Deleting posts… does this actually have any consequences for the person who wrote these posts? I’d rather see a message “xy’s post has been deleted for xy reason” than having a post disappear without any notice.
Why is there so little functionality in this forum? Why so much emphasis on simplicity? Reddit makes it possible to downvote trolls, in other forums you can vote on an answer, etc…. all of this quite needed in a community where trolling can really hurt the experience in the forums/the game (imho).
I would never suggest to ban someone though, I just think those individuals need to remember that it’s funnier to troll the game you’re actually playing.
You shoudn’t troll any game. This is just bad behaviour which needs to see consequences.
Now now calling people trolls and asking them to be ban is just a bit too much and impolite.
There is a post history on every user, it is pretty clear for quite a bunch of users that these have absolutely no intention on constructive feedback, but repeatedly state how lazy Anet’s developers are and how they don’t care. Respect? Nada!
There should be at least a system to infract those people and with continued infractions a ban has to follow.
People behave like jerks, because they can. When Martin Kerstein announced how they would deal with those people a year ago, I was quite happy. Now a year later, there is little left from this intention (seemingly).
trolling
deliberately arguing with complete fallacies (GW2 devs don’t care; Devs are only out for money; Devs are lazy;…) on forums, comment threads, or message boards to get leets and other users kitten ed off by the troll’s “ignorance”
Are you confusing trolls with negative feed back?
I’m not. Constructive feedback I welcome, but trolls who just give destructive feedback I really can’t bear any longer.
I would really welcome options in the forum to make constructive feedback-givers much more visible to the community while banning those guys who obviously have no good intentions at all.
It’s really annoying to see trolls all over the forums, posting hate-comments again and again without being banned from the game and the forums. What happened to the early intention to get rid of this unhealthy part of the community?
Why is there no system to infract people for talking agressive offensive and insulting the developers? I don’t get it. Peoples posts get deleted when they are saying anything to other players (most of the time) but when someone speaks of Anet in a not appropriate tone, does the player get banned? no.
I’m tired of defending Anet. Nothing happens to trolls, they claim they don’t play the game anymore – why not ban them..? they wouldn’t care if what they say is true.
The community developed to a really unhealthy environment for fans of the game which makes me really sad.
I don’t like the rotation the way it is implemented. I haven’t played a minigame since they did this, which makes me sad.
To give incentive to play specific minigames, why not giving increased rewards for winning to a specific game on a certain day. E.g. Monday you’ll get better rewards for playing Southsun Survival while you still can play any other minigame.
Some people would love to see a personal story they don’t know already with a profession they really like. A insta-80 character could do the missions in one go without the interrupts by leveling. It can be annoying having to do something you already did 10 times again and again, even though you are only interested in the missions.
Other people have made the wrong choice and may be unhappy (e.g. because of armor-clipping on Charr armor). There is no race-change option so this would be the next best thing for those people.
1st there is already an item to jump you straight to 20 that you get as part of the character birthday gift.
Second your overall plan is flawed as first dungeon requires lvl 30 story 35 explorable.
Third in just doing most of what you said will have already leveled you a significant bit. 32 dungeon runs will net you roughly 30 level alone.
You’re not understanding. The achievements are of course accountbound, so with one thief at 80 and those APs you could create infinite lv.80 thieves.
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EQ2 introduced a system where you can now promote low level characters to a high level. I don’t like the system but I like aspects of that idea.
The reason why I’m against this: Having played hundrets of hours with a guardian does not mean that you have any idea how to play a thief. The levelphase is a lern-to-play-your-profession phase and shouldn’t be skipped imho.
However, in my opinion it should be able to promote a new character to a certain level, but only if you prove that you know how to play that specific profession. Here’s my idea:
1.) give each profession profession-specific achievements. These are tiered.
- profession xy has played 8/16/24/32 different dungeon paths.
- profession xy has unlocked 1/4 (1/2, 3/4, all) skills
- profession xy has unlocked 1/2/3/4 weapon master achievements
etc.
2.) Now you can promote a new character to a certain level, depending on the tier you’ve unlocked with that same profession. You can’t promote a character to lv.80 if your other character of the same profession isn’t 80 yet, though. The highest level of the profession determines the max. level of the promoted character.
all tier 1 achievements —> promote to lv.20
all tier 2 achievements --> promote to lv.40
all tier 3 achievements —> promote to lv.60
all tier 4 achievements --> promote to lv.80
Examples:
I have a lv. 73 Guardian. He has reached tier 2 in all profession specific achievements. Now you can promote a new Guardian character to lv. 40.
I have a lv.64 Necromancer. He has reached tier 4 in all profession specific achievements. Now you can promote a new Necromancer character to lv.64. Not lv.80, since the highest Necro is only lv.64 – which acts as a lv. barrier.
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another worthless topic. “Anet doesn’t fix the long requested problem xy mimimi”. Obviously it’s not that easy to fix, but I guess you know more about the development of GW2 then Anet themselves. Personally I couldn’t care less and I’m quite happy with a bigger variety of options.
I have to admit, I don’t like the look either
on the positive side: if the stats from the chatcodes are correct, these sets are only 1 point above current exotic gear. This would be awesome.
There’s no “RPG” in Guild Wars 2.
You’re watching a story unfolds before you, end of the line. After that, it’s all about festivals and attempted murders…which, in a certain way, is kinda nice XD
it’s not all bad though. The bazar of the four winds had great subtle lore delivery and Queens Gauntlet’s storytelling was a small step up, but in the last 2 updates it’s getting worse again. It’s the fluctuations which are driving me nuts. AND the fact that npcs in the existing old zones won’t get updated dialogues.
I agree with Vayne 100%, this isn’t doing it for me. The game is top notch on most aspects, but lore-delivery and storytelling isn’t part of it.
Yes, I know that Anet is currently working on a system which gives us a overview of the living story, but personally I think this just isn’t enough. Writers… what are you doing currently? Almost no dialogues with the Tequatl release. Almost none with this one.
Is it too much to ask for, to get good stories in my mmoRPG? Seriously: get some writers to work on the npc dialogues in the game, please. It seems to me that map-designers who are great at designing maps are writing this dialogues.
All Anet has to do is say something along the lines of:
“This is not the general opinion of Arena Net, and we want to make sure this is only a person speaking, not the company as a whole.”
If something had to go wrong, well it’s up to the dev at fault to correct his/her mistake.
Will we see this ? Probaly not.
do you actually believe that this is the opinion of 1 dev only? Anet just shows respect to the people by not throwing their frustration on the players who act like children out of pre-school. The players instead… well, you know the story.
some true words spoken… Developers are only humans and it’s just counterproductive to go rage all over the place.
[…]Truthfully, I think most people know it’s irrational to say things like, “ArenaNet absolutely hates World vs. World and wants it to fail,” or, “I don’t think ArenaNet cares at all about Rangers and it may as well just remove them from the game” (both things I’ve seen said). That’s anger, disappointment and frustration talking, and those things breed hyperbole and make the people who appear to be causing the anger, disappointment and frustration seem like enemies. […]
just read the rest of this great article
Why?
Because they don’t want a fragmented playerbase. If they continue this way the number of dungeons would become too high and players wouldn’t find other people to group with anymore. 32 paths is already a quite big number for dungeons.
Why not remove the at least played dungeons (probably because players don’t like it) and give us a high quality dungeon instead? Personally I like it a lot.
PS: would you prefer the route of minigames? Each day only one of the 8 dungeons is open for players. Meh. What I’d like to see though: increased (and I mean considerably increased) rewards for a specific dungeon each day, in rotation. This way players would likely try new dungeons and don’t repeat the most-rewarding each day.
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I see apologies from one side (Anet), I do not see any apologies of the other. Looking at the chat in the OP-picture those people should be ashamed to talk like this, and their guild leaders should apologize on their behalf.
We all know that WvW was supposed to balance itself by having teams who are losing dramatically vs. 1 server team up and take on this enemy 2 vs. 1.
In theory this sounds fine, but in the open field imho this doesn’t work very well. There is no system to support this. Both enemy servers have red nametags instead of each one with it’s own colour.
maybe one or the other suggestion would make it easier to form alliances in order to have WvW balance itself properly.
plan A.) each server has it’s own nametag-color. Enemies aren’t only red anymore. Now it’s much easier to know who is attacking whom
plan B.) the most prominent guilds / biggest squads can form alliances against the leading server. 2 servers would become allies which can’t attack each other by accident.
what do you think? Can you think of other ways to help servers team up with other servers without the possibility of griefing their own side (like sending supply to an other server which means you’re weakening your own side)?
