Showing Posts For Marcus Greythorne.6843:

The Cantha Thread [Merged]

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

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WvW Livestream on GW2 Twitch Channel

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

thanks Izzy for the video, I didn’t think that it could turn out that interesting, defending Supply-camps like that looks like a lot of fun and you proved us that no zerg is needed in WvW to survive / have fun gameplay.

I love roaming around in small groups but this is the stuff I wasn’t paying attention to: staying in a camp and actually defending it. I’ll definitely try it out.

I’m pretty sure a lot of players aren’t aware of the small things you’ve showed us (hiding-spots for thieves/mesmers in a tower, distraction through fighting guards,…), me included, so thanks again for that. It’s nice to see love for the casual non organized players.

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Monthly SLOW Phases like F&F was?

in Last Stand at Southsun

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I agree with the pacing-critic, would have felt much smoother if the had more change in the beginning when little content was introduced and kept the engaging content (the dungeon) longer.

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too much "changing", not enough "evolving"

in Living World

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Also players returning to the game after months of a break dont see how much has actually been included or changed, they just come back to the same game they completed months ago.

not true, the concept of the living story is to bring new content each month (or even each 2 weeks as we experience this month)… so those returning players will come back to a game where a story (which doesn’t require to know the previous content) is going on and whole areas have new content.

He assured us that the developers have no plans to slow down. Also, he made a point of saying that all of this content is episodic. In other words you do not have to play the last update to enjoy this one. They want to keep the game flowing so players never miss out on anything. If you chose to go back and do the last update that is ok, you do not need to complete it to enter into Southsun.

http://www.mmorpg.com/gamelist.cfm/game/473/feature/7391/Guild-Wars-2-Isaiah-Cartwright-on-The-Secret-of-Southsun.html

+ nobody said that Wayfarer & Diessa look the same as before when F&F is gone. Yes, they remove the invading events, the dungeon and the story-missions, but it would be logical that those 2 new mini-areas are here to stay and that we’ll probably see some scars from the invasion. Think of it: they want people to see stuff which is long gone and tell others: “I’ve been there”

The more I think of the Living Story, the more I understand. It’s not like now we get it and next month the game is as before the living story. No, there will be other things going on… so it doesn’t matter when you log in, there will be something new. And it stays long enough (come on, 1 month is pretty long to experience the whole thing) to complete all the new things + achievements. (I’m a casual player and got the achievements from the whole month in 3 days (or less).

That said, I think that 2 weeks uptime for a dungeon is quite (too) short.

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(edited by Marcus Greythorne.6843)

Utility trait line (with magic find)

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I like some aspects of it. Personally I’d say: unlock the trait-line at lv.80. This would expand a progression-feeling after having reached max. level.

Put points in it not by leveling up but by finding hidden objects (which spawn randomly in certain hidden areas) – each of those unlocks a point. Certain objects are part of a set, complete this set to unlock a new major trait.

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Alternatives to RNG???

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I guess those items aren’t thought for everyone… hence the low rng. Anet doesn’t want every 4th player to have such items. Still people are crazy and run the F&F dungeon continuously to force the drop… and get mad when there is no drop.

it shouldn’t be a grind, it should simply be luck

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Alternatives to RNG???

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

-snip-

why not simply reduce the drop rate from 1:50 to 1:35?

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Alternatives to RNG???

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Hell, I would even find crafting a legendary more appealing if they would have an interface where you could put in all your stuff you need for it… like the interface for the black moa in GW1.

http://images4.wikia.nocookie.net/__cb20071121203911/gw/images/0/0f/Full_incubator.jpg

this for a legendary and I would see my progression, work it of one by one instead of having it in the bank somewhere and never knowing how far I am

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Alternatives to RNG???

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Personally I think the problem isn’t RNG but the way RNG is implemented. You feel no progression here in GW2.

example: the item you want (e.g. jetpack) doesn’t drop. You have no idea how long it would take to get the item. No arc of suspense here.
possible alternative: you find random spawning pieces of that item (e.g pieces of the jetpack). Now you see the progression: I have found 6/12 pieces of this item. I can do it!! Only 6 pieces left.

It’s still RNG, but now you have an idea how long it would take you. You get exited with each piece you find.

