Showing Posts For MeGaZlo.9516:

Lionguard keeping an eye on Twilight Arbor?

in Twilight Assault

Posted by: MeGaZlo.9516

MeGaZlo.9516

Quite simply: lion guard monitors and protects all trade routes between capital cities. Their jurisdiction ends there where it begins the “local government”. In Caledon its almost non, so the lion guard monitors the third of region. In addition route to metrica runs very close to twilight arbor. And nightmare court is an obvious threat, deserves careful attention

Why southsun is dead? Solutions for ress it

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

And I’m afraid that everything will come to the fact that 100500 people will stand AFK for hours at the place of spawn, and five sweaty tired enthusiasts will frantically trying to hold camps. Need a solution that will make the whole island demanded, not just one only event.

Why southsun is dead? Solutions for ress it

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

pull karka, wait 1 second… dodge his predictable first range attack. Auto-attack to death…

pull red lizard,… remove confusion… burn to death…

pull?

Events reset 2 minutes after… there isn’t really a point on going there.

Try it by thief or ele. Try to kill constantly transferind conditions karka by cond necro or engi.

Why southsun is dead? Solutions for ress it

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Keep the difficulty high but add some group events to the place that spawn Champions. I personally think Champions are ruining the game but it seems to get people to places they otherwise wouldnt go. Also re-make the Karka Queen fight (in time of course) using Tequatl as a reference. Id love to see a ramped up Karka Queen terrorising the place plus the camp clearing events would get done each and every time!

I think it will only scare away players more. There will be unfinished events and oneshoting champions all around. People who farm boss chests, looking for the maximum benefit in the shortest amount of time. Champions in island will be too hard and thick for geting profit. Stimulation of solo content should guarantee a sufficient number of players. If there will be many player – they will gather in groups and go to the party content. Should start with soloing parts of game.

Why southsun is dead? Solutions for ress it

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Greetings!
In advance forgive me my clumsy english. I’m doing best I can.

So
Reasons
It’s no secret that it is no more than 3-5 people on the island at the same time now. And even they are usually just run for rare resources only. The whole location is serves only for five nodes. Ofc, devs have attempted to fix it. However, as a result, even more people have disappeared from the island. After all, even “karka farming trains” on the beach have disappeared. Let us look at the reasons and suggest possible solutions.

Let’s start with what developers design this island as a most difficult location in game. Many players have outgrown the evil risens in Orr and began to complain about the lack of challenge. Developers were quick to give them the this challenge. Did they managed it? Definitely yes. And as time has shown: do players need this challenge?

Well. Probably. However all knows that “challenge must be rewardable” ©.

Responsible for the unpopularity of this island are only two mobs. This is karka and reef drakes.
For the beginning of drake: for example a pair of reef drakes destroys with its insta stun+confusion pull most of player’s hp bar. Even durable character. Sometimes it looks like 1-shot. To feel normal in a fight with them, you need to have tons of cond-removal and stunbreaks. Otherwise, you just have to run around and shoot each of them in distance. Not every class can achieve the first option. Not every player likes the second.
I think the main problem here is the “instantaneous” of most powerful mechanics. It is necessary to avoid a random factors in the fight. And to rely on players reaction. It is necessary to make this mechanics more visible, allowing them to avoid it, but not to adjust builds for it.

But drakes are nothing compared to the karkas. It seems that the developers have decided to gather all the meddlesomeness, all the boredom, and all the most perverse abilityes within a single creature. Thus karka was born.
I would not say that it is difficult. But it seems that they have been created especially to not want to kill them. 2x huge HP pools. Permanent reflect. More than half of abilities accompanied with avoid that stretches the time of fight for 50%+ more. Condition transfers. Chance to be forever stuned in melee (cd for theyirs jumping seem non-existent). Not every class just simply able to kill them without any special preparation.
Well…
Everything would be fine
BUT! ! ! !
A smooth transition to the problem number two => enormous, huge arrgo range!
Even if you are able to kill one, you are almost certainly will aggro another which, apparently, was a mile away from you. Most likely not alone. 5 min of fight for nothing, just for run away.
W h y i s i t f o r?

The mobs are many and trashes the space. Some attacked on 2000 range and stealing boons. All this makes it impossible for a normal soloing island. Events hard to do even with 3 people. After a LS on the island and the emergence of the angry mobs which could hit you 5 times for 5000 by 3k armor situation does not become better. And the addition’s events with 1-shot mechanics (such as worms) somehow does not contribute inclination to explore this island.

It looks like it was supposed to groups of five. But why? No benefits. A lot of risk to die. Neither are particularly valuable rewards which would be impossible to get anywhere else.

The developers have tried to draw player’s attention by meta-event with a boss which gives 2 rare things instead of one… Quite a pity, isn’kitten As we can see, it’s failed.

Solutions

Well… Knowing the needs of the average player, I think the following should work:

1) – Make karkas to guaranteed drop.. donno… unique meat, which could be sold to vendors for ~ 8c. This is already guarantee that people will go there. Make them champions without increasing difficulty, and let them drop out champ bags. Even better.
(Another option is simply to make them easier/reduce HP)
2) – Nerf mobs at events that they all could be completed solo.
3) – Turn down the aggro radius.
4) – Add renown hearts to the island, which would not took only 5 minutes to do, but longer and would sell, for example, the unique appearance clothes of weapons. Or recipes.
5) – Make the island part of the progress of world completionist.
6) – Remove the account binding from blooming passiflora. Make the drop rate of flowers higher (OMG, you need 70 pieces on 1 jewelry!)
7) – Add more recipes with fruits (and more useful).
8) – More options for the use of all resources of the island (shells, flowers and fruits).

I think it’s a simpliest option to implement that will work effectively.

Does anyone have any more ideas on how to resurrect this huge piece of content?

(edited by MeGaZlo.9516)

Buried treasure locations

in Super Adventure Box: Back to School

Posted by: MeGaZlo.9516

MeGaZlo.9516

A lot of the World 1 buried baubles are in the same locations as last time.

As for World 2. Good luck with that hah!

Very informative. Thank you!

Buried treasure locations

in Super Adventure Box: Back to School

Posted by: MeGaZlo.9516

MeGaZlo.9516

Someone knows where to find any info about locations of buried treasure? Maybe someone can share own findings?

sorrow's embrace armor change

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

I’m actrualy like the new version more. Except, perhaps, the ears. Now the helmet is looks like.. well… helmet. It’s good. Every man to his own taste, I guess. Only here there is no changes for female charr… And medium armor.

Stat cap

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Is there a stat cap? Or is there any principle leading to loss of their effectiveness in increasing the amount? Needed a skilled mathematician)

Tequatl another failure

in Tequatl Rising

Posted by: MeGaZlo.9516

MeGaZlo.9516

Not all at once. Sooner or later, the encounter will be mastered and will seem easy.
Increasing complexity teach people to be serious to their abilities and gear, as well as other players and combo mechanics.

Everything wrong with Tequila

in Tequatl Rising

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hello.
Forgive me for my bad english
I am pleased with new Tequila. Finally rly Challenging encounter. The boss should be the boss, and create relevant experience. It shouldn’t be a wall for auto-attack of AFK-rs.

1. She has already been killed, it means that’s all right with amount of her HP. People need to learn to optimize DPS and wring maximum out of character, instead of crying to the forum. It will take time until people unlearn to AFK full fight, run around in a panic and lay dead of 15 minutes waiting for the resurrection. But sooner or later the boss will be mastered. That is the essence of the MMO bosses.

2. Before complaining about something, find out the cause of this. AOE ring spawns only by her fingers. They are easy to kill if you do it quickly, and not just a peck AA in boss. Spawned circles removed by turrets (low CD). If AoE covered the entire field – means that people in the turret fooling around, and people on the battlefield are not respond to anything except the boss. Blame people. Mechanics is good.

3. Only 4 types of CC. One of it casts her fingers, again. Do not stand next to it, if people do not kill them. The second is a shock wave with her strike (on the good, she should kill you if you do not dodge this wave). Very short knockback from her spit, which can be dodged easily. And the fear. That’s all.

4. Shure. Why not. Without them we wouldn’t have to take care of the safety of turrets and megalazer’s batteries in 2nd phase. An important element of tactics.

I give this encouner a – 8.5/10

(edited by MeGaZlo.9516)

Did not get tribulation achieve

in Super Adventure Box: Back to School

Posted by: MeGaZlo.9516

MeGaZlo.9516

Weird, and you actually warped to the bonus stage and finished that too right?

Yep

Did not get tribulation achieve

in Super Adventure Box: Back to School

Posted by: MeGaZlo.9516

MeGaZlo.9516

Ok. I was alive. I was standing next to the chest before the timer expires. And yet nothing…

Attachments:

King Toad crystal bug

in Super Adventure Box: Back to School

Posted by: MeGaZlo.9516

MeGaZlo.9516

King Toad seems bugged. Most of the crystal shards thrown into his mouth simply ignored and do nothing. Even when have time to take his head as target. In April crystals normally hits him without target at all. It is extremely annoying.

Picture of the upcoming ascended greatsword

in Tequatl Rising

Posted by: MeGaZlo.9516

MeGaZlo.9516

Don’t like it. Just another 100500th same model with new effect. I would like them to do something like a GS-large vertebra with… donno… rotting flesh hanging out it. That would be awesome. And this model already seems banal.
sad =(

Other bosses remaking?

in Tequatl Rising

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hello, A-net
Well… Are you planning to remake other megabosses in the future, or stay on simple increasing of difficulty?

(edited by MeGaZlo.9516)

Fishing

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

+100500

Louder character's movement sounds

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hi, devs.
Could you pls make sounds of character’s movement louder? Such as steps, the sound of armor while moving (ringing of metallic plates, sough of leather and cloth, etc.). Sounds of swimming, bubbles under water, aquabreather sound, sound of steps on different surface (grass, snow, rocks). Weapon sound (not only effects, but creak of bowstring, sword swing, etc) Maybe to add an option to control it. It would increase the effect of presence. Now it’s almost not noticeable.

(edited by MeGaZlo.9516)

Will pavilion recipes and weapons stay?

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Will sovereign weapons and new pavilion recipes of runes and insignias stay after new patch?

Back Piece Ideas

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Wings, wings, wings … All outplayed Aion or smth O_o ? You have to be more original. Beyond simply cloaks (oh thank you, charrs!) I would prefer greater diversity of quivers.
It’s almost no cloaks to magic-oriented classes. Only giant books. Something like a huge flasks on straps, or a plurality of such. Large scroll hanging over shoulder, ligaments with scrolls. Some sort of tattered ribbons with runes hanging out the back. Mmm… skulls on the ropes, mb? It would be interesting. Some sort of claws or huge vertebrae on the back. Floating in the air crumbled plate with the text? Cage with skritt on the back. Oh! Oh! Or better with a bone fiend, like necromancers have. Floating lanterns on the chains… Some natural feature for silvary. Large bunch of leaves hanging from the back. Whimsical driftwood on with insects on it. Or one large insect on the back. Funny…

Omg! Best ideas I’ve heard … I’ve just logged in to say that….Anet should definetly make all of these.This game needs more epic ness and all these would help get there, the floating lanterns would be amazing for a Halloween reward.

Thank you. I’m flattered

Preponderance of 1-per-acc things

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

At least this is illogical. The game itself, with all its variety of personal storyes, lots of options and the lack of vertical progress encourages the creation of twinks. Why then one-per-acc things adds regulary? One-per-acc resources, One-per-acc quests, one-per-acc craft, one-per-acc awards.
Clearly, the developers are afraid of too rapid progress of one character with help of others. But it does not explain the one-time quests. Surely the players want to get the experience of playing different characters. Developers deny them that opportunity with 1time quests.

Characters lvls separately from each other, and needs individual equipment. So why can’t I equip second character untill I’ll equip first one?
If talk about the profit – profit I need for each character individually. Although it’s just simply tooks more time to lvl multiple characters, right? So, why player who spend more time cant get more profit?
And now devs add craft things which can not be sold. So why the hell it’s one-per-account CD? Can’t they just do this ingr-s soulbound?!

