Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(Sorry for double post, this is unrelated to above)
There’s still a story issue that hasn’t been addressed yet: Personal Story and Dungeon Story Mode relations.
Currently, you’ll get a “introduction” by the Herald at level 25. At level 30, you get a letter about Ascalonian Catacombs story. However, at level 40 you have the Destiny’s Edge meeting in which Eir talks about going to Ascalon Catacombs indirectly. And at level 50, you get a letter from your iconic talking about events at AC, TA (level 40 dungeon), and CM (level 50 dungeon).
IMO, the “easiest solution” if the changes to levels of the Personal Story remains unchanged (something I personally don’t mind, though I’m unsure about the “locked until level” part) would be to raise the dungeon levels. Make AC story level 45, TA level 50, and CM level 55 – leave the rest as is, and raise explorable to an appropriate story level+5.
My “preferred solution” would having all explorables at level 80 (makes cross-dungeon balancing easier), have AC story at 50 and each subsequent story dungeon 5 levels higher (TA=55; CM=60; SE=65; rest as is)
Whatever the solution, just figured I’d bring this up on the topic of Personal Story fixes.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I just wanted to provide an update since it’s been a while.
- We are currently working to restore the Greatest Fear storyline to the live game. I can’t provide a release date at this point.
- In addition to restoring the Personal Story steps to their original order we’re making some minor improvements where possible (e.g. recording new VO or updating certain conversations, etc.).
We’ll provide additional details closer to release. Thanks much for your patience.
Thank you for the update, and I would like to state that I HIGHLY recommend two things:
- Lock out Chapters 7 and 8 for the time being. This should have been done a long time ago, tbh, because you just receive a larger influx of new players going “wtf” over the storyline everytime there’s a game sale. This has happened already for both game sales sense September. Thus, no grandfathering in when the new system comes in. It’s not a great move – the best would be to put the update in ASAP – but it’d help players from missing out on the proper story and thus becoming exceedingly confused.
- Please, please, please make this update happen before HoT – same goes for the trait system update that Colin mentioned. You will see another influx of players during HoT, no doubt, and as such it would be best to ensure they get the proper experience they can.
I do have a question, though:
Will the “minor improvements” include a revamped Zhaitan fight?
And for that matter (yes, I know more than ‘a’ question now): Will the improvements span more than just the final two story steps and, if so or even if not, can we make suggestions on where improvements are needed?
I see a lot of people complaining that the PS writing is bad, but whenever I ask them to explain why, they are often talking about the scripting, not the writing, of the PS (I hope I’m using the right term; by scripting I mean when things happen and how, whereas writing is the words). And the scripting of the game improved drastically with Season 2 (most apparent in Episode 1 and 4, 5, and 8, imo). So if you make “minor improvements” to the scripting (and in some cases -coughTrahearnecough- the voice acting), I think that the PS can become as best as one can expect it to be without unreasonable workload added.
The Personal Story was never designed to be replayable on a single character, so making a change like that would involve a lot of revision (updating and testing hundreds of story steps). It’s simply out of scope.
The updated story steps will start with A Light in the Darkness.
So… revamped Blightghast fight? Please say yes, that fight is dreadfully boring (as is the last portion of The Battle for Claw Island before the retreat – that seemingly 5 minutes of holding the line… without end in sight… -yawns-). Especially compared to fighting the Shadow of the Dragon.
Shame the PS will never be repeatable. I rather hoped it would be. Even if choices are locked in place or it is a 100% reset beyond biography. Still would be nice to be able to have a one-time choice to reset to A Light in the Darkness so that people who don’t want multiple characters and only experienced the botched storyline can experience the fixed storyline.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Faolain looks no different than her TA appearance, which is wearing TA light armor. Which does have a thorny look.
In fact, none of the Nightmare Courtiers looked corrupted. Nor would they need to be corrupted to be fighting in a battle with the races. I think it’d be a nice twist – and a play on the pre-release lore that the Nightmare Court also seeks to kill all Elder Dragons just like the Dreamers (but disagree on the how) – if the Nightmare Court become begrudged allies (rather than the Mursaat). I was kind of hoping for such with the release, tbh.
The Nightmare Court preaches freedom. Changing the shackles of the Ventari Tablet for that of the Dragon would not really fit with their preaching.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
While the above are likely correct, it would make sense to me for there to be “death pits” here and there.
First off, gliding creates a huge boundary-avoiding mechanic. You can easily go “off the map”. This abyss is likely akin to the “strong water currents” that you can find which pushes you back into the map when you’re swimming along an ocean (seen easily in Bloodtide Coast, Sparkfly Fen, Southsun Cove, and the three Orr maps). The other alternative would be “strong wind currents”.
