guild UI (build queue, guild stash etc) for all guilds at once, regardless of representation
  • Influence distributed to all guilds of which you are a member, regardless of representation (i.e. 100 influence = 100 for Guild 1, 100 for guild 2 etc.)
  • Influence divided up between all guilds of which you are a member, regardless of representation. (i.e. 100 influence = 20 for Guild 1, 20 for guild 2 etc.)
  • Influence replaced with an alternative system that is not tied to representation and is equal for all guilds (large or small)
  • Megaserver Transporter NPC in Guild Hall, who can be used to prep the megaserver formula in order to ensure that all players (who spoke to the NPC) get on the same map.
  • Tracking system checks how often a player represents guilds that they are a member of, forces players to represent or leave, any guild that they have not represented for at least 10% of a set time period. (The sledgehammer option)
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CDI- Guilds- Logistics and QOL

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Posted by: Kaz.5430

Kaz.5430

Proposal Overview
Minimum representation limit (the sledgehammer option)

Goal of Proposal
The system keeps track of how often players have represented the various guilds that they have chosen to join. If players drop below a certain threshold of time spent representing (e.g. 10%) the system request that they either represent the guild (until that threshold has been reached), or leave it. This will occur over and over until players get in the habit of representing all guilds that they have chosen to be a part of, or leave guilds that they have no intention of being a part of.

Proposal Functionality
The system would most likely have an effect of reducing the number of guilds with the negative “100% rep or boot” rule. It would also have an effect of removing players from guilds that they do not have any intention of actually interacting with, and therefore improving the social aspects of the guild system by ensuring that players ‘want’ to be in a guild.

Associated Risks
“100% rep or boot” guilds will complain, a lot.

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CDI- Guilds- Logistics and QOL

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Posted by: Kaz.5430

Kaz.5430

The biggest QoL feature that I can think of, that ‘only’ a Guild Hall could provide is as a Megaserver Transportation system.

If only guild members (or invitees perhaps) can access the hall, then it would be an easy place to gather a large group together and be sure to all be on the same map. There could be an NPC that each player speaks to, and by speaking to them, megaserver system is able to get an exact count of the number of players wanting to travel together to a particular zone, BEFORE they try to travel.

Rather than each player loading a zone independently, and the system using predictive logic to try and group people together, it would know exactly how many spaces it needs to have on whichever map the collective attempts to load.

While obviously cool there are some details that would be required to start talking about this.

  • How big of a group would be required to create one of these zones?
  • Could you join half empty zones or would you always want them guild exclusive?
  • Would zones created for your guild stay exclusive to your guild?
  • etc.

I’d love to see your thoughts on the details of this proposal to talk through some of the issues and see if it is in fact realistic, knowing that obviously you don’t know how the server infrastructure for megaservers works but I’ll try and be here to guide you.

My initial thought was just about ‘prepping’ the megaserver prediction system so that it can either find an existing megaserver with enough space, or make a new one if one doesn’t exist.

For example, TTS could arrange to meet in the Guildhall 30 mins before Teq. The sheer number of them would end up forcing a new map. A smaller guild could do the same, and get sent to a map that’s already got players, but has enough room for them all.

The ability to create a guild only megaserver would be cool, but it would need to be locked behind a pretty hefty price tag to prevent abuse. Otherwise nefarious players could create a bot guild and farm your own server without anyone seeing or reporting.

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CDI- Guilds- Logistics and QOL

in CDI

Posted by: Kaz.5430

Kaz.5430

The biggest QoL feature that I can think of, that ‘only’ a Guild Hall could provide is as a Megaserver Transportation system.

If only guild members (or invitees perhaps) can access the hall, then it would be an easy place to gather a large group together and be sure to all be on the same map. There could be an NPC that each player speaks to, and by speaking to them, megaserver system is able to get an exact count of the number of players wanting to travel together to a particular zone, BEFORE they try to travel.

Rather than each player loading a zone independently, and the system using predictive logic to try and group people together, it would know exactly how many spaces it needs to have on whichever map the collective attempts to load.

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New Suggestion System *Updated*

in Guild Wars 2 Discussion

Posted by: Kaz.5430

Kaz.5430

What they ‘could do’ perhaps, is make it a bit more controlled. Instead of just letting players vote for whatever random ideas they want, they could select a specific topic area at a time and ask players to come up with various ideas and suggestions relating to that specific topic area. Players could discuss these various suggestions in a big long thread and then ANet could pick ideas that they like the most and think about how they might go about prioritising and implementing them.

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CDI- Guilds- Logistics and QOL

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Posted by: Kaz.5430

Kaz.5430

Proposal Overview

Total Removal of ‘Influence’ as a currency.

Goal of Proposal

The whole ‘100% rep or boot’ concept is built around building up influence in order to purchase guild boosts and upgrades. In a multi-guild system this creates two tiers of guilds, the haves and the have nots.

If the concept of sharing the influence you earn between all your guilds is so hard for a lot of players to deal with, then let’s just remove influence all together.

Proposal Functionality

Guilds would receive a set amount of credits per day based on the number of members in the guild. I’m going to call them credits simply to differentiate between this system and influence as it exists now. The credits could still be ‘called’ influence in game though.

These daily credits could be used in exactly the same way as influence, to purchase upgrades and boosts, perhaps along with a slightly extended build time. Guilds could also purchase credits using gold if they so wished.

Associated Risks

1. The fact that the current large “100% rep only” guilds might feel thaty they are getting a nerf, although this system could be balanced based on preventing that.

2. Guilds could hang on to members who have stopped playing in order to gain credits from them. This could be resolved by adding an activity element .e.g. credits are awarded when a member logs on each day.

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CDI- Guilds- Logistics and QOL

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Posted by: Kaz.5430

Kaz.5430

This is precisely why I asked the question, “what would you want to gain from your primary guild?” It is an exercise in collaborative creativity to see if someone can come up with something that is actually compelling but at the same time doesn’t make you feel like you made the wrong choice. If the answer was easy, everyone would be doing it already, but most things worth doing are hard.

For me, the entire concept of having a ‘primary guild’ in a multi-guild system is the root of the problem, closely followed by the concept of ‘influence’.

Every part of the game has been designed in order to avoid the negative sides of general MMO’s; you don’t steal kills, you don’t steal harvesting nodes etc. But the influence system is the opposite and promotes the idea of “100% rep or boot”.

Any player that’s a member of a guild, but not representing it is ‘stealing’ influence from the guild and taking up a limited space that could be given to a member that is representing the guild. At all times, a player is wasting a spot in up to 4 other guilds, because they are representing the 5th.

I tend to represent a smaller guild that is mostly filled with members that don’t ever represent the guild and tend to play at different times. I can see that they are usually a few ‘members’ online, but I can’t communicate with them, and because all the interesting guild activities are gated behind representational influence. We can’t draw them back because we can’t unlock the interesting content that would draw them back because we need them to be representing in order to generate influence to unlock the content.

It’s not as simple as saying, "if they wanted to be in your guild they’d represent’, because they clearly ‘do’ want to be in the guild because they’ve used up one of thier limited spots to be there. They don’t represent because their influence pays them back better by being given to a larger guild that can do more.

It’s also not as simple as just making more content that smaller guilds can do, because that content is still going to be locked behind influence, and larger guilds will still be able to do more of the smaller guild content than smaller guilds could.

Essentially we’d have a very similar system by removing the ability to join multiple guilds, and instead letting players create groups in the friends list.

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CDI- Guilds- Logistics and QOL

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Posted by: Kaz.5430

Kaz.5430

I’m posting again because for some reason page 9 was created, but completely empty after my post.

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CDI- Guilds- Logistics and QOL

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Posted by: Kaz.5430

Kaz.5430

How would you handle the UI design. Specifically clutter?

Interesting points. If you had each guilds chat on your main chat panel you would likely get a huge amount of traffic and not be able to keep up with the volume. I get that people can hide channels but it needs to be designed in such a way that at its max functionality it doesn’t break immersion.

It is still a drop down window though, as apposed to a click.

Specifically: | Random Guild Name[RNDM](4) |

Unless i am not understanding your design.

While I think that the entire chat system could do with a total top down rebuild, I wouldn’t want to see much needed guild improvements postponed until at total chat redesign becomes a priority.

The system already has the ability to create multiple tabs and customise which channels go into each tab, so the ability to split different guild chats away from each other is already possible.

The recent massive optional increases in combat log traffic have also created a UI modification (the little side arrow that opens a sub-menu) that could be used to easily manage whether or not you are listening to a particular guild channel when creating or editing a tab.

Essentially the ability to control chat system overload is already in the hands of the player, so worrying about it becomes less of an issue, at least in my mind.

That being said, the ability to easily detect if something has been said on a channel that you’re not currently watching would be a huge benefit to the system.

One way of implementing could be a simple modification like the one in the image I’ve attached to this post. I’ve added channels for home server chat (/h), roleplay (/rp) and alliances (/a & /a1-a5) because you might as well add the other common requested channels while doing guilds. I’ve also assumed that the cap would be 1 alliance per guild, because otherwise the system would become massively complex from a chat point of view.

With a UI similar to this, you could tell at a glance if there is chat you’ve not read, and also have an easy reminder to the short-cuts to pull up the channel. I’d suggest that you’d be able to click on the coloured squares to turn on (and off) the main channels in a single click.

Attachments:

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Posted by: Kaz.5430

Kaz.5430

Great points here and I think what I am hinting at is that if there was a way to maintain the current guild functionality of multiple guilds but also add a way to really commit to a singular guild what are the features old and new that you think are important for your basic guilds vs your, for lack of a better term, “home” guild.

Jon

When it comes to guilds IMO there are really only two options (GW2 doesn’t fit in either).

1. The traditional One-Guild set-up
2. Multiple Guilds.

The current system is not really a half-way house between options 1 and 2, it’s really just option 1 with a way to easily switch back and forth between guilds.

IMO ‘representation’ should simply be about which guild shows up next to your characters name, and that’s where the prioritisation should stop. If you’re in a guild, you should be actually ‘in’ the guild, not ‘nearly’ in the guild. As I see it, the whole concept of representation – as it currently exists – is the cause of any feelings of lack of community in guilds. The problem is not in being able to join multiple guilds, its in being unable to interact with 4/5ths of your guilds.

I think everything would work much better, if it was truly multi-guild in every possible sense of the word.

With Chat Channels you’d remove /guild (or perhaps tie it to representation) and would instead create /g1-/g5 which are tied to the 5 guilds that you can join.

With influence, you’d earn an equal amount of influence for all your guilds while you play. With exception perhaps of guild missions etc, where only the appropriate guild would get any influence for success.

With regards to managing the guild, accessing vault, queuing up upgrades etc, you’d be able to manage and look through any guild that you’re a member of, at all times.

If the system is going to ‘prioritise’ one guild over the others, then you should not be able to join more than 1 guild at a time, and it would make far more sense to switch to the traditional one-guild system.

If the idea is to have a multi-guild system, then IMO it should be a REAL multi-guild system, or it’s just pointless.

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(edited by Kaz.5430)

New player saying hello :D

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Posted by: Kaz.5430

Kaz.5430

A slow download speed might well turn out to be beneficial. There is a feature pack due today and it’s going to make a lot of changes to the levelling process for new players.

Whether these changes turn out to be better or worse for your play style is largely irrelevant, as you’ll be levelling up with them regardless.

Therefore it’ll probably be less confusing if you don’t experience a couple of levels of the old system, only to log out to download a new patch that changes everything for you.

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Trait Wipes?

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Posted by: Kaz.5430

Kaz.5430

As some of the traits are changing they might well do a reset. For example, any Ranger that’s traited with `Signet of the Beastmaster` will have to change because that trait is being removed. Either way, will it really matter? most people are going to go look at the new trait changes anyway, right?

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Gift of Exploration worthless

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Posted by: Kaz.5430

Kaz.5430

A legendary weapon is more than just a skin. Why not create a legendary and then transmute the skin you actually want on to it. You’ll then have the skin you want on a weapon that will always remain BIS and can change stats on the fly.

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The "veteran content" in this feature pack

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Posted by: Kaz.5430

Kaz.5430

Veteran players expected in this Feature Patch things like:

- Precursor Crafting finally getting added
- Precusors Scavenger Hunts getting finally added
- New Legendary Weapons gretting added/ Legendary Accessoires getting added like announced
- Ascended Runes/Sigils/Jewels/ Aqua Breather getting added to complete the Ascended Items
- Classes getting some new existing Weapons to increase their Weapon Skisl and giving all classes some new Builds
- In general adding new Utility/Elite Skills
- Making Equipment dyeable
- Giving us finally Jeweler and Cook Job Level 500 too
- Adding Fishing and Digging as new Gathering Tasks for alot of new Crafting Materials/Recipes for the existing Craftign Jobs, like Cook would benefin from Fishing as Gatherign Task and the game already has freaking angling rods and shovels!!
- Adding missing Features like Polymok, Bar Brawl and Shooting Range
- Fixing finally the WvW Achievements to make them doable in a persons lifetime
ect. pp

‘Veteran’ players should not have expected most of the stuff in that list. The vast majority of things that you listed would be considered content rather than features (based on the way ANet use those two descriptors). I don’t really see any point in expecting content from a feature patch, and then being disappointed when a feature pack doesn’t contain much content. It was never going to.

