Kittens are the reincarnation of evil here in the forums. It’s the embodiment of the inquisition that censors all bad words:
Their horde is moving up to wipe all the dictionaries:
http://hdwallpapers2013.com/wp-content/uploads/2012/10/cute-kitten-desktop-wallpaper.jpg
Just saying…
Hi, my friends and I were asking if it is possible to create precursor at mystic forge all together, I mean buy some items for each and send all to one of us to forge it.
The problem is… it is considerable bannable in some way? I heard some rumors about people trade money to get the achievement “Golden” and get banned. It’s true?
It’s all about the source:
If the gold is obtained though illicit means, aka, “Gold Sellers” then they might have their account suspended. (Usually it’s a matter of quantity that triggers their protocols).
If the gold is obtained by fairly means then there is no problem whatsoever. Trading items also falls into these categories.
Rumors are simply that, rumors! Even if you are caught in some sort of ban due to the question in hand, they will surely remove that after a review of your situation.
Trowing rares/exotics into the MF is handling with pure LUCK/RNG. Expect to waste a good pile of gold in that, but you might get a surprise (like those who got their precursors in less than 10 MF tries)…
Best luck!
Cmon ArenaNET. A little of professionalism will do you no harm!
Isn’t this update ready? Will it be rushed into live and have a lot of bugs? Have it been “fairly” tested? If it’s not ready just delay it, don’t rush it. If it is then, why not a :
“Hello folks, the patch will be updating on 28th at “x hours” PST. For ya Lazy bums, the World Timer link will be this one…. : http://wwww.timeanddate.com/worldclock/ " ?
Sincerely, Ya troll:
Jeffrey Vaughn
Simple
It depends on where you gonna tattoo that dragon…
There are places that can make the dragons small, big or even places that can make them stretch…
I think that you are fine, as long as you don’t make a profit out of them!
@LHound
I think you are right in general, but giving the player a tool to choose more difficulty (for better rewards) by himself would probably be the best solution. Some players probably enjoy to smash there way through the mobs quite easily from time to time, others are looking for the little challenge at least…
But that is just one point I’m concerned with when talking about difficulty.. Currently, most difficulty isn’t a result of interesting/challenging created encounters, more because of the damage they do with every hit. The challenge shouldn’t be just because of such numbers…
I believe they are currently tied.
One thing that was always bad in every MMO till now, was that as soon as you pass a low level area, there was nothing else to do there. This was mainly due to the work you had to give to the environment not being high enough to give proper rewards. However, Guild Wars 2 have a dynamic system that makes the scaling to low level areas, but they aren’t “hard” enough as higher areas for them to be equally rewarding.
Why would a champion at level 10 (that i can easily kill alone) give the same kind rewards as a champion that i can find in Orr? The solutions is either make them have different rewards, making the need to return to low level areas completely worthless, or making them equally challenging, creating the same level battlefield in every zones with equally satisfying rewards!
I believe that this game isn’t the kind that if people want to hit a bear cause it’s low level it shouldn’t be easier than a bear a max level. It’s a bear, and it’s dangerous whatever the mood the player may have. Go kill bunnies that die with 1 hit for the mob slacking.
I agree that this game should have more interesting ways of killing mobs and bosses. Some strategy time to time is a good thing instead of the {Hit, get downed, revive, hit again, repeat}.
This game simply don’t have that “Tank and Spank” type of gameplay that other imbued trinity games have. Gw2 have the new “Down, Rez and Spank” type of killing. Thats bad… There’s no levers, no strategy, no worth…. Simply target and kill!!!
I really dont like way point system. Sure its nice to zip from one place to another with ease, but honestly for immersion sake, I would rather ride through a zone to get to the amazing dragon or what ever, then just appering when he spanws and killing him for the sake of loot. It really takes away the epic feeling you get from slaying a beast as large as a dragon.
What would I like to see? Less waypoints, more mounts; at least mounts with a temporary speed boost, with a moderate cool down so zone size wouldn’t shrink.
Neverland in GW2:
No waypoints!
I haz mounts!!! Lovelly Unicorn that i’m riding!
Dragons are that Epic beasts that are extraordinary to slay and feels rewarding too!
Reallity in GW2:
There shall be no Mounts!
Waypoints are fine!
Dragons are those horribly dull creatures that are tedious, repetitive and don’t drop my legendary precursor.
