Showing Posts For Marcus Greythorne.6843:

Learning from "Crab Toss", some thoughts.

in Last Stand at Southsun

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I would suggest adding a pve-training mode where 3 npcs grab the crab and you can exercise in taking it back… all 3 enemies with normal npc-running speed (slow)

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Rewards from TOTAL Achievement Points.

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I don’t like the points for achievements in general. It makes no sense to compare it with others since they may just have more time to play the game (get more dailies, monthlies, points in general because of time). It would be the same if you’d simply link /age in the chat.

I wonder what they’ll do with those points in the future, to make them meaningful.

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SAB vs. crab

in Last Stand at Southsun

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

players who don’t like it probably never gave it a chance, it’s not easy and you have to play it for a while to get it. Everyone starts as a noob with no idea of how to play it, but it gets much much better after a while.

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SAB vs. crab

in Last Stand at Southsun

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I loved it. I agree that you should be able to compete with friends, but not in teams of 5. You could try a 2vs2vs2vs2 matchup. It would be bad if 5friends would play against 3 randoms.

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New Legendaries / Rework

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

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Harassment in Crab Toss game

in Last Stand at Southsun

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Luckily I’m pretty good at this game and I won 6 or so times in a row. Because of this people started calling me some really nasty names that I won’t bother typing out. They did it for literally no reason, but the fact that I was winning because I never called them any names.

is there a better loot in the chest for the winner? I only won a few games and it seemed to be the same, but maybe I wasn’t lucky enough. What do you think?

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Elder Dragon is better than Living Story!

in Living World

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The thing I think they’re going to do is eventually lead to elder dragons and zone expansion.

The next elder dragon I think we’re going to see is Leviathan, the underwater elder dragon. Followed by either Mordethim ( think that is how you spell it) the jungle elder dragon or Kralktorlik the crystal elder dragon.

is it really that hard to google the correct spelling?
1.) the deep sea-dragon’s name is unknown
2.) Jungle dragon Mordremoth
3.) Kralkatorrik

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Guy who made the Orr zones is out of his mind

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

please kirster, use punctuation. This is so hard to read.

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Cragstead replayable?

in Living World

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

it seems so, thank you

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Guy who made the Orr zones is out of his mind

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

my personal opinion on this:

GW1:

- fully customizable skill bars – you sink or swim on your own ability to make a build, and play it well.
- cohesive lore – you KNEW what you were fighting, and the storyline made you want to destroy the lich/shiro/abbadon.

But you had far fewer playstyles and viable builds available. I love how much possibilities I have playing a warrior, for example. About lore: in GW2 I also know who the villains are. I’m not happy with the implementation of lore in GW2 though; There is quite a bit of lore in GW2 but it’s so widespread and you don’t have anything where you can collect it – to rearead. Also Anet releases those nice bits of blogposts but nothing of it is found in the game. I agree with this article:
http://www.mmorpg.com/gamelist.cfm/game/473/feature/7448/Guild-Wars-2-Trying-to-Make-a-Living-World.html

- reflexes mattered. interrupting a skill, or dropping a hex that would punish someone for the next skill used was HUGE.
- AI. something happened to Anet’s ability to code AI in the last few years. The pet/minion AI in gw1 was far superior to the joke we have in gw2. if you called a target, the AI characters would attack it.

Reflexes still matter, but on a different way. You have to react when those strong hits come in via dodge, else you’ll be down in no time. You still can interrupt but there are no castbars, instead you have to watch the animations of the mobs – which can be pretty hard because the particle effects are all over the place and enemies are simply too small. They improved this in the latest F&F-dungeon so this was no problem anymore.

About the AI: I can only speak for Rangers and Mesmers… my “pets” do attack quite reliably. Not sure why you have a problem with this.

-replayability. Some missions in gw1 I would do again for fun. Even if I could repeat some of the personal story instances, I wouldn’t, because they’re not that compelling.
- it wasn’t melee wars. rangers and elementalists were played from range, and more importantly, DANGEROUS from range. right now, if you play from range in gw2, you’re kitten.

