Current problem:
And enemy cannot take more than 25 conditions of the same type simultaneously (mostly effect bleeding). One player alone have a hard time reaching that limit (even though I reach it easily with my Engi), but when a boss is zerged by a party, you are always limited by other player’s condition, so no more than one-two condition builds can join a single party, and they are still limited by unintentional conditions by non condition builds, and in world bosses, conditions are almost useless!
Solution:
Reduce the stack-able conditions (bleeding) applied by the players by half, and double their damage.
- If a skill apply many bleeds, reduce them by half!
- If a skill apply a single bleed, then give it a 50% chance. (or allow every second bleed to be applyed to avoid any more RND)
- If a skill apply a single bleed and has a cooldown, then leave it as it is!
Also with this new change, limit the stalking permitted from each player to 12, while keeping the maximum stack to 25 for other players to fit in.
Also, make an exception for large event bosses and rise the stacks they can receive to 50!
End result:
The problem won’t be completely fixed, but it’ll become much more bearable!
I was hoping for numerical equations, but never mind!
As far as I understand, condition builds currently suffer in big parties because the game can’t support large amount of stacks on the same enemy. Simply allowing more stacks in the game would eat up much more of our connection and the game would become unplayable.
Is there any site or link that explains the way the math works for the conditions?
ex.1: How the damage is shared if 2 players throw bleeding on the same enemy while they have different stats.
ex.2: How does the condition speed changes when you stack more than one bleeding.
I did find some info on GWwiki, but it only said how the damage is caused depending you your level and Condition stat.
I think it’s best if the community is able to brainstorm and make suggestions to this real problem instead of just asking for mouts and stuff…
The Male-Female ratio is insane!
My next Character is going to be Male just to make a deference!
I’ve been saying this for months…
JS is good, but he haven’t brought his A game!
In GW2 he completely lack variety, and he fails to build up for any scene, or match the area…
The last boss from the Molten facility.
Removing that dungeon from the game was a crime!
JUST HOW MANY 1 TIME EVENTS CAN YOU FIT IN THE ONE MONTH THAT I AM IN AN EXAMINATION PERIOD AND I CAN’T TOUCH MY PC.
Don’t you other people have exams or something at this time of the year?
You still have exams after the 28th ?
Me personally would’ve preferred a later period too but I think I’ll still find some time :p
My exams end on 26th. Usually they last until July, but thankfully we didn’t loose many days of lessons this year to holidays and other stuff.
My University is a tough one and since I still live with my parents (and they still control parts of my life) I can’t play any video games until my exams are over!
I’ve already missed the entire Southsun and Last Stand patches, and apparently I’ll miss most of this one as well!
JUST HOW MANY 1 TIME EVENTS CAN YOU FIT IN THE ONE MONTH THAT I AM IN AN EXAMINATION PERIOD AND I CAN’T TOUCH MY PC.
Don’t you other people have exams or something at this time of the year?
Why are there so few emotes in GW2.
Thinking on how they where planning to surpass the original, I thought there would be more!
All in! …as long as there is some good alternative to chatting…
If they gonna do Emote Packs and sell them in the Shop, I’m gonna burn something…
dance emote book, they already did it
That’s not an emote, but rather an item that gives unique animations when equipped.
When you use it, it changes your skills like an environmental equipment, and each of the activate some type of dance animation. Also with this, you can spread the dance to other people who might not have the item, so it can easily be considered a Party item and not some /emote unlocking key.
They can’t do the same with /facepalm though, and unlike dancing, there is nothing similar on the current /emote list, so there will be kittening if they charge for it.
there is a /facepalm is wow
I’ve been playing WoW for 6 years and I never noticed this. Apparently because it’s not animated, thus there is little reason for anyone to use it there…
If A-net is to put it in GW2, it should be done right.
The crueler think they could do is adding it without the slapping noise associated with it!
If your character makes unneeded noises when Dancing, I can’t see why this /emote should be silent!
I’m in the middle of my examination period an I’ll most likely miss it!