When you look at that Old gargoyle ugly looking boss of yours at work and you say:
“Where did you hide my Final Rest staff…”
wait and see… what’s the rush now?
I would move to PIKEN SQUARE.
They love newcomers to join their WvW, specially in Peak Hours.
Guild Wars 2 is a dynamically evolving world, so i never understood why WvW wasn’t. In this manner, i could think of some things to create anti-zerg mechanisms.
.1 – Reduce the effectiveness of the AoE strikes with the amount of players hit by them:
Players using AoE Skills are imo one of the Best Anti-Zerg Mechanics and the most mobile one. However there is thin line where they act as a Zone Nuclear strike instead of a Zerg Breaker. This could be corrected by adjusting the power of the skill depending on the amount of targets hit.
-Up to one target: 80% Skill Damage (As it is ANet intention to tone down effectiveness of AoE’s while fighting solo players);
-Up to 5 targets: 100% Skill Damage;
-Up to 10 targets: 80% Skill Damage;
-Up to 20 targets: 60% Skill Damage;
.2 – Set more capping points depending on the size of the zerg.
Right now, WvW is {Rush to Place A, Zerg place A, Cap the point A, Move to point B} and repeat this procedure. A defending force can’t do nothing if a tremendous force will come to take down that keep.
Why not to add more capping points into Structures (Keeps, Garrisons and Castle), so that if:
- A small force gets in: One Lord, One capping point under the Lord.
- An Average Force: One Lord, Two “Lesser Lords”, 3 Capping Points inside the Structure, with a geometrically evenly distance from each other;
- A Huge Force: One Lord, Four “Lesser Lords”, 5 Capping Points inside the structure, with a geometrically evenly distance from each other;
All the points must be capped at the same time for the assaulter to take the structure.
This would separate the zerg and defenders could decide where to make the better defense…
Hello, I’m here to crush your dreams.
There will be no mounts coming with the Flame and Frost story arc.
Also, to address further speculation we’ve seen about the concept art for Flame and Frost (and what it may portend): there will be no Cantha and no dragons coming with the Flame and Frost story arc, either.
Thank you.
But you haven’t ruled out unicorns.
ANET SAYS WE’RE GETTING UNICORNS!
Ladies and gentlemen, Flame and Frost patch confirmed for unicorns.
Seems LEGIT!
Can’t wait for them to appear!
Take the french! They are Europeans! ^^
Well just a post to say thanks to A-Net for the pay transfers and splitting up guilds as a result. Next time think about adding stuff
Splitting up guilds? Since the announcement there has been plenty of time to join players into their guild’s server. If they didn’t, their fault, not Anet’s.
This was a much needed change. Server hoppers were ruining both high and lower tiered servers.
Good Job A-Net!!!
To be honest the whole game is designed to be Zerg Friendly. The servers that have lower people will be overrun by the other servers. If the points aren’t enough for them to move up, the teams will face again this pain (it’s very frusatration to run into a brick wall everytime.)
I really never could understand why the Outmanned buff didn’t truly help the ones that were outmanned. It’s really bad.
If only the outmanned buff could increase damage to structures (walls and gates), give more supplies pool, it could create definitively a reaction in these cases…
But well, tough luck!
Elementalists are owning everything with their AoE’s…
so…
Lets NERF all the AoE classes! Brilliant!!!
Necromancers are the ones you are going to love this change the most!
Love this zerg friendly changes… simply love it!
Making for the 1st time is cool.
Repeating them for n times tends to be boring. There should be more strategy instead of the :
{Loop} – Spank, Die, REz and Spank…. {End Loop}
I Mean… Dragons should be Epic.
But, Gz though for your First Dragon Slaying!!!
1. Are AOE’s a problem? NO
2. Have you complained about AOE skills? YES
3, Do you support the trash of AOE abilities? NO
4, Do you want this game to go that the way of wow and have a nerf bat swing every month or so in the name of balance? UNNECESSARY to the purpose of this small Poll!
5, Any other comment? YES:
Instead of nerfing the AoE for dealing with one or two obviously OP skills, it’s better to have them more efficient. I was always in favor of AoE skills being more effective. I never understood for example why a AoE skill only hit 5 targets when there are 6 persons in the same spot… Is one of them more perfect? I’m would be perfectly fine if they set a 20 man AoE limitation, power decreasing in range to the center of the AoE skill, like:
AoE hit 1 player: 100% Skill damage to the player;
AoE hit 3 players: 90% Skill damage per player;
AoE hit 5 players: 90% skill damage to 3 players, 60% to 2 players;
AoE hit 10 players: 90% skill damage to 3 players, 60% to 3 players, 30% damage to 4 players.
AoE hit 20 players: 90% skill damage to 3 players, 60% to 3 players, 30% damage to 4 players. 10% damage to the last 10 players.
A system like this being an anti-zerg technique would make AoE’s more effective. Imo (Apllied to healing as well but on healing instead of damage)
And your point was… ?
That your claim about…
With the AoE limitation of 5 targets, they practically force players to join up!
…Is wrong. As has been proved, even a team using mostly AoE attacks doesn’t need to join a zerg in order to survive, even against a high number of oponents.
Proven? What has been proven? That a player survival don’t increase while in the middle of a zerg? It’s clear that with the current system limited to 5 target AoE, a player in a cluster of players is more likely to survive than wandering alone with the same class. Just logics…
9 – It’s not the combat that makes WvW a zergfest. The zerg fest would still exist if the trinity was present in this game. It’s the lack of anti-zerging mechanics that makes that. People tends to joins groups that increases their chances of survival. With the AoE limitation of 5 targets, they practically force players to join up!
Do they?
Explain this to me, then:
And your point was… ?
So you were saying that the game has sufficient anti-zerg mechanics in a form that every group should have a couple of elementalists AOE spamming Meteor Shower to break the zerg, or that Zerging don’t increase the chance of survival?
Coming from 6 years of playing GW1 voraciously for thousands of hours, i dont need care-bear reward systems, reasons to get me back out into a shallow world. I want well designed encounters, a skill system that makes me think, a class system that actually sets up real roles and makes me rely on other players in an [MMO] ( this is an MMO, not a single-player game in case developers forgot), a trait / customization system that gives me a ridiculous amount of options and depth, not a pigeonholed experience that shows obvious lack of forethought.
I believe that you are stuck in the old MMO Mentality. The game don’t need specific roles. The game just needs to create group capability!
This game’s combat is the weakest link ive ever seen in an MMO.
Well i’m sorry to break up to you but the combat mechanics aren’t that bad. Any every other game, there are classes that can set auto-attack features and be afk while others can do the job. By this i mean if healer and tank are doing they job, DPS’ers can slack a lot. In this game, you can’t do that. Everyone is responsible for his own life, dps and survival. True that everyone should also be responsible for others as well, and this is the downside of this system ain’t it?
The combat is the biggest problem in this game and it bleeds over into everything social.
1- No reason to group outside of dungeons.
2- No set roles, encounters are faceroll and feel weird with trinity..half-removed.
3- Groups are just heaping on numbers, not strategic depth or engagement.
4- Content structure doesn’t encourage players playing together.
5- Skill system is shallow and restrictive.
6- Traits are busted, buggy, and ill-conceived.
7- Combat, encounters, grouping feels meaningless to the average newcomer, so less relationships, memories, etc. are formed than in traditional MMOs.
8-Many features (lack of LFG tool, Ascended gear), blunders (FoTM, Lost Shores), and miscalculations in reward systems (I killed 5 veteran Karka in a row and got not 1 single drop) serve only to alienate players.
The multiple guild feature destroys any social foundation the game may have.
9- The combat makes WvW an absolute zergfest.
Agree on: 1, 3, 4, 6(bugged), 7, 8
Disagree on:
2 – As i previously stated, Trinity is the old mentality MMO. If you can’t get out of that bubble you will always find there a problem.
5 – I don’t believe that the skill system is restrictive. I believe that skills are not balanced. Skills could be used for different things, but the way it feels now, players always use the same skills and that’s the problem!!!
9 – It’s not the combat that makes WvW a zergfest. The zerg fest would still exist if the trinity was present in this game. It’s the lack of anti-zerging mechanics that makes that. People tends to joins groups that increases their chances of survival. With the AoE limitation of 5 targets, they practically force players to join up!
So, what was the benefit of designing the game like this? More cash up front from a more broad playerbase than GW1, but a busted up game with players leaving in droves afterward?
A game can’t be designed for everyone’s expectations! This ain’t GW1… It only shares the name and the Lore. Nothing More!
What are you doing ArenaNet? Work on the *-** combat mechanics, character progression, skills, etc.
I Agree. The combo fields/finishers should have more depth. It was one of the things that made me looking forward to play the game. However they are so meaningless that feels wrong. Combo tactics is the way that the game should deal with the grouping problems. And they are practically nonexistent and their use is under-used!
Nothing against imo. Although i only kick players that wears MF gear if i’ve previously impose that condition for grouping. ig: “LF1M to Fractals Lv12345… No MF Gear!”
There are however some gear status that are worse than magic find gear as far as i see. For some classes using the Power/Precision/MF can be better than the Power/Vitality/Toughness that we often see in some chars! It all the depends on how that player rolls his char imho…
(edited by LHound.8964)
Paid Transfers are going to do more harm then good but you can wait and find out for yourself.
care to back that up with some well thought our reasoning?
The majority of people are going to leave low tier servers for high tier, I expect a big influx of people going to SoS.
Why would they make people pay money in a free game (Just make the lockout time longer like 1 month or something) THERE IS NO REASON TO MAKE IT PAID, it just seems like another money making scheme to me.
This i disagree…
Server transfer is a service not a commodity! I’m glad it is going to be paid, as now people will choose wisely if they want indeed to make that transfer. However, that transfer currency is in Gems that can be bought using in-game gold!
One thing different that i would like to see is different prices for different Tiers. Lowest Tiers even could be free to make players fill in those before anything else, and with a price increasing to the highest being on T1 tiers!
What is the logic behind making it paid apart from making more money?
They could just increase the lock out system and have the exact same affect.Leveling the servers! If a guild of n members wants to move to another server they will first fill the lowest servers due to nonexistent/small server transfer fee. However, if it was monthly locked we would see a constant inflow of guilds every month to the highest tiers!
You honestly think they are going to go to low level servers because a low transfer fee.. if you are paying anyways you might as well make it count. So having an inflow/outflow is a bad thing now? Instead everyone is just going to be locked in the same server where the matchups will become boring and stagnant.
Depends on the fee actually. But yes, i think we will experience an increase in the lower level server populations, if the lower tiers have a transfer fee close to 0 gems.
I’ve seen this happening on other games, and this will be no exception!
Paid Transfers are going to do more harm then good but you can wait and find out for yourself.
care to back that up with some well thought our reasoning?
The majority of people are going to leave low tier servers for high tier, I expect a big influx of people going to SoS.
Why would they make people pay money in a free game (Just make the lockout time longer like 1 month or something) THERE IS NO REASON TO MAKE IT PAID, it just seems like another money making scheme to me.
This i disagree…
Server transfer is a service not a commodity! I’m glad it is going to be paid, as now people will choose wisely if they want indeed to make that transfer. However, that transfer currency is in Gems that can be bought using in-game gold!
One thing different that i would like to see is different prices for different Tiers. Lowest Tiers even could be free to make players fill in those before anything else, and with a price increasing to the highest being on T1 tiers!
What is the logic behind making it paid apart from making more money?
They could just increase the lock out system and have the exact same affect.
Leveling the servers! If a guild of n members wants to move to another server they will first fill the lowest servers due to nonexistent/small server transfer fee. However, if it was monthly locked we would see a constant inflow of guilds every month to the highest tiers!
You get gems in paids, trade them for gold.
^This
This is the system that needs to be worked! Work for your gold!
Paid Transfers are going to do more harm then good but you can wait and find out for yourself.
care to back that up with some well thought our reasoning?
The majority of people are going to leave low tier servers for high tier, I expect a big influx of people going to SoS.
Why would they make people pay money in a free game (Just make the lockout time longer like 1 month or something) THERE IS NO REASON TO MAKE IT PAID, it just seems like another money making scheme to me.
This i disagree…
Server transfer is a service not a commodity! I’m glad it is going to be paid, as now people will choose wisely if they want indeed to make that transfer. However, that transfer currency is in Gems that can be bought using in-game gold!
One thing different that i would like to see is different prices for different Tiers. Lowest Tiers even could be free to make players fill in those before anything else, and with a price increasing to the highest being on T1 tiers!
Is there any reason not to use this?