Back Piece Ideas

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Wings, wings, wings … All outplayed Aion or smth O_o ? You have to be more original. Beyond simply cloaks (oh thank you, charrs!) I would prefer greater diversity of quivers.
It’s almost no cloaks to magic-oriented classes. Only giant books. Something like a huge flasks on straps, or a plurality of such. Large scroll hanging over shoulder, ligaments with scrolls. Some sort of tattered ribbons with runes hanging out the back. Mmm… skulls on the ropes, mb? It would be interesting. Some sort of claws or huge vertebrae on the back. Floating in the air crumbled plate with the text? Cage with skritt on the back. Oh! Oh! Or better with a bone fiend, like necromancers have. Floating lanterns on the chains… Some natural feature for silvary. Large bunch of leaves hanging from the back. Whimsical driftwood on with insects on it. Or one large insect on the back. Funny…

Dragon's Jade weapons disappearance

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

At first: why does it disappear?
Also, what about people (and I personally know a dozen of such) who still keep dragon’s jage tickets? Because developers, as I know, want to redo all the currency onto the black lion. I bet people have spent a lot of time and money to get the dragon’s tickets. Will devs compensate it to them? Otherwise I foresee oceans of indignation.

Magic Find [merged]

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

And what with celestial stats and recipes?

Possibility GW2 Never Gets Full Expansion

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

When Anet makes a new game, everyone will be in the new zones, spreading out all over again.

I don’t think it’s a mistake to do what Anet did. I just think you have a different idea of how things should be done…but that doesn’t make the way it was done wrong. Because until you make a game and try your way, you can’t know if it will work. I’ve yet to be in any game, even WoW, where people didn’t complain about dead mid-level zones.

As for SWToR, one of my friends who played it, back when it was pay to play, expressed that most of the zones on his server were completely dead.

SWTOR was in shambles a year ago…but it’s different now. I am talking about this year, not last year.

The reason why I think it’s wrong is because there are too many zones to level and too many levels to begin with. These thinks are linked together although it didn’t have too.

What my contention is (and you may disagree with that of course as it’s just my view), is simply that just like there are too many levels that have no meaning, we also have a lot of leveling zones that are basically meaningless.

When you talk about levels, it’s just that you’ve unlocked everything at level 30 or 35 and beyond that it’s just stacking traitpoints for passive abilities. For me that’s pointless, that’s creating levels for the sake of creating levels. There really isn’t anything to work towards except an arbitrary number. Really, the way they set it up, level 40 would have been more than enough.

But the zones is the same thing and perhaps related to having so many pointless levels. They made the accompanying pointless leveling zones. I say pointless because it simply more of the same and you don’t need them to tell a story and there is no other point to them than repeating what you’ve already done enough times.

For me the fact that they gave out level 20 scrolls to insta level an alt to 20 is proof that I have a point. There is not reason for them to do this unless they see a bottleneck in the leveling. It wouldn’t have been done unless it was a significant issue in their metrics. Let’s be honest here.

And there are people who feel like me that there are too many zones and it gets boring because of it. And that is why I say it was a mistake and more so an avoidable one.

There are many things they could’ve done like fewer levels and bigger level ranges per zone or longer time per level if there were a lot less levels and it wouldn’t split the levelers out as much.

You just simply can’t contend that if there are people of close enough levels spread out over 5 areas, say 6 per zone…that having them in one zone, making it 36 would not make the experience better for a persistent world. I mean why even create a persistent world if you set the circumstances of the game in opposition?

Sure, it’s too late now and it can’t change and for you it’s ok. But the reason it’s being discussed is that for some people it’s sad to be in a persistent world and hardly run into other people while leveling. Especially in a game that’s barely out for a year and is supposedly very successful and especially if it actually was made worse by design and really could’ve been avoided by making other choices.

Also creating all these zones costs resources. Resources that I think could’ve been spent much better. Also the capitals are way too big with few people in them. Again pearls by themselves but you can’t have 6 capitals in one game….people will end up in LA anyway. That’s why I think they would’ve been better off using those wasted resources on more level 80 content.

Any expansion with new continents will just make this worse. Maybe you’re ok with that, but not everybody is.

Oh.. well… First time I hear about people disappointed by large scale of game.

There are no unnecessary levels in the game which has no high end content. Levels are here for a sense of progress.
In addition, you must take into consideration such fact as… em… artistry. Freedom of choice. Freedom of movement. Experience etc like that. I think not very much people will want to buy game that boasts that it has pair of locations, but they are VERY necessary. And a little bit of levels, but they are perfectly calculated directly for these locations.