I love repeating certain dynamic events… the Metaevent-chain in Kessex Hills is great, also a lot of other events like the ones in Ebonhawke. Why should I repeat personal story instances with the same character? It makes no sense.

I love how I can switch from ranged to melee. I agree though that it’s much easier playing a ranged character.

- no stealth – the mechanic of the assassin in gw1 was called “shadow step” and worked as a teleport. far more balanced than the perma stealth.
- pets were optional for rangers. they aren’t here. 40% of your damage resides in the pet in gw2. this means that somewhere in the last 200 years of lore, rangers forgot how to SHOOT.

Sadly I haven’t played an assassin in GW1. Even though I play thief in GW2 sometimes, I agree that stealth is too strong since good thieves own average players. Average players stand a good chance against other professions imho.

In GW2 pets play a much more active role than in GW1. You can and should control them and utilize their skills. If you don’t like that, why aren’t you simply playing a ranged warrior? Have you tried it? I think it’s a pretty good ranged profession.

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Rewards from TOTAL Achievement Points.

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I appreciate the work on new rewards, I love how the laurel-system works. I don’t agree with some of the other rewards though… I feel like getting the best reward for the easiest activity (spam autoattack in Dragon Battles, farm CoF). For difficult Jumping Puzzles which often have me spend much more time than the 5min on a dragon encounter I don’t get a guaranteed rare, most of the time I get 2 greens and a blue…

I’m looking forward for the rework on the world bosses, rework on the dungeons seems to have stopped (only AC has new more interesting mechanics on bosses?!) since Robert Hrouda is now part of the living story team, or do I misunderstand some crucial point?

I wonder in which direction the new rewards go. Something which rewards skilled gameplay or something that can be grinded. Personally I miss rewards for skilled play, not everyone wants to do fractals on higher levels (not sure if fractals has a good reward-structure to be fair).

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(edited by Marcus Greythorne.6843)

difficulty dilemma

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The best rewards should demand near flawless perfection.

I disagree. When I think of a decent very difficult game I always think of Dark Souls. There are so much occasions when the bokittens me and I lose half my life. This is the Moment it gets tense. I’m not one-hit, I still have a chance but I know the next hit will kill me. Instantkills are just frustrating.

Enemies should be big like in F&F so that you can see their motions despite the particle effects.

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Guy who made the Orr zones is out of his mind

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

We died horribly trying the megalodon-champion shark but the 1-2 hours before were tons of fun.

WAIT Wait waitwaitwait….

What?? You actually touched the Megaloshark-thinger? The one near Fort Trinity??

STOP THE WORLD! Someone tried the risen shark that’s stopping the Priory’s explorations. Surely this is worthy of an in-game holiday? Doesn’t matter if they succeeded or not, no one does that event. Well, ok. Two people did.

Ok, for srs now: I really did read that over – i rarely ever see anyone going for that event. I commend you for trying.

not exactly, it was the one in the most southern point of the current game
http://gw2.mmorpg-life.com/img/map_pois//mid/Cursed_Shore_poi_Group_Event_Kill_the_champion_Risen_megalodon_that_shipwrecked_Camelia_._image_Gw2_1_2012_09_10_17_31_12_621_m.jpg

quite a beast, we had him next to the waypoint but there were too many risen spawning near him and he almost swallowed us in one bite. We didn’t want to rezz-rush him, I wouldn’t be proud of such a thing, so we gave up after a few minutes of hardcore action.

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Guy who made the Orr zones is out of his mind

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Yesterday I found a random player and teamed up with him. We explored the area and it was a sooo good feeling… we found this huge pirate-shipwreck and climbed in, found a skillchallenge and a giant chest. We fought a champion and it was the most awesome experience I had in GW2 for a long time. I went down a few times but could get back up again and we finally defeated the skelleton/zombie-captain.

We died horribly trying the megalodon-champion shark but the 1-2 hours before were tons of fun.

What I’m trying to say: Most of Orrs content is perfect for 2 or more players, if you can’t take it you should learn how to play your profession imho. Dodge is substantial.

I wished there were much more challenges like that in the game.