Yes. I prefer the Superior Sigil of Corruption on my Condition damage focused Necromancer.
Now if the question was: Do you think that stack empowering sigils are better for non dungeons PvE? Here i could say yes!
The problem is the level adjusting in the scaling process.
When you visit low level areas, the level adjustment gets you to +1 (or +2) levels above the monster level needed for that particular area. However with the improvement of skill, gear and traits, that adjustment is insufficient to deliver the same difficulty factor as you had when you were at the right level in that area.
I never understood how the level adjustment on scaling wasn’t based on area to character level difference or solely on character level.
For example:
Visiting a lower level area when you are lvl 1-60 -> +1
Visiting a lower level area when you are lvl 61-79 -> +0
Visiting a lower level area when you are lvl 80 -> -1
A scaling based on the dynamic growth of the character status is needed to provide the same challenge as it once had. Many players have now no trouble in killing 5-10 mobs at a time, thing that was impossible when they were at the same level than that area!
I agree with OP. Server transfers has never been a problem. Most hardcore WvW players agree on this. Most of the people who complain about it are casual players.
The server balance has been getting better and better… why fix something that’s not broken? and ruin it in the proccess?
Just check : http://mos.millenium.org/matchups/evolution/eu and tick Gunnar’s Hold or Far Shiverpeaks to see how server transfers affected their performance!
Obviously the Tiers adjust themselves for the new realities, but the issue maintains. Hopping needs to be stopped (or severely limited) for the tiers to greatly adjust themselves!
but i was just telling your member that if he wants to talk crap about other servers
Any example ?
Did you even read this thread?...seriously,you are making GC look bad. Get your information straight.
No examples then. Thanks for the demonstration.
(Funny for someone telling people to "get their information straight" when he’s unable to prop up any of his attacks upon "GC officers" ou "crap talking ’bout other servers")
The only thing that was said in my original (real) post was that a faction "A" being attacked by "B" and "C" is pure (war) logic, without being the result of an hysterical evil alliance between "B" and "C".
_"Get your information straight". (Copyright)_
I agree and this is quite obvious.
On a 3 way Battlefield, if A is fighting B, whoever C attacks it may look that there is a wicked alliance against the flanked team. If C attacks B (or A) all the time, whatever the odds, then i can say that there is something fishy, but still, could be plain dumbness of the commander in charge!
Fun times on the SFR Borderlands. 5 Golems into Hills, Solid VZ defense, Great SFR offense, and Deso Flanking SFR and VZ after we passed the 1st gate. Awesome fights!!!
Lyonguard Lyns has been fired…
Why A-Net, Why… … ?
that’s why they don’t put duels in.
That’s a big shot in the wild…
not really. they are easy mechanics. pvp on or off between 2 players, like in wow. you can present an argumunt for them to not be in the game…
For the sake of the topic i will end my offtopic just saying that i don’t know why they didn’t put the Duels feature already. But you don’t know it either. Any kind of assumptions in this regard are simply shots in the wild.
Now in topic i agree that a K/D ratio would surely be bad for the WvW environment. Although any kind of rankings would be good for the WvW. Why do people would want to participate in the WvW? The “honor” of the server won’t do it anymore. People needs individual/guild forms of competition to stay tuned!
that’s why they don’t put duels in.
That’s a big shot in the wild…
I would be in favor of a siege tower to bypass the gates/walls. It would be fun!!!
No. Absolutely no.
There would be nothing “fun” about bypassing walls/gates. The only thing it would do is lead to even more takeovers with no PvP. As it is, dropping 4 rams on a gate will let you inside faster than defense can respond, unless they are already there waiting for you. You’re imagining a siege tower as a thing you roll up and drop the ramp and there’s a big fight on the wall but the reality is that it would mainly be used to fast-cap forts before the defense could show up.
It depends. If the Siege Tower could be destroyed fairly easy and got a very slow mobility, or the assaulting towers even appear on the map (being limited to 1/2 per map) would add an extra layer of fun!
EDIT: And if they could only be built in Supply camps, would be better! We would have a more strategic suplly camps, a route to defend while the tower was reaching into the walls, and have yet to reach it’s destination. If a thing like this could indeed reach the gates/walls, then the defenders were really slacking!
(edited by LHound.8964)
I would be in favor of a siege tower to bypass the gates/walls. It would be fun!!!
errr…. NO!