Second off, while we don’t see the bottom, doesn’t mean there isn’t one. You’re right, this isn’t the Mists. I see this “vine filled abyss” more akin to the bottom of the Skyhammer map – insta death boundaries that allow an appearance of a flat plain for some distance.
Both examples are the alternative to having mountainous boundaries that we see in so many maps, which result in a “boxed in Tyria” look that we have. These mountains won’t be very effective against gliding. And in fact, if ArenaNet wanted to this creates a precedent for how to remake those old maps.
Basically, as I see it, this Vine Filled Abyss is simply the map boundary – either for the demo alone, or permanently. The point is merely to create a non-boxed-in-mountain border for players in the zones. And in this scenario, the abyss is merely a “mordrem pit where falling in means there’s no hope for survival no matter how tough you may be”. Which only adds to the level of threat the Elder Dragons and their minions possess.
Not a case of “well, you’re falling a very long way that’s all.” Because we’ve been told that you’ll be able to jump from the higher levels and glide down to the lower levels of the multi-leveled maps.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
While I’m not very good with number balancing without actually practicing the systems, I’ve always wanted to see a GW-styled tabletop RPG. So count me interested.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I’d be surprised if the disappearance of the gods wasn’t tied to the Elder Dragons in some way. With the way things have been going, we might need to find out what happened to them in order to get their help.
Be surprised then. Because it’s been stated multiple times that the Six Gods left to let humanity rise or fall on their own. And they left in Year 0 – 1070+ years before the Elder Dragons began waking. They went silent after Abaddon’s death, as that was the final tie keeping them in contact with Tyrians.
The likelihood of Abaddon being a dragon champion is nigh unlikely. The Margonites were turned into ethereal demons, not tentacled monstrosities that the DSD’s minions are.
And Apostate doesn’t know about the Eternal Alchemy – he never refers it to such. Why wouldn’t he know of the All, when his researched delved into forbidden knowledge?
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Perhaps civilizations unknown to our characters are in the process of clobbering (or have already clobbered) the other Elder Dragons, thereby rendering us free to do something besides moar dragonslaying sooner rather than later.
Except that The All, which encompasses the whole world, only speaks of six bodies of power – which both the PC and the Durmand Priory, separately, attributes to the Elder Dragons.
There be six Elder Dragons.
Why the continent of Tyria? Because it has the same name as the planet! No, seriously. Tell me one place in the universe where the name of the continent is the same as the planet. It’s because there’s no place else of real consequence.
Or there was a time in which humans assumed their continent was the entire world and didn’t decide to fix the name after they learned otherwise.
Koviko’s likely correct, however The Map of the All gives an interesting insight.
In the past, the world was called Thyria.
Continent of Tyria, world of Thyria. Slang and accents and evolution of language likely resulted in the latter’s h being dropped.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
It is possible, but with so little information, it’s possible that she had a fondness for yellow tattoos.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
http://wiki.guildwars2.com/wiki/Bloodstone
That’s why the EDs focus on subcontinental Tyria, most likely. Jormag only began focusing on Tyria after waking, and didn’t wake on subcontinental Tyria but north of it – and he focused north of him too (Kodan); Zhaitan and Mordremoth don’t have any known influence on subcontinental Tyria from during their previous awakening, indicating that they traveled and fell asleep on subcontinental Tyria, without having much sway until the later years. Kralkatorrik and Primordus are the only ones who have historical evidence of heavy influence on subcontinental Tyria, and they both can literally be anywhere in the world now.
But if you’re wanting a non-lore reason, it’s what the above said. The writers decided to focus on subcontinental Tyria, so everything happens there. But after taking out Mordremoth, they can very easily and very believably say “okay, Tyria’s problems are solved, time to move to other lands” then either head north for Jormag, or head anywhere for the other three Elder Dragons.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Bobby Stein said out of game sources are malleable.
Angel McCoy later clarified after the backlash of complaints that what was meant was that interviews and forum posts are malleable – the short stories, novels, and games are all equally canon. The reason given for why interviews and forum posts are malleable is because the devs are “put on the spot” (though this is not true for most) and thus can get stuff wrong (which wasn’t an issue until Jeff and Ree went off center stage for lore interviews).
For the krait blog post, what was said was that it spoke of times historically – so it was “out of date”, not retconned or changed. And I presume the same would hold for other blog posts by Anet’s eyes – basically they’re circa 1324 AE at the latest (though given the info on the krait, it’d be older than 50 years by in-universe standards).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Page 261 of GoA:
Despite the rain falling on her figure freely now, her skin was already starting to turn black around the edges, like petals of a plucked flower.
Best description there is, really.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
That excerpt comes from the Prophecies manual and seems to have been altered from the get go.
Most souls appear to go to typical afterlives for the race – e.g., The Underworld. Those who have regrets remain in the world of Tyria. Only the most heroic go to the Hall of Heroes.
That excerpt was likely one of the earlier drafts with only the Hall of Heroes as an afterlife.
@BunjiKugashira: “defeated” is merely mechanical. It’s not a lore thing, just like the health bar is mechanical. The PCs never die, and the whole thing about PCs/NPCs being unable to be resurrected is that Anet thought resurrection skills made plot deaths less impactful because “why don’t we just resurrect the NPCs?”
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
According to Ghosts of Ascalon, sylvari begin to wilt almost immediately after death.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
If Trahearne dies, I hope we can atleast loot his sword
SaladbowlCaladbolg.if caladbolg isn’t the new legendary GS, i’ll be disappointed.
Please keep some weapons unique. If it plays an important and unique overarching role in lore, I think it should be kept that way. If “everyone” starts running around with Caladbolg copies, it really undermines its presence in the storyline.
(P.S. I’m ok with having Belinda’s GS, Braham’s armor etc. available in the gem store. Those items doesn’t play a central role in the story, at least not in the same way. Caladbolg is more of a character of its own. When I think about it though – strangely enough – Magdaer and Sohotin feels really legendary to me in spite of all the copies in gw1. :S)
the hundreds of players running around with fire dragon swords doesn’t bother you, but if caladbolg is copied, it’ll bother you?
The Fiery Dragon Swords are a lore-explained “Ascalonian made copies” of Sohothin/Magdaer, rather than the unique weapons themselves.
So why would it bother?
It’d be like everyone running around with the Scepter of Orr in GW1.
But in the end, does it matter? I mean, we have lightsabers.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
She was buried on the very edge of the Dragonbrand so… yes, the Dragonbrand would “go right up to the place where her grave is”.
Though it should be noted that some dialogue implies that the Dragonbrand is growing. Not very fast, though. So it’s possible Killeen’s grave is closer to the Brand than it was when made. And may eventually be consumed by it.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
There’s a reason why you can hide twitch chat.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
One team is charr – at the steampunk docks – the other is ghosts – in the ruins.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Well I’m sure there’ll be some free feature packs eventually and the living story should continue, too.
…Actually kind of curious how the living story will continue without touching the expansion for the expansion-less people.
Most likely the same as how S2 touched it for those who didn’t do S1 or all of the Personal Story.
“Presume it was done. Moving on.”
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
HoT Worries: Powercreep and irrelevancy
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
A clarification: when I said “rework old content” I meant more of a… facelift, I suppose one can say.
Not to go through and alter every single little thing to make them HoT-level challenge, but instead to simply create a better scaling of progression while ensuring that downscaled players aren’t too overpowered, and to improve the desire to return to old places (unique rewards, etc.). Nothing that would be mandatory or would harm new players, but something that would make old players not go “I will only spend my time in HoT because that’s where the profit/challenge is!”
-snip-
-snip-
-snip-
You three basically said what I was thinking in more specifics.
It is of my opinion that if they take what was effectively HoT’s prototypes in Dry Top and Silverwastes (event reward, cycling phases) to the old maps, made all world bosses like Tequatl (with varying degrees of difficulty) but remove (or alter) the timer, make masteries for the original content that gives benefits like the examples of their lore masteries (or the EotN faction points – which is exactly what I was thinking about when I read the Mastery article yesterday!), and finally fix the downscaling to make it more appropriate for high level characters to be in low level areas, then this may be all that’s needed.
Basically:
- Fix downscaling
- Do to the other maps what you did to Dry Top and Silverwastes (of varying difficulties)
- Do to the other world bosses what you did to Tequatl (of varying difficulties)
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
HoT Worries: Powercreep and irrelevancy
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
Power creep hasn’t been implemented in the past 2 years. What have we gotten for player progression?
Ascended gear, which barely adds anything on top of Exotic gear sans Agony Resistence. 2 new healing skills. And 5 new traits. This is hardly a power creep, especially compared to all the new masteries and specializations we’ll be getting.
Correct. Negligible.
So are you wanting power creep? Its not how I read your post.
That’s more Power Creeps than power creep. For the broad base of the game there hasn’t been very much power creep at all.
Currently negligible. And only so because there is so little progression added. But with HoT, chances are it won’t be – as we’ll be getting a lot of progression added. I do not want a power creep, and am worried such will be added.