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(edited by Marcus Greythorne.6843)

Cragstead replayable?

in Living World

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

from the wiki:

Cragstead is an area in the northeast portion of Wayfarer Foothills. The area can only be accessed through the Braham – Retake Cragstead Living Story mission. Players can talk to the Warrior to revisit the mission.

http://wiki.guildwars2.com/wiki/Cragstead

The Warrior can be found in the instance of Cragstead and provides a Living Story recap service for the Living Story mission Braham – Retaking Cragstead.

http://wiki.guildwars2.com/wiki/Warrior_%28NPC%29

so talking to that warrior didn’t work, a friend tried it but he couldn’t. Did this work for anyone?

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There is a desire for mounts! [merged]

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I support the addition of mounts, or rather the addition of mounting. Of other players, that is. Since back items are all the rage this could take the form of a Riding Saddle item, which if equipped allows another player to mount you (with your permission, of course!).

To encourage teamwork, and because unmounted players moving faster would be completely immersion-breaking for me personally, players in a mounted pair could have their weapon skills replaced by five identical Giddy Up! skills. This would grant a 66% move speed bonus for five seconds if both players activate the skill simultaneously (25s cd), giving a fully co-ordinated mount and rider team double the speed bonus of a swiftness stacking loner. And imagine how it would shake up the WvW meta!

I think this would simultaneously satisfy those who feel the need to mount things, and those who don’t want a bunch of mounts cluttering up their screen. Please discuss.

hahaha behold the mighty riders of Rohan
http://www.werder.de/media/images/fussball/profis/saison_2012_13/630/teamhuckepack630.jpg

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difficulty dilemma

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

A one-shot mechanic is not the answer. But it should be punishing.

I agree, difficulty should have a tension which is built up. So that you slowly experience the feeling of losing control – and then have the chance to prove yourself by fighting back with all your heart so that you turn the table.

Like fighting against an enemy who drains your life via minions and you kill those minions fast enough so that he can’t spawn more of those. The mob who spawns the minions could be interrupted so teamwork would help: one interrupts so that no new minions spawn (which drain your life and heal the master) while the others kill the minions.

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difficulty dilemma

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’d like it if they added in special challenges to the dungeons, and had each give a small achievement when completed.

Let’s say they add 5 such challenges to each dungeon. One could be to clear it at a -5 (give or take) level penalty. One could be to clear it with waypoint rezzing disabled. The other three could vary by dungeon.

I really like this idea, but I would love to see such a thing in the open world. Like you talk to this NPC who gives you these certain challenges for a whole zone. If you complete all of them, he becomes an Elite-Karma-Vendor with zone-specific skins.

challenges could be

  • do the meta-event chain while having a permanent bleed debuff and get a gold medal without being killed. Once killed, the challenge resets.

(NPC-lines: Hey traveller. The ghosts of Ascalon are gathering! Search out and destroy their central gathering points. You have to kill Siegemaster Lormar in order to end this madness. Watch out though – the seperatists have sent an assassin to kill our heroes while they are distracted, they might try it in your mission.)
(in the action: when the meta-event starts you’ll get attacked by the assassin. He wounds you and you’ll have the bleed debuff from now on. Kill the assassin and then finish the meta-event, to beat the challenge).

The challenges get unlocked once you have map-completion on that map. You’ll need to start the challenge by talking to the npc. The challenge is on as long as you’re on that map.

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There is a desire for mounts! [merged]

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

1.) Other games have them because there is usually a lack of travel otherwise. The reason why people keep saying WoW is because WoW set the standard for MMOs and their mount system makes up for the severe lack of travel. Believe me when I say there major absence of travel aside from mounts. Seriously, most classes have some sort of passive that gives them a 25% running speed and some traits and skills that grant swiftness.

2.) We can’t ignore them if you guys plan to parade around the big cities which some of you plan to do anyways.

3.) So why don’t you care for other’s wishes too? I mean, saying “you don’t want <blank> because you don’t care about others” is being hypocritical since you don’t care about our wishes either. Some of us would like a better game before Anet adds even more collectable crap.

