Showing Posts For Marcus Greythorne.6843:

CDI- Guilds- Guild Halls

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Imho the Hall of Monuments was the perfect solution. A place where I see my personal progression and can show it to others while I’m free to do the content to achieving these goals a.) by myself b.) with some friends c.) with my guild.

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CDI- Guilds- Guild Halls

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The only issue with this is that it would take up a LOT more resources to have one house per user than it would to have one hall per guild.

I mean, if you REALLY desperately wanted a house to your own, when Guild Houses are implemented, you can just make one for a “personal guild”. Plenty of people already have personal guilds (I have two myself), so it’s not really much of a stretch to create a “personal guild hall” from there.

Looking at the guild missions as they are now I doubt that there will be interesting features for very small guilds, especially not as the discussion was about guild alliances as well.

People here are talking about hundrets of players in a Guild Hall which just doesn’t makes sense for me at all. LotRO had instanced neighbourhoods with 30 (I think) houses each, so it’s not like they have to create a map which has enough room for 200+ houses, just more instances.

Well I’m open to everything that’s fun for me (a mostly solo player), so I would like to see a way which enables us solos to do new content as well. Raids, for example, only available to guilds would be a horror szenario for me personally. I’m looking for new challenges, but playing on a specific schedule is the reason why I left WoW years ago. I’m not a casual, I’m just one of the guys who has a family and a lot of work waiting for me.

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CDI- Guilds- Guild Halls

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Personally I’d rather see housing than Guild Halls. Guild Halls is exclusive for players in guilds, housing would be for everyone. This could then be expanded to Guild Halls where players live in neighbourhoods of other guild members, having a specific number of players and their homes located in an instance. Huge guilds will have more than one neighbourhood and players could visit homes of other players.

see: LotRO http://lotro-wiki.com/index.php/Housing

I find some ideas here quite odd, some guys seem to forget that there are guilds as large as hundrets of players, not 5-10.

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CDI- Guilds- Guild Halls

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

A small idea how to make individuals stand out in Guild Halls:

Think of Hall of Monuments, but for the top 3 players of that guild in certain categories.

  • 5 highest ranking PvP players: a statue of them with their current armor, dye and weapon will be displayed on a victory podium.
  • Winner of weekly duels in the Guild Arena: A npc with his skins (looks like the player) will act as a duel practice npc, using the same weaponset.
  • Player with a certain number of rare minis: his minis will have double the size inside the Halls.

This way several players from a guild could show off their speciality in their guild. Crafting experts will shine as well as PvP masters, as well as dungeon veterans, as well as lucky ones.

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CDI - Accomplishments and Implementations

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

about the trait changes:

I think in generall this was a really good idea (for new players) because now you have specific goals on your way to world completion – the mostly final goal which ends in a Legendary. New players don’t know the old unrestricted system and won’t miss not having everything from the get go.

When we discussed the return of skill hunting I think a lot of (veteran) players had new traits/skills in mind when they asked for this system. 10 new traits for each profession spread around in the world would have given them new incentives to go back and hunt them down – maybe by doing something challenging they haven’t done before (find a champion at the end of a jumping puzzle etc.).

Map completion, personal story missions… it’s a nice variety of things to do, but is it really what we had in mind when we were talking about the return of skill-hunting?

I feel like there was a big misunderstanding here and I don’t know about the motivations behind these changes.

Maybe it was our fault for being too unclear about our desire… but I think this could have been worked out if players would have heard the devs and their thoughts on how to realise it before starting to work on it. Having a dev who asked us: “what do you think about doing xy?”… or/and tell us why the new trait system looks like it is today. The idea behind it, why you think this is a good idea.

PS: I hate how players complain about the “high price” of the traits, completely ignoring the main way to get them (doing specific stuff) and taking the alternative route (buying them) for not one but all traits. “OMG it takes months to grind all the skillpoints to buy all traits”. I would have left this alternative way out completely. It’s a unneccessary shortcut; instead the unlocks should be accountbound so that alts won’t have to do all the challenges again for the 2nd, 3rd, 4th,… character.