I just wish all the loud whiny guys who claim that they will leave the game actually do. The community would be so much better without them. It’s like watching kindergarten… and just because a Dev. states that he doesn’t like how griefers are griefing a game mode people blow things WAY out of proportion and leave Anet no other choice then apologize. Honestly: Anet should back their devs up, griefing is NOT ok period.
GvG when the match is decided and “no one” is playing any more? Just no. This is just stupid. You don’t let half of your soccer team play basketball in the last 15 minutes when the match is decided. You simply wait till you get your basketball court and leave the soccer court to people who enjoy playing soccer.
So the players further south than south camp are giving you a hard time?
People who blindly accept corporate promises are worse than that.
yes, because they take the space for other people who want to play the game as intended. I don’t say everyone who enjoys GvG is like this, some of the players might wait till the servers aren’t full so no harm here. On the other hand there are people who GvG when servers are quite full… that’s when I talk about griefing.
The real issue is an Anet employee discriminating against a community within Guild Wars 2 for absolutely no reason.
a community which is griefing the players who want to play the mode as intended. Anet already mentioned that they are working on ways GvG can be implemented. People who ignore this are just stupid.
If PvE duels are implemented, I’d hope they’d be restricted to an out of the way location (the Bane seems like a good place for player duels).
it would be nice if there were some of these arenas with different style where we already have small arenas. In the east of Gendarran Fields for example there is a arena-themed location. People know these places and wouldn’t have to use guides to find those.
I don’t know the Bane by name, where is this?
Edit: ah, that place in the Black Citadel… could be interesting imagine a king of the ring tournament against other players there. Awesome.
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or they could add arenas, where players can challenge other players AND NPCs (like Queens Gauntlet). Anet could do so much with this system. Example: find a hidden NPC somewhere in the world (a drunken swordmaster for example) and challenge him. You would then meet in the next hour in the nearest arena where this boss would fight you. These NPCs would have unique skills like the ones in Queens Gauntlet, and no other player can enter that arena.
Make these bosses roam around like the guild challenge bosses, so it would be exciting to find these without being able to use a guide. (or simply make it possible to challenge these guild mission bosses. They would appear in those arenas for you while having the other version still wandering around like before for guilds who enjoy guild missions).
Exploring the world would feel more rewarding.
Players could open single battles against other players, whole tournaments or king of the ring matches. So much potential, the system is already there: Queens Gauntlet mechanics, but with invisible walls around the arena pit instead of the weird dome.
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I also like to add that looking at statistics to find out if this hunt was successful could be a big mistake. Players do all kinds of stuff for achievements and a specific reward. That doesn’t mean that they enjoyed the way.
The goal of this activity is to find 10 dragon-items at specific locations of a map.
positive imho:
-) you are rewarded for exploring the map
-) you may encounter events you haven’t seen before on the map
negative imho:
-) there is absolutely no indicator on where to look. No hints. Wasn’t it in the Southsun Scavenger Hunt where you got clues on where to look?
-) there is no lore connection to the specific items/locations. Mad Memoirs in last years Halloween event was a prime example on how to do this right. Riddles, hints, NPCs who tell interesting story-bits,… Also the Flame and Frost scavenger hunt had small but fine little stories about the items you were looking for.
-) only few interesting ways to reach the items. Lessons from the sky was the most fun implementation to get to hidden items.
-) it’s temporary so people might feel the need to skip the doing-part and simply look up locations on dulfy.net
all in all I can see a pretty big fall of quality in scavenger hunts. The latest one looks artificial to me, shallow and not that interesting compared to quite awesome ones.
nontheless I like that Anet doesn’t forget to add things to do in the open world, since exploration was the biggest selling-point for me personally. I just love roaming around and find things in the world.
I’d love to see an increase of stacksize to 1000, those mats are getting more and more and why would we need collection tabs in the first place when you can’t use them once full?
http://www.reddit.com/r/Guildwars2/comments/1ml6ot/official_dont_nerf_the_dragon_thread/
no it doesn’t need a nerf. At least 2 servers have killed Tequatl at the moment and most participants felt like it was the most epic experience they had in GW2 period. And this only on day 2.
sorry, wrong wording. I meant: why are there no events in big cities, like there are in Ebonhawke? DR, BC, Grove,… all silent.