The issue of power creep being a “problem” I suppose is subjective, but that it exists is very much objective. And the way to prevent it is best done per-emptively, rather than waiting for it to occur.
I have no idea what power creep is. Made it hard to make sense of your first post so I stopped reading a few sentences in.
If you only read a few sentences in, then you didn’t really read to the point where power creep is described.
Basically, power creep is the result of making old content easier with the addition of new content designs and player progressions (either vertical or horizontal progression).
Low level areas are easy? That there is power creep. It’s an inevitable aspect of games that involve improving your character – and having harder enemies to combat this. But when it comes to low level areas, that’s not seen as a big deal – it’s expected to be easier. But, for example, Orr should be no easier than Silverwastes. Though ArenaNet preaches differently, by proclaiming “everything is end game” – thus returning to Queensdale should not be superbly easy. Just as returning to Orr shouldn’t be.
Then there’s also the matter of profitability and complexity of mechanics – a power creep of the content, rather than the player.
So your concern is that the content is powercreeping? But not the player.
In a way, both are. But with horizontal progression, the players’ power creep is less prevalent – albeit not removed entirely.
You do realize, that what you are proposing actually promotes power creep? It works both ways, not only by characters becoming stronger, but by content getting more difficult to match it. By making content more difficult, you practically guarantee, that the next time it will be characters that will receive the buff. And then the spiral starts turning.
Also, i know you might not want to believe it, but it doesn’t seem like the majority of the players actually want challenging content. It’s the reason why Dry Top and Silverwastes emptied very fast once LS ended and are populated only by dedicated farmers – other players don’t consider them fun.
TL/DR: by asking for more difficult new content, or revamping old content to be more difficult, you are promoting power creep. Stop doing that.
And about HoT: seems that at least the masteries in Heart of Maguuma zones will have only local effects – meaning, they won’t affect core areas at all. If they keep up that design, and repeat it in future expansions, they may actually avoid the problem you are talking about completely.
I’m not asking for difficult new content.
ArenaNet has already stated that HoT will include harder and more difficult challenges. ArenaNet has already stated that HoT will include more complex mechanics. I am not asking for this, I am stating that Power Creep is coming. My statement was directed to make old content like new content. Thus there won’t be as much of a noticeable difference.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
What Bruno said.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
If this ends up being a corrupted sylvari, I would not be too terribly disappointed with the drastic differences between sylvari and mordrem (or other dragon minions). Reminds me of Kekai’s early “evil sylvari” concept art.
But then it would lead me to wonder about the change in comparison to Wynne’s words.
On an aside: if they kill off Carys… -shakes fist-
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Having recently been back to that map, I had thought previously that the blue side (Ascalon’s) were fleshy, but they are indeed ghosts. So I retract my previous statements on those assumptions.
That also marks the wiki page incorrect.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
If you read/re-read GoA, you’d know that Killeen was buried overlooking the Dragonbrand – outside of it to the northwest. Which is right where Secluded Glen is.
Her grave is not turning back the Dragonbrand – just invasive creatures. But nothing says that it is because of Killeen that those sylvari mortars are there. There is, in fact, a sylvari in the Grove that talks about Killeen (though with lore contradiction – mentions that Killeen is “long-dead” and that he put off going to her grave “for years” despite the fact she died in 1324, when his dialogue would take place in 1325, as it was there since release) and visiting her grave. So we know that other sylvari have been there. http://wiki.guildwars2.com/wiki/Althair
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
HoT Worries: Powercreep and irrelevancy
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
I’m curious, what’s so bad about old content becoming less relevant? Why is this something everyone, Anet included, is so concerned about?
I’ve never quite understood that.
The short answer to this is comes in two forms. First, to put it simply: “population”.
Take a look at Dry Top and Silverwastes. They’re already seeing a population decline despite being the newest maps. Once people have the rewards from the maps, having done most of the content (if not all), they lose interest and they go somewhere else. This, in eventuality, results in dozens of maps losing population. This was the reason why megaservers were made a thing – because the mid-level maps became desolated.
This in turn makes any group content difficult to complete – which is why world bosses got placed on a timer that encourages zergs.
Even if GW2 remains highly popular, as time goes on, old zones will inevitably become unpopulated, leaving those who want something out of them… having troubles with the group content, or finding an empty world, which isn’t very constructive for a MMO.
On top of this, the second issue is exactly what Ezekiel said:
The problem with “old content” becoming irrelevant is basically defined by power creep.
And the inherent problem with power creep is it’s unfriendly to new players – notoriously unfriendly. Oh you hit level cap, but you’re useless until you get ____ which you have to go through 2+ expansions of content for.
If masteries and specialities are – in any way shape or form – available outside of HoT content then they instantly become a potential (if not outright) demand for new players to need to “be good”. It won’t be an immediate effect, probably won’t have an affect until the second expansion in fact, but it will hold an effect over time and over new content.
I don’t want to visit the same places, see the same things, fight the same fights, and especially hear the same voices, over and over. I want new sights, new sounds, new challenges- and freaking new voices. The next time I level another character I’ll enjoy the nostalgia of the old stuff in a way I otherwise wouldn’t because it hasn’t been relevant to me for a while.
-snip-
So, what’s the big deal about trying to keep old content relevant beyond leveling and very early endgame progression? I just don’t see the problem- it becomes irrelevant to me simply because it’s no longer as interesting. I hope I don’t get forced to do less interesting things to continue amassing wealth and power.
The hope would be that the “same old places” become a new experience. And there wouldn’t be anyone forcing you to go to these areas – just that if you go to them, they have something interesting to do. That they aren’t exceedingly simple and easy. That, if you chose to go to old game content, they’re just as challenging as doing the newer content.
Whatever people may think about the changes Anet have made to their game over the course of the last two and a bit years, the power creep has been negligible. Considering how much of a grip the devs seem to have on this aspect, one that has affected a lot of games, I can’t see them letting go of this. Obviously it may pan out differently but I don’t think so.
Power creep hasn’t been implemented in the past 2 years. What have we gotten for player progression?
Ascended gear, which barely adds anything on top of Exotic gear sans Agony Resistence. 2 new healing skills. And 5 new traits. This is hardly a power creep, especially compared to all the new masteries and specializations we’ll be getting.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Comparing to the Black Citadel statues, it matches the Statue of Ofela Soulcleave. Except for the laturn.
But I don’t recall any actual lore on that statue, so the chances of it merely being re-used artwork to reflect two different female charr warriors is high.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Charr didn’t have the current level of technology – the level seen in the sPvP arena – at the time, regardless of location.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
HoT Worries: Powercreep and irrelevancy
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
There are still quite a few things that have me worried about HoT, but I expect most of them to be dismissed later on as we get more information. One I do not expect to be come a non-issue is that of power creep and content relevancy.
“But way!” you may say “there is no vertical progression, so there can’t be a power creep!”
But something a lot of people in the MMO community tends to forget is that power creep comes in many forms. Guild Wars 1 had no vertical progression at all – no raised level cap, no larger skill bars or higher attribute cap, no better gear stats, etc. But it still suffered from power creep. Even if you ignore the addition of heroes, Prophecies content became far easier than Nightfall, Eye of the North, and Beyond content. This “ease of old content” took many forms: available skills and professions for players (both with stronger skills and stronger combinations of skills), and enemies being more complex (compare the enemies of Prophecies to that of Nightfall, or those of Nightfall to those of Beyond) are just two major cases. Naturally, improved henchmen builds and the addition of heroes (and later the extended number of heroes a single player can bring to a party) all attributed to this as well. Now, even if you go full henchmen, Prophecies is far easier than what it was in 2005 or even 2006.
With Heart of Thorns, we see specializations, masteries, new dynamic event systems, and so forth. With Season 2 we’ve began to see some power creep in the new maps. Silverwastes is far more profitable of a map than Orr, Frostgorge, or Southsun. The events in Silverwastes and Dry Top are more complex and challenging – for the most part – than events in Orr. As time goes on, the systems will advance more and more, enemies will become more complex. Older content will become more and more irrelevant – both because it becomes easier, and because it becomes less profitable. New maps means new rewards that the old maps can’t offer, and will often include some of the old rewards as well (such as T6 materials).
Even restricting masteries – all or some – to the new areas will not prevent it. Merely slow it, but likely not by much as the major issue comes from specializations and the complexity of event and enemies.
This issue happens to coincide with the problem of downscaling – as new content is made, it will be mostly (if not solely) for level 80 characters. Thus low level areas become less relevant as well. Downscaling only does so much currently, resulting in low level areas exceedingly simple for high level players as it is. Add in power creep? And it becomes even easier – something downscaling is meant to avoid.
TL;DR: I fear that, just like with Guild Wars 1, this expansion will create a power creep that makes old content irrelevant.
The question thus becomes: How do we prevent this?
Well, in my opinion, the “best” solution would be to rework the older content so that it can remain challenging even with the new progressions of the players, so that the old content remains as complex as the new content. Basically, do to the vanilla content what was done to Tequatl. Not every single bit, perhaps, but the majority of it.