Just think about it!
Blizzard went the extra mile with WoW (ex WoW player), adding a /train emote, a /rude emote and a /bored emote (even if that one made just a soundeffect), and they also made the chat to recognize when a player writes the Internet shortcut phrase “lol” and trigger a /laugh animation. Their /dances come from real dancers like John Travolta and Michael Jackson.
With all that pop culture recognition both in WoW and other MMOs, how come nobody thought of adding a /Facepalm emote.
Just think about it being used in the game, when a party member fail in his role, or another player does something hilariously stupid. It would be hilarious!
…
…
…and why can’t we sit on chairs btw?
There are tons of things added!
Tons of things made.
The most important additions are:
- There culling has bin fixed in WvW! (No longer getting hit by invisible players just because they have not been loaded properly yet)
- WvW now has a separate worldXP with various benefit on leveling up.
- Various tweaks and fixes in the world.
- Various tricks to make the teams in WvW a bit more balanced.
- Some new types of siege weapons and upgrades, including the ability to get Ascended (the new best type of gear)
- Certain Game-breaking abilities from items no longer work in WvW.
- 3 new maps on Structured PVP.
- Profession Balancing.
- Unique set of dally and monthly achievements for PVP.
- Leaderboards!
Persisting problems:
- The borderland maps are still copy’s of each other.
- The WvW can still be terribly unbalanced despite the additions.
- The are still only domination type structured PVP maps despite the new ones!
(edited by Kite.2510)
I made some changes to the OP.
It should be more clear now!
I like to give my character roles other than DPS. It’s not like I’m not attacking the enemies when in parties, but I’m equally focused on supporting with heals and boons.
I would like to know what you think is your Profession’s strong points when it comes to support.
Let me start with my Engineer:
I believe that the Engineers are the closest thing to a true Healer!
Almost all of it’s healing skills can support allies one way or another (with the Elixir H being the most selfish, giving only a random defensive boon when thrown).
The Med kit drops bandages that can be picked by anyone, and comes with a weak heal for me in the tool belt.
The Healing Turret heals me half of a normal healing skill when deployed, cast regeneration to a gigantic radius, and when overcharged it gives everyone half a heal while removing 1 condition. When picked up, it has only 15 sec cooldown, and I can cast regeneration around me.
The Elixir gun has a small healing skill by it self, and it’s belt skill cast regeneration around me, despite not being considered a healing skill.
Finally my Elite supply drop comes with a healing turret and bandages.
Engineers also have other cool support skills like setting barriers, removing conditions, and giving the occasional boon, but none of them is as strong as our heal.
______
What’s your profession’s strong support points?
I am a Demon’s Souls / Dark Souls fan my self, but even those games didn’t have perma-death…
What you should ask is bigger penalties for death (loosing XP and/or Karma, or droping your all your Karma on the spot!)
I use an Engineer, and all my stuns are tossing the enemies around.
I rarely experience a stationary stun.
The point is that to make the “control” role relevant, stuffs like those should work on bosses.
Current problem:
Upon the game’s release, arena net promised 3 roles all players must follow for a successful party. Control, Support, DPS.
Currently, everyone focuses on DPS, as with proper gameplay, for better or worse they can avoid all the bosses attacks. There is some support here an there, but nothing special.
The control role is missing entirely! And the reason for that is because you can’t stun or launch, and generally “control” a boss.
Solution:
Obliviously, simply making the boss stunable and/or launchable won’t do the trick, as players will simply stun-lock the boss to death.
The trick is to create a new type of stun and launch effects that instead of making the boss fall back to it’s face, it should simply push it a single step back (and preferably with some new “being pushed” animation when attempting to launch), and instead of getting stunned normally he’ll get stunned only for 1/3 of the normal time.
That way, the stun moves of the entire party will be effective, each giving the entire party one second to breath, effectively interrupting possible death skills by the boss, and at the same time with co-ordinated launchs the party could move the boss without using agro tricks or sending the enemy to far out of the melee player reach.