4.) Nobody wants it because it is purely cosmetic and does nothing to make the game better other than give people something else to show off. Whatever buff it’ll grant would probably be unstackable and inferior to the buffs that professions can already apply to themselves.

5.) I don’t know why none of you understand that. Wanting mounts for the sake of having them is not a good enough reason to get them. It is also selfish when you start justifying your cause by antagonizing the opposition.

6.) This game needs to be fixed not loaded down with more crap.

1.) and again you’re arguing with travel speed. Haven’t I made it clear that this is not the reason why I and many others want mounts? If this would be the only reason, then WoW wouldn’t have hundreds of different mounts but only 8 or so (for each race). People like to show what they’ve accomplished. Armor is one step, but you can only equip a certain number of gear at once. Then you’ve got the weapon. A further option in other games are mounts.

2.) With the same argument I could say: NO to different dyes. Dyes shouldn’t be in the game because it hurts my eyes when all of those pink or yellow-green characters dance in the streets. Wait, dancing guys next to the bank… it’s bad too, scrap that. Let’s also get rid of Legendaries, Weaponskins, Townclothes – I hate that boxing-gloves, different armorsets which look too… well see what I mean?

3.) I should respect the wishes of people who are against options? O_o

4.) nobody want’s it because it’s purely cosmetic? Like townclothes, legendaries, dyes, emotes, dances, minis,…. right, nobody wants such a thing

5.) You haven’t given me a reason to not implement mounts but “it hurts my eyes”

6.) So they should stop doing anything that makes the game more immersive or gives the game more to work towards to just in order to fix… what especially? Dungeons? Then you have the dungeon-team who takes care of that, they aren’t responsible for mounts. Or profession-balance? You have the PvP doing that. Or what??

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

made a thread about this topic on reddit, here the results + interesting viewpoints

http://redd.it/1f0zye

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difficulty dilemma

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

which seems understandable… you need a reward for your hard work. Last time I fought against veterans in Orr and got not even a grey drop I was pretty frustrated. There needs to be a balance for risk-reward. RNG for the chance of better loot isn’t that rewarding in that particular situation.

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difficulty dilemma

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

So there is a reason why events are as easy as they are.

let’s think of pros and cons of easy events and the same for challenging events. What can Anet do to make more challenging content for people who wish for it without hurting the causual crowd.
1.) list pro and con of easy and challenging content
2.) share your thoughts of what Anet could do or not do

I’ll make a start

easy content
+ ) everyone has access to all content
+ ) it’s not frustrating because dying is rare
+ ) you can regularly participate in loot-distribution by chests
- ) it’s pretty much faceroll for good players —> the game becomes boring fast
- ) loot isn’t that good because it’s easy to achieve

challenging content
+ ) it’s a challenge where you can grow on becoming a better player
- ) frustrating for bad players

what can be done
Thats a difficult question. GW1 had a hardmode for the elite of the players. GW1 had instanced zones though so it wouldn’t work in GW2 to spawn difficult creatures in the world around you since every kind of player will be around you.

what do you guys think?

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New Legendaries / Rework

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Some people have 0 imagination.

it’s practical the way it is…
but you could… (hillarious solution)
but you could… (unpopular and unimaginative solution)

Anything else is going to cause divisions in the population… (because it’s difficult —> seriously?)
Guilds get it faster… (ignoring the instanced challenge suggestion)

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There is a desire for mounts! [merged]

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

“because every other MMO has them”, “I don’t want to spend money for waypoints” and “Waypoints stifle exploration” are not good reasons to have them when the game has more problems that need to be fixed. This game does not need more kitten to process.

Seriously…. If you guys refuse to use waypoints (that you must unlock via exploration) because you don’t have enough money (which can be earned through doing anything), it is your fault for limiting yourselves.

1.) not because every other game has them but because it was fun to collect and use them in other games. There are good working systems in other games and just because WoW has it isn’t a reason that something is bad.

2.) I have no problem to travel via waypoint, but why not having both? It’s an addition. It’s something that could be completely ignored by you guys but still you pretend to cut it out because you personally don’t want it and don’t care for others.

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Join a group, a squad, and/or a zerg and actively respond to threats…this is what the designers intend and the players really want.