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too much "changing", not enough "evolving"

in Living World

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

temporary content puts pressure on people to do stuff now; it’s good for them because more people log in.

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Crab Tossing? A new mini-game?!

in Last Stand at Southsun

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I wonder if Anet really is listening to the people here. I don’t know a lot people wo like temporary content, nontheless they doing it again. Feedback must have been huge after the temporary dungeon.

I understand their intentions, but I can’t agree; not everyone can play all the time. In other mmos you didn’t miss anything when you took a break, you paid your fee and had access to everything. Now you have your final exams, come back and find out that you’ve missed out on great content.

This kind of pressure comes close to the pressure I felt when paying a sub, to be honest.

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Magic Find - What I don't like

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

-snip-

nah, you don’t get the tradeoff: power vs. better loot. The devs want to give people the choice to become weaker and in return get better loot. I’d say: give magicfind a group-buff which doesn’t work on yourself. So the power in a group stays the same, but you are weaker nontheless + get better loot.

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Magic Find - What I don't like

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

MF adds aura which buffs allies (but not yourself of course) —> problem solved

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Magic Find - What I don't like

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

as I see it the only problem with magic find is that other people in your group see it as a disadvantage to have you there.

my solution to the problem:
magic find adds an aura to your character which gives your allies / group members (not yourself) a buff. So each of your group-members gets a certain amount of power corresponding to your missing power. (you can then choose to give another aura like a precision aura instead of power via a small button). This buff is divided to each of the allies around.

So if you’d have 5 power but have 5 magicfind instead, all your 5 allies gain 1 power.

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(edited by Marcus Greythorne.6843)

Magic Find - What I don't like

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Some fun ideas in here, we’re also actively discussing ways on how we’d best like to alleviate having to make players choose between having better stats, or using magic find. It’s not a choice that’s great for game play and there isn’t really anything that fun about it, even more so when group composition is taken into account. Ideally we’d also like to keep the ability to slowly build your magic find over time, but doing this at the cost of using better stats isn’t the right way to do that.

No ETA on any changes here, just want to point out we agree there is an issue here that goes against what we want Gw2 to be, and is something we want to address.

make it a seperate stat which can be increased by finding rare-spawning artifacts which are hidden in not so easy to reach locations in the world. Not like the POIs, Waypoints etc. which are visible on the world-map. Something which rewards exploration.

To bring a bit variety, make these artifacts not the only things which can be found in the world. Rift and Everquest2 for example had those cool artifact-sets, where you had to find 5-10 pieces of a set to complete it and get something unique.

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(edited by Marcus Greythorne.6843)

collectible - gonna get them all effect

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

they stated in one of their interviews that the reason why there are no fish as food in the game is because they plan on introduce a fishing activity in the future. Of course, it’s on the “list” and I don’t think that it has a high priority.

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Building Wonderful World Bosses

in Dynamic Events

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

If you want a great example of how worldboss events could be made better, spend some time in Rift.

I don’t think Anet looks at other games. I had hoped so but I can remember an older interview where they stated that they concentrate on GW2 and don’t look at other games. Which is a pity since a lot can be learned from new mmos, not only the holy old ones.

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(edited by Marcus Greythorne.6843)

Suggestions with 4000+ views vs. responses

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

just a small contribution, 0 responses

https://forum-en.gw2archive.eu/forum/game/suggestions/collectible-gonna-get-them-all-effect/first#post1955655

I’m not talking about dev-responses, but responses from people in the forums in general. Seems most people aren’t interested in this sub-forum

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Very dissapointed with Guild Puzzle

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

40-60 people at the same time and you don’t expect chaos?? Sounds strange to me, just do more runs with less people.

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on randomness of drops

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’m actually surprised that there is so little collectable stuff in GW2 which can be found playing the game.

-) Hearts / Map comletion: it’s just numbers and some random items + crafting mats. Nothing unique. Why aren’t there some artifacts spawning in different locations on the map which are part of a 10piece-set and reward you with unique(!!) items once a set is completed.
Like this: https://forum-en.gw2archive.eu/forum/game/suggestions/collectible-gonna-get-them-all-effect/first#post1955655

-) Minis only in the trading-post? Well I have to say I loved pets in WoW, you had to find them IN the world or doing some challenges to get them instead of buying them for gold in the trading post. Why on earth aren’t these some rare spawns in the world?
You want people go out in the world and explore: well give people MUCH more reasons to explore.

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DPS and Meters

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

a lot of DPS = good player isn’t true at all.

1.) You would have to take Berserker gear to get most dps. This would mean that you sacrifice defensive stats and people will have to defend you or pick you up if you go down. Yes, you can be a good player and avoid all that damage, but it can also mean that you have too much emphasis on keeping yourself alive than helping other players.

2.) Good players help other players during battle. Period.

3.) GW2s skill-system isn’t based on full-dps. Each Weapon has different skills with different purposes. Spamming 1 & 2 and therefore doing most damage doesn’t mean that you are a good player. Using 3, 4, 5 and 6-10 in the right situations makes you a good player.

so DPS-meters? Hell no!!

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Might be done with the game..

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

some pretty stupid arguments why GW2 is worse than GW1 here

1.) GW1 did not have any kind of WvW. I would understand a critic about the lack of PvE content, but not WvW.

2.) GW1s way to make money was not that different, farming farming farming and then you could buy what… 5 or 6 different pieces. I agree that the way to get money is bad, but comparing this with GW1 and stating that it was good there… just no.

3.) agree

4.) agree

So if you want to tell people that GW1 was superior, use the right arguments.

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crafting/getting exotic Apothecary gear?!

in Players Helping Players

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

thanks for the answers

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Apothecary gear, tough/heal/condition

in Crafting

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Yes. They are craftable.

And where do I get the recipe from?

Edit: Oh I was looking at the weaponsmith-trainer. Sorry, my fault

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(edited by Marcus Greythorne.6843)

crafting/getting exotic Apothecary gear?!

in Players Helping Players

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Hi!

I’m looking for a way to get a full set of exotic apothecary-gear.

Found this in the DB:
http://www.gw2db.com/items/73958-satchel-of-apothecarys-emblazoned-armor

so this container has a full set? I’m confused. Where do I get it?
And can’t I craft the setpieces with a certain recipe for the apo-inscription?

Can anyone help me?

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Apothecary gear, tough/heal/condition

in Crafting

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

sorry to necro this, is there a way to craft apothecary gear?

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on randomness of drops

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I think there can be a more engaging way to give people a chance for e.g. the jetpack.

Molten Facility has this interesting new gimmick: hidden items which can be exchanged for some kind of reward outside the dungeon.

Flame and Frost activities had something similar too: find hidden / lost heirlooms which spawn in different places randomly.

Now you could combine those two: put some pieces of a set into random spawning locations in the dungeon. Find all 10 pieces for example and then you can combine those into the jetpack or other specific rewards.

+) people wouldn’t rush blindly through dungeons anymore
+) peope get rewarded for exploration
+) you can see your progress in completing one of the sets instead of running a dungeon 20 times and still have no clue if a rare drop will happen anytime soon. Having 8/10 pieces of a set gets you exited.
+) less hate about random drops (even though spawns are pretty random)

I’d say you have about 8 sets in a dungeon (with a variety of rewards when completed: Mini of a boss, endless mining-pick, townclothes,… each of those could be a nice reward here). And then guarantee at least 1 random drop from one of those. So about 80 pieces where each run a random one spawns. Pieces could be tradeable.

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(edited by Marcus Greythorne.6843)

collectible - gonna get them all effect

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Hey there. My suggestion would be a quite simple one: Introduce collectibles like those in Everquest 2 & Rift.

just to make sure everyone knows what I’m talking about:
Pieces that can be found in the open world. If you find a whole set of those small parts (with a bit of lore) then you can turn it it for a specific(!!) reward.

the system:
It should work similar to the system Anet introduced with the lost heirlooms in the Flame & Frost storyline. There is a chance that a certain piece of a set spawns in specific locations. A set consists of about 6 pieces.