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(edited by Marcus Greythorne.6843)

CDI - Accomplishments and Implementations

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

My no.1 is the new map Drytop. All the things to do in this map, the local currency and something to work towards to by doing the core content (dynamic events) in that zone… This just feels very natural and at the same time really satisfying for me personally. Imho the latest addition to this map wasn’t as impressive as the first parts, but still those events are contributing to the whole makes them similarly important.

I can still remember when we talked about zone specific rewards and I’m stunned what ideas Anet had to realize this. The sandstorm mechanic and the chest-hunt is fun and the mini-bosses feel really fresh compared to the old sponge bosses. (My favourite: the moa – I love to interrupt this fella).

I’d love to see more random events though, while it’s fun now I wonder if those events on schedule will make the world feel alive going forward. Doing the same every time again and again becomes stale fast. Still, in general much better than any previous map for me personally. Great work!

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more punishing world bosses

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Yet another great way to make the game less enjoyable.

It’s sad to see people who think it’s enjoyable to kill a boss without any effort semi-afk just to get a few daily reward chests. Leaving bosses like the Shatterer with the graveyard rushing available (something which has been fixed for dungeons for a while now) would be a lot of wasted potential imho.

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more punishing world bosses

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

“No errors allowed” is never fun. It’s frustrating. It makes people give up.

It seems you’ve never experienced raid-bosses in games like WoW, correct me if I’m wrong. A battle like Heigan (https://www.youtube.com/watch?v=DmArX8GvHLo) was frustrating at first but got really really awesome the more you were accustomed with the mechanic of the battle. This is just a tiny example, raid games build their excitement on such mechanics.

and it IS possible in open world encounters. We experienced something similar with the Marionette encounter. Sure, people were angry when others failed while they were successful, but the feeling of a successful run was something no single Shatterer-encounter can come up to…

So let’s agree to disagree here, but realize that there ARE players who find “no errors allowed” fun. I also can’t see the problem since it’s a matter of balancing how visible those attacks are. Good telegraphs which give you enough time to react isn’t that hard to realize. It certainly would filter out the guys who watch tv next to their pc with the autoattacking charakter.

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more punishing world bosses

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I’d like the big open world bosses to capture the spirit of true raid bosses. In a raid/dungeon you can’t just graveyard-rush back into the battle because this would massively trivialize the content.

What I was asking you guys are ways to avoid this. I just added my suggestion, which I’m sure, would make the encounter more tense and exciting.

If you can’t remember some simple rules (like standing behind a pillar when the boss charges a huge attack) then yes: this one’s toenails should be pulled. The guys who survive will have a blast though.

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more punishing world bosses

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

well here’s an example of something I’d like to see:

The Shatterer 2.0

  • he still spawns the crystals, which heal him and should be destroyed to get to the next phase
  • once the crystals are spawned he charges a huge cone-attack – very visible telegraph
  • players that don’t hide behind a crystal (line of sight) will get downed, they still can be ressed if players react fast (Warrior banners etc.) Every downed player gets a bleeding stack though, so they can’t ress by themselves.
  • the attack would feel trivial if you just could respawn at the nearest waypoint and graveyard-rush the boss until he’s death, so players have to leave the map or stay dead. (they still get a smaller reward chest for their participation).
  • The players who know the drill are behind the crystals at their new safe spot. The old safe spot at Shatts right leg isn’t safe anymore.
  • If the crystal gets destroyed too fast, players get hit by the cone attack, so attacks on the crystal need to be paused until the cone-attack is over.
  • If the crystal doesn’t get destroyed, Shatt heals back up.

The most important part: Scaling

The battle doesn’t get more difficult when some players die, because the Shatterer scales to the number of participating players. If too many die though, the battle does get more difficult – since you need a minimum number of players (say: 30) to have a chance.

AND: players need an incentive to do this difficult encounter – so exclusive Shatterer-skins are a must imho. Nobody wants to do a difficult encounter, when you have an easy encounter with the same rewards somewhere else.

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events on timers - good or bad?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

@Danikat: well I don’t think they should suddenly appear out of the blue, instead I think that the whole zone should work for a while to unlock the great finale. There’s plenty of time to accumulate players while this is going on.

Not like currently, where only one pre-event starts the battle. Rather a longer wind-up while people get also rewarded the longer they participate in the “mega-pre”.

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more punishing world bosses

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Here a thought to adress the huge number of players participating in the meta-event boss battles. Make them more punishing while giving better rewards for the people who make it to the end.

You can’t come back from a defeat. Once you’re dead you have to leave the map or stay on the ground (defeated) until the battle is over. No ressing allowed due to the condition “strain”.

Imagine you start with a huge amount of players and the boss does this one well telegraphed but deadly attack. 20 players go down at once, the boss scales down to the number of players still alive but there will be another of that attack.

(The dead player will get a smaller reward chest sent to him once the battle is over, even if he is in another map.)

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events on timers - good or bad?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Well people are used to their daily kill every day, but this also means that the rewards / reward-chances have to be quite bad because else everyone would get that good reward in a matter of days.

Doing it on schedule is also a guarantee that there are always too much people at the event.

What I would like to see, starting with one map:

  • Instead of having the meta-boss on schedule remove it from it BUT give people incentives to play in that map more.
  • add dynamic zone-champions that have random spawn times and wander around a zone (like the guild-bosses but available for everyone around). Give them desireable rewards that are more rewarding because of the rarity of the event.
  • Make the more trivial world bosses much stronger so that there is a good chance of failure while at the same time significantly increasing the rewards for it.
  • Make them more punishing. When being defeated you can’t return to this battle. It’s brutal, but imho that’s what an epic encounter should be.

World bosses shouldn’t be farming-food imho, they should feel like something special. I’d rather see a too strong Shatterer than a too weak one which dies too fast while no player died.

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events on timers - good or bad?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I would like your opinion of events (like Tequatl) on timers. Do you prefer the way it is now or could you come up with some ideas which could elevate theses battles to a more engaging fight?

The events show massive player-activity because they happen on a clear schedule.

some thoughts:

  • tons of players trivialize the bosses/events
  • players wait for 30+ minutes for the “big bosses” in order to get a shot on a successful coordinated run
  • living world feels too predictable and people jump from one boss to another just auto-attack farming “bad loot” (which would maybe be better if the challenge was greater)

some thoughts that might play into changing that scenario:

  • what if players could work for participation in a bar which summons the boss once it’s full? Only if you’ve done enough (e.g. fight undead in several different events on sparkfly fen in order to enrage the dragon in the waters. Your weapon charges with each successful event, while each successful event fills the zone bar to summon Tequatl. Only a fully charged weapon can hurt Tequatl. The more the weapon is charged, the better the rewards.)
  • a progress bar which summons Tequatl – to be filled with Karma. Donate your karma to fill the bar.
  • follow up idea: the more karma you donate, the better the reward-chance (this system needs restrictions)
  • Progress bar to summon Tequatl. Filled with successful events in the zone. The more unique events you do, the better the zone-magicfind grows. Each unique event = +1% MF. The last 5 give a bit of a bonus MF. Your zone-magicfind gets reset after the final battle. (—> this would be a good way to farm stuff like crafting-mats)
  • follow up idea: after a number of events the reward-tier rises. You get higher tiers of crafting mats for example… like t6 blood in a t5 zone.

do you have any ideas? Or do you enjoy the way it is – maybe with some little improvements?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The LS (to me) seems like an excuse to add very thin “content” over mostly already existing areas. Npc text covers any pretense for being “where ever” doing “what ever”. Drytop (as an area) is tiny.

I respectfully disagree. Halfway through season 2 we already got 19 (!) story missions which are more challenging and include longer playtime than any story mission before. It might not be difficult for you personally, but I (can only speak for myself) noticed a significant increase in difficulty which made the missions more tense and more fun to me.

In season 1 people complained about the lack of replayability, not you can do these missions again and again and work on some achievements which demand a bit more than your 0815 first runthrough. The only thing I find underwhelming are the achievement-rewards, a new skin for perfection would have been nice.

Drytop may be not the biggest zone (yet) but it has more stuff going on than on any other map we got before, so I really see no reason to complain. The reward-scheme is a good step in the right direction while I think there may still be flaws (again, mostly uninteresting rewards for geodes except the mats you need for Mawdrey).

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vendor consumables as collectibles

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The important thing is: with these new collectibles from karma-vendors and other sources all over the world I actually enjoy exploring the world much more than before. Why not use this fact to get people into the world looking for those environmental weapons (some of them hidden quite well) and feel rewarded for completing events.

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vendor consumables as collectibles

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

well karma rewards are guaranteed reliable rewards, you work on it and you get the result. I wouldn’t call extremely rare drops something I work towards to… more of being lucky while I do the dungeon for other reasons.

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vendor consumables as collectibles

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

A lot of collectibles are items you can buy from Heart-vendors for some karma, so in a way it’s progress through karma-rewards.

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vendor consumables as collectibles

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Marcus Greythorne.6843

well, collections are expanding on the karma rewards system…

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

ok my suggestions in short:

1.) dungeons scale down to 1 player (like the story missions)

  • makes dungeons viable for small groups also
  • makes hardmode possible (1 player can switch hard mode on)

2.) content release pacing a mix between season 1 (something for everyone) and season 2 (focus on story and single player instances)

  • a dungeon as a season-finale instead of 2-3 final missions
  • a worldboss in between
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vendor consumables as collectibles

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Here’s a suggestion: there are a lot of hidden vendors which sell you some environmental weapons when you’ve completed certain events. Add those to a new collection.

The reward, now this would be the bigger suggestion: add an UI element (like a F-slot) for an environmental weapon. When you’re out of combat you can choose which environmental weapon in your inventory is set on this slot.

From now on using environmental weapons will get a lot more interesting, you can now use them without having to open your bags.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

In Season 1 we had several teams which rotated creating different content: some story missions (very stale compared to season 2 story missions), some jumping puzzles, dungeons, a world boss. Some people complained about the lack of repeatable permanent story content.

Season 2: Anet focussed entirely on story missions (repeatable, more challenging than before, permanent, heavy story emphasis,) AND a whole new exciting zone (including jumping puzzles). That’s exactly what some players wanted, but leaves others out completely.

Personally I would like to see a mix of S1 and S2: a bit less story missions (but in the same quality) and instead of story episode 6-8 a dungeon alongside the story. I also would love to see a world-boss (redone like Tequatl or a new one) which are challenging like Tequatl. Something for everyone in regular intervals.

(+ I also agree that rewards feel underwhelming in GW2. Season 2 had some awesome steps in the right direction though (rewards for geodes, crafting new weapons, Mawdrey,…) but loot from mobs feels really bland imho. Add more interesting stuff (rare bag drops, mini drops, quest-starting items,…)

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Marcus Greythorne.6843

Dungeons are not the focus of the team. It’s all about living story right now.

Just wanted to comment on this…

Living Story Missions aren’t like dungeons (group-play required) but those missions can be played in groups of 5 as well as alone.

Imho this scaling would feel great for regular dungeons as well. Don’t have 5 guys? Just go in there with your friend and experience it as well. Other games did this with dungeons (I remember LotRO) and had a lot of success with these modes.

I would love to see future dungeons be like that: really challenging for 5 players but also viable for small teams / solo players (for all the players who don’t like team content – quite a few). I know some people are soloing dungeons too, but this is hardly what I’m talking about since it takes a while to complete a dungeon without skipping most content.

This could also be a way hardmodes are introduced. If you’re alone/ with one friend you can switch from normal to hard-mode (having less hp, enemies do more damage,…). Skillful play is required and after 5 tries the dungeon gets reset.

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Communicating with you

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

The thing is, if Anet puts time into make content for the people who want the hard core challenging experience, it has to be worth the time. The last really hard thing they made, besides Triple Trouble, was the TA dungeon. The hard core crowd says it wasn’t rewarding enough to run which is why no one runs it.

Anet doesn’t want to make it more rewarding to run, because if they do, people will feel that they have to run it to get X. It’s a kind of pressure. The idea was supposed to be that you can get the best rewards, more or less by doing anything. Hell a precusor can and has dropped from a mob in the starting area.