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Trading Post 2.0 (Last Feature pack Arcticle)

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Posted by: Kaz.5430

Kaz.5430

By your logic we can never have the features I mentioned if they can’t be on feature patches. They sure can’t be in living story patches either because they have nothing to do with the living story and Anet has made it clear that they don’t want to confuse players with other content patches except living story patches.

That’s not true at all

Most of the items you listed off that aren’t in this update are because they are content. This is not a content update, this is a feature pack. Content updates usually, but not exclusively, take the forum of living world updates or festivals.

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Trading Post 2.0 (Last Feature pack Arcticle)

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Posted by: Kaz.5430

Kaz.5430

To those of you who don’t like the idea of the ‘Get more gold’ button, there is one obvious benefit to pointing out that there is an official way to get gold from real life currency. Especially considering a couple of reponses in this thread seemed to be from players that didn’t realise it has always been possible.

The more people who click that link and purchase Gems to trade for in-game gold, the better the exchange rate will be for converting in-game gold to gems.

I’d argue that this button alone could be considered feature-worthy, as it will directly improve the exchange rate that so many people have been moaning about.

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Rebalancing the Scale-down Feature

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Posted by: Kaz.5430

Kaz.5430

I think a valid counter made against it though was, it would divide the players between max level players and not, which wasn’t a problem in the original GW for some reason.

While I agree with this counter argument to an extent, if normal mode reverted back to drops appropriate for the zone (rather than player), people would play normal mode to also farm lower level items to salvage. I also think that megaservers will remove a portion of the downside, this idea would have been bad with the old system though.

At the very least, a self-handicap is absolutely needed. I see no reason why we should not be able to “nerf” ourselves without ruining our entire build.

I suggested something along those lines in the last paragraph.

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Living World Season 1 book

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Posted by: Kaz.5430

Kaz.5430

Not sure that the printers should have allowed you to make a book of copyrighted material, especially with a bar-code on the back. But it’s pretty kitten ed cool. You should get in touch with ANet and see if they will pay you for the “editing” work so they can release the book officially

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Rebalancing the Scale-down Feature

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Posted by: Kaz.5430

Kaz.5430

Rather than a forced change to the down-levelling, I’d personally like to see two sets of megaserver instances for each map (with exception of cursed shored, southsun, dry top and any other level 80 zone added in the future).

Normal Mode, Where the down-levelling works as it currently does but drops are made increasingly more level specific.

Hard Mode, where all that’s changed is that enemies are up-levelled to 80 and drop max level loot. Enemy distribution quantities and respawn rates would remain the same, they’d just be raised to 80. Players are not downscaled on this version of the map. Some parts of the game might turn out to be unbalanced by just up-levelling the mobs, but it could be ironed out over time.

These would be combined with a down-levelling preference option where you can manually chose to downscale further than default. e.g. “+1 (default), =, -1, -2 … -10”. This could perhaps also allow you to downscale yourself below 80 on max level maps.

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[Suggestion] Traits - Middle Ground

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Posted by: Kaz.5430

Kaz.5430

With the recent blog regarding the new player levelling up changes, I think that they’ve probably done a lot of work trying to make each level up rewarding. If you move things from 6’s to 5’s, I think it’ll mess with that system.

That said, something like this ought to work just as well and ought to not have a side effect of making the level-up rewards out of sync with whatever they plan:

18 x1, 24 x1, 30 x1, 36 x1, 42 x1, 48 x1, 54 x1, 60 x1, 66 x1, 72 x1, 78 x2, 80 x2

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Does LS eliminate the need for an expansion?

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Kaz.5430

Could the Living Story eliminate the need for an expansion? Yes, if done right. There is nothing that is traditionally part of an expansion that could not be released via the Living Story / Feature Pack model.

Will the Living Story eliminate the need for an expansion? Only time will tell.

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Gathering Tools - All versus Orichalcum?

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Posted by: Kaz.5430

Kaz.5430

Permanent tools will always be top tier, so if a new tier is added they will be able to gather from them. It’s been said officially somewhere I’m sure, but have no idea where to find the post about it now (suspect it’ll be around the time they were made account-bound if you feel the need to hunt it down).

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Option to move to less populated Megaserver

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Posted by: Kaz.5430

Kaz.5430

Just turn up to a world boss a couple of minutes late to increase the likelihood of not getting on to the default map. Then stick around on the map that would have been called an overflow before megaservers were introduced. Once everyone leaves to go do the next boss you’ll have an empty ish map. Once the megaserver changes occur, just don’t go to a busier map when the system offers the chance to do so.