Did you even read the thread? This isn’t demanding updates to our current legendaries. We are demanding the updates which were promised in the patch notes and live stream. The footfall effects never got updated.
in leaked patchnotes? Seriously?
also, what right do you have to demand anything? you’ve paid the core game, updates are in the hands of the devs, which can (but don’t have to) get their ideas from the forums
well Anet wants the players temporary in few specific zones so that the world feels alive. They don’t want to split the playerbase too much. We can see the results in the living story design (main things happen in few specific areas like Lions Arch (Dragon Bash) or Divinity’s Reach (Queens Gauntlet). We can also see this on the daily-achievement design (kryta killer etc.).
In my opinion the world exploration should have other incentives (which aren’t necessarily achievement-only related).
- Example could be guild-created events which are announced ingame (guild missions like content but with the same gameplay & rewards for every player). People could go to announcement boards to see where events will start.
- such events could also be NPC-initiated. A small portal opens to the hourly “expedition” and you follow that npc through a small portal into a random zone where you can accompany him on bigger eventchains with exploration-specific rewards.
Both of these methods would bring a lot of people to the same (low- mid- or high) level areas. Both of these are also permanent content – non living story related, so that people have things to do when they are done with the weekly living story updates. Those expeditions could reward you with a zone-specific progression which would lead to new skins, bags, finishers, new challenge missions for solo+group players (e.g. time trial of the local jumping puzzles),…
+ add sets of collectibles / artifacts to the open world. Things that spawn rarely and leave you excited once you find such a rare piece. This would encourage people to roam around instead of waypointing everywhere.
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why fixing what isn’t broken?? A lot of people worked for exactly those Legendaries because they are what they are. Everyone had access to youtube to take a look at the animations of the weapons… why whine now? O_o
Dear Dev
Why does it cost me so much to use a portal – I helped save the world should I not get a discount.
dear noctern
we need regular gold sinks in the game and waypointing proved to be among the best. Players love to teleport from one metaevent-boss to the next and are able to farm quite a bit of silver that way. It’s our way to balance that.
you could give the alternative a try. Running. You actually might encounter events which you haven’t experienced before.
next question:
dear dev
Why are there no dynamic events in the big cities like there are in Ebonhawke? I love that gem of a city.
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you get a chest after each 25% healthdepletion of the boss, + a bonus chest for defeating him. This would make 5 chests. + the bonus chest has the best chance to get an exclusive tequatl-themed ascended weapon and a tequatl mini. Furthermore there are quite a few achievments for this encounter which reward you with achievement points and an exclusive back-skin (Tequatl wings).
First a person names a question about something you wonder why it’s implemented that way.
The next person now puts himself into the shoes of a developer and tries to answer with a (relatively) satisfying answer (the answer he thinks a developer would give).
some rules:
-) no answers like “because it makes money”, but gameplay/stlye related answers.
-) only 1 question at a time
-) you can only ask a question, if an answer to the previous question was given.
-) real dev-quotes are the best answers possible. Add the source!
-) don’t be afraid to give long answers. YOU are the developer who tries to give a fair and honest answer…
-) trolls should be ignored
example:
Q: why aren’t gathering nodes scaling with your true level? Give us T6 nodes in Queensdale when we’ve reached lv.80.
A: We want to make sure that players can gather low level crafting materials at any given time. Some people enjoy leveling their alts with crafting, so it makes sense for lv.80 players to gather those low level mats somewhere. Also T6 mats should be more difficult to get, so it makes sense to limit those to the difficult zones in the game.
so let’s go
First question: Dear Anet dev, why is supporting in GW2 as inefficient as it is at the moment? Some professions have support-build-options but healing power scales very poorly.
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what I would like to see:
- each profession can support equally effective
- support is actually needed and doesn’t slow you down
…and support shouldn’t mean giving more dps to your team. It should stand for avoiding damage and/or provide healing. I wouldn’t like Guardians being the new Monks. Guardians should only have a bigger variety of being able to support, not a “better” way to heal allies, imho.
A support build isn’t viable if other professions can do the same thing much much better.
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but what do you expect? When playing in small groups every skill is absolutely usefull. When in a zerg 100 people are bashing an enemy, of course it doesn’t matter if 20 people spam 1. If every player could CC a champion, no single champion would be able to do any action at all anymore. Defiance is there for a reason.
It’s nice to see a bit of positivity here in the forums, too much trolls are exhausting lately… especially since people sell troll-posts as “opinions” and no one removes them to get a healthy constructive playerbase.