If the party still finds a way to abuse their reduced stuns/launch, and find a way to take turns and stunlock the boss way to much despite the reduced effect, or the phase of the battle requires the boss to cast a scripted skill, then the boss will temporary get the usual “getting annoyed” boon (unshakeable) as a penalty.
Edit:
Fixed some confusion about stunning and launching.
For me they where pretty much the same thing since they have pretty much the same result of incapacitating the enemy for a short while.
(edited by Kite.2510)
Engineer – 80
You don’t see silvary engineers every day…
I’ve never played GW1 factions.
I barely played Prophesies…
But after learning the story, seeing the images, listening to the soundtrack and watching the videos I fell in love with it!
What I liked the most is the concept of Kaineng City. I love the idea of a gigantic city made out of many Zones.
Here are some hints of how NOT to screw things up when remaking the City in GW2.
- Keep it colorful.
- Have each city zone have an individual theme and/or color pallets. For example:
- Area with many Canals.
- A section being sunken.
- A district spawning many temples.
- A poor district with tall buildings, colorful clothes hanging from ropes everywhere.
- An area with two much green.
- An area that encourages rooftop traveling.
- Avoid having 70% of events dealing with triad-counterparts.
- Aside from a Hub-City district, allow combat in the rest of the city.
- Don’t be afraid of vertical traveling. Consider adding elevators (after adding moving platforms in your engine).
- Allow us to get here and here!
(edited by Kite.2510)
Ability to sit on chairs…
Just the Idea of having a zone being a whole City gives me Goosebumps.
Wouldn’t it be more racist Not to add Asian and Arabic cultures on Tyria?
Do the Karka have some kind of Weak point for massive damage now?
Or we still have to cheap away their double healths to kill them?
I would rather have them change the many paths of each dungeon into Tiers with different difficulty, and award tokens based on the difficulty tier!
A-nets new policy is to avoid any content that would provoke racist depiction of other cultures.
That’s why they made the lore, so all infidel Asian and Arabic based cultures will be irreversibly destroyed by the gods, until there is nothing remained from their culture and only the white race rules Tyria!
Ehhh… I don’t get it!
Why?….
Suggestion #3 – Tumble
Command: Press V when you are Launched, Knocked back or Knocked down to roll and get back on your feet.
Reduces fall damage by 50% if used up to 1 second before landing.
Cost: 50% Endurance
Like it, But some falls are meant to kill you!
I suggest putting a fixed fall distance that kills you even if you Tumble, and have the skill being used instead on avoiding falling falling in your face and loosing time!
Suggestion #4 – Downed Roll/Parry
Ability to use Dodge and Parry while downed.
- You travel less distance with Downed Roll.
- You prevent less damage (around 25% less) with Downed Parry
- If Parry prevents 100%, this prevents 75%.
Don’t like it!
There is already a lot of kittening for players not dying instantly in PVP. If there was some extra ways to move away from the stomp beside the obvious, it would become a nightmare.
Instead I suggest crawling!
Players should be able to crawl around after 5 seconds of being downed at a very slow speed. If an enemy player starts a stomping animation on them, he also locks their movement!
Suggestion #5 – Faster Endurance Recovery while Still
- After standing still for 1 second, your Endurance should start recovering faster (50% faster or so).
- Moving breaks the Bonus
- Actions only break the Bonus if they move you (Leap, Teleport, etc).
Since Parry doesn’t move you, it may not need a lower Endurance cost.- This would discourage the constant “running in circles while casting” tactics wich, in my opinion, are getting really old and boring, and also give some unfair advantages to ranged builds.
I rather have a little more reactive gameplay.
Looks cool!
But 50% is a bit to much!
Make it 30% or 40%. The golden spot should be somewhere there!
I think it would be cool if we could do more than Dodge with the Endurance.
Dodge uses up 50% Endurance, gives you mobility and lets you avoid everything and anything.Furthermore, the game is too much of a Kitefest, at the moment.
Something to reward player skill, without requiring constant moving, would improve the game just for that.
My concern is that the game might become to complicated to pick up and play by most casuals!
I love Demon Souls and Dark Souls as much as you do, but if you remember correctly, those games where considered by casuals to be hard as hell!
Suggestion #1 – Parry
Command: Press only V while standing still (no directions pressed)
Effect: A stationary “Dodge” wich costs less Endurance but also has several restrictions. Essentially, you block with your Weapon(s).
Lasts up to 2 seconds.Pros (comparing to Dodge):
- Lower Cost
-> 40% Endurance by default
-> 30% Endurance if you are wielding a Shield- Lasts longer (2 seconds)
- Can be cancelled into movement and/or any action/skill
Cons (comparing to Dodge):
- You must stand still while parrying
- Only works against attacks from the front
- Only works against AoE if its center is in front of you
- Certain weapons might be less effective for Parry
- Gun = -10% damage Parried (per Gun)
- Rifle = -20% damage Parried
- Harpoon Gun = -20% damage Parried
- Short Bow = -15% damage Parried
- Long Bow = -20% damage Parried
- Staff = -15% damage Parried
- Trident = -15% damage Parried
- Scepter = -10% damage Parried
- Focus = -5% damage Parried
- Warhorn = -5% damage Parried- Some weapons might be less effective vs Spell/Physical (inspired by MaXi.3642).
- Weapons such as Staff and Scepter might be less effective vs Physical.
- Weapons such as Swords might be less effective vs Spell.- Rewards timing (inspired by MithranArkanere.8957)
- After the first 0.75 seconds, effect weakens by 5% every 0.25 seconds
- Prevents 100% damage on the first 0.74 seconds
- Prevents 95% damage between 0.75 s and 0.99 s
- Prevents 90% damage between 1.00 and 1.24 s
- Prevents 85% damage between 1.25 and 1.49 s
- Prevents 80% damage between 1.50 and 1.74 s
- Prevents 75% damage between 1.75 and 1.99 s
The super skilled players with frame perfect timing will get to big of an advantage, and you’ll see every single hit you land on them being blocked! This is an MMO and you’ll have to think of the casual gamers as well!
Oh! They will enjoy the game while powning noobs, you can be sure about that! But the learning curve to get your self to their skill will become to big, and people are definitely going to rage-quit!
Suggestion #2 – Sprint (idea by MithranArkanere.8957)
Command: Hold C while running
Cost: Probably 30% initial Endurance cost, then 15% every second (since you gain 5% Endurance per second, it takes 7 seconds to spend 100% Endurance).
Effect: Spend Endurance to run at X% bonus speed (stacks with Swiftness).
Cons:
- Can’t attack while Sprinting (idea by BrunoBRS.5178)
Appears to drains endurance to fast! The areas in GW2 are much bigger than Dark Souls, so I don’t see it being implemented as a traveling method. Also it isn’t realy much deferent than buffing your self with some skill.
Better ask for some mounts!
To be continued…
(edited by Kite.2510)
You don’t have to fill the game with Skimpy Armour, but I would certainly like some of it to exist!
Well…
It’s true that there is the extra convenience of not having to buy, equip, change or run out of mining picks again, so the item does releave you of some of the game’s frustrations, but it’s clearly not something to be bought often, and I was expecting to at least being able to use something I paid a monthly subscription on on alts.
I’m happy that I finally got to spend some real money on the gem-store and help A-net get out some cool patches, but it’s clearly something that I shouldn’t do often. I’ll keep my remaining gems for the next possible infinite gathering equipment!
That card costed me about 3 months worth of MMO subscription, and if I’m buying such a card every 3 months, I won’t be able to consider this better for my wallet than a full subscription based MMO.
I wanted the infinite pick-axe badly, but I didn’t have enough money to buy the necessary gems for it and I was running out of time, so for the first time, I bought a gem-card!
The gem card costed 27 euros, and gave me 2000 gems.
The pickaxe costed 800.
27*(800/2000)=10.8euros!
I didn’t realized earlier, but that’s a lot of money! It’s a monthly subscription for a paying MMO and with gem-gold trade its about 470 times the cost of orichalcum mining picks.
You’ll have to be playing for a lifetime to make a profit in in-game gold for this!
I live in Greece, and the incomes are low here, but I think these prices are expensive for everyone!
Anyone ales thinks the same way?
How could A-net possibly even considered not adding Cantha on GW2!
I just watched a lore video, and that place looks Ideal!
I suggested in the Past that A-net should take advantage of the fact that each dungeon has 4 different versions, and turn it into 4 different difficulty settings, with the easiest being the Story mode, and the hardest (existing for the Masochists who rant in this thread that the dungeon was easy) being intended to be played with ascended gear by normal beings.
1. Please make this dungeon permanent!
2. Please have all future dungeon be as good as this!
3. Please fix the existing dungeons to be as good as this!
Lets see:
10. Lack of Emotes.
You can sit on chairs, Drink stuff, Flirt, joke… There are still tons of emotes missing.
9. The game doesn’t support moving platforms
There are millions of jumping puzzles and epic moment that come to mind with that future implemented!
8. Crafting is becoming useless
With the introduction of the Ascended Tier, people will no longer need exotics. I made some suggestion about this in the past! I suggest the introduction of “Skin recipes” that allows you to give your weapon a cool skin, and require low tier materials to make!
7. Underwater needs improving
A large portion of the game is underwater! Yet everyone avoids the Water whenever they can. Currently playing underwater isn’t as fun. Things could improve if the game had better unique soundtrack to rise some tension when underwater, but sadly that’s not the case.
6. Encourage Use of old unused content:
Add some mechanics that give extra rewards to players for doing unpopular content that hasn’t been done by players in some time! There is already a similar mechanic when killing mobs, but nothing for Events or story dungeons.
5. Improve the interface:
Double-clinking is a bit annoying, even 8 months into the game.
Also, the Heart Karma vendors give tons of cool items that are extremely awkward to use. Hire is a hint!
Also, please remove the enemy’s health from the top of the screen where I throw my grenades that need to be targeted on the ground.
Also, allow me to zoom into my character’s eyes.
Also, I want to see my party members with conditions on the field!
Also, I don’t want my condition build to be effected by other people’s conditions!
4. Abolish Realms:
The GW1 system worked much better. Arena-net should ether make low populated areas of various realms smoothly fuse with each other, or follow the style of “Elder’s Scrolls Online” and Sony’s “Home” style of having only “overflows”!
3. Fix the Dungeons:
The Dungeons aren’t currently very fun. Most Bosses are HP buckets, much of the content is unbalanced with difficulty spikes and one shot kills, completing them takes eons and every run is a test to the stamina of the player instead of his character.
I strongly suggest A-net to take advantage of the fact that each dungeon has 4 variations and give a different difficulty tier to each of them, with the easiest being the Story mode, and the hardest explorable tier being sadistic and require Ascended gear (and have loot that represent the difficulty). That way players will actually have more freedom on the content they choose, that (if ’m not mistaken, is what A-net was aiming from the beginning)
2. Hire a director!
By playing the personal story I can clearly see that A-net didn’t have one! The poor unfitting with little variety music (JS let me down in this game), the lame dialogue cut-scenes, the lamer dialogue, the horrible characters, the anticlimactic final boss battle, the inability to show emotions, and other stuff show that A-net just throw stuffs that usually make movies epic (ex battles in thunderstorms) and expected to somehow work into something cool.
How well a single player story plays normally isn’t something that a core GW2 player would notice, but a new or a casual gamer will be extreamly let down of how poorly it looks and plays. Apply some fixes to the existing story without re-making it from the beginning. Also making it Branch a little more would also help greatly!
And BTW. That Live action advertisement was awful! Try to think as a casual in order to sell your game you idiots!
1. STILL NO LFG SYSTEM!
Self explanatory.
You mean what Diablo 3 did?
It did just that, and it fueled elitism to the point where people required you to have 400 mf before they would party with you.