You can’t be serious… I guess you haven’t experienced a decent defense yet.

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There is a desire for mounts! [merged]

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

RUN WHILE YOU CAN, THERE’S BETTER GAMES COMING OUT SOON AND WE DON’T NEED THIS STRESS.

see, riding would be much more fun than running, all the other games you’re running towards will have mounts too

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Shocking return

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

LS has failed to get players back into the zones and they refuse to actually add permanent DE’s and permanent metas to the open world in all of the zones monthly. So what naturally occurs in this case is all of the players will go to where the focus of the new content will be to further make the world even more empty then before. It backfired.

Didn’t you get the memo?

Everything you say is wrong: they do add a Metaevent-chain (a world boss) to Southsun Cove which is permanent. They do add permanent events there too.

The Secret of Southsun has a lot of fun, unique content that concludes with the storyline, but also leaves behind permanent experiences for players as a direct result of the outcome of the storyline for players to enjoy for years to come.

Of course, the playable content is very different as well. Southsun includes content like the Crab Toss mini-game, a new open-world beast that is unleashed for large mega battles on the island between lots of players, and of course, the unforgettable Lord Faren on the beach in his finest beach attire.

http://www.warcry.com/news/view/124177-Guild-Wars-2-Developer-Interview-on-the-Secrets-of-Southsun-More-More-More

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(edited by Marcus Greythorne.6843)

Shocking return

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Europe player here, I was in overflow at 1:00 a.m. on most days during the last week
Tons of players
Player numbers are quite fine – http://www.mmorpg.com/gamelist.cfm/game/473/feature/7432/Consistent-Steady-Growth-Puts-Us-in-a-Good-Place.html/page/1

Consistent-Steady-Growth-Puts-Us-in-a-Good-Place

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Are there really 1500+ dynamic events in the game?

in Dynamic Events

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I think one of the main problems is that there are too few events. Let me explain. There are quite a lot events in the game but they start in certain intervalls. In the time one event isn’t up, most of the time the area seems dead. No other event happens there at that time. They could make the intervalls shorter, but this would only be bad because it wouldn’t feel natural any more.

There need to be more events which happen while others aren’t up in order to make a zone feel truly alive. Anet planned this once (300 events in a zone where at release there were 100) but it seems the living story has a priority on “the list”.

On the other hand… we have to be fair: The living story brings (according to Mr. Hrouda) quite a few new events to zones – he explained how there will be more permanent stuff on Southsun Cove after the Living Story. So this could be the way Anet plans to implement those more events. Which I would welcome. Sadly Diessa Plateau and Wayfarer Foothills haven’t changed a bit after Flame and Frost. This was the chance to do this and it didn’t happen. Personally I think they learned something from that.

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

But we do, I agree, need to ensure it does not distract defenders so they get hit by surprise while playing some mini-game!

Imagine this situation: You are inside the keep and train the npcs in shield-defense. Suddenly a loud horn is blown, a crier-npc on the walls calls: “enemy incoming” and all the NPCs start running to their post while the keeplord calls “on your positions” (on the wall, to the keeplord etc.). Events get paused and can be resumed after the attack.

I think this is pretty hard to miss

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New Legendaries / Rework

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

clocktower
http://gw2.mmorpg-life.com/wp-content/uploads/2012/10/Mad_Kings_Clock_Tower-33.jpg

I think it’s not that difficult because Anet has proven in a lot of instanced content that they can do it. Clocktower, Winterday, some few Personal Story missions were quite challenging.

But not remotely challenging enough for a precursor – and despite this the forums were ablaze with people complaining it’s too hard. Now imagine a “super-clocktower” that’s 10 times harder and rewards a precursor at the end…

…the forums would burn down forever

It would only be 1 step in the journey of getting a precursor. Many other challenges ahead. Clocktower was quite difficult, if you don’t think so because you did it I would say: you’ve earned it. I don’t know a lot of people who made it.

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Blog post tales, spoilers and dev videos

in Living World

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

a ship from Lions Arch. You should have a mail which explains that.