I seriously doubt Anet is going to want to compromise that part of the game to make the rewards worth it to do more challenging content. As much as it would be great for the hard core crowd, the more casual crowd wouldn’t like that change. Sucks but there it is. And it would be a change, since Anet has never really rewarded challenge. Fractal skins are the closest thing. They have to keep the RNG because everyone would stop running fractals as soon as they got the skins they want.

I think the people who run challenging content to be challenged, as opposed to for rewards, is very small. So Anet either has to up the rewards, or shift their focus.

I think they’ve made a choice on that. It doesn’t bode well for the ultra hard core crowd and I know that must be frustrating as kitten.

But there are people like me, for whom the new focus works quite well.

I don’t agree with everything you wrote here (I agree with you almost everytime). Anet tried something with Tequatl: they increased the rewards (more and better chests) for better performance. The skins are still very random drops, but the chance is higher the better the group performs.

Also most people love what Anet did with Liadri: a very difficult encounter which rewards players with a unique guaranteed mini.

TA could be more rewarding without being too rewarding: Skins are cosmetic only, exotic stats are really easy to come by. Why are the unique weapons that rare? If people had a good chance to get one of these every few runs more people would run it. A 0.001 % chance isn’t incentive for anyone who favours rewards to try.

…and why not add some other good rewards for a complete TA run? A unique mini for the first successful run, A 18slot bag with a unique utility (deposit all plants to the bank automatically) or unique titles for dungeon-achievements.

Would it really be too hard to implement some rewarding feeling after such a run?

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Communicating with you

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

What I really like about the new collection system are some really unique items as rewards in some of the collection (like the karma-converter… a quite unique idea). But then there are some rewards that leave me thinking what the intention behind it’s design was. Having rewards that aren’t comparable with the parts of the collection (worth-wise) is odd to me.

Why not just add some unique skins in there as rewards? Is it because people should see the journey as reward?
I really love the achievement-point skins you get for doing all those achievements – this really feels rewarding.

I’d be really interested in the thought-process of designing rewards. Are the designers of those rewards aware of the fact that some players might feel underwhelmed? Are there different people for different rewards or is there one person who distributes all the rewards in the game?

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(edited by Marcus Greythorne.6843)

Elite no loot?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Interesting answer @Danikat, this would explain why they give no loot. Now I wonder if there are elites outside of scaled events.

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Elite no loot?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Is it by design that elite mobs give no loot or is this a bug? I observed this for a long time now (months) and I’ve never gotten any piece of loot from an elite mob. Veterans drop some blue/green stuff sometimes and champions give mostly green…

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CDI- Guilds- Logistics and QOL

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

a lot of different possible directions

  • a part of a city which works for RPers with taverns, libraries,…
  • a combat-focused area with a duel-arena and npcs who take bets
  • a portal-area which takes you directly to certain guild-missions
  • a guild-jumping puzzle that can be enhanced by players.

Each of those take slots in the guild-halls so you have to choose or upgrade the area to have more slots.

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new tournament achievements are awful

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

do we know if the number of things you need to do will stay the same in the next 3 weeks?

what if…

  • week 1: complete 5 events
  • week 2: complete 10 events, capture at least 2 camps/towers/castles
  • week 3: complete 15 events, capture at least 6 camps/towers/castles, spend 50 supply
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new tournament achievements are awful

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

hm an idea:

what if you’d have to choose between two sets of achievements:

  • a WvW achievement category
  • a PvE achievement category

If you choose the WvW-category, you are locked out of the PvE-category and vice versa. If you want to switch the category, the one you started is reset. You can only finish one of them. Rewards would be about the same, e.g. a new weapon skin.

Why? The people who do not want to play WvW but only do it for the achievements can get those in the PvE world. They won’t take the place of serious WvWers.

Low population servers could get a booster to those achievements – the less people play, the faster you get the achievements in WvW.

example:
WvW Season 4 is now renamed in Season of Grenth.
During Season of Grenth, a WvW Grenth-achievement category as well as a PvE Grenth-achievement category is available.