a spontaneous idea:
Sets from a collection can be found on certain paths. Imagine you’re a treasure hunter and follow the footsteps of important characters from GuildWars lore. There will be multiple ways to find pieces of a certain set:
1.) If you find setpiece XY in Spot A in the north and setpiece XZ in spot B in the south, it is likely that you can find other setpieces between those spots.
2.) You can find lore-pages which tell the journey of this person. For example: After he left Ascalon city he found shelter on top of the northern wall. You can now follow this accurately described path and have a chance to find some of those spawns.

opinions


You don’t understnad how much I loved collectibles in Rift! Being able to collect sets of artifacts and play like a sort of a treasure hunter with a bit of added lore was amazing. One reason I got bored of GW2 so fast was the instant gratifcation with every Vista, POI, WayPoint, in the game. It felt like I was just ticking a check box instead of hunting items down to complete a set.


Agreed – artifacts were all kinds of awesome! I probably spent more timing doing artifact runs in Stillmoor than anything else. Was a great social thing too since you could exchange both artifacts as well as your “secret spots” and optimized paths. I REALLY wish WildStar will feature something similar.

how it can look like

http://www.freemmoguides.com/wp-content/uploads/2011/03/Rift-Artifact-Collections.jpg

http://images1.wikia.nocookie.net/__cb20120413022219/rift/images/a/a8/Artifacts_of_Freemarch_Done.png

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(edited by Marcus Greythorne.6843)

Arrowcarts [merged]

in WvW

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I love the change of arrowcarts, now make catapults able to be usable outside of AC-range again

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Official explanation for temporary content?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Hi Colin, thanks for the clarification. I really appreciate the living story content, I do, but I have the feeling that the core system – dynamic events – are being hurt by this. What I mean: current zones have still the events the game started with, instead of growing in quantity & quality it’s just mostly the same density of events we had when the game was released. 8(?) months ago.

You said your goal is/was(?) to make the current world as strong as possible, but looking at certain zones there isn’t that much of variety there. Very few events have fail-conditions where different follow-up events come up. Dragon-encounters… I don’t even want to talk about those since you stated lately to improve those…

There are so many different work areas, I wonder if the team is too small to handle all of those areas at once. Will we ever see a substantial increase in the number of events in the open world? Or was this vision scrapped because of other things like the living story?

(I’m a bit crabby because I told a lot of people about the 3x more events a year later when it was mentioned in an interview and now…)

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Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

-snip-

Even though it’s quite rude I read a lot of truth in there. I also don’t get why the open world doesn’t grow in the dynamic event sector. It’s kind of disappointing.

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Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

. What would I like to see in future similar events instead? Two conclusions: one hardcore kitten dungeon, and one fluffy kitten dungeon, the former needs a (PuG) party, the latter does not (but can accommodate, much in the way the personal story did, until Arah). Yes, two dungeons for the price of one, not mutually-exclusive, but with the same end result of achievement and resolution in living story. Now, that would be something of a step in the right direction.

How about playing a dungeon from a different perspective? Imagine a group which choses to go the direct combat route + a group which choses the interacting combat route. So 5 players fight on a path and 5 other players are in the same dungeon, but on a different path where they can look at the battle going on and interact by using certain traps, fighting easier trashmobs,… so that they support the other team without running into them. (There was a coop-mission in portal where you could see your friend through a window an interact with him without being allowed to go to his path).

important note:
There needs to be some kind of grouping-tool for this in order to work properly, since it takes longer to find 5 people for the hard part and 5 people for the interacting part at once.

example:
Group 1 fights the boss in the arena
Group 2 is on a path above the encounter (similar to the dredge-fractal boss, but the whole group). On this path there are some weaker enemies + some traps which can support the group below. For example 4 harpoons, which cripple the boss if all of them hit the boss at the same time. The 5th player would have to keep mobs away from the gunners.

Something like that. 2 different modes for 1 dungeon.
There could be variations:
groups don’t have to wait for a group2, they can start the dungeon without. Or path 2 could be made for 1-5 players, making it possible to solo it easily.

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Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’d love to see those of you who have good ideas contribute here: http://redd.it/1djdiq

For starters you should make a suggestion thread with the same idea on these forums. I don’t go to reddit to talk about gw2. In fact I don’t go to reddit period, and it kitten es me off when the devs decide to use it instead of their own forums. Please don’t follow their lead.