By mf you mean the levels you get beyond 60 after that patch?
In GW2 this is balanced out since having more magic find means that you are forsaking other stats, plus the percentage of Magic Find given to your party could be balanced out to find the sweet spot of Power vs Loot.
Once the system is implemented, it would be all about changing a number!
As hard as it is to admit it, GW2 has problems. Some more serious than others, but it does have them, and they are sending people away. A-net is fixing some of them (like the culling in PVP), but most of them still exist.
Write Here each of you your Top 10 problems that break the game for you!
Topic Rules:
- You should describe each problem you mention, unless someone already described the same problem in an upper post. …or it doesn’t need more than a few words to be described. (Right example: “We need an official Looking For Group System!” Wrong Example: “Fix the Events!”)
- If you think that GW2 doesn’t have problems, then you shouldn’t post here! We all love the game, and I’m aware that the official site might many hardcore fans, but we should be realistic, and you can’t become better if you don’t know your weaknesses!
- You are Can make suggestions if you want on how to fix a certain aspects you mentioned, but I “suggest” to make the suggestion into a topic in the suggestion section and simply paste the link here.
I won’t start first!
Instead here is a video made about a month ago by somebody alse. One of the problems mentioned has already been treated, and I believe that there should be a better solution to the Magic Find problem, but it’s pretty much on the spirit of the topic.
Many people rant about the “Magic find” stat found in the weapons that allows you to have better chances in getting better loot.
Current Problem:
Since the Items are balanced, if a piece of gear has Magic Find, that means that it’ll be lacking in some other stats, so if a player is builded to have a lot of Magic find, that means that he’ll be lacking in comparison to other players. Normally this would be great, since the players would be trading better loot for an increase in difficulty.
The problem comes into dungeons where you have to work as a team against hard odds. The players with the magic find build are lacking in other stats, and ending up performing poorly and holding the rest of the team down. These players instead of being penalized for their poor performance, they being rewarded with better loot than the rest of the party!
Solution:
It’s actually very simple. Instead of having Magic Find effect only the party member who wears it, have it so when you are in a Dungeon or a hard Instanced area, it would effect everyone in the group as a whole! The loot dropped in the dungeon should depend on the combined Magic Find by everyone in the party for everyone in the party.
When in the outside world, have the Magic find effect the enemy being attacked, instead of the player, as an invisible condition. So if you are to get loot from an enemy who is also lootable by another player with a lot of magic find, a percentage of that should benefit you as well!
I never overclocked, so It looks like if that’s the case I’ll have to return it back to the store, as they where the ones who suggested most of the pieces including the coolings.
Any suggestion on what program should I use and how it will keep track of my performance?
Do I have to check my performance on screen?
…or the program can keep track of it and give me a report after it closses?
I don’t know any of these stuff works or were to find them!
I got a new PC recently, but apparently it is shutting down when I play large scale events in GW2.
It doesn’t appear to be crashing. It just shuts down as if it got pulled out of power.
My new Rig very powerful. It’s supposed to be able to handle GW2 with ease.
I don’t have many games installed on it yet. Other games I’m currently play on it are Starcraft 2 HotS and the original Witcher. I have no problems when playing them.
The problem is most likely on my PC’s side, but I want to make sure before returning it to the store, and/or get any suggestion on how to avoid it until then!
That’s the point of my argument!
Minor details such as these appear to have no point on the existing player, but to a returning one they count a LOT as a first impression of where has come since he left.
Hidden details are good, but that’s their problem! They are hidden!
Lets say that a player who had stopped playing for months decides to boot the game again and since that time there are 30+ new jumping puzzles hidden in the world… He’ll play again for 30 minutes or 2 hours and then leave for the same reasons he left in the first place, saying that there is nothing new to the game since then. He might ask his guild what’s new since then, and they’ll point him to end-level exclusive content.
A returning player won’t stay long before remembering the reasons he stopped in the first place, so in that time it’s important for him to see that there are new things.