People want experience. Want epic adventures on the epic scenery. Different. A lot.
And you are trying to bring the game to some sort of meaningfull grind in few, but a very convenient locations.
Less time costs – more ingame profit, in other words. . What is it for?

(edited by MeGaZlo.9516)

Effects Bugs

in Bugs: Game, Forum, Website

Posted by: MeGaZlo.9516

MeGaZlo.9516

Did someone noticed some bugs with effects animation after the patch where the LOD was added? For example explosions frozen in the air or squares on mesmer clones?

Attachments:

Frozen Abyss animation still broken

in Necromancer

Posted by: MeGaZlo.9516

MeGaZlo.9516

It’s trident 5. And it’s still does not show the animation of the second explosion sometimes. Often it seems that the ability is interrupted or ended prematurely. It’s interferes

Windborne dagger does not work

in Elementalist

Posted by: MeGaZlo.9516

MeGaZlo.9516

It does work, but it doesn’t seem to stack at all with the signet of air’s passive 25% speed boost or the lightning trait to move 25% faster while attuned to lightning.

No, it doesn’t. I have not tested in combat. But out of combat definitely has no effect.
All speed buffs don’t stack. Works only maximum value.

Windborne dagger does not work

in Elementalist

Posted by: MeGaZlo.9516

MeGaZlo.9516

It’s definitely does not seemed to me

Greatsword please!!

in Elementalist

Posted by: MeGaZlo.9516

MeGaZlo.9516

- . In absolutely all themes of classes which has no greatsword exists a theme with a request to add it. No. This is stupid. GS is already the most used weapon in the game, so if you want it so much – just reroll or make conjured weapon build.

Global feedback on the dungeons

in Fractals, Dungeons & Raids

Posted by: MeGaZlo.9516

MeGaZlo.9516

Any maze given enough reruns is going to feel like a “long boring corridor”.
I genuinely don’t understand you Mad Queen. You want an underground maze? Go do Jumping Puzzles without using guides, you’d receive just as much reward for your time as if such a system were incorporated into dungeons.

People want some sort of Skyrim-esque dungeon with multiple places to explore, let’s say you do, and those first few runs will feel like the first times you ever ran the already existing dungeons. You find the noteworthy loot, learn the spawn/s, learn which mobs do and don’t need to die, until eventually after so many runs you’re just bullrushing through it as fast as you can, nabbing the loot that gives a reasonable time to reward ratio and abrakadabra we’re back at square one.
I’ve done very little Arah, and that place feels like a kittening labyrinth. I’ve no idea where to go or what I’m doing, and that makes it interesting. But eventually I’ll learn it and it will just become another ‘slash n dash’ bullrush like every other dungeon, there’s nothing you can do about it. These paths are meant to be run over and over, so trying to implement any sort of ‘explorer’ feel to it just isn’t going to work.

I think you’re looking for something that never will, nor ever was meant to be part of the ‘dungeon experience’.

I do not agree. If to add more script scenes – it will variety impressions. Add variability and randomness factor, such as the random events in different places. Give the option to select – for example: go to the boss for more reward or not (but precisely to go or not, and not to skip or kill). Or search for some kind of treasure, which randomly appears somewhere. Balance packs and loot from them, to give real reason to kill them. And you newer get bored going through dungeons. Players will get bored only with decor. This must be achieved

Global feedback on the dungeons

in Fractals, Dungeons & Raids

Posted by: MeGaZlo.9516

MeGaZlo.9516

To begin with, I would like to create this topic in the thread of dungeons, but did not find any answers from developers over the past 10 months, and it’s made me wary.

It is not whining thread in some sort of “give me more badges”. Just want to give my review.

It is worth to pay more attention to such issue as dungeons. It so happens that a lot of players are judged MMOs in general impressions of the dungeons. And local dungeons gives, to put it mildly… not the most pleasant experience.

1) – When are you going to plug up the holes in the geodata? Some dungeons can entirely bypass on surface of textures. I have seen such bugs, from which the eyes dazzled. And they still exist since the beginning of the game.

2) – Most packs badly (horrably) balanced. Some are simply impassable, or rather indestructibility. Therefore, most of the players prefer to just run past. It is clear that it is their choice.
But!
Why would they choose something else, because there is no profit from killing mobs. There is only a chance to get a bill for the repair.

3) – There is NO experience. The impression that everything was done in a hurry. Huge beautiful place, full of all sorts of nooks and places of interest and… emptiness. Packs, packs, packs, packs, and between them is void. There is no fill. Something interesting, some hidden events with awards, movies, achievements, bosses, dialogues. Something for which you would like to explore them. Or ask yourself “hey, what’s over there? Come check it out”.
It’s just running through the packs and bosses “would quickly”.
Different events brighten it, but not for long.

4) – Scantily uncovered story in exp mods. Not disclosed any skelk theme, or fate of Zhaitan’s corpse, destiny of nightmare court, etc. Just come and kill everything in sight. -“Who is this boss?” – “What is the difference – just kill him”.
- “From where this skelks came?” -“Do not care, kill them all”.

5) – Many bosses have absolutely no tactics (I am silent that many are killed with one or another bug (I swear, it’s a bug in the bug, the exploit on exploit.) Just ran as spacey and try not to die in one hit. Fractals – the progress in this direction but what about the simple dungeons? Forgot about them already?


Awards for dungeons is definitely a wide step in the right direction. But the way this is implemented just tears me apart.

Well, first: what king of difficulyt scale you used when distributing rewards?? AC 1.5g? But HotW, which is 2 times longer and 3 times harder – 1? CoE – I’m shocked. 4 path of Arah in complexity as the previous three combined, but the reward is the same. CM is triple harder then AC.

No offense, but it seems as if you’re never were in your own dungeons.

And finally, the most illogical question of all: the Story modes.
so… well… 75s and useless hat … khem…
I do not know what is your opinion, but for me most of the story mods, at least twice, more difficult than exp. SE story takes the same amount of time as all three exp paths of it. And not just any easier.

Oh, God, arena, you are greedy for badges? Give at least 40 per story and people will go to it!
10 months ago(!) you promised to “find the right motivators for people to visit them,” and that’s what was given!
Nonsense!
No other words.

Frankly, I’m tired of groups that are skiping 90% of the dungeon. And it’s haaaard to find different.
Basic solution would be to to add to the reward some sort of counter of monsters kill. Achieve in the the type of vanquisher from first part to each dungeon. But expectations are not met… sadly.

(edited by MeGaZlo.9516)

Doesn't new award system stimulate"skipping"?

in Queen's Jubilee

Posted by: MeGaZlo.9516

MeGaZlo.9516

So, developers moved the gold award from bosses at the end of the dungeon. As you know, most of the groups trying to pass as much as 80% of mobs and bosses, if possible. If not – are looking for different bugs of geodata. Can it happen that this innovation will add this their aspirations? Perhaps devs should raise the award from packs?

Are you not aware that each boss now contains CHAMPION LOOT BAGS, which have: unique & rare skins, rare crafting materials, and other rewards. ???

If people want to skip a chance at getting THESE https://d3b4yo2b5lbfy.cloudfront.net/wp-content/uploads/2013/07/f9681qj-screen-04.jpg then that’s their problem. I won’t be skipping any chance at those bad boys. Every champion I see will die! (even friendly ones if they have a chance at those)

It’s great. However, not all bosses are champions. Some of are “legendary”. Is it spread on them?
But well… In addition it can be born some… disagreement between those who, for example, need ingredients and skins and those who doesn’t care for them and want to just go faster. Plus, sooner or later, no matter how desirable, this champ-loot will become not needed. And most of the packs has no champions, besides. I wish that this moment was better thought out. Group that fanatically passed all possible packs are beginning to tire already.

Doesn't new award system stimulate"skipping"?

in Queen's Jubilee

Posted by: MeGaZlo.9516

MeGaZlo.9516

This was not mentioned. I think it would be wonderful to include in this “counter” award for each killed mob. Something about 2-5s per mob. And bonus for killing all possible mobs in path, for example.

Doesn't new award system stimulate"skipping"?

in Queen's Jubilee

Posted by: MeGaZlo.9516

MeGaZlo.9516

So, developers moved the gold award from bosses at the end of the dungeon. As you know, most of the groups trying to pass as much as 80% of mobs and bosses, if possible. If not – are looking for different bugs of geodata. Can it happen that this innovation will add this their aspirations? Perhaps devs should raise the award from packs?