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27k AP NO Armor Reward....wow.

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Posted by: Kaz.5430

Kaz.5430

not according to the leaderboards

https://leaderboards.guildwars2.com/en/eu/

NA: 1 LovePure.3259 24603
Eu: 1 Evil.1524 24847

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27k AP NO Armor Reward....wow.

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Posted by: Kaz.5430

Kaz.5430

At the moment nobody has even reached 25,000 achievement points so your complaint is a little early. Maybe they have not decided what skins to put there yet because they still have plenty of time before it’s reached.

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[Suggestion] Permanent Gathering Tools

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Posted by: Kaz.5430

Kaz.5430

While it would be nice to have easy access to my selection of permanent tools on other characters without the bank, I don’t know where your getting the idea that hardly anybody uses them.

When I arrive at a node at the same time as someone else, more often than not they have a permanent tool equipped (can tell based on the animation). As they are a Gem store only item, I’d say the percentage of players with them is actually far higher than would be expected.

That being said, I still wouldn’t say no to an easier way of sharing them between alts.

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Why Guild Wars needs an expansion

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Posted by: Kaz.5430

Kaz.5430

Let’s imagine that an expansion pack might look something like this:

$60.00 (or 4800 gems)
———————————-
- 20x New Maps
- 2x New Races
- 2x New Storyline Quests
- 2x New Professions
- 2x New Weapon Types
- 20x New Utility Skills (per profession)
- 10x New Traits (per profession)

If you release this as a separate standalone expansion in the normal sense, then you create a portion of the world that cannot be visited unless you pay for the expansion.

This would create problems over time with the Living Story, because ANet would either have to release LS content that not everyone could play, or avoid any new areas.

You also end up with a series of traits and utilities that could be used in PvP but not available to everyone.

Personally I’d prefer this hypothetical expansion to be released in chunks.

e.g.

Everybody gets the following parts of the expansion for free
- 20x New Maps
- 20x New Utility Skills (per profession)
- 10x New Traits (per profession)

You can then optionally purchase (via a box in your local game shop, or via gems)

2x Race Expansions (available individually)
$10 (or 1600 gems) each
- 1x New Race
- 1x New Storyline Quest

2x Profession Expansions (available individually)
$10 (or 1600 gems) each
- 1x Profession

2x Weapon Expansions (available individually)
$5 (or 800 gems) each
- 1x Weapon Type

You still end up spending $60 or 4800 gems for the entire expansion, but the maps and skills/traits for core professions are available to everyone preventing divisions in the community.

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Exotic creation

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Posted by: Kaz.5430

Kaz.5430

I think it’s very likely that you need to have part 1 AND part 2 unlocked in order to make the back piece. It says “Players who completed their Mysterious Vine and received a Cultivated Seed” and that happens using components from completing part 1. I think it’s highly unlikely that part 2 will just give you for free, what it took a lot to achieve in part 1.

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Is there a sale notice ?

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Kaz.5430

The news is on the homepage now including a link to an rss feed you could subscribe to
http://guildwars2.com

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Concerned for all the Sylvari Engies...

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Kaz.5430

Pretty sure that’s what my Charr Ranger got too.

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Gw2 still bad??

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Kaz.5430

@Hybrid.7059
I need to log in onto my email to authorize log-in attempt.
Wow it’s so hard… to understand?

If you click on My Account and then go to the security tab, you can set up Mobile Authentication instead of email authentication. You can then use your mobile phone to ‘authenticate’ the login.

GW2 security page links you to google authenticator downloads for iOS, Android and windows phones. The google authenticator page (on google code) also has an app for Blackberry. You could also look into TOTP authentication programs for your PC instead of using the phone, but that might take a bit of research.

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ambrite weapons have wrong classification

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Posted by: Kaz.5430

Kaz.5430

Recent DNA evidence has lead to termites to be reclassified as Termitidae within the order of Blattodea, so that one is actually taxonomically correct.

Diptera would be right if they referred to it as a fossilised maggot (fly larva) rather than a fossilised grub (beetle larva), of course, it would be a better name for the fossilised Mosquito.

If Diptera referred to the Mosquito rather than the grub/larva that would make life a bit simpler as Larva can cover multiple insects and an unused taxonomic name ought to be available that would work. Endopterygota (or Holometabola) would probably be a good choice .

So..

Diptera gets renamed Endopterygota (or Holometabola)
Hymenoptera gets renamed Diptera

and all is well.

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