Showing Posts For Marcus Greythorne.6843:

Increasing the interest to do events

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

made this suggestion before but here the short version:

Reward players for doing a number of different events per zone. So if we have a zone with 30+ events, there would be an achievement: finish 20 unique events in zone xy with a gold-medal. Once you reach the number (here 20) you’ll get a guaranteed loot-bag, which would be slightly better than current champion loot-bags + the achievement resets.

Further idea:

  • grant a zone-token for each completion of this achievement. Nice zone-specific skins, bags and gimmicks await your purchase using these tokens.

Why?

  • so people won’t grind the most effective events over and over
  • so people get rewarded for exploring the zone and finding “new” events
  • so people come back to low level zones again, since rewards are unique to the zone (similar to the token-system for dungeons)
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I don't like this update

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

something that became clear for me with this update: you can’t create challenging (= fun, at least for me) zerg-battles. It’s not possible.

Yes, enemies use anti-crowd control skills. Yes, many players (mostly melee) die during the battle. The fact is: it’s entirely possible to play as a ranged character and spam 1 the entire time. Maybe a few players need to put in some effort to defeat those champions in order to make the crowd win, but most players don’t have to do anything other than 1,1,1,1,1,1,1,1.

I think Anet has done what’s possible to make those battles fun, but… meh imho. I’d rather have challenging battles with groups of 2-6 than zerg-battles since in small groups you really have the feeling of contributing. In small groups YOU make a difference. I don’t see that in zergfests.

So how would I proceed if I were a developer? Making sure that such large groups of players aren’t at the same place (which can mean a lot of things, like a different dimension in the same space e.g. etc) at a time. An idea:

example
Shatterer: defeated players respawn as crystal phantoms. Since Anet doesn’t want PvP in PvE environments those phantoms are invisible for the living human players. They can support the Shatterer though. They can heal Crystal champions by collecting human souls from player-corpses for example. They can “heal” the crystals which trap human players to heal the shatterer, so those won’t go down as fast also. etc etc. If the shatterer wins (or stays alive longer than x minutes) the player-phantoms get their own chest & reward too.
tl;dr: spread zergs into different groups, even different sides, and give those different objectives.

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what's the plan with karma?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

yeah but these are in since release I wouldn’t mind if they’d give us updates now and then and wonder why there is nothing (?) new. Maybe it’s the fact that you can buy prestige objects with real money at the moment (gem → gold), like the new champion skins.

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what's the plan with karma?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

So we have karma as currency but quite few items and rewards to spend it on. It’s a interesting currency since you can’t trade it with others – so it would be ideal for rewars which are prestige objects which show other players that you’ve not bought this stuff with real money etc.

What do you think is the plan with karma? Why do we have so little to spend it on?

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incentives to do world-content again

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’ve started a Reddit thread and we got a couple of interesting suggestions:

http://www.reddit.com/r/Guildwars2/comments/1k0shg/which_incentives_would_you_design_to_make_people/?sort=new

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Short Story: Delegation

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

nice character development, I wished it would be ingame though…

I don’t get it why storytelling is so rare in living story updates. I think the new cutscene + NPC chatter is really good in the current update, but much too short imho. Posts like these implemented in the game-UI could be quite a big tool to help players build a connection to the characters.

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(edited by Marcus Greythorne.6843)

I don't like this update

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I think a part of the problem why some people don’t appreciate new events in the old zones is that it’s not easily obvious that those are there and there are little incentives to explore zones again once you have the world completion. A lot of times when you go through zones no events are up near you or just the ones you already know.

If I remember correctly one of the events you are talking about is the event about the guild Modus Sceleris. I tried this event once, weren’t successfull and that’s it. It was awesome but I didn’t came by this area again.

At this time it felt also normal that the world was being expanded with events since it was exactly what Colin told us would happen. (I’m a bit sad that this stopped actually).

A suggestion how I would introduce new ways of going back to lower zones would be frequent field trips with a certain NPC which start in a fixed spot and lead to interesting places all around the world. You could then add this trip to the daily achievement rotation.

example: you go to the center of Divinity’s Reach where a NPC (orange dynamic event marker on the map) calls out: “the next field trip starts in 4 minutes”. He would then open a small portal to the borders of a random zone where you follow him to the start of one of gw2s longer event chains. People now can experience a chain from start to finish. While you stay in the orange field trip event marker during this long chain, you’ll get +300 magic find also, so that people have incentives to stay till the end of the chain + a guaranteed reward.