Bought excess bank slot

in Black Lion Trading Co

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hi.
I bought a bank slot in the gem shop. It turned out I had a maximum slots. What should I do with it now?

Bought excess bank slots

in Account & Technical Support

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hi.
I bought a bank slot in the gem shop. It turned out I had a maximum slots. What should I do with it now?

Maximum character slots

in Black Lion Trading Co

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hello, friends. Tell me please, how many characters slots is available?

Another Mount Suggestion! Hear me out! :)

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

Please never add mounts to this game.

This. Mounts have no place in the Guild Wars universe. They were all put in lasagna. End of story.

They have cattle, carts, carriages, many images of horsemens, but there is no place for mounts? It is absurd.

I do not like the idea with 100% exploration. There are enough of reasons even without that.
I think the speed of mounts shall not exceed 33%. They should be complementary cosmetic. Be an option, not a buff. More speed will affect the game balance and such things as puzzles. It will be impossible to ban their use on all puzzles.
Perhaps devs should add a fight on mounts as an option. It would be interesting. Any unique abilities for unique mounts, but not exceed the benefit of native class skills

(edited by MeGaZlo.9516)

Salable gifts

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hi, devs.
Maybe you should make gifts salable. I do not know if you’re aware, but your game has zero possibility of farm, with the exception of the monstrous grind and manipulation with the auction rate, which possibilities are systematically destroyed by lazy people who are unable to look at the prices.
I do not know how to make money in this game (I mean enough money for something serious) without making it 24 × 7.

It’s possible that opportunity to sell gift will make the dungeons more popular and auction more balanced?

P.S. Why world bosses chests drops 1 copper? Are you kidding? This is ridiculous.

Pathos closed hoods with masks

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

I do not know if you pay attention but… many artwork, and almost all thief skills depict people in the dense hoods and masks. It creates a very clear image of how thief should look like. In practice it turns out that game, in general, hase no such “clothes”. You can get something vaguely similar in CoE or whispers order and… that’s all. And not even too similar. Perhaps devs should add such caps or armor sets to fit the image?

Need Dwarves and Elves races.

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

I think in the role of elves here are Largos. Some sort of uderwater dark elves… The graceful, mysterious. With long ears… You know…

Sylvari, btw, are somehow connected with the dragon Moldremoth, I guess, and are potentially bad.

Attachments:

Beards to Asuras

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

Give beards to asuras. How long they will suffer without it?

Attachments:

Rebalance and pistols

in Thief

Posted by: MeGaZlo.9516

MeGaZlo.9516

I wish developers have paid more attention to the pistols. Now it’s physical damage is so pathetic that use them with non-cond specs is simply inappropriate. However, the pistol skills are clearly physic oriented rather than cond. Increasing chance of ricochet by 25% did not improve the situation.

Underwater DS 5?

in Necromancer

Posted by: MeGaZlo.9516

MeGaZlo.9516

So… Don’t devs forget to add underwater DS x 5? As it was with mesm mantras: changed on the ground and forgotten underwater.

100 Jorbreakers mistake or sticking around?

in Dragon Bash

Posted by: MeGaZlo.9516

MeGaZlo.9516

I guess the developers should think about the meaning of these jorbreakers. I get and oppened more than 2k coffers and candy from it are enough for only 5 jorbreakers. I don’t think it’s possible to collect 100 during the event, even if it made sense.

(edited by MeGaZlo.9516)

Increase max sight range

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hi, dear devs. Pls, Increase the maximum possible sight range and objects distance.

With the limited range of the locations, it would be wise to make sight range unlimited at all. Surrounding – strong side of the game. Can enjoy the picture for a loooong time. However, the stone or mountain slowly comes up from void spoils the impression.

Plus it would be nice if you’ll add environment textures beyond the borders of locations, like 2D mountains in snowden drifts or queensdale. Especially if they will reflect the situation of neighboring locations. For example in the north of timberline falls you can see the maelstrom volcano.

Option to hide pet names

in Suggestions

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hi, dear developers. Please add an option to hide text nameplates overhead the ranger’s pets, necromancer’s, guardian’s, etc.