Jumping Puzzles in the W3 are suposed to be like that. Why do you do them in the 1st place?
There was Guild Wars.
There is Guild Wars 2.
Different games. Get over it!
Guys, are we really going to have to deal with another 5 days of Trash talk, bad mouthing and insults?
Even IMO, it doesn’t look like they are trying to hack/are hacking. Until I see pics of players inside a tower/keep/castle without the gates or walls down, I don’t believe it.
I don’t like that either and i will not do it, but i had to defend my players and guild reputation. As i stated, i’m vehemently against cheating and hacking. I’m sorry that our opponents think that, when we simply want a fair fight!
CBA arguing tbh, we know what you did,you know what you did and your allies know. We can leave it that,let’s just have a clean week from now on.
We cannot leave it like that.
We didn’t do what you say we did. If you have proofs of us cheating i would gladly be the first interested in seeing them. Some of our allies were also with us doing also nothing that you claim we did.
As our part goes, we will have a clean week as we always have.
I used to have respect for [IRON]. Seriously i had. But with this kind of dirty play…
PS: And it is this ledge, look the way:
http://imageshack.us/a/img213/8373/gw059zz.jpg
http://imageshack.us/a/img715/4285/gw060z.jpg
http://imageshack.us/a/img96/7043/gw061o.jpg
http://imageshack.us/a/img842/8143/gw063az.jpg
http://imageshack.us/a/img209/7111/gw065d.jpg
The last shows the reverse shot from the one u showed… So, where’s the cheat rly?
(edited by LHound.8964)
Guys, are we really going to have to deal with another 5 days of Trash talk, bad mouthing and insults?
Even IMO, it doesn’t look like they are trying to hack/are hacking. Until I see pics of players inside a tower/keep/castle without the gates or walls down, I don’t believe it.
I don’t like that either and i will not do it, but i had to defend my players and guild reputation. As i stated, i’m vehemently against cheating and hacking. I’m sorry that our opponents think that, when we simply want a fair fight!
Mate, no one was there, hitting you with the ballistas or anything, there was only me and a guild mate, that walked onto you by chance, and decided to take a picture. Please, lie all you want, but dont insult my intelligence.
Yes there was. We had 2 golems ready for that gate, when we attacked the guards, arrows started raining on us. We simply jumped into that ledge and behing the wall out of the arrows range… When your zerg arrived we simply jumped out into the water as one of our purposes (drive u off Bay was accomplished).
You insult your own intelligence to saying kitten like that!!!
(edited by LHound.8964)
So much for being free of Blacktide and their “tricking their way” into keeps, now SFR does it as well, GRAND!
[IMG]http://i50.tinypic.com/200fngo.jpg[/IMG]
[IMG]http://i49.tinypic.com/plkpc.jpg[/IMG]I am fully aware Anet is not going to jack about it, but I just want to prove how full of “kitten” some servers are.
P.S: Now you can come and tell this picture doesn’t prove anything, that will fool those capable of banning your kitten but won’t fool us the players.EDIT working on the size of the pictures hehe my bad
I really don’t mind that the top tiered servers have a healthy/unhealthy competition and mild disputed. Other thing is what regards the [LUSA] alliance being accused of cheating, that’s a complete nonsense that you were accusing us of hacking/cheating. That screenshot (where i’m included) just shows the small ledge outside the water gate in garrison, where we hide to prevent being shot by ballistas and arrow carts. Jumping into a ledge is hacking? Learn the terrain before these stupid accusations.
This being said, we are strongly against any kind of cheating and hacking. Therefor we are also against being falsely accused of something that bad!
If you want to win, prove it in the field not in the backstages!!!
One the [LUSA] alliance leaders,
Lhound
(edited by LHound.8964)
Just got one of these “I Love You” right now…
No1 Loves the French :p
You wanna know something?
Who gives a kitten???I’d rather take a shortcut and risk my kitten in this game than sit with a thumb up my kitten and pretend that playing by the rules will get me anywhere.
If I ever find a shortcut, count on me to be the first to use it, this game is unplayable without fast gold making, just not.I’ll gladly accept a ban if the day comes, and get this game done and over with as long as I could create 10 hours of pure fun compared to 200 hours of misery farming like an idiot.