Some of these events also might be meta event chains which are forgotten by the community. These field trips start every 5 minutes in a known spot in the races home cities.

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Did you not learn from the clocktower!?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

…where the only way to win is through trial and error, I don’t think I’ll stick around.

not true at all, you can watch the battles from above and you could talk to people who’ve done the fight also. It’s actually awesome design, gambits are quite fun also… so you can make lower tier enemies more interesting.

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Did you not learn from the clocktower!?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

agree with Smooth, this is one of the best things that could happen to GW2: challenging Solo-Player content which is not a jumping puzzle. I love running with huge groups, but I also love a change of pacing here and there… and solocontent is ideal for this. Once the personal story is done (and it wasn’t that difficult) there is little PvE-battle-challenge left for lonely hours.

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no temporary rng for new weapon skins?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

This is new. We have new weapon skin rewards in the current release:

  • Sovereign Weapons: clockwork cogs which drop at a decent rate. Awesome! Had 1/3 on day 1.
  • Champion Loot skins. Yes, it’s RNG, BUT it’s not temporary rng. Halleluja!! I’m so happy with this. I’ll gladly farm those on my own pacing.

I hope I didn’t miss anything. No more temporary rng skins in this update?! Thank you Anet!

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Love the Sovereign Dagger and Focus

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I love the sword, as well as the purple champion-drop sword… awesome design!! Agree, thanks designers!

edit: I forgot to mention: the current system to get rewarded with new weapons skins (clockwork parts, champion rare drop) is far superior to that previous temporary RNG. I’m so happy to farm that purple sword on my own pacing; and the sovereign sword is easily achieveable by a fair “token” system.

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(edited by Marcus Greythorne.6843)

I don't like this update

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’ve tried for months and I have finally given up.

the more nonsense I read from you, the more it get’s obvious that you’re just trolling. Took me 10min in gw2lfg last time to find a group, all of the players laid back and easy going fellas… was quite fun.

you’ve mentioned “for months” a few times now, what I think: you haven’t played that content “for months”.

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I don't like this update

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

disagree with the OP, this update is pure fun for me… not because of the rewards but because of the neat design of the gauntlet. I haven’t tried the other features (baloons, torch-race etc.) yet but I really love the solo-player challenge.

And I hate to see it gone soon

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Thanks, ArenaNet!

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I love that stuff, challenging PvE-battle content where you don’t need to be grouped. THANKS!!

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Any gauntlet experiences yet?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

do I lose my progress if I switch back to tier 1? Is there a list of enemies to choose from?

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Only 6 domes ???? why no instanced ??

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

tried it, waiting time almost non-existent when I started. Later I had to wait a battle or two, (less than 2 minutes each) which was interesting since I learned something about the enemies.

Lol at all those who whined they need to wait 25minutes.

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would story-driven quests be bad?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Every event is story driven is just not put in a neat manuscript pdf for you to read you got to “play” the story and be part of it and not just sit back and read. That the different between video games and books/movies.

let’s see. I’ll take a rather later release since you can expect that dynamic event implementations improve over time.

Southsun Cove:

Events (from the Wiki)

  • Help Lionguard Demolitionist Varrv plant explosives in karka nests (80)
  • Help find missing Consortium property in ruined camp and skelk nests, and kill local reef skelk (80)
  • Bring karka eggs to Owain (80)
  • Help Advisor Zakk repair his golem and reclaim his training area (80)
  • [Group Event] Kill the reef shark in Sawtooth Bay (80)
  • Kill the reef drake broodmother threatening the Lionguard (80)
  • Patrol with the Lionguard to secure the road (80)

Nr.1: Help Lionguard Demolitionist Varrv plant explosives in karka nests (80)
Dialogue Text:

Lionguard Demolitionist Varrv: “I’m ready. Someone make sure to keep those skittering horrors out of my way.”
Lionguard Demolitionist Varrv: “Our roles are simple: I set the charges, you keep those creatures off my back.
Lionguard Demolitionist Varrv: *”I wish I had something clever to say right now."*
Lionguard Demolitionist Varrv: “Get back! It’s about to become uncomfortably warm in here.”

from the wiki it seems that’s the whole dialogue

Nr.2: Help find missing Consortium property in ruined camp and skelk nests, and kill local reef skelk (80)
Dialogue text:

Adviser Lorcan: "I understand your concerns, but the travel package clearly states, “No refunds”. I can, however, offer you the Consortium’s heartfelt thanks for your patronage."
Advisor Okk: “This site is the outcome of an unfortunate project. Forensic retrieval is ongoing. We appreciate your discretion.”

is there even more to it?