But the issue in this comes in that as more content is designed to be more complex and more horizontal progression for players is made, more content needs to be revamped. And if you get too zealous in revamping, then those who don’t have access to the progression may not be able to beat the old content. Thus it really isn’t the best option.
I’ve said my 2 cents. I’m sad I don’t really have a plausible answer other than “ignore it” (a bad answer, if you ask me, but one Anet’s known for as GW1 shows). Thus I open the floor to others. What do you all think of this?
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I will only accept a cleansed Orr if:
- It’s new zones, rather than the three pre-existing ones. Easiest and best solution. But why would we want to go to a risenless (or less risen-filled) cleansed Orr? What would the events be? What would be the story of those zones? Unlikely, solely due to “lack of purpose”.
- They make a phasing situation where those who haven’t completed the Personal Story get the “old Orr” while those who did get the “new Orr” – and this is per character. But this would go against what ArenaNet claims to want – non-divided playerbases.
It would be jarring to go through the personal story with cleansed Orr maps – and even if they make it so that the story instances use a specific non-open world map, it’d be jarring to go from open world cleansed Orr to instanced corrupted Orr.
And definitely no to cutting the Personal Story. Look what happened when they changed things around for the NPE – the removal of the Greatest Fear arc should prove that players do NOT want the PS removed. Even if it isn’t the best it can be.
So in all, I’d say no thank you.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
- No sylvari awakens under Nightmare. Source: http://www.guildwars2roleplayers.com/forum/m/2737230/viewthread/9902543-2rps-lore-interview-arenanet (“All sylvari born from the Pale Tree start off with a strong sense of the moral/philosophical lessons listed on Ventari’s Tablet. Some reject those lessons, and some reject them almost immediately, but they all start with the same moral foundations, which are based on Ventari’s Tablet and reinforced by the Dream before a sylvari awakens in the Grove.”)
- The dragon is the Shadow of the Dragon – a champion of Mordremoth, not Mordremoth itself. This is reaffirmed if you take a sylvari through The World Summit of episode 4.
- Not all sylvari deal with the Shadow of the Dragon. Only very few actually do. Source: https://www.guildwars2.com/en/the-game/races/sylvari/ (“A rare few sylvari have seen the shadows of the Elder Dragons in the Dream, warnings of the danger that menaces the awakened world.”)
- Scarlet did not see vines piercing the tree (they were strangling) nor did she call it nightmare. She “became” the vine, and rejected both Dream and Nightmare as a result. Scarlet did not join the Nightmare Court, she used them.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
The Mists did not choose his form him, he did – albeit sub-consciously. No different than breathing. Much like how birds learn to fly or children to walk and talk. Out of all that was going on in the Realm of Torment, the player(s) were the only ones not supposed to be there and that is what caught his attention and set in motion his coming to be.
It outright states that the Mists created him and his form. It is different than breathing or birds learning to fly. It’s like chosing your skin color or your species! You don’t. I mean, did you even read the manual entry for him?
First paragraph: The protomatter that makes up the Mists strains toward creation, often spawning demonic creations in nightmarish forms. Not all creatures from the Mists are demonic, however. When the Mists come into contact with a suitable human template, for example, it can copy that form, creating a sentient entity with humanoid appearance and an almost human mind.
The Mists creates things, often spawning demonic creatures, but not all creatures are demonic in appearance. There are those like Razah which are made as non-demonic, their form taken as copies of something the Mists came into contact with.
To say that Razah chose to look human is like I chose to be a white American male human!
You do not choose how you are created. You choose how to alter your appearance after being created.
his appearance is not malleable
Actually, his existence was malleable…
-snip-
That’s not talking about his appearance. That’s talking about his personality. He is literally born as a blank slate, thus for him it is nurture, not nature, that determines how he’d act. That is what’s meant in what’s being said. It’s not saying that he could suddenly one day turn out to look like this.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
You first made it sound like Razah’s form was determined by the first thing he touched. Now you make it sound like Razah chose his form.
Neither are correct.
The Mists created him, and chose his form, and humans weren’t the first – nor the first “efficient” – thing that they touched.
The protomatter that makes up the Mists strains toward creation, often spawning demonic creations in nightmarish forms. Not all creatures from the Mists are demonic, however. When the Mists come into contact with a suitable human template, for example, it can copy that form, creating a sentient entity with humanoid appearance and an almost human mind.