WvW-G-a.c.: capture towers, castles, kill enemies, repair, escort,…
PvE-G-a.c.: complete #unique events in Kryta, Ascalon,… under the effect of the Grenth-debuff: less HP, less Atk, more Magicfind – a challenge in order to get some nice reward. (get the debuff for an hour by praying to the statue of Grenth in DR)

alternative: you won’t get locked out of the other category and can complete it by doing either WvW or PvE.

What do you think?

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(edited by Marcus Greythorne.6843)

new tournament achievements are awful

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

FINALLY !!!

Thanks god no more PvE players and AP hunters in WvW. Praise the 2014-09-12 tournament ! Great move ANet.

We (WvW players) dont need some sily achievments as a reward. Just give me a precursor from enemy loot bags :P

I think it’s more complex than that. Already full servers which have no problems in getting enough people into WvW probably hate the influx of PvE players, on the other hand servers which barely have people playing WvW need this system desperately.

I, as a dedicated WvW player, welcome anything that increases my rewards. Especially when I look to other modes and see what you get for playing in the same time.

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CDI- Guilds- Logistics and QOL

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

just hopping in as someone who isn’t member of a guild >2 players: I wasn’t too happy when I saw all that guild missions which have no value for players like me. I enjoy playing with people I meet by accident since I have no time for schedules for a game.

When creating large content for guilds, would it be possible to make this content accessible for non-guild players as well? An example would be content like the Marionette. I really enjoyed this battle and I would hate if Anet would implement encounters like these for guilds only.

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Misconceptions regarding Level gating.

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Just wrote a long post about how much I like the new player experience, all the reasons and how I made a new character to test it… and then the log-in token is outdated and all writing is gone.

So a quick TL;DR: I personally feel that the NPE is also fun for veteran players, leveling is much faster in the early stages and feels much more rewarding because of all the loot you can use and the collections. The latest patches were really good (Drytop, reward structure (geodes), collections,…) and I see a bright future for the game.

Heads up to the devs responsible, don’t get frustrated about “the internet” reactions too much, just a few loud voices and people who love jumping bandwagons. I (veteran player since early beta) have tried the first levels yesterday and loved it.

Also I have to say: the thing I’m most disappointed in is the community. Never seen so much bandwagoners before, it’s really really sad.

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Feedback: Collections

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I like the rng here, it makes looting enemies much more exciting since you never know… maybe you’ll get something cool. That’s one of the best parts for me personally, because I don’t want everything NOW, I want something to do in the long-term. Exactly what we got.

Maybe it’s just me.

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Collections: Non-RNG precursors!

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Marcus Greythorne.6843

just to clarify my thoughts: I would find the choice of a champion-exotic an awesome idea… if it weren’t for the tradingpost.

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Collections: Non-RNG precursors!

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Marcus Greythorne.6843

To be a more constructive- something that players might want for completing the highest tier armor sets in the game would be Transmutation Charges!

Not really, I have still tons of unused ones. For completing ALL armor-sets you want something unique, not something every 3rd person runs around with.

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Collections: Non-RNG precursors!

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

I love the game, but I feel that Anet has a huge problem with rewards in this game.

How can it be satisfying for anyone if you’ve crafted 18(!!) pieces of ascended gear and then getting one exotic which could be bought in the trading-post for the price of less than 1 ascended piece of armor?

What’s a good start is the treasure hunt collection imho. You will probably be very happy when you see the unique exotics drop from the worldbosses, something which hasn’t been that way before. Also, working on Mawdrey was a big step forwards imho, players work long-time on something that isn’t that out of reach as Legendaries (especially with the precursor-rng-problem).

… but some of the rewards, I just ask myself: what were they thinking? I feel like in a lot of cases there is no discussion of whether players will feel rewarded or not behind the curtains.

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Collections: Non-RNG precursors!

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Marcus Greythorne.6843

This is my shocked face. /s

why?? It’s only… 18 pieces of ascended armor! Should be completed in 2016.

:P

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Collections: Non-RNG precursors!

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

Well, at least precursors won’t have a very boring way (collecting all 18 ascended gear skins) to unlock them. Let’s hope we will get a non-rng way to craft them in the near future. Mawdrey II is an awesome 1st step if you ask me.

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precursor from collection?