Futility of Events. Possible solutions

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Increase the reward for the events that the player !did NOT Today! In other words, a one-time per day bonus for each event. Where do you see the contradiction?

Futility of Events. Possible solutions

in Guild Wars 2 Discussion

Posted by: MeGaZlo.9516

MeGaZlo.9516

Hello, friends.

I would like to discuss some sort of the current state of affairs. It’s no secret that even without a living story, created by Anet world lives and breathes. Thanks to the events. Different games reveal their world differently. This one revealed through the events. Everyone understands how colossal work done for writing all these scripts, voice acting and the development of the ideas themselves. However, in the same way, it is not secret that this aspect of the game was, to put it mildly, not the most popular in the game. Especially on the 80th level.

Why?

No need to be a psychologist to know that most people in most MMOs are looking for one thing – profit. This can be understood in different ways. I describe it this way: the quickest and most effective way to achieve the best results / get the best stuff.

In other words, the average player only tries to do what leads him to the best things.

From here it follows the basic problem and lack of demand of events. Karma, let’s face it, is rather useless resource. Yes, it is possible to buy an exotic outfit. Yes, it is possible to buy the ingredients for a legendary weapon. Yes, you can buy chests in Orr. And… that’s it.

BUT!

Not everyone is suitable for those stats. Not everyone wants to make legendary. A chests, on their own, engaging in dubious.

I’m straight to the fact that adding sought-after awards for the karma has a direct impact on the demand of the events.
*A variety of weapons that should be used and the fused in the mystic forge for precursors.
*Any unique runes for equipment upgrades.
*The unique town clothing and skins of weapons / equipment.
*Good buffs, useful in the world and the WvW.
etc

Plus, I believe, it should be the obvious way to extract money from karma. For example, spend 400,000 to fuse 4 yellow arms in a mystical forge and get another one yellow with the price of 1 gold – it’s not a very appropriate way. Karma must be clearly beneficial. For example, add more types of chests with loot a great option that can be sold. For example recipes for weapons/food with a unique look / buffs. Exotic items with acceptable prices (~50.000 i mean), which can be sold at auction, and so forth.

However, here is born the next problem. It is directly linked to the previous one.
A small digression: the developers have improved greatly rewards from megabosses and we are seeing huge popularity rise of these (and ONLY these) events.

Here again there is a question of maximum profit, mentioned early. Even if karma will be extra demand, the player will try to do only what brings most huge amount of karma in the minimum time limits (remember the cursed shore’s chain Event on the shore). In other words, will find the most convenient chain / place and grind it again and again and again.

Here in my head (maybe not my first, I will not deny) the thought came: it could be corrected by significantly raising the karma award for events (ANY Event) that a player did not do today. I want to note: do not take the award for finished events??, exactly to increase(!) the award for undone. Some sort of daily, but with the ability to earn rewards for completed. This will provide a significant stimulus to look and complete many different event at different places and locations. Even in a low-level.

In addition, to scatter selling “valuable” items in various locations. Such as selling some exotic items from NPCs, at the end of an ordinary event into a low-level location. Give a variety of valuable items to heart-NPCs. In general scatter sold for karma items worldwide. This will give depth to the world studying and stimulates to do event at different locations.

This can make it so that people will not just grind events, but will start to get pleasure from their performance. But it’s important to not oversaturate award in any location, avoiding the formation of giant farm trains traveling on events.

That way, people will see the amount of labor it took to create all the events. Will look at the scripts, dialogues, storylines in the world etc. The world will be revealed deeper.


Also about hearts. Excellent idea, but almost not necessary. In the form as it is now, for the people it is a kind of unpleasant obstacle to the explorer achievement. Pretty easy to turn them into something really useful (without serious reworking) allowing to perform their objectives even after filling the influence. Plus give for it’s perform an increased amount of experience. Giving thus an alternative way to gain EXP, more effective than simply mobs killing.

And to add value to the experience, skill points rewards should be improved. For example: sell unique recipes, items skins. Perhaps the ingredients for precursors that cost would be extremely expensive, etc.

Why in the high-level areas is the rejection of “hearts system”?

Well… there is no more ideas on this topic, yet.

(edited by MeGaZlo.9516)