You are correct in saying that he found the PC curious because they weren’t supposed to be there – because they were new. But he did not model his appearance after those humans. He did not chose his appearance – his appearance is not malleable. Just his profession.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I think you’re mistaking a mention that stated that the fractals didn’t show the future.
The Mists since the first bit of lore we got on it was stated outright to connect all places and all times – past, present, and future – together.
In fact, the Infinity Ball called upon that aspect of the Mists – memories of the past, present and future (specifically the future) – as it is implied in an interview during China’s release. That the possible future that the Grand High Sovereign came from was a memory of the Mists.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
The Mists can create islands of existence that “reset” over time. Some of these islands of existence perfectly reflect the past, present, or future of a specific location. Some of these reflect an improper copy of the same. And some are a mixture of multiple locations and times.
This is what Fractals are. This is what PvP maps are. This is what WvW maps are.
Legacy of the Foefire is likely the last of the three – combining two different times of the same location together.
@Aaron: while Ascalon is landlocked, the charr still have docks at places like Ascalon Basin… for some odd reason.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Sorry, nearly forgot to reply once I got to a computer.
Razah was nothing special appearance-wise. He manifested a form based on that which he first received contact from, a human.
This is the incorrectness. Razah’s appearance was generated by the Mists. The Mists creates a lot of beings – demons, by lore terminology – that mimic other creatures. Razah was a “perfect mimicry,” so to speak, of a human.
Razah’s appearance wasn’t determined by the first thing to contact him (which were demons/possibly Abaddon), but simply how the Mists made him.
All of that stated downright in Nightfall’s manual.
And for Mushroomz:
Abaddon wasn’t doing well as it was, he sacrificed most of his body to nearly gain his freedom and to create and recruit followers.
He was actually reconstructing his body according to the gw.dat descriptions of various places of the Realm of Torment – something Varesh’s three rituals in Elona allowed. He didn’t sacrifice his body for freedom, he lost it when he was defeated on the shores of the Crystal Sea (this is why his sword, glove, and mask can be found at the Mouth of Torment – during/before Varesh’s third and final ritual).
Another point is, it’s said that looking at the gods can blind mortals… Only one mortal has ever looked at the gods, that was Malchor, he didn’t EXACTLY go blind… but it did go absolutely insane.
Actually, more than one mortal looked at the gods. Desmina, Ewan, Sara, Jadoth, King Doric, and the soldiers mentioned in Balthazar’s scriptures all saw gods directly. As did Karei and Kaolai from Cantha. (go ahead and gww those names) Then there was of course our GW1 characters when fighting Abaddon/Dhuum and seeing Kormir’s ascension.
The blinding is not immediate – it takes time. Malchor went blind because he looked at the gods for extended periods of time. And he did go exactly blind. His insanity was caused later – due to his inability to join his love® and his inability to accept the quality of his own work that were the statues of Dwayna. His insanity had little to do with his blindness or seeing the gods.
Also I hate to say it, when I played Nightfall, I got a good luck at that Abaddon fellow, didn’t go blind either. I’m curious if the “Gift of True Sight” can allow mortals to see divine entities. The Mursaat are described a similar way, they have spectral agony where their sight has kitten ing consequences to their viewers as well or something along those lines.
As said going blind isn’t an immediate thing.
The Gift of True Sight – for all we can tell – only allows one to see things that people wish kept hidden. Such a spirits who hide from mortal view, or the mursaat who slipped into a semi-dimension (much like spirits). Spectral Agony was 100% unrelated to looking upon them. They were downright invisible to those who didn’t have the Gift of True Sight; Spectral Agony was a spell they developed that seems to be very literal in what it does (especially given that the only two known immune creatures to it are spectral creatures born out of torment, agony, and malice).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Hidden Arcana*
Arcana Obscura is part of Episode 8, which doesn’t feature this. Either way, all of this is well known and had been commented upon a lot during Episode 5’s release. Pretty much we’re seeing a lot of hints pointing to “killing the Elder Dragons without replacement will destroy the world” – the “without replacement” comes from Ogden in the same episode who states the Brotherhood of the Dragon believed Glint could become an Elder Dragon given time and magic. This leads folks to think that’s the purpose of Glint’s egg, and why Tequatl got a power boost. Given that the Pale Tree is indeed a minion of Mordremoth, she and the sylvari could also – theoretically – function as such (even Malyck could).
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Revenant Starting Area [Possible Spoilers]
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
Thank you for your very respectful reply.
Unlike GW1, GW2 classes doesn’t have a connection to the lore and therefore I don’t see any issue with the matter. Otherwise, none said that Rytlock was the first Revenant.Actually the lead Game developer said he was the 1st Revenant.