Nr.3: Bring karka eggs to Owain (80)
Dialogue text:

Want an omelet? You’d better get cracking! Those swarming critters or their nests, that is, not the eggs. I’ll handle those.
Starting event:
Owain: Who’s hungry? Bring me the eggs from those creatures and I’ll whip you up a taste sensation.
Upon receiving enough eggs:
Owain: The Griddle’s fired up. I just hope I have enough eggs to feed everyone.
After making omelets:
Owain: Great! Now there’ll be plenty for everyone. Oh yes. (giggles)"
Owain: Wait until you taste this. There’s nothing like it back in-back in Tyria… (cries)

… mmmh

Sorry I can’t go on with this. Can’t wait to find out which story drives the reef shark event or the broodmother event.

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(edited by Marcus Greythorne.6843)

Only 6 domes ???? why no instanced ??

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Well, in fact, there is a bunch of mobs waiting at the entrance. So… just go do something else while you wait.

If I WANTED to go kill mobs sure, Ill go kill mobs, but I WANT to play Queens Gauntlet. Thats like saying… oh you want to do this dungeon, well other people are in it go pvp till its open.

and you really think you’ll be among 75 other players who all just want to do QG instead of the 6 huge groupevents where people can farm champions? lol. I’d rather say soloplayers will be the minority in there and waiting times will be quite minimal.

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So... everything in this patch is temporary

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Soon, you won’t need to ask “is this permanent or temporary?”, you’ll simply be able to look at story specific parts and know the story goes away when it’s done, and the playable core content remains and changes based on the outcomes of the story. As a player, I’d rather login and experience an event knowing the outcome and the results of the story will create content I can see and experience for years, than have it all go away 2 weeks later, and have no impact.

So basically what you did with Southsun Cove? Story-related stuff like the battle against Canach or the story-instances with Kiel go away and we’re left with changed or new events? First we had an abandoned island and now we see the changed island with new structures, a few events and a new meta event going on.

I wonder how this would look like on maps which already offer a certain amount of events. New events happening between existing events sounds good.

The thing which leaves me a bit confused at the moment: the living story content (which goes away) seems more quality to me than the things which are left behind (like the few Karka invasion events without any storytelling at all… ). From the current experience that stuff is much more indepth than the “leftovers”. This would mean that the amount of “leftovers” in the game grows, not the amount of quality content.

I feel a lot of people would like to see quality story-driven content, apart from the Living story. Quests that tell their own little closed stories (which would be permanently so that you can do these on your own pacing). So to say "classic open world content with story telling, which I haven’t seen in the latest implementations of Dynamic Events:

https://forum-en.gw2archive.eu/forum/game/gw2/would-story-driven-quests-be-bad/first#post2559025
http://www.reddit.com/r/Guildwars2/comments/1jpeet/would_storydriven_quests_be_bad_for_the_game_mad/

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So... everything in this patch is temporary

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

That doesnt prove anything…. They could just NOT remove this content… And it would be permanent

well something will happen to this area after the upcoming month. I really doubt that there will be another great collapse and everything looks like before.

The whole new area after the current one is probably already built. Maybe it’s not too different to the gauntlet after all. Hmm we’ll see.

I really would like to see everything permanent, but considering it takes time to create stuff we have to be aware that future content is already built and being tested on.

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Only 6 domes ???? why no instanced ??

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The majority of these posts are all hate for the developers who work hard to bring us what I believe is a really great game. If you consider the money-to-playtime factor, this game is one of the best. $60 has kept me entertained for months now. So my advice to you all is to chill the f*** out and enjoy. Guild Wars 2 is not a way of life and you should not treat it so. If it stresses you out this much when new releases are not exactly to your specifications, then you need to see a psychiatrist or someone of a similar profession.