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Marcus Greythorne.6843

it’s also pure speculation to assume that you’d get a precursor from that collection.

isn’t a precursor a unique exotic weapon?

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precursor from collection?

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Marcus Greythorne.6843

This was proven false in another thread. It’s just a reskin of an existing skin.

wrong, the guy in the video just found a new weapon skin in the wardrobe and said that it could be that skin for the diskussed reward-chest. Pure speculation.

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precursor from collection?

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Marcus Greythorne.6843

I would assume that a precusor is possible with such a chest, but would have the same drop rate as any other chest or loot drop. So I wouldn’t hold my breath on getting one.

it seems as there is no rng involved though, read again: “choice”

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precursor from collection?

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

hi folks,

In a reddit thread we currently discuss a german preview of the collections where you can find the reward chest for the ascended armor collection. It says:

“contains a choice of a unique exotic weapon” (accountbound)

Could someone from the devs maybe confirm if this is the way to get 1 precursor?
You can find our thread here: http://www.reddit.com/r/Guildwars2/comments/2ft65n/collections_reward_the_exotic_weapon_of_your/

also a pic of the reward chest (in german) in the attachment

Attachments:

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(edited by Marcus Greythorne.6843)

Collection "Achievements"

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Marcus Greythorne.6843

… and please no RNG rewards =)

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Collection "Achievements"

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Marcus Greythorne.6843

Love this! I wonder if Anet started designing this when it came up in the horizontal CDI (we talked about this, excited) or even before.

are people still second-guessing the CDI’s? I’m actually quite proud of all the people who participated in that CDI, it was fun.

Now it’s still quite a risk there. The rewards might be too bad (see: Season2-mission achievments) so people won’t care to collect stuff. I really hope this isn’t the case, seing more than just this unusual spirit-backpack… tons of new skins with a few must-haves among them. Pleeeeaase no rewards like 15 dragonite ore or something bland like that. The potential here is huge.

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Game Updates: Traits

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Marcus Greythorne.6843

I like the idea of having multiple ways to unlock a trait, I think all of them should be unlockable in the gameworld.

I think a nice QoL feature would be displaying the available traits next to the zone progression on our map. It would be much easier to find them other than looking through the trait-list.

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please delete

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

A surprising amount of players never use food despite how powerful it is. While it is not the items primary purpose, I would like it if it taught people how great food is and more people became eaters.

I think the reason why is because our characters are quite powerful in PvE without it. Even scaled down I found out that it doesn’t take a lot of hits to kill a monster. It’s a good thing that food isn’t necessary but sometimes I wished for a tiny bit of danger in a combat situation.

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Revitalize the Game World, Resetting Hearts.

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But how would anyone farm all DEs? If they ALL had the opportunity to drop something cool, and all from the same loot table, that would actually discourage farming.

Exactly, that’s why I’m a friend of the zone-token rewards (1 token for a completed event, to purchase some region-specific rewards and/or Dungeon-rewards).

Having rare loot as a reward additionaly to that geode-like reward would give people surprising good stuff now and then when farming their tokens.

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Game Updates: Traits

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Marcus Greythorne.6843

I enjoyed these trait unlocks:
O- Flame Legion Tombs in (Diessu Plateau)
O- Vexa’s Lab (Fireheart Rise)
O- Provernic Crypt (Gendarren Fields)
O- That bandit cave with the Chest (Kessex Hills)
O- Ship of Sorrows (Straits of Devastation)

See something in common? All of them revolve around taking the player to a lesser explored area in the world.

Keep in mind what made GW1 skill capping so pleasant: Everything was instanced. You had a clearly set challenge before being able to capture a skill, which often brought you to new areas of the world. Furthermore, there was no timegate.

couldn’t have said it better, incentives to explore the world is the best thing the game can do imho. It’s strengths are the huge open world and the well crafted map-pieces. Finding a hidden cave and defeating the monster in it should feel rewarding, not blue-or-green-rewarding.

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Rebalancing the Scale-down Feature

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Posted by: Marcus Greythorne.6843

Marcus Greythorne.6843

This way you need 3 seconds per creature at least, not matter how many players are attacking it, giving everyone a chance to hit it.

Doesn’t this just sound wrong to you?

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