If a player wants to risk the game by doing such misdeed, fine by me as long as he behaves as an adult and assume he’s misdoings if caught. However in this forums offenders are kittening around trowing the fault into ANet when the fault are their own! Also, of what i’ve read so far:
It’s OK to exploit until ANet states it’s an exploit…
Whatever the cause may be for the exploit to exist (Anet poor testing or simply an overlook), an exploit is always an exploit. Don’t you have brains to judge if the thing you are doing is wrong? If it was good enough to be legal (hence the questions if it was an exploit or not to the devs), then it probably was illegal…
It’s OK to ask a refund for something you deliberately wrecked…
Unless they are forced by law to issue refunds, they should never give refunds for people who exploited. More, those players should never be accepted again in any ANet/Ncsoft game.
They make announcements in the middle of topics, which is quite difficult to track them down…
Plans for 2013:
Fix what was poorly made in 2012!
… There isn’t a logical explanation beyond that …
The owner of truth has spoken! /sarcasm
ETA on the scavenger Hunt, ANet style – When it’s ready or when they are forced to release with a lot of bugs!
Be as sarcastic as you like but can you come up with a logical reason why? We can walk to the store on our hands but it is much more practical to do it with our feet. So why is their solution to the issue hand walking is my question.
Why pursue it if there are better and easier ways to achieve the same results. Like I said give me a logical reason why.
Better and Easier? Legendary should be directly tied to someones right to have one. Making the precursors being so easily bought, makes Legendary becoming more of a Rich Boy exhibition item, instead of the reward of the hard work that a Legendary weapon status implies. I don’t like the way that is now, but that don’t mean that we should make them accessible so easily.
Btw, There are tons of explanations on why and how, and neither is more logical than the next one. Implying that is the only logical one, isn’t quite truth. I admit that your point is a possible outcome, but a wild guess still, nothing more!
… There isn’t a logical explanation beyond that …
The owner of truth has spoken! /sarcasm
ETA on the scavenger Hunt, ANet style – When it’s ready or when they are forced to release with a lot of bugs!
The best commanders imo are the ones that can lead the masses and don’t take unnecessary risks.
Worst classes to be commander options (imo, obviously):
-Thiefs – A stealth approach don’t work very well when you have a small icon on the map. Spies can see them too…
-Mesmers – Mesmer relies to much on confusing the foes. Sometimes the allies will be confused too and follow a clone into the death trap.
Best classes – Guardians, Necromancers, Rangers. They can be very good at assaulting and defending. They have a good survival (which is needed to make the front line stick there. When the commander dies, and goes to spawn, the force will go there too, just to follow the commander). Support (Boons and Conditions) always are a good thing!
As for all other classes, i don’t have a solid opinion about them, so i better leave them out this analysis.
Hello everyone,
Legendary weapons are hot subject nowadays. Being Guild Wars 2 lacking some end-game goals, Legendary weapons means the “end-game” goal for people. However there is some controversy around this precious items, specially in the process of getting them.
Legendary weapons should award the mastering of the entire game, and should be directly tied to a effort factor. At it’s current state it is both a combination of luck and gold, nothing more!
Legendary should be made by a combination of:
- Jumping puzzles tokens;
- Crafting tokens;
- Dungeon tokens;
- Map Completion;
- Achievement completions;
- Karma tokens;
- Badges of honor;
- Story-line completion;
- Gold;
- Luck (as in mystic clovers).
Although some are already needed, they made them in a such poorly design that makes you buy them out (gold spent – probably need to buy gems to trade for gold) or grind like hell, instead of earning them. Most players wont even consider getting one (not even in a long term quest) due to the grind that it needs…
- Jumping puzzles are hardly being done and probably never repeated.
- People rush into map completion just to get that reward.
- Crafting using other things than T6 mats is worthless, and these are incredibly hard to find (extremely expensive also).
- Achievements? For what? Glory of achieving what? What does that benefit me? Pride?
- Dungeons? Only for the looks? For the stats? Make them needed instead of that mass flood of FotM. That LA Spam is crazy…
Also i can’t understand why there are weapons that have 2 versions of a legendary and others just one? A “white knight” looking warrior/guardian can use the sunrise, and a “dark knight” can use Twilight. However, a Necromancer that summons the dead, can only use a rainbow effect staff… -_-
So what do you think of these?
Discuss please (don’t turn this into a flame war)…