End rant.

well I certainly don’t hate any of the devs, I love the game and play it since release. The thing is: we’re offered something that has rarely been in the game until now: Singleplayer PvE content which seems to be challenging. So I’m very happy that the devs think about people who are all for that too.

taking it out again hurts a lot. It seems like a decision from some of the big bosses, while the designers cringe anytime something from them is released and taken out of the game again. If you’d create new content, wouldn’t you love to see it in the game forever? You could also work on “your baby” and expand it in further updates.

If this is all about policies… meh.

But you’re absolutely right, it was a spontaneous reaction to post here although none of the content is released yet. I will wait and see how it turns out. It’s not fair and you made me feel actually guilty about my comments now.

I still wonder though how big the game would be without the LS.

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Where is the non-temporary PvE Content?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

imagine GW2 had no temporary content at all… how much content we would have actually. My frustration about giving players who enjoy solo-pve-challenges time limited content makes me hate the Living Story.

Think of it, if devs wouldn’t have spent time working on the Living Story we would have seen improved dynamic events in all the zones, maybe even with compelling small closed stories. We would have 300 events in a zone where the game started with 100.

If I could vote for or against Living Story at the moment, I’d absolutely give all my voting-tokens to classic style content. New stuff every 2 weeks which is permanent… wow that would really be impressive.

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You want the Crown Pavillion to be permanent?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

why not leave it there and add new enemies/contenders over time? Why not improve the whole Arena over time?

I know little solo-player challenge other than jumping puzzles in the game. Now we get one and it get’s removed again. I’m extremely frustrated at the moment. (Not only because I have little time to play this month but rather the feeling that Anet seems to be ignoring our issues with temporary content.

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Only 6 domes ???? why no instanced ??

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Its a cool idea so that you get to watch real people playing, but because they made this content temporary they basically made it so artificially people wont be able to finish.

but can you? I mean: those domes are high up in the air… and closed off. Instanced would seem like the logical choice here. Or maybe I’m missing something. As I understood you’ll only see players falling from above.

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would story-driven quests be bad?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

you’re telling me there are 100s or even 1000s of these story-driven events in the game? Are you kidding me, have you even played the game? Those events are very rare. I won’t go to wiki and link all the events which are story driven since it’s quite a bit of work, but not nearly as you make it out to be.

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Queen's gauntlet - temporary?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

it gives me the feeling that they aren’t listening… I mean the press, the players… everyone seems to be against this temporary stuff. They introduced a new zone with the Labyrinth Cliffs. It makes sense that the airship flies away again, but does it make sense that the zone itself disappears? They could add more content to that zone over time like they did with Southsun Cove. Hell, I miss more events everywhere… I thought they’d add such to the whole game after release. Instead we see little new events, the events we see are very basic (kill waves of enemies) like there has been no improvement over time at all.

I’m curious what happens to the crown pavillion after this month. They can’t possibly just take it away, can they? The challenges would have been awesome if players could do them in their own pacing. This just builds a lot of pressure.

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Queen's gauntlet - temporary?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Guildwars2Hub

As I mentioned briefly at the beginning, the worst part about this content addition is the fact that the Crown Pavillion will only be accessible for a month. I cannot grasp the reason for this as similarly to the Bazaar, it’s some of the best content ArenaNet have made and yet it’s going to be removed once again. Instead players are going to have to rush to participate and complete it. I can understand the Balloons and Beacons being removed as they are temporary celebration items. When it comes to permanent fixtures affecting the world, especially a fixture that is built over the great collapse, I’m struggling to justify any reasoning given.

I fully agree… finally we get some challenging content for solo-players and again it’s only temporary?!? I’m SOOO frustrated at the moment, I don’t know what to say

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would story-driven quests be bad?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Sometimes I really wonder: Would story-driven quests (which tell their own little stories) actually be bad for the game? Developers themselves state that events have little room for storytelling…

…so I think there’s stuff like this missing in the game.