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Where in the *rabbit* did this come from?

in Living World

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

why is this not in the game in some form?

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Join a group, a squad, and/or a zerg and actively respond to threats…this is what the designers intend and the players really want.

So you are saying everybody is the same and everybody loves to run with the zerg? Seriously? I have quite a few friends who love defending towers because they don’t die that fast and feel safe(er) in there. They just get bored quite fast when no enemy is around.

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

It’s not distracting if the events get paused the moment the walls take damage

Nympfh: you’re saying that someone has to do the boring job, I’m saying: get rid of boring stuff and add something which gets people actually playing the game WHILE defending a keep. You don’t have to do this PvE at all, some would love to do it nontheless because they feel important defending a keep and they won’t be like “I have to do this because no one else does”, instead: “I love this activities + defending my side”

The game should have something to do for each kind of role: attackers, defenders and scouts

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

grrr…. stop turning pvp into more pve… Can’t think of anything worse.

Worst wvw idea ever.

The breakout-events are PvE too, and they are a very good addition to WvW. May I ask: what would you do to make people defending a tower? More XP, Gold and Karma? Come on – people standing around and waiting in a keep is just the most boring thing I could imagine.

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dynamic events improved.

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Personally I wouldn’t care a bit for more xp. Also a direction to 1 of the hundret events doesn’t change anything

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Yeah, kinda like it. All need to make sense, like your training idea and all should improve the tower as well as reward the player. Should not be so distracting though they take a player away from observing/guarding.

you could have a NPC-watchmen who cries: “enemy in sight!!”

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Very Disappointed

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I agree that it isn’t a good thing to farm on one spot. The problem here is: you don’t get reliant drops when moving on to other places.

I’d suggest: give each mob which has more than 100% bonus xp (mobs which haven’t been killed for a while) a reliable droprate for crafting mats.

example:
Mobs which give 200xp + 100bonus xp drop 1 piece of t6-material guaranteed +have 100% magicfind on them
Mobs which give 200xp + 800bonus xp drop 8 pieces of t6-material guaranteed +have 800% of magicfind on them

So people would spread out and farm in small groups all over the map instead of zerging everything down. This would also make events much more interesting.

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dynamic events improved.

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

i think kitten like this makes any game terrible

and what would you suggest to make people more aware of events?

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incentives to defend new towers

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Reasons to defend a tower

I think a problem is: it gets boring quite fast to defend a tower when no one is attacking. WXP for repairing is only a small step to reward you for staying. Some spontaneous ideas:

  • if you take a tower a skill-challenge spawns in the tower. So there is an activity which keeps you there for a while. This is only a small addition and wouldn’t be enough, but a first step.
  • when you take a tower follow up events spawn in very close proximity to that tower. examples:
  • collect pieces of rubble (collect event) – reward: Karma, Gold, A random piece of loot + all walls auto-repair slowly.
  • train the staff (similar to the southern Queensdale training heart-quests; you train NPCs inside the keep by using environmental weapons) – reward: Karma, Gold, a random piece of loot + stronger NPC-guards.

all in all there could be 10-15 different activities per keep – some of those unique to the specific keep where you are. This would keep a lot of people in the proximity of newly taken keeps and would make it easier to defend those from zergs.

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Present and Future Direction of the Game

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I like your suggestion about WvW-Keeps. Give them unique strategic advantages so that it makes sense to defend those.

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Present and Future Direction of the Game

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

before I read through the 2nd and following posts I would like to respond to the missing focus of the game. I agree that the game is almost too big for some (people tell you they’ve done everything in the game but what they mean: they’ve done each heart-quest – but haven’t seen half of the events.)

Hearts are a way to guide players to events, but there’s one flaw: once they are filled nobody goes there a second time. Events aren’t always up, so people might miss them.

Here a different solution for guiding players through the game. Expeditions. Let’s say a zone has 5 bigger event-chains. Now you have a NPC in your home-town who starts an expedition to one of those chains which happens next (he spawns a portal to the border of the zone and arrives at the start of the chain as it begins).

Now people won’t miss too much bigger chains if they go with the expedition. Of course this is only for chain-events. A lot of other events in that zone need to be found manually.