I created another suggestion topic last week in the suggestion thread here and the same on reddit. Got 0!! responses here and most of the people liked and discussed the thread on reddit.

https://forum-en.gw2archive.eu/forum/game/suggestions/hybrid-of-Guild-Missions-and-Solo-progression/first#post1929686
http://www.reddit.com/r/Guildwars2/comments/1db2vk/soloplayerprogression_idea_from_the_design_of/?sort=hot
no one reads those suggestions in the suggestion subforum

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(edited by Marcus Greythorne.6843)

Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

So some of you are happy with dungeons which is fine. Some of you want dungeons set outside of instances. I created a reddit-post in order to collect some ideas how open world dungeons could be done properly… I’d love to see those of you who have good ideas contribute here: http://redd.it/1djdiq

it’s all about bringing some coordinated challenging gameplay into the open world outside of dungeons, but don’t forget casual players who can also contribute in a meaningfull and less stressful way.

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Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Just a minor thing, but I’m at cap (though most of my gear is still in the level 70-75 ranges), but am going through the lower-level areas. I’ve only poked my nose into Fort Trinity once (after swimming the long way around the island from the fort north of it…Pride, I think?) for the easy jumping puzzle there. Most of the 60+ zones I haven’t explored yet, though I supposedly have the level for it.

And the pistols—I tend to like ranged fighting rather than melee (Ranger/ele in GW1, Ranger-type in Rift (I forget what the actual class was named there), dual-pistol users in Champions, City Of, and DCUO…), and the bow doesn’t allow for the more-dakka of dual pistols, at least with a thief. Again, I need to practice my melee…though it generally gets my head handed to me again, and I tend to end up using point-blank pistols and then running anyway. Which doesn’t do you much good in a small space with 3-4 Veterans and an elite trying to pound you…

well I can’t speak for high level thieves, never got mine above 30 I think. I’m sure they can’t soak damage at lv.80 like warriors can, and you have rarely some bait-buddies.

The thing is: I think this thread is in need of some constructive ideas how to implement such content in the open world for future releases. Some (maybe a lot) people dislike dungeons, the need for grouping, the dependency of other people, group-members who don’t behave like that and leave you behind etc. On the other hand you have the development team which tries hard to create some decent encounters where group-coordination is needed (they managed to do so with the boss battles here), try to come up with great storytelling (love the scripts in there) + they have the experience that previous special events had huge problems (karka-lag for example).

I guess it’s not easy to come up with a solution while working on a tight schedule. Maybe it’s up to us to provide the team with some neat ideas. You know: ask not what your developer can do for you — ask what you can do for your developer

Forums are a great way to come up with ideas, we should do this instead of constant whining “I want a refund”.

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Disappointed that F&F ends w/ a dungeon

in Flame and Frost

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

-snip- lv, thief

well this explains a lot. I’m not sure how good or bad scaling is for low level players in those new missions but you have to know that you get quite powerful once max. level. You don’t even need exotic gear imho to feel that way. Now think about how many players are lv.80 for quite a while now. It shouldn’t surprise you that these people (me included) miss the challenge they got when playing as low level characters. Not everyone wants to constantly reroll to get this feeling back.

Me, as a lv.80 player for a few months now, I can’t find a lot of challenging encounters in the open world anymore. Metaevent-bosses are a joke (spam 1) and this leaves a few very fun and difficult god-temples in Orr.

I tried thief once, it was a quite fun and painful (but fun fun fun) experience. It’s this risk-reward feeling going into the battles, doing a few melee moves and then moving out again. Dual-pistols felt a bit lackluster to me, but maybe I was doing it wrong.

I understand now that you must be frustrated trying that dungeon as a low level thief. I re-read your posts and agree, this could have been a dynamic event – but a lot of things should be considered then:

-) anti-zerg mechanics since everyone would want to do this event at the same time. We’ve seen what had happened to the Karka event: it was unplayable because of lag / other technical issues. Culling is still there in PvE too.

-) you have no scripted storytelling in a non-instanced area. I did the dungeon (even though I prefer outdoor-events) and it was very well scripted which provided us with a decent athmosphere. This made an awesome experience. Could this be done outside of dungeons? Well people can come in anytime… except there is a locking-mechanism where you have to be there at a certain point in time, go in and then the door closes behind you.

idea incoming

Could be interesting, I don’t know. An instance which starts every 5 minutes and people can go in without the need for grouping. People who die need to be rezzed or they have to leave the dungeon (and try a new run from the start – pretty brutal). So only the best would make it to the end. Or make it more forgiving and add waypoints like in every dungeon. This would make it more likely that the bosses can be zerged. (need of some decent anti-zerg mechanics here).

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(edited by Marcus Greythorne.6843)

best boss encounter ever

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

how do those team-setups inside Anet actually work? Are there people from the dungeon-team who assisted the holiday-team? I heard the dungeon-team is currently working on other (dungeons?)… hmm. I was quite impressed how well designed this dungeon was, small things like the freeze-machines, the stressed-buff, the hidden items, the following prisoners, the escape race at the end (even though it could have been a bit harder),… so much great ideas. Then the courage to take ideas from other games to implement a decent boss-mechanic. The learning-phase which is the first boss. MAN.

Are you doing dungeons again in the future, Paul & Team? Is there a possibility to fuse with the actual dungeon team to work out (instanced or perhaps some non-instanced) boss-battles / dungeon-scenarios?

People are enjoying difficult open world encounters like the god-temples, I think there could be much more though. Perhaps you could help redesigning the Meta-Event bosses

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best boss encounter ever

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After ressing the group was immediately placed on the platform again after a loading screen, and mid-combat.

good point, it happened to me too. I forgot to send a bugreport, it seemed odd.

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Disappointed that F&F ends w/ a dungeon

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Marcus Greythorne.6843

the entire rest of the game is wonderful, and then it gets pants-on-head/thumb-up-backside stupid right at the finish line.

an earnest question: are you a player who enjoys a challenge? If yes, where do you find it outside of dungeons?

The rest of the game, particularly when I poke into areas meant for people with more AoE attacks and higher gearing than I possess, or go back to lower level zones and solo some of the events ‘meant’ for groups with my higher-level weapons and armor (you can not do that with a dungeon). Part of why this is so aggravating is that the previous pair of instances with Rox and Braham separately were great, with me getting trounced unless I played them intelligently. For that matter, I very much enjoyed the old GW1 missions which were also at core designed for parties—with Heroes and Henchmen provided to replace the need for other players in their roles (and part of the challenge coming from selecting appropriate ones and managing them properly).

well GW1 had player-targeted heals, so the AI could easily compensate their bad movement by just healing away the damage done. This wouldn’t work the same way as in GW1 here, since everyone has to look out for himself to stay alive. I would love to see Anet making it work, but the result would be different than GW1s way – NPCs would have to use skills to avoid damage + dodge out of aoe without dodging into another aoe + … well they would have to do a lot more than just tank & spank.

May I ask how long you are playing the game? I got my exotics via crafting a few weeks after creating the character, so either you are new to the game or you aren’t priorizing gearing up – which shouldn’t be a problem if you know where to find exotic gear. (Orr-Events, crafting, WvW badges, trading post; if you don’t like to do dungeons).
STILL I can’t see a big difference between rare and exotic gear to be honest. I just don’t feel the difference during battle.

It’s interesting that you found the previous missions with Rox and Braham difficult when not played intelligently. I probably should have tried those with worse gear, wearing exotics those were pretty straight-forward non strategic tank & spank without the need for any other key than autoattack 1 & some dodges. May I ask what gear you’re wearing?

And which profession you’re playing? I’ve heard that difficulty varies a lot between the professions. I’m playing Mesmer and most of the time I manage to put out enough clones so that enemies are too confused to find the true me. My friend plays a warrior and he can take a lot of beating, a Ele-friend though said that he is quite challenged fighting champions or certain events.

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Disappointed that F&F ends w/ a dungeon

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Posted by: Marcus Greythorne.6843

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I was at range on bow when trying to jump or dodge over, and it would always be towards the shockwave since I was too scared about falling off the edge. Not that it mattered because I did. I fell so hard I landed back on the platform. ;p

Huh? I guess it’s a lag issue then. A friend told me during the encounter that some waves are targeted for jumping players, but I guess that’s not the sort of wave you are talking about.

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best boss encounter ever

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I wonder if such epic bossfights would be possible outside of dungeons. Like: your zerg runs into the battle, the boss throws everyone but 5-8 players out of the arena (because he decides to fight 8 at a time, not more) and the other players outside have to support the players in the arena by doing events that interact with the battle. And then the boss switches to 8 other players. etc.

Some kind of anti-zerg mechanic without excluding the zerg completely – so that coordinated battles are still possible.

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Disappointed that F&F ends w/ a dungeon

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Wondering if it’s a lag type issue… how long do you have when the red circles appear from the fire guy? For me I have to dodge out of them as soon as they show up. Normal running means I get hit/burned because it’s too slow. I am ok with that as I thought that was normal – but maybe other people actually see the circles for a bit longer and can stroll out?

I wonder, are you in melee or at range, when trying to jump over the waves/rings? Personally I find dodging towards them much safer than dodging backwards.

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Disappointed that F&F ends w/ a dungeon

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

the entire rest of the game is wonderful, and then it gets pants-on-head/thumb-up-backside stupid right at the finish line.

an earnest question: are you a player who enjoys a challenge? If yes, where do you find it outside of dungeons?

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Competent NPCs: Braham & Rox

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It’s not something that braham can do in any situation, its part of his script that when we go to boss phase 2, he uses the revive everyone skill.

ah, that makes sense now, thanks for clarification. I want more of those scripts

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I enjoyed it as well. I think future (and current) dungeons should be made with a combination of inspiration from SAB and this Molten Alliance dungeon. I actually feel like I’m on an adventure in both of those compared to the original dungeons in terms of pacing and mechanics.

I disagree. If you want platforming, play Mario games.

If you don’t want platforming in an MMO, play WoW. It’s a core gameplay element since release.

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Molten facility, Living story team.

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I’m happy that not everyone gets the dungeon done on the first tries. My group of friends managed to get through even though we wiped 3 times at the final boss. It’s now the feeling I had in other games when I beat a challenge not every one is supposed to beat without working together and playing well. It feels sooooo good!!

GW2 so far had no real challenge for me (I don’t like doing fractals repeatedly), thank you SAB-Team for giving me what I was looking for. The only thing I want now is a challenge in the open world.

+ give people an easy-mode of the dungeon (like you did in SAB), make Braham and Rox gods – invulnerable and hard-hitting – who revive the player and bring him through the dungeon alive. Sure, rewards should be much lower, but these newbies will at least experience the story to the end.

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Competent NPCs: Braham & Rox

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so now I’m confused, there is actually a difference in AI?

no reason to think the devs are lying, so i’m going with “no”. however, braham and rox have a broader range of skills to use, so they feel more useful.

I’m not saying anyone is lying, still I’m confused since reviving is a skill all NPCs have. So now the new NPCs realize that players are downed – isn’t this an AI-improvement?

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Competent NPCs: Braham & Rox

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Braham also revives any dead players after you kill the first of the final bosses and progress to phase 2 ;p

so now I’m confused, there is actually a difference in AI?

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Molten facility, Living story team.

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Marcus Greythorne.6843

Interesting, thanks Robert. So it’s really just a misconception that Braham and Rox have improved AI.

So this feeling of improvement comes from different skills…
Have you ever considered using NPCs with more skill-usage / improved AI as a kind of scaling-method when less than 5 players are participating? Some people would like to see dungeons playable for smaller groups / solo and I wonder if you take them seriously and work on a kind of solution or just have the mindset of ignoring those.

So far GW2 has done a lot for all kinds of groups, still solo-players who are looking for a decent challenge don’t have a lot of choice imho. Open world events lack the risk-reward systems that dungeons / guild missions have and so solo-players are left behind. This long after release a green/yellow lv.80 drop from a champion/boss for someone who is lv.80 for months now isn’t that interesting.

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Competent NPCs: Braham & Rox

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there is actually no difference between Rox, Braham AI and older NPCs like Rytlock AI.

https://forum-en.gw2archive.eu/forum/game/dungeons/Molten-facility-Living-story-team/first#post1938879

Robert: “The NPCs all share the same AI. There’s no AI difference between Rytlock, Rox, or Magg (CoF) aside from the skills that they use….”

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