My suggestions above where given as an example of details that could be added, so there is no point in criticize them. They are taken mostly from WoW (and they worked perfectly there) and there reason I’ve chosen to mention those is because the characters DO look kind of stiff when out of combat…
This topic is made to talk about the subconscious effect a seemingly minor detail could add to the game, and not to decide whether characters should be able to sit on chairs…
My original topic tittle was “The Devil is in the detail and how that effect subconsciously the returning players”, but sadly these forum don’t support more thakittencharacter in the tittle.
I’ve been into WoW for 6 years and I had various come and goes on that game.
I was picking it up, getting bored, leaving it, and then after a few months picking it up again for another small period.One time I was actually absent long enough for someone to cast me a scroll of resurrection (invite back an old player that was absent for more that 6 months).
During that time I realized that my comebacks where more enjoyable when they where adding minor little stuff, like a new or slightly improved animation for some of my character’s skills, or a change/addition on some icons on the pointer, or a cosmetic change on the interface of the LFG tool, or some improvment on the interface to make it more user friendly.
Normally like all gamers, I ask in each patch for more obvious content like areas, dungeons, items, ect… but it was when I was encountering little details like these that was causing me to stay longer.
Guild Wars 2 might have a masterful formula for game mechanics and stuff, but when it comes to minor details like these it’s very swallow and has a lot of room for improvements.
Here are some examples:
- The characters don’t strafe when looking around with right click is pressed.
- Using/crafting items has no animations.
- There still a lot of key /emotes missing.
- Siting on a chair when typing /sit near a chair.
- Certain emotes could have been automatically implemented with certain key words on chat. (“talking animation” when you /say, “laughing” when you “lol”, “nooding” when you say yes or no, ect..)
The above for example, make the characters look to other players more real, while currently they look like they are standing still to much.
For more examples.
- Arena net could put some tool for quick item use, to make using the items you got from karma vendors less tedious.
- Could hide mystic forge recipe hints around the world (in books, or chat NPCs) and have them saved along with the already discovered ones in a MF recipe page.
- Crafting items could automatically craft the smaller materials if the items are available.
- Have more detailed trait icons.
These suggestions are given as an example for “detail content” to make my point. Please don’t throw the post in the suggestion category without reading.
These small details aren’t the obvious new content that people expect, but it’s content like this that would imminently draw the attention of a hibernating player who just came back.
Imagine coming back to GW2 after 5-6 months, and then see the players behave much more alive than they used to, the interface is looking different (even if it’s purely cosmetic), and minor changes on the interface that make certain things less tedious and/or self explanatory. That player is now convinced that a lot of improvements have been done on the game. It will feel as if he is playing a new game.
New dungeons n stuff will not always convince returners to stay. They might decide to never see that content, or in the worst case scenario this content might alienate them.
So, long story short:
New areas and dungeons make existing players stay!
Minor but immediate details make “come backers” stay!
What is your opinion?
I don’t understand why people get so worked up about this,the lfg site is perfectly functional,so I don’t see why the devs should devote resources to making something that can already be gotten…..
And besides,if they do make one and it’s not as good as the lfg site,then it will actually hurt the dungeon finding as people will just be usin that one.
Up till 3 days ago I was using a weak rig, and it could barely run the game alone, not mentioning having to minimize it and open a site at the same time was out of the question.
A LFG system is required because you can’t relly finding party in just one server and LA is already overpopulated with people asking for party. And a LFG system has to be IN the game’s engine so you won’t have to type weird names every time you want to invite someone, and manually manage and keeping an eye on a system on another window or device while playing is tedious.
Just mentioning…
…cause I’m bored…
Watching all the latest major patches coming at the end of each month, I can’t help but feel that A-net is struggling with their deadlines to keep delivering us something every month…
- Dungeon Merchants have been moved from LA to the entrance of their individual dungeon. In their place, NPCs have been added that let you only preview the dungeon items.
Wat.
Out of all the things I wrote, is this the only one that cought your eye?
