Showing Posts For Meili Ying.3820:
Got a question for everyone. For a player that needs tokens for a legendary what does one have to do to get a gorup if the LFG tool doesnt work? there really isnt a point to buying full zerker gear just for a few runs especially if that player isnt used to using zerker.
If the LFG tool went down then people will just use Map Chat like before it was implemented. You can also join a guild that doesn’t mind what gear you have.
Regardless, you’re eventually going to have to play in a group to get those tokens (unless you can solo dungeons or outright buy the legendary)
By LFG tool not working i mean I try to make a group but nobody joins for 1+ hours. Also im pretty sure guilds frown upon members joining long enough to get tokens then dropping them.
Despite whether or not someone joins a dungeon-based guild or doesn’t join a guild at all, finding a community of some sort (even just having a friends list of regulars) increases the chances of being able to find a group to play with for a dungeon; consequentially, the chances of being able to have an enjoyable experience in a dungeon to get tokens increases if said community shares similar interests to your own, zerker or not.
It’s basically what’s been being said for a while now. Just find some players that share your interests to help you achieve what you want, and maybe help them later on as a result. Is it easy? Depends on what those interests are, and how well those players communicate with each other. Is it possible? Absolutely. So unless dungeon tokens become available through solo content (which already exists if a player is skilled enough), you’ll have to find some kind of group to help gather them.
Got a question for everyone. For a player that needs tokens for a legendary what does one have to do to get a gorup if the LFG tool doesnt work? there really isnt a point to buying full zerker gear just for a few runs especially if that player isnt used to using zerker.
If the LFG tool went down then people will just use Map Chat like before it was implemented. You can also join a guild that doesn’t mind what gear you have.
Regardless, you’re eventually going to have to play in a group to get those tokens (unless you can solo dungeons or outright buy the legendary)
Fun Fact: Caithe’s Elite skill in LS2 was actually an Elite Skill planned for the thief in development way back when, but was scrapped (Proof in the Discussion page in the following link, which predates GW2’s launch.)
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Not sure if this has been posted before…
I am running Windows 7, using a Sugou Pinyin character program, and am primarily using English settings on an American server. I notice that Chinese Characters completely disappear when the font size is set to large.When the font is set to small or medium, some characters are incomplete. I can only imagine that this is a problem for Chinese/Taiwan players.
Didn’t read the above posts, but there is also Malyck to consider: http://wiki.guildwars2.com/wiki/Malyck
Scarlet could be from a different Tree
And she stole Caithe’s Facebook password to discover her secrets.
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I overheard this comment in LA, and the person in question reasoned that the only thing it does is produce crybabies, community division, and elitist attitude.
What do you think? Is there anything wrong with having PvP in an MMO? Or is it good to have something to satiate the competitive urge (would you have it or not)?
IMO as it stands in GW2, having sPvP/tPvP is fine for me since it has its own instance that strict PvE’ers can avoid entirely. WvW seems imposed if you want the Gift of Battle (without AP) and Exploration, but otherwise can be averted. And of course, they are there if you want to PvP, so I honestly don’t see a problem with it.
As for the player attitude that this person mentioned, I suppose that is true for anything competitive, be it sports and life in general…
I go around and take screenshots of what I think is scenic, and edit/resize it so I can send it to family members as Wallpapers for their computers.
They never know that its from a video game lol.
That’s strange; Frozen Maw and Golem play my BossBattle playlist for me, but Shadow Behemoth doesn’t. I know that it works consistently during all Fractals bosses and the Dragon Meta events.
Must…know…original comment X.x
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So after looting Devona’s Leggings, it got me to thinking…
All the armor pieces that are named after GW1 heroes should resemble the armor that these heroes wore (except for maybe Brutus, Yakkington, Zhed, etc). Being a generic skin doesn’t really add to the heroism factor much. Sure, it may be difficult to design them for all races, but we have Heritage armor, so its clear that bringing back some old GW1 skins/art concepts is a possibility.
Meh, I guess we can close this now. The Search function needs to be fixed ASAP to prevent repeats like this
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After 1 year, and I just noticed. Some forms used to have legs, but then they changed to full on Naga-like creatures?
Was this their best course of survival? Did they all use Metamorphosis
in order to become a larger, more organized and “cultivated” society? http://wiki.guildwars.com/wiki/Metamorphosis
Jurrasic Park: Tyria edition.
cough nextlivingstoryarc cough
Three years later, a statement of intent. I think if you’re going to be 100% accurate, you’d also have to include the clarification that was posted 3 days after this though….because word for word without the clarification seems a bit misleading to me…particularly since they corrected at least one potential misintepretation publicly and right away.
I’m just posting this for reference. If there are other sources of clarification, please post them and I will add it to the OP.
Here’s the script of the English Guild Wars 2 Video Manifesto. Use it for anything. Quote, argue, debate, source, praise, scorn, conquer the world, cure cancer, buy insurance, induce brain hemorrhage, make 5 star ice cream, clean your car, make an investment, write A+ essays, start/sabotage a company, anything you want.
Video: http://www.youtube.com/watch?v=35BPhT-KI1E
Mike O’Brien:
‘We founded ArenaNet to innovate, so Guild Wars 2 is our opportunity to question everything. To make a game that defies existing conventions. If you love MMO’s, you’ll want to check out Guild Wars 2, and if you hate MMO’s you’ll really want to check out Guild Wars 2.
Guild Wars 2 takes everything you love about Guild Wars 1 and puts it into a persistent world. It’s got more active combat, a fully branching personalized storyline, a new event system to get people playing together, and still no monthly fees.’
Daniel Dociu:
’The look of Guