Showing Posts For Marcus Greythorne.6843:

Lupicus Solo as Guardian with Scepter

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

This is definitely harder to work with imo when you have an elementalist for tune swapping as pressing ctrl forces your fingers into a lower position. I’m sure it works well for your ranger since pets hardly need any F key pressing outside of their skills / F4 swapping (while in combat). Or maybe I just dont have as long fingers as you do =(.

I’m 6’10 so I have some pretty long fingers. Ranger pets require more control than you would think (especially in dungeons/fractals), but certainly not as much as Ele. I have to use mouse clicks on the earth attunement because I just can’t hit the f4 on my keyboard at home without moving my entire hand off the WASD, and all the other nearby keys are in use.

you should really try this WSAD on a thumbstick is the solution to every problem ^^

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Are accounts flagged for good/bad loot

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Clovers are easy to get its nothing but time. Not sure how doing a 10x in the MF and getting a crap ton of T6 mats or loadstones instead of clovers is destructive.

you didn’t get my point, for clarification:

=10 clovers (which could mean 10 “clovers” = 10 pieces of a puzzle —> 1 full puzzle = choose 1 of 3 exotics (like the personal story rewards).

it’s just an example.

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Are accounts flagged for good/bad loot

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’m not sure why you keep using Clovers as examples. They’re easy enough to obtain already.

Also, just wanted to point out your method won’t encourage players to “play the way they want.” It would simply encourage speed runners. More 4 war + 1 mes stuff that a ton of people here like to complain about.

Also obviously you’re not gonna get all the Clovers you want in one run. People are going to figure out which is the fastest dungeon to speed run (CoF path 1, anyone?) and run it ad nauseam until they get what they need. Hey, more grinding.

As you said, Clovers are just an example. An example where you waste earned stuff in order to get something… or not.

I didn’t mention it but I thought of those Speed-Runs as a seperate mode to the dungeons. (do you know those kind of mode in GW1? or even WoW lately?). Then add the part where you can only get 1 piece of the stuff from 1 dungeon-path per month and people would have to master every dungeon in order to get the maximal amount of rewards.

With such a system there has to be a casual-system with similar rewards too, cause as we know: not everyone loves dungeons. So add Metaevents to the list (1 reward per Meta-Event per month) and set a limit to the max. rewards you can get a month… this way people wouldn’t feel forced to do ALL of the possible ways for a maximum amount of “Clovers”.

example:
max. number of “Clovers” per Month: 10
choose:
-) 32 dungeonpaths – each path 1 per month
-) xx Metaevents – each Event 1 per month
-) 50 deeds (player kills, revives, combos, doors broken, towers taken, supply camps taken in WvW) – 1 clover

so you could do:
-) 4 speedruns (4 different dungeons)
-) 5 Metaevents (again 5 different ones)
-) 50 deeds = 1 clover
=10 clovers (which could mean 10 “clovers” = 10 pieces of a puzzle —> 1 full puzzle = choose 1 of 3 exotics (like the personal story rewards).

so people choose the content they wanna do, to EARN that stuff. It’s obviously not grinding (choice, variety, no repetition).

So much possibilities, why does it have to be grind? Why destructive gamling?

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(edited by Marcus Greythorne.6843)

Are accounts flagged for good/bad loot

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Because then getting mystic clovers (or anything like lodestones/precursors) would be too easy if they are guaranteed drops. The RNG is there to enforce rarity of items.

By the way, you don’t have to “play” the trading post to earn money. You miss my point. Earn gold, then spend it on the TP for certain things if you don’t wanna bother with the RNG.

We all know how “easy” it is to earn money in this game. The most efficient way in my opinion (by far) is playing the TP. Again, by far. I’ve played for 2 weeks (the way I enjoy playing: WvW, casual PvE) and earned about 3-4g. One day playing TP earned me 10g with 30g as startingfunds. And I’m sure there are people who laugh at this low profit.

You’d probably say that I should farm gold via dungeon-runs or other ..runs but isn’t the idea of GW2 to play the game the way I want? Non-grinding.

I don’t want to complain about how hard it is to get stuff. I’d gladly do challenging things to earn this goods, but going on speedruns in dungeons which should be about having fun in groups with friends seems not right to me. If Anet had put a timer in those dungeons and rewarded people with a Clover for a certain amount of time, I’d be totally fine with that. This would be: playing as it was intended to be.

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Are accounts flagged for good/bad loot

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Because you can purchase everything you get from Mystic Forges and Lodestones from the TP. If you don’t wanna deal with RNG, don’t.

I can’t see how this is fun. Why not reward players who defeat a champion with a Mystic Clover for example? For doing something where risk is involved and reward follows. Or finding 15 different events in a zone. Why should people who play the trading post have the biggest advantage of all, just by spending their time in Lions Arch instead of outside in the open world?

I’m not sure, after this comment, if the trading post is a good implementation after all.

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Are accounts flagged for good/bad loot

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

There are other games I have played where I would kill a boss 20-30 times and not get the specific item I wanted

then why do we have the Mystic Forge? Why those extreme RNG? Lodestones are just not fun to farm. Precursers. Mystic Gloves.

This is not just trying something 30 times to get a result and losing nothing – this is trying and losing hard earned stuff.

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downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Right now the events only scale to 20 (and the number of spawns caps at scale 10 so the area doesn’t get flooded). One of the things we’ll be doing over the next few months is adding support for much higher scales—so veterans and champions will start showing up at very high scales, or they’ll gain new skills, etc.

Now this sounds pretty much like the things we heard before release, I’m so happy that you still follow that same goal. I’m really exited now… can’t wait to experience actually equally difficult (= hopefully challenging) encounters. I totally get it that the game is huge and you are only so many people and can’t work at anything at the same time, I just needed to hear this to keep hope up. You’ve done a great work at bringing people together, events are all about cooperation…

…still sometimes I didn’t enjoy seeing other players as they simply trivialize the event I’m doing here and there. Nice to hear that you realize this and plan to adress it.

Edit: I love the new champion-skills from this one boss in Orr – the charge. Bring it on Anet, bring it on

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(edited by Marcus Greythorne.6843)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The Wayfarer problem isn’t a scaling issue. That happened because there’s 200 people doing it from the world event that is happening in that zone at this time. Once the people have that all done MaW will go back to normal.

I haven’t seen more than 20 people participating at this event – and shouldn’t those big Meta-Events scale from 10 to up to 100 players?

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New Grenth, intentional or bugged?

in Dynamic Events

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Today I participated in that Event. People talked about how they had multiple tries and how hard it is. I asked what to do and someone was kind enough to explain the battle. It looked tough, many got downed and I expected the worst, but we did it…

man this was something I’d love to see much more in this game. Everybody knew that this could totally go wrong, but against the odds we were successful. Kudos Anet! This is how bosses should feel like.

…man I’m happy, was disappointed to see how scaling worked (2-hit enemies in low level areas, big meta-event bosses dead within a minute) but at least we have a challenge in one of the open world zones. I realise that Anet doesn’t want to challenge people in not-max.level zones. It’s sad but at least I know now where to find a challenge. I hope it’s fun for a while.

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downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Wayfarer Foothills Ice Shaman Boss:

People calling in the chat: “it’s up”.
Me: instant port to the nearest WP, running to the boss.
What happened: health dropped in a rapid rate and as I finally was in range for attack the boss went down. It seems the battle didn’t last longer then a couple seconds.

downscaling isn’t working (at least in Wayfarer Foothills). It’s just 1-or-2 hitting enemies. If there is a Zerg around you, it’s even hard to tag multiple mobs. Mesmer GS AoE-Berserker has a casting-time – mobs are dead before I’m able to summon my phantasm most of the time.

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MAJOR power/damage bug since last patch.

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

it’s really frustrating to see so many people whining because they don’t 1-hit everything in their way. Why do people actually fight in low level zones when they can afk-kill anything that is 200 feet near them. Must be fun, bah.

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downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I would love to see a developers thoughts about the stuff discussed here. I certainly see that many players (probably treadmill-game players) feel that they have to be overpowered with higher levels while other players like myself coming from GW1 tend to the other opposite.

And here is what I would suggest to please (I think it would) both sides. Correct me if I’m wrong.

People from games like WoW don’t see the PvE-world as “Endcontent”, for them dungeons are the relevant thing and they don’t enjoy the leveling process. Instead they love to rush as fast as possible to max. level.

—> those players usually rush from heart to heart to maximise their leveling-speed. It’s a pretty linear path they follow – the most effective path. You could put all those weak mobs on that path, those players would blow through them and get their level as fast as possible.

Then there are the guys Anet got with their Manifesto. The whole game is endgame. You do all the things you did while leveling when you reach max. level. Well currently this isn’t necessarily true since I had a nice challenge in some parts of the world while leveling; and now there is only challenge in dungeons and very few lv.80 zone encounters.

—> for those people put really challenging content (player scales down to the level of the mobs and fights become difficult) in areas apart from the fast leveling path. We love to explore the world and find hidden stuff, we don’t care about leveling speed or Max.stats that much. For us it’s the journey that is important. Let events be viable again.

… this would be a compromise, the “hardcore-players” rush to max. level without hard-scaling and the “explorer-type players” find those difficult viable content they are looking for everywhere else.

Only problem: explorable players would suffer since they can’t normally play with their low-level friends in each part of the map.

Someone above said: “Now I feel way less motivated to help out low level players that I don’t know, if I can’t do any higher damage or get any good gear/experience out of it- then there’s just no point anymore for many of us. It’s counterproductive to the teamwork element.”
I say: you shouldn’t “help out” other players by onehitting their mobs. Some of them might not like it seeing you griefing their content. Instead you should play along them – on an level maybe slightly above, but not godlike – and feel a bit of suspense yourself. Yes, even YOU should be able to be killed by low level centaurs. Why? Maybe the low level player would manage to save your kitten #8230; Unexpected things make a game fun, if you know how it ends – you can’t die – it gets boring really fast.

@Account: your 6:51 post is something I agree on 100%, really my thoughts too

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(edited by Marcus Greythorne.6843)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

so what you are saying: the people who get this super cool new weapon in TF2 don’t feel rewarded?

GW2 is a cooperative game. It’s not like your former games where people compete for the highest amount of damage. There is no DPS-meter here. Instead you should be able to play with your lv.1 friend together. This isn’t fun for him if he can’t tag a single mob because you kill those just by looking at them.

GW2 is a game about skill, you have to actively move, not stand there and watch your parry/block/dodge-stats do the work for you.

Yes you’ve worked hard. And this should be rewarded… with better skins – this is what GW is about. Yeah you grow stronger at stats – this is natural in an environment with higher tier zones, so that you follow these zones in a certain way. It would make no sense to start in Orr, so you slowly engage those enemies which get stronger and stronger – and so do you. Those enemies get better skills, so if you’ve worked really that hard you should feel the reward in being able to kill those enemies at ease – by playing a good game, having decent movement, not by standing there and watching the enemies die from your bad face.

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MAJOR power/damage bug since last patch.

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

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MAJOR power/damage bug since last patch.

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

it was broken horribly. The only challange you could find at lv80 was in lv80 zones. What happened to “the whole game is endgame”? All content should be viable in a system where backscaling is possible. I don’t want to kitten low level mobs in this game. I want to play with my friends without oneshooting the enemies while my friend hasn’t the slightest chance to tap the mob.

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downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I don’t know guys, it just feels to me like playing a lv.1 stage in Super Mario Bros with a perma-Star.

is it really that fun to get better with everything while getting better in playing the game? Wouldn’t it be more fun the way Team Fortress introduces new gear: a aspect gets pushed but at the same time you get weaker in another aspect…

for example:
weapon xy:
get +100% crit when hitting a mob from behind
lose max. damage from front – 40%

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(edited by Marcus Greythorne.6843)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

pfff, dude. if u want chellange killing mobs, go to orr, not in 1-15 zones. i personally found it fun to 2 hit mobs that often killed me when i was on 1-15 level. Plus, remember, now when u r 80 u got exo gear. fight naked and with a stick, then see if u still 1-hit mobs :P

well the whole game is endgame, I should be able to play with my friends and still feel as playing the game and not afk-shooting everything. The better loot is a great first step to bring people back to low level zones, but as we get more events in those zones, those shouldn’t feel trivial since it’s new content.

Wouldn’t balancing be much easier if there weren’t hundrets of levels but:
player lv = enemy lv (you can be below an enemy lv but not above)

-) blue gear: you need 10 hits
-) green gear: you need about 9 hits
-) yellow gear: you need about 8 hits

+ health increases only minimal

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(edited by Marcus Greythorne.6843)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

We’re still tuning the downscaling, but didn’t want to make things immediately difficult. What level are you downscaled to, vs. the level of the creatures you’re fighting? One issue we found is that many areas in the starter zones are scaling you down, but you’re still 2+ levels higher than the creatures, which is making them rather trivial to deal with.

I tested this now, starting from Hero’s Moot WP (Wayfarer Foothills) running the path north. I’m Lv.80.

My effective lv. — enemies level — enemy type — number of autoattacks until dead
I’m 4 — enemy is 2 — stag — 2x until dead
8 — 6 — Son of Svanir — 2x
8 — 8 — Son of Svanir — 3x
8 — 7 — Dolyak — 9x (currently Taigan WP)
8 — 7 — Skelk — 4x
11 — 9 — Icebrood Wolf — 5x (currently past Twinspur Haven WP)
11 — 8 — Sons of Svanir — 2-3x
11 — 4(!?!) — Sons of Svanir — 1x
13 — 10 — forgot enemy type — 3x

so yes, in general I was 2 levels above my enemies. What struck me as a surprise: there was this one Son of Sv. (came down from a tree) who had the same level (8) like me and was dead in 3 autoattacks. The next surprise: the lv.4 Son of Svanir in the north of the wayfarer foothills (my level: 11)

You really have the chance here to keep the game growing imho, because each zone could be challenging to play. In other games once you’re 80, you have only a few lv.80 zones. I’d rather have it more difficult than a walk in the park to be honest. I see that you want high level players to feel more powerful, but I’d rather see the power come from the skill you got playing monsters.

Low level monsters have simple attack-patterns. When I compare how I play now vs. how I played a few months ago I definitely see improvement. This skill should make me feel more powerful (it does in PvP at least), not too good stats. Now I’m able to out-dodge (is this even a word? ^^) my enemies and that makes me feel powerful. I can engage much more enemies at once.

(btw. I like how you implement some hotspots of strong (bigger packs of) enemies even in the low level zones. It would be great to see this much more, so that people actually (like in the first game) have to look where to go and eventually (for higher zones) plan ahead and dodge too big enemy-packs (if they feel not strong enough).

Wouldn’t it be much more rewarding if people had to be aware of their surroundings?
I got offtopic, my bad…

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(edited by Marcus Greythorne.6843)

downscaling not working

in Bugs: Game, Forum, Website

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

from the update notes: [spoiler=Notes]Dynamic Leveling

Attribute calculations for dynamic level scaling have been rebalanced. In general, this means weaker when adjusted down, stronger when adjusted up. Rewards when adjusted down have been increased to compensate. It is now possible to receive your own level of loot from any level of enemy.[/spoiler]

I don’t think it’s working, I still 2-Shot a lot of low enemies as lv.80. No challenge against Veterans and Champions on lower levels either. Tequatl as lv.80 is more than trivial, stand in front of him and spam 1 without any fear of losing health.

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Patch question - downkicking

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

it’s not the case, you still kill lv.4 enemies with 2 attacks. Opposed to you I am disappointed, no challenge here at all. Killed a veteran without losing any health. Did Tequatl a few minutes ago, stood direct in front of him and spammed GS1 (Mesmer) and a few Berserker.

So no fresh boss-mechanics on Tequatl, still far too easy (I’m sure I would have had no problems with a lv.30 character). No new skills for mobs (veterans, champions)… so those are still moot.

I wonder why I should go back to low level areas. This game should grow in viable areas because of scaling, not shrink like other MMOs where you spend your lv.80 existence in lv.80 zones.

Loot is better now, a few greens (which aren’t worth anything to me since I’m all exotics & rare).

disappointed

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Is guild wars 2 dead?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

dead? no by far! Today I played in Kessex Hills, quite a few hours. Did some champion bosses and we always were at least 3-5 people. Totally fine.

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Activities you don't know about

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

yeah, those are instanced. It wouldn’t work otherwise since tons of people play matches at the same time.

I agree, cities will get even more crowded, as each city has it’s distinct activities it isn’t only Lions Arch where people are… but this also means that less people do events, dungeons, WvW – the big things where a lot of people are required.

The only solution I can think of at the moment would be bigger servers, which won’t work since much more people who want to join WvW would spend in queues :-/

edit: well there could be a solution to that: a fifth WvW-map. So servers could have much more people (which would mean they’d have to merge some servers)

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(edited by Marcus Greythorne.6843)

Activities you don't know about

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

^with world I meant in PvE, Minigames are instanced (just like the fractals) and this would mean tons of people in cities playing those games and much less people doing events. I’m not sure if this is the right thing to do, still I love Minigames and want more of them.

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Activities you don't know about

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I wonder if we see a lot people in the world once we have more minigames (they talked about 30, currently we have 1 (?))

I really love Kegbrawl, I’m curious what will happen.

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GW2 App for iOS and Android

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

not official ones, but there are

among those there is a gw2-spidy tool to watch latest goldprices from the trading post

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high-level nodes in low level areas

in Crafting

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

you’re quite right, but this isn’t the same for people farming nodes and get much more mats that way since gear-loot-drops aren’t too common at the moment.

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high-level nodes in low level areas

in Crafting

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Hi there!

Would you like to see, additional to the level-appropriate nodes, high level ressources in low level zones? I like some of the lowie-zones a lot and I see that Anet want’s us to go back to those zones, but as I want to craft level-appropriate gear I need to find those Orricalcum nodes etc – which can only be found in a few high level areas.

Wouldn’t it be great if you could find the stuff like this:
Tier 1 area: Tier 1, Tier 2, Tier 3, Tier 4, Tier 5, Tier 6 ressources
Tier 2 area: Tier 2, 3, 4, 5, 6 ressources
Tier 3 area: Tier 3,…

what do you think?

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Flame and Frost: do we get a labeled villain?

in Personal Story

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

This is what I’m missing in GW2: a faced villain like Palawa Joko or the Lich King… not another faceless leader. We don’t know (at least not outside of the PS) a Jotun-leader. We haven’t seen a Flame-legion leader,…

there is Faolain. This is a good example of what I’d like to see, but there is still potential here: introduce her (and other villains) to the open world too. The best chance to bring in decent lore and meta-eventchains, which would feel pretty epic. I think if people have more context to why they battle this boss, it would be even more intense.

We had Zhaitan, a characterless dragon. We had the Mother-Karka. I have to say King Thorn was huge! That was something really interesting – a lore-masterpiece. You had those really good scavengerhunt where you came to know his origins. Truely a worthy villain. I loved it.

It would be nice to see such a thing in the future for not-holiday related stuff. If we get generic Ice- and Fireelementals without any context to a villain I’d be disappointed, since Anet did some great work in the past in that department. I want a new Svanir

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Writing groups: task allocation

in Personal Story

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Lead Writer – responsible for overall quality and direction of:

  • Narrative Design (formerly Lore & Continuity Design)

wait, so what are Jeff Grubb and Ree Soesbee doing now? working on the expansion?

I wonder about this too, it’s been a long time since we heard anything from them… what happened? Any problems? I wonder if this is related to the delay of “Sea of Sorrows” those guys were my heroes during the waiting-time for release.

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contribution from a supporter --> loot

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I noticed that some professions / playstyles have a really hard time to tag enemies, even though they do contribute in a meaningful manner. It seems that, while doing a bit of damage, people who specialize at conditions (Staff-Mesmer for example) or support tag much less mobs than those who go for pure power/prec/crit.

I can imagine that it’s quite difficult to find out which action should count as meaningful contribution, so I tried to find a simple approach:

analyse how much actions a player does during a battle (action in the sense of interaction with friends and foes). These would count as 1 Interaction.

Debuff = 1 Interaction
Buff = 1 Interaction
Damage = 1 Interaction
Heal = 1 Interaction
Ressurect = 1 Interaction / sec

who gets loot:
—> Do 8 interaction with an enemy to get loot
—> Do 8 interaction with an ally to get loot if he kills someone

yes, this would also reward players who do bad interaction (like protection-buff to people who don’t need one in the backline – bad example) but that would be better than not rewarding people who support or go for damage over time effects imho.

What do you think?
1.) Do you feel the same way I do about contribution and the resulting loot?
2.) Can you think of a simple way to count contribution for all professions/playstyles?

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loot-bags evolved from a GW1-mechanic

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

just to make it clear, I know that the system worked differently in GW1, that’s why I’m talking about an evolution.

In GW1 this system happened only in instances, when leaving a certain mission. So there was no chance to come back to that mission. This reminds me of being killed in a zerg, but taking 2 enemies with me… both loot bags are there, but no chance to get them since the zerg won’t leave and the bags disappear in 3 min.

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loot-bags evolved from a GW1-mechanic

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

You probably know the situation: there is this big battle going on (PvE & WvW) and you contribute to quite a few kills, so you get lootbags. In PvE those spawn where the mob died, in WvW they spawn on the position you were when the mob died.

as it is now it’s very easy to miss some of the bags due to movement during the battle.

GW1 had a simple but great mechanic: when you leave a mission but there is still loot somewhere which you forgot to claim, you get this small loot-window where everything you left is shown. This opens the opportunity for the player to pick the stuff after the fight in a secure area.

Suggestion A: Whenever you would get loot from killing enemies, this loot won’t drop in the world, instead it is transfered to a small loot-bag (max. 20 slots of storage). You can open this bag whenever you feel safe and claim that loot. (when you leave the map, this bag blends in a last time, your last chance to claim the items.)

Suggestion A(2): You could enhance this mechanic by giving a group a shared loot-bag with private-areas where nobody else can take something but you. Now you have the option to put something from your area into someone elses area.

Suggestion B: The loot which would normally drop would be stored in the nearest outpost. You can claim your loot there.

Suggestion B(2): This would leave interesting options in WvW, for example: when the outpost is taken by the enemy, you lose your loot… so it would be wise to return to that post and defend it + claim your loot.
B(3): enemies can claim 1 random piece of loot from that storage.

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(edited by Marcus Greythorne.6843)

Another token system...

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

well Anet explained this once. They said that they don’t want people to farm in certain locations over and over to get the specific item, instead you should be allowed to experience a variety of content. (not sure if I paraphrased this right, it’s a while ago).

I certainly would like to see more specific drops, but I wouldn’t suggest that unique drop from a certain enemy in a certain location. Not sure how this could be done right… perhaps Anet spawns a certain named mob in a total random location, where you’d normally find a champion. So that this mob could spawn in every zone of the game and people can’t spawncamp this enemy since they have no idea where it might spawn. Now you could give this mob a unique weapon-skin as drop – I guess this wouldn’t contradict with Anets design decision.

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Higher rewards for soloing champion mobs

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I suggest you very sligtly increase the reward when a content is acomplised by fewer than suggested players (beter chances in drops), and give soloers a very small chance to drop “a medal” that can ether be worn for cosmetic reasons or sold for 10 silver to a vendor.
I believe the “one person droped a hit and go away” problem can easilly be fixed by making the system check who has done 90% of the work.

you would feel griefed by a group of 10 guys running by and destroying the mobs 80% of health in seconds. They took your chance of better loot.

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Higher rewards for soloing champion mobs

in Suggestions

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I think 100% damage wouldn’t work, but what about 100% time invested (from first hit to last hit) or something like that?

+ I would love to see scaling working, so that enemies stay equally difficult, no matter how many players participating. This way the OP and people like him would have their challenge and would never feel griefed. Personally I feel a bit frustrated, when I start a difficult battle for the challenge and suddenly a group of 5 comes along (after 7min fighting the beast) and destroys the mob in seconds.

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(edited by Marcus Greythorne.6843)

what happened to "Sea of Sorrows"?

in Lore

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I thought they use it to promote the game(

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what happened to "Sea of Sorrows"?

in Lore

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’m a big fan of the first two novels and I’m waiting for the 3rd, Sea of Sorrows, since quite a while before release of GW2. Can anyone from Anet give me any update, it seems I’ve missed a reason for delay, even though I’m in these forums nearly every day

Sorry if this is the wrong section for this topic, but I love the connections between the novels and the game… It’s awesome to find those characters from the books ingame; I’d wish those had some epic event-chains to offer.

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So about mini-pets

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

kill 5 different champions in the world to charge up a capture-staff
kill 1 champion and use the charged staff to get a mini of this champion

once killed champions won’t charge the staff every time (20% chance to charge)
first time killed champions always give 1 charge

—> a lot more people would look for champions / play in low level zones

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Where is Polymock?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I really think they should kinda focus on those for a bit…

I’m hoping to see at least 1 of those things by march.

I really can’t see why it is so difficult to understand the meaning of “not in the near future” :-P I’d love to see those mini-activities too though.

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The reality of it all

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

No where Marcus and NO ONE in this thread has claimed that you HAVE to buy gems. What we have claimed is that they have increased the grind. This isn’t deniable. Let me repeat that. It is NOT deniable. It IS fact.

I can see that optional grind (you don’t have to grind for better gear) is grind and not that fun, Anet has explained that the way Ascended Items were introduced was a mistake and they are giving us more ways to get that stuff in the upcoming patches. It is a slow progress, but that’s because Anet choose to do a lot of internal testing of new features before they bring it into the game – else such things as the Ascended gear introduction happen (as I said, they already said that this was a mistake).

I’m not sure why it takes this long to give us more rewarding loot sooner but they must have their reasons. It makes no sense that a developer likes to punish it’s playerbase. People here are so fast at jumping on the throat of devs and people who try to defend Anet… it hurts.

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Where is Polymock?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

they already stated multiple times that the team which would be working on it is focusing on making the current content as strong as possible before looking into the fun additional things.

@Anet: you really should do a FAQ since the same questions come up quite a lot here in these forums.
-) Guild Halls / Housing
-) GvG
-) Precurser scavenger hunt
-) minigames
-) …

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(edited by Marcus Greythorne.6843)

The reality of it all

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

this Nexon-related post is just a bad piece of writing. If they were so eager to get our money, why aren’t there more “important” things to buy in the store? Ascended items will get available from a lot of other sources too + Anet explained in detail why they brought this new tier… Ignoring the facts in this article and coming up with such a conspiracy theory is low.

What do we have now? We have a lot of problems, yes. We don’t have pay to win in any form. We have only conqust-mode sPvP… the professions are balanced around this, but developer stated that once they feel they have a good core of those maps they introduce other modes for casual-sPvP to test those. We have bunker-builds in sPvP because a lot of players enjoy this kind of defensive gameplay, it’s not gamebreaking for other players imho… either way Anet stated that they feel bunker builds are too strong currently and players can expect changes.

Some might say: it wasn’t ready at release. When is a MMO truely ready? It’s an ongoing work in progress and changes need a lot of feedback from the huge playerbase. The game was ready enough to spend hundrets of hours there and have tons of fun, without a subscription fee. If you feel burned out, just leave for a month or so… you can return whenever you feel to without having to spend a cent. There is a lot of positive change, just compare the Karka-Event to Wintersday: no more one-time only event, Weapon Skins buyable for a easy attainable curreny (wool socks etc.) as an alternative to buying it in the store,…

If they would need our money so bad, why haven’t I felt the need to spend a dollar in the store? I have 4 bank-slots, a bag-slot, 1 character slot… all of that payed with ingame gold. Everything else in the store seems not interesting for me at all. I got exotic gear one or two weaks after I got 80, I don’t care about the Ascended ring and backbag at all since I don’t feel the need for it at all. Dungeons are easily doable with subpar green/yellow gear because this game is about skill, not gear mostly.

so please, tell me where I have to spend RL-money for this game after purchase.

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Charr, Asura, or Human Ele?

in Elementalist

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

the best race for ele would be norn due to being one of the few races with a dam good racial

I didn’t realize that racials are worth looking at on Norn, which one are you talking about?

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Spvp destiny. An important message

in PvP

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Thanks! I still feel like there is improvement to be made there though! I’d like to help new players and casual players even more than we do now, which is something we’re planning to improve down the road.

The one thing I can think about is simulating combo-fields… a lot of my guildies who play the game almost since release still have no clue how combos work. Not sure how you could make people realize what to do with those though… perhaps with voiceovers. I think voiceovers are a nice gimmick of gw2 which is a bit underused (e.g. could be used more in bossfights).

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Spvp destiny. An important message

in PvP

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

And as I said, once we feel we have a strong core of “normal” conquest maps, I think it’s totally fine for us to branch off and try some other things that may not make it into tournament play.

I think you have a very very stroong core of “normal” conquest maps.

I really love your sPvP, especially the fact that you have such a great training-area for new players (the Mists lobby); It’s great to create a new profession and almost immediately are able to try out gameplay with all skills and traits against NPC-bots of each profession. Thanks for that! No more starting as a clueless player in sPvP.

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Home Server = WvW Server?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I thought you gain influence for your guild, regardless of server?!?

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ACP1 Full Solo

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

stuff like this should be rewarded with a cosmetic set… not playing the trading post for weeks in order to buy a legendary (for example)

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ACP1 Full Solo

in Fractals, Dungeons & Raids

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

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No longer able to ress in combat?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

They already said that they nerv the dungeon to become easier… I really don’t get how you can complain about difficulty here. Group-play gets rewarded so make sure to stand next to each other for a quick rezz, enemies won’t hit that hard anymore so dungeons probably become rather easy (which I don’t like).

Let’s see how the new boss-mechanics play out.

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"Profession" Gear boxes: more RNG?

in Guild Wars 2 Discussion

Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

i have some bad news guys. the RNG war was fought in pvp and it was lost. i am not even hoping anymore. when i see a box it means RNG. don’t you know, people LOVE it and anet wants something for everyone:P

that’s only partly true, you can craft the armor you want with the mats from those pvp-pieces.

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