I suggested this change to give an extra reason for players to do the dungeons meta events and keep them unlocked. It’s not like you use these vendors that often, and it’s not like all patch notes have to be licking out shues. Also I want things to go away from LA, and I think it would be more realistic to have the vendor that sells items from a dungeon “near that dungeon”. I also want players to spread around the world, …so ththere are a ton of reasons to have them there!
DUNGEONS
Changes and Rebalancing
- Now the storymode of all dungeons will give the same rewards as the explorable modes, as long as it has been completed once!
- Dungeons have been rebalanced so the Story mode will take more time than the explorable mode, but it will also be easier and with lesser chance for rare drops.
- Explorable modes have been rebalanced so each path will have a diferent dificulty level and the harder paths will have beter chances for rare loot.
- Dungeon Merchands have been moved from LA to the entrance of their individual dungeon. In their place, NPCs have been added that let you only preview the dungeon items.
Ascended Gear
- Ascended Armour is now available in the game.
- Laurel vendors will no longer directly sell Ascended items, but instead will sell “Stones of Ascension” for 5 laurels each.
- Stones of Ascension can also be obtained by rare drops through Dungeons by participating in the harder explorable paths.
- To make an Ascended item, you’ll need to bring 5 to 8 Stones of Ascension allong with 3-4 exotic items of the same type to one of the cleansed temples in Orr, or the central keep in WvW. There you can combine the said items and spend 30 skill points to trigger an event. Upon Winning the event, an Ascended item will be send to you where the stat combo, looks and type will depend on the exotics used to create it (Looks should be an updated and more detailed version of the exotic look). Using diferent exotics with diferent stat combos on the ritual will cause the final item’s looks and stat combo to be randomly picked among them.
- Using crafted exotics to make Ascended items, will cause the Ascended to require more exotics, and the final item will come uninfused with no agony resistance. (and have to be infused later)
ITEMS
Mystic Forge
- Putting 4 stacks of lower tier crafting materials of the same caterogy will give tier 6 materials of that caterogy. The higher the tier of the material you put, the less are needed on the stack for the recipie to work.
Crafting
- New recipies can now be found in Tyria or be discovered by the player, that can help you craft unique skins though crafting diciplines. These reciepies require combinations of both tier 6 and lower tier materials to be crafted.
- The Cooking and Jeweling diciplines, instead of weapon and armour skinns, with these new recipies will make potions and runes that transorm the player into creatures for costume brawling.
Karma vendors
- Various Karma vendors across Tyria now sell various new usefull items such us:
- Sturdier Harvesting sicke. (Like normal Harvesting sicke but can be used more times)
- Archeologist’s Darksteel Mining Pick. (like normal Darksteel Mining Pick, but has a chance to loot sack of goods when mining)
- Herbalist’s Still logging axe. (Like normal Still logging axe, but it has a chance to loot herbs while logging)
- Pedler’s Orichalcum Harvesting sicke. (Like normal Harvesting sicke, but it has a chance to loot gems while Harvesting)
Sounds like a wish list o Santa.
Results of this patch:
- It will encurage players to spread around the world.
- It will give some extra reasons to look and complete events.
- It will make the rewards a little more fare.
- It will make it more fun to roleplay.
- It will make party finding easier.
- It will make scouts and heralds usefull beyond their initial use.
- It will make easier for players to find content.
- It will make playing more enjoiable by diminishing the disadvantages of the interuptions (loading)
- It will give to the dungeon experience multiple scales in dificulty instead of forcing new players to deal with content designed for fully exotic ones, plus it will give an extra chalenge for the “over the top” players.
- It will give reason for players to redo story mode, helping that way those who haven’t done it yet.
- It will make players more attached to their hard earned ascended gear!
- It will make all the effort A-net and players put into exotics not go to waste.
- It will make it more rewarding to go back to lower level zones.
- It will give meaning to unlocking hearts and karma vendors around the world, and will give you more stuff to spend your karma on.
Would you wont a patch like this to arive?
Please leave your answer in the comments.