“Rytlock Brimstone will be the first Revenant when Heart of Thorns releases.”
-GW2 Wiki,
http://wiki.guildwars2.com/wiki/Revenant“And Rytlock is returning to the world as the First EVER Revenant…”
-GW2 Livestream Pax South 2015, 35:44,
https://www.guildwars2.com/en/news/watch-the-replay-of-our-live-expansion-announcement-at-pax-south/
That only says first Revenant in the game. Not the first in the lore of the GWverse.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I find it hard to see Eir as a druid.
For Logan, Zojja, and Caithe – it depends on what the specializations are.
Notice Logan holding Guild Tower Shield in point of no return opposed to his regular seraph shield. It’s just a skin, but might be a hint good old Logan is about to go kitten on us with some new tricks to not fall behind Rytlock.
He also wields a sword – counter to his usual mace during the Personal Story and story mode dungeons.
However, during Queen’s Jubilee in S1, he had the same gear (Seraph sword + guild tower shield). So I don’t think it’s not too special.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Well Mike did say that Mordremoth corrupted most, not all, sylvari.
@Ronin: Given all the other story pandering I’ve been seeing in S2 and HoT, I wouldn’t be surprised they do kill Trahearne off because “no one likes him”.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
I think she’s saying yes as well. During the sylvari tutorial, Caithe says that the Pale Tree made her tangible only for a short time. So it would make sense that it’s taxing on the Pale Tree to do such. And like Aaron, I recall a comment about her having a hard time sending Caithe in.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Could it be that a new “race” in the likeness of Razah is actually planned? And Anet is just being coy?
Because a new area was data-mined earlier this year before the HoT announcement and it sounded like a training instance to me.
I recall it being said that was to be a training area for the NPE that was, thankfully, scrapped.
@Ronin and Mushroomz: Both if you got things wrong. I’d explain but tis annoying to type on phone.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Revenant Starting Area [Possible Spoilers]
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
Revenants aren’t undead. Though in typical fantasy settings the term is used for an undead (common or otherwise), it is not necessarily required.
In GW2’s case, it just means someone who’s been to the Mists and back – Rytlock, in this case. And Rytlock teaches what he learned to others. Basically, GW2 revenants are only copy cats.
Or would that be copying charr.
Either way, professions don’t have unique starting areas so I doubt they’d go and do such for Revenants. Most likely the “to the Mists and back” will be part of the profession-specific biography question and just “assumed”. Like how guardians met some famed hero in their past who gave them some armor piece.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)
Food for thought:
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
What happens when spec enters water?
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
I’m really hopeful that Anet adds in underwater variants to the specializations.
Why?
Because when we go after the DSD, if they didn’t, they have a lot of work to do. They cannot just remove underwater combat from the game – despite how they’re removed it from sPvP, low level characters, and the importance of it from WvW. It’s too important to the game and too many events (and full personal story steps) rely on it. Including future plots.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Revenant the final nail in Ritualists coffin?
in Guild Wars 2: Heart of Thorns
Posted by: Konig Des Todes.2086
Maybe we’ll get a ‘Ritualist’ specialization for the Revenant?
I think it’ll be a necromancer specialization.
- Necromancers have already gone into the spectral realm of things, far more than in GW1.
- Marjory’s the first of the new necromancer specialization. She’s of Canthan descent. And she has a spirit-imbued weapon.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
This was a mention long, long ago by John Hargrove who has long since left ArenaNet. It was merely a “maybe we’ll add this” without any form of definitiveness.
We do, instead, have Horas the Traveler who sits next to a trusty dolyak. But he is naught but a mere nod to Nick.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Eye of the North showed that even post transformation, they were still individuals and sapient. It’s just that they had a collective conscious and their personalities were more fierce in determination against destroyers on top of no longer being flesh and bone.
There were many dialogues with stone dwarves and even the personality change wasn’t outright apparent.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Maybe there will be no more sylvari-creation after the expansion..?
That would be horrid and terrible to newer players.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
Unfortunately, when they changed GW1’s website a month or so ago, they removed the free trial registration links.
So they finally changed it, huh?
Only took them 3 years since the redesign for the site’s announcement was made.
And I rather disagree with your hours – that’s if you’re speeding through it all, experienced. I’d probably double it if you’re a new and reading all the text, taking your time. Potentially even triple it if you’re very leisurely. Plenty of stuff to do, after all.
Edit: Wow, they removed a lot more than I thought they would when Stephane said they were removing stuff in the redesign.
Stop treating GW2 as a single story. Each Season and expansion should be their own story.
(edited by Konig Des Todes.2086)