@OP: great posts, I agree with all my heart. Yes, there are problems, BUT yes: there are developers who listen to us and work on these problems for the best possible experience. People forget that it actually takes quite some time that we can see the reactions of the developers in the game.
I wonder if the player reaction was like expected. It’s interesting how masses of players often find ways to play new content which doesn’t seem like intended from the devs. Pro: devs will learn a lot for future mechanics. Contra: Players may feel like guinea pigs and content seems less polished. I’d like to know how many players are in the testing-sessions before an update goes live.
In Guild Wars 2, the monsters raid you.
Also, check out Guild Missions
It’s disturbing to me that someone with the title “Game Designer” equates raiding to Guild Missions.
It’s also disturbing that people like you seem to lack the knowledge that Guild Missions (not all) can be difficult and need the players to comunicate… hence very close to raid encounters.
This is what I keep saying. The reward you get from the amount of time, effort, and coordination you have to put in is way out of balance. Do people honestly think the majority of people will do Teq every time he is up (with a very, VERY good chance at failing him still) when they could do 2, 3, or 4 other world bosses in the same time frame?
I can’t follow you. Tequatl offers the same reward as a normal dragon encounter every 25% of his healthpool. On top of that a bonus chest. So 5 chests instead of 1, which lasts not longer than 15 minutes.
Coordination? Just use the lfg-tool, join a team (e.g. finger killing group) and do that stuff… a 10 year old child from one of my classes could do this.
Also, as these guys are pretty much the source for dragonite in any appreciable amount…
I really, really wish we had an alternate source for reasonable amounts of dragonite ore. The world bosses do need unique rewards, but not everyone can sit around waiting out spawn windows. In any case, right now the bloodstone dust and empyreal fragments are far easier to obtain.
http://wiki.guildwars2.com/wiki/Dragonite_Ore
WvW Castle & Keep Lords
2 Guild Missions
Living Story (Scarlet’s invasions)
5 Orr Temple Bosses
Meta Event chains
quite a few options for Dragonite Ore apart from World Bosses, if you ask me.
will something about the event-notification change? Scarlet’s Invasions had (have?) a worldwide notification. What about dragon notifications? Will we have to use external dragontimers?
idea: escorting a dolyak increases the amount of supply you can carry for a limited time (e.g. 1 hour). So escort the dolyak (stay in it’s event circle) for 1 minute increases the amount of supply you can carry for 2 points, for example.
This only works when and if players are actually there. Currently, defending a dolyak can mean fighting off a wave of enemies or escorting them without seeing anyone. It should provide a reward either way, but we can’t do the latter in any good way currently.
what if the dolyak drops some rewards along it’s way? (like the skritt-burglar event)? This way everyone who’s there at the time will get the rewards. The dropped bag will be for everyone of course.
another question: can the system track heals to a npc/player?
it may be news to you, but the event fails if he isn’t killed in 15min. People will adapt
Those 2 are different because they use an npcs health. They are not in any way hard. Tequatl is just going to get run over by Zerg Wars 2.
Imagine those cartoons where a person is standing in a doorway and you see a massive group of people just run over him. That person is tequatl.
Tequatl should be balanced for about 80 players. Queens Gauntlet server-capacity was about the same, if I remember correctly… so they probably start overflows if there are too much players there to zerg him down.
You should take a look at the youtube video of the battle, seemed pretty challenging to me. The group failed, battle is on a timer and has some nice mechanics.
I agree with König, your pace is a bit too fast and a lot of players & developers would like to see it a bit slower. How about 3 weeks?!
A suggestion how you could improve lore distribution: having npcs/static books in the world who/which tell stories is ok imho (still better than nothing at all), but it would be better if each of those dialogues would unlock an corresponding entry in a compendium. Here you would have these entries sorted in chapters in an order that makes sense and people would see which lore tidbits they still haven’t found.
You mentioned a page limit to these ingame books. A simple solution would be that you make more than 1 volume. Split up longer stories to a few volumes and you’ll never have to worry about the page limit. It also makes it more interesting, because people have to find each of the chapters first in order to get the whole story (—> collectible, great). Important: it should be easy to read these in the correct order, so static books which you can’t take with you in different locations would be bad.
If you only knew how hard we’ve been working these past six years…
I want to believe that, I really do but this interview happened:
https://forum-en.gw2archive.eu/forum/game/lore/Angel-McCoy-Interview/first
I don’t get it, can you clarify what you mean? Angel talking about magic in Tyria somehow related to the devs working the past six years?