The next step could be an achievement where you collect all the expeditions for each zone. This wouldn’t mean you’ve got all events from the zone, but that you’ve seen each big chain of events.

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GW2 Immersion Flaws

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I love this game, and there any many aspects of it that will be improved on over time. But there are a few things that are specifically related to immersion that I believe might be going unnoticed.

[Five Immersion Flaws]

  1. Load screen between every zone can feel a little stale and isolating.
  2. Lack of terrain/environment scale in many area’s, making the world feel smaller than it is.
  3. Most events lack story and progression, you can easily wind up on repeat if you stay in a single zone too long.
  4. It is very easy to ignore everyone around you in a sense. Even though you often help others, you rarely communicate in a meaningful way.
  5. Personal story doesn’t feel so personal second time around.

[Five Possible Solutions]

  1. Animate the load screen art, similar to the concept art cinematics except a single cycle. Making load screens more entertaining to watch.
  2. Raise the height of the clouds and sky (claustrophobically low sometimes). Decrease player and npc size slightly.
  3. Add more directional events, progressing the player from one end of the map to the other. Though this will could itself with time and an expansion.
  4. This will somewhat solve itself with time as the community continues to build. An aiding solution would be to make it easier for players to group together for content e.g; LFG system similar to Aion.
  5. Add some class specific story archs to make things more unique. e.g; @lvl15 Meet your class specific Friend/Mentor do something with them relating to the chosen class. @lvl30 Meet him again for continued training or a little class specific adventure. And so fourth.

Just idea’s really, I want this game to go far!

1.) great idea, I’d love to see much more of the animated concept art. What are the artists doing at the moment? Not much of this in the latest updates.

2.) Raise the hight of the clouds? I don’t get it. Isn’t it quite realistic at the moment? I never noticed a problem here

3.) absolutely agree, most events need more storytelling imho. Some of them have quite decent small stories to tell.

4.) can you elaborate? Not everyone has played Aion.

quite interesting read

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dynamic events improved.

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

they could add an event counter to the map completion, which resets each week. Not the exact number of events, but about 10-15 for each zone. Get it done and you’ll get a minor map-completion reward each week.

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There is a desire for mounts! [merged]

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

we also have armorsets, we don’t need townclothes
we also have 5 races, we don’t need a 6th race
we have a few haircuts, we don’t need more

come on guys, everything that brings more variety to existing mechanics and isn’t breaking any balance (cosmetics) is good for the game.

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There is a desire for mounts! [merged]

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Peoples’ main reason for not wanting them, though?

“OMG NO, WOW HAZ MOWNTS =(((”

Just because mounts ruined WoW doesn’t mean they would do the same to GW2. They couldn’t even be implemented in the same manner that cause so many issues in WoW because the games aren’t similar enough.

That’s the sad truth. This and “we don’t need them because we have waypoints”.

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New Legendaries / Rework

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

If we’re gonna want some lore, how are they gonna explain The Dreamer?

well there are different kind of legends in the world, different kind of heroes/antiheroes – not everyone sane

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New Legendaries / Rework

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

the thing is… if they add this superawesome skill based aquisition, it would be watered down by having the precursors still drop by RNG – knowing that there probably was no skill involved in getting one. A kind of sour taste.

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New Legendaries / Rework

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’m less concerned about skill, or farming etc. Everything has it’s place in the world of MMO’s from my point of view.
What I am concerned with is the journey. There should be a connection.

Let me put it this way, a while back I crafted the sword Firebringer. I really like it. But there is something missing. I’ll try to convey an example and hope that I’m not getting flamed for it too much – the Paladin mount back when in that other game. That was a moment of proud prancing it around. Personally no other mount has given me the same feeling, no bear or dragon. They were all nice of course, but the journey was … different.

Mad Memories (the back item) and the Fused Gauntlets, those mean more to me than the Firebringer.

yeah I’m with you That’s what I’m trying to suggest too, to give context. Each weapon should have a story behind it, a legendary hero/antihero who wielded it and related things to his journey to recreate the weapon again.

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