We already had quests in the game. Everyone who experienced last Halloween can probably remember. Mad King Memories: http://www.youtube.com/watch?v=qF_Xltpc_Do

Anet nailed it already, those worked great in the game (I can’t remember a single negative reaction about this), and it had a great narrative, awesome storytelling in it’s own little context. I still wear the backpiece with pride and it reminds me everyday what would be possible in GW2.

please, more of that dear Anet.

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What do you dont like about gw2

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

  • no lore collectibles (Legendaries have no external/ingame lore; no casual relaxing activity to collect lore related stuff;…)
  • bad story/lore distribution system: a lot of people have no idea what’s going on storywise
  • too many waypoints: people jump from dragon to dragon, constantly skipping world content. This won’t get better with champion rewards.
  • events have little story background, developers worry too much about realism. As a player I don’t care if the champion I’ve killed should be dead already; as long it is fun it would work for me. Sometimes I really miss interesting quests.
  • there could be much more events in the world
  • sometimes I come around teaser-secrets where nothing really happens (I assume). Example: The rusted sword in Ascalon next to a mysterious cat and a frog.
  • NPCs barely telling us anything. Dialogues are really short most of the time.
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Dailies - the bane of modern games

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

all those who call dailies grinding: how do you play the game then?

90% of my dailies happen automatically while playing the game however I feel. The rest is just completing a few unfinished ones which lasts about 10min max.

grinding? really? O_o Maybe you should play the game instead of whining about unneccasary “issues” in forums then.

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champion skin farming - my way

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I know it’s too late to change the skin farming implementation, but nevertheless I’d like to know what you think about my version…

First of all we know that there are a lot of veterans in the game, some of them in not very obvious locations. Killing one veteran would give you 1/5 piece of a random treasure-map from any random area in the game.

  • it can take a while to get all 5 parts of a map since you could get the same piece again from another veteran.
  • combine the 5 parts to a treasuremap which shows the location of 3 champions in that zone.
  • only one of those guards a skin. Find the correct one and kill him to get the skin guaranteed. Kill the wrong and you’ll get the skin from one of the other 2.

Why this way?

1.) You can’t run around with a farm-train since everyone would have different 3 champions on his map. The skin only drops if you have the treasuremap in your inventory. The map becomes worthless once you get the skin.

2.) You’re rewarded for exploring the map since there are much more veterans in very different locations. A more longterm-project than directly waypointing to each champion and be done with the farming after a month. You’d get those map-pieces while playing the game… something you collect until you get the puzzles complete.

Example:

Player A kills veterans in WvW. After a month he accumulated 4/5 Queensdale map-pieces, 2/5 Wayfarer Foothills map-pieces, 3/5 Southsun Cove map-pieces,… etc. His friend player B killed the same veterans, also in WvW, and got totally different map-pieces. He completed Wayfarer Foothills just minutes ago. Now 3 champions appear on his WF-map. One of these guards a skin. He takes Player A along, but since only he has champion XY on a completed WF-map, only he can loot the skin.

It was a lot of work, but it’s not too random since he coud watch the progression via. the map-pieces. The more veterans he kills, the earlier he gets his next skin.

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Troll, Wasp, Boar, Oak

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Marcus Greythorne.6843

the thing is: people make their own goals. Currently there is little to work towards to other than weapons/armor which needs certain materials. So people are running around gathering those materials, mostly by killing stuff.

So you run around, look to your left and see a risen. Then you look to your right and see a risen champion. Which one would I battle? The risen has a 50% (?) chance to drop a t6 mat and it takes 20sec. to defeat him. The champion risen has the same or worse chance to drop the t6 mat, but you have the chance for a blue (worth almost nothing) and a green (same). Rarely a yellow or orange. Very rarely. It takes about 5minutes.

Which one would you choose?

So let’s look at it from a different angle: To your left there is a risen and to your right there is a champion risen who guards a gate you haven’t seen before. Which one would you choose now? Now you have a new goal: find out what’s behind the gate.

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Troll, Wasp, Boar, Oak

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

there need to be more incentives to roam around in the area (even after you’ve got mapcompletion) instead of perma-waypointing from one champ to the next.

It’s like people love to skip content because they get more loot because of it :-/

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Waypoint discussion

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

a possible solution to make everybody happy (I guess):

  • leave the waypoints as they are
  • introduce something which rewards you for running around a map instead of porting…

…this could be hidden rare named champions who roam around in disquise (similar to the guild headhunter mission).
…this could also be random spawned parts of a treasure map (completing it would give better rewards than the easy to farm champs)

…and much more possibilities

I really see little incentive to explore a map when mapcompletion is already achieved, at the moment.

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Waypoint discussion

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Are there too many waypoints in the game? Or do you like the convenience to go to each location in an instant?

As I roamed through Queensdale a few minutes ago I noticed a big group of players who farmed champions (probably for the daily/monthly since the new Champion lootbags aren’t online yet). It was a quite hectic environment, the guys and girls waypointed to the champs location, killed it in about 40 seconds and ported to the next one.

I see it’s a great tool for farming champs, worldbosses etc. but is it fun the way it is for you? Sure, you’re getting your loot fast, but this also means that huge groups are at any champion at any time which also trivializes the battle.

Would you be happy with a change to this system? If not, please feel free to post your opinion. Possible changes could be: reduce the number of waypoints in an area considerably. Add a waypoint to each entry of a map and delete the others. Etc. etc.

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I don't really care right now.

in Cutthroat Politics

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

would you rather see screenshots of the human gods or more boring golems? The Abaddon fractal, if played or not, reveals quite a bit of how stuff looks… Abaddon, the gods, Margonytes, the crystal sea,…

this is a vote for lore

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Why do people like Kiel?

in Cutthroat Politics

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Sure I like Ellen, but we’re voting for a new fractal here… of course I vote for Abaddon/Gnashblade.

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2nd of August Exit Polls

in Cutthroat Politics

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

so more boring golem enemies in the new fractal… meh, we could have seen gods O_o

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New human hairstyles?

in Queen's Jubilee

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

because of the lack of decent beards, hairstyles and adult faces for human males I now have 5 or 6 male Norn to call my own. Each of those with minimal muscle and height… they almost look human.

I’d still be interested in the human storyline… I assume this will take a while. I’m not interested in playing a popstar or boy-model at all, I’m more like the worn face Aragorn like type.

no thanks to that:

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Troll, Wasp, Boar, Oak

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’m curious… the way I understood it there are different types of enemies who have different skins. E.g. pirates who drop the rapier etc.

But do lv.30 pirates have the same chance to drop the skin than the lv.70 pirates? And do those “different” pirates drop the same skin?

And how much weapon skins are there? I really wonder if it will be such a big deal. Let’s say we get 5 new skins which are on the trading post from day 1 with prices falling constantly… it seems that those Champion-farming trains won’t last very long imho. Too much people play the trading post and don’t really have a problem farming a bit of gold.

hope I’m wrong

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quickbar - easy access to minis, etc.

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Chrisplosion made a almost similar suggestion once (only for minis), the picture he made is quite nice:

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quickbar - easy access to minis, etc.

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

very short suggestion:

add a 4 slot quickbar next to the minimap, you now would have easy access to a number of items without the need to open your bags:

  • for consumables
  • for minis
  • for instruments (flute, horn,…)
  • for tonics
  • for utility consumables like the new clockwork portal
  • buy slot 5-7 for 400gems each (profit for Anet)

I understand that this would take a bit of UI-space, but not as much as an opened bag would take

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Archaeology

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

example:

Not only ancient lore can be “captured” like this.

You wander around Southsun Cove. You enter the Karka Lair and find the petrified Karka Queen. You go to the section “Southsun Mysteries” and press the “discover button”. Suddenly you can see some objects in the area which can be interacted with. Interacting with the Queen herself unlocks a lore entry about it’s origins and a piece of artwork. Interacting with all the discoverable objects in that small area unlocks more entries and a piece of the Southsun Puzzle.

This can be done in 12 locations on Southsun Cove (and Lions Arch) – where the Karka attacked. Collect those 12 pieces of the Southsun puzzle and complete it in order to unlock all of the lore behind Southsun Cove (which now can be found in the codex).

This was the “raw lore” – the novice puzzle. It’s the very basic lore. Now you can find other hidden sites with similar mechanics (but maybe more difficult riddles) to unlock the apprentice and master puzzle.

Once you’ve completed all 3 southsun grades you unlock story-missions on SSC – just like the bonus mission packs in GW1. You play as Canach who has a dark mission. You play as Ellen Kiel who tries to hunt down Canach. You play as yourself to replay the battle vs. Canach.

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Archaeology

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

My only problem with having a codex, is that it takes a little away from the ability to discover “naturally”. Some of my favorite moments in the game have come when I was not expecting them. But seeing dig-spots on the ground, is not very rewarding of an experience. Perhaps some other clues could be built into the environment.

I was thinking of it more in terms like this:

You explore the area. Suddenly you come along ruins. You look at those and think “hm, this looks like dwarfen ruins”. Now you open the dwarfen-section in your codex and press a “discover dwarfen ruins” button (your character studies the details).

Now you can see some previously hidden details on those ruins in the open world. (glyph-tablet textures pop up, you can see footsteps on the ground which you couldn’t see before, etc.) Some of these might onlock small lore facts in the codex, by just interacting with those. From now on you can explore these new “riddles” and solving those rewards you with a piece of the puzzle.

You only can discover one kind of ruins at a time, so it’s not much use of running around with “discover dwarfen ruins” activated and missing all the other kinds of digsites. It’s up to the player to find ruins in the world and then press the right “discover” button in the codex.

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Permanent Content Clarification

in Queen's Jubilee

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Why can’t you simply wait a week for the actual patch notes? Are you just looking for an excuse to yell at ArenaNet a week in advance over content you haven’t even had a chance to experience yet?

I wouldn’t yell at Anet. I’m just wondering, that’s all. No hurt feelings, some people asked this question and we have community managers who could answer this question easily I assume. You’re right though, it’s not long and patch notes are coming soon.

(no angry or disappointed feelings involved, really)

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personal story rewards

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

First of all, I really think the game should be all about rewards. People nowadays don’t play the game for the enjoyment of seing a new dungeon path etc., instead the first question is: what are the rewards for doing this?

old rewards redone… the easy way

With that being said I still think that the rewards from Personal Story missions are a bit off nontheless. A lot of people don’t run these missions alongside leveling but rather later when they are 80 and find little to do in the game.

They continue on the story missions where they stopped, let’s say at lv.18, and get lv.18 rewards from the completion of a mission. Wouldn’t it be more rewarding to scale these rewards with your real level? I know that there are some nice skins which is also great.

A new kind of reward – a new experience

I feel a much bigger reward would be something truely different though. Not items, gold or experience. What if you get new open world experiences out of doing the personal story?

One mission in the Sylvari storyline for example is to return the white stag (it had been captured by the Nightmare Court). Imagine: players who accomplished this mission automatically spawn a white-stag-lore related dynamic event when coming to a (or two or three) certain location(s). All other nearby players can participate in that dynamic event chain and experience a bit of lore about that creature (maybe enemies can drop a little codex-entry of the white stag including artwork and lore).

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DR Graveyard - Mysterious Disappearances?

in Lore

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I did the event with my Norn Ranger a few weeks ago, the lady in white started this escort event and attacked me in the end. Was quite beautiful, lorewise

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Queen's gauntlet

in Queen's Jubilee

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

This may have been said already, but is it permanent and what are the rewards?

https://forum-en.gw2archive.eu/forum/livingworld/jubilee/Permanent-Content-Clarification/first#post2541639

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You're gonna need a bigger Champion.

in Queen's Jubilee

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

No 1 hit kills either please. That’s artificial difficulty, and a very good way to suck the fun out of anything. Oh wait…there are already bosses that do that. Sigh.

If you can see the telegraphed attack charging (and you probably will with the improved particle effect system), then it’s not artificial any more. The enemy charges a big hit, you still stand in front of him – he hits you… of course you deserve to go down.

How else would an enemy be challenging ever, when 20 people are fighting him? He can’t be on every player at the same time.

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Time Attack Modes for Jumping Puzzles

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

you have a point Seera. The thing is: tons of skills (even weapon skills) can give you an advantage to movement. The leap with warrior sword, the teleport with shortbow thief,…

I’d rather give players an environmental weapon (specific to the jumping puzzle) so that everyone has the same chance. In your example it would be a torch, so that players can see the ledges in the dark room. Some of these skills could be also used for combat, but I doubt that you’ll have a good result if you stop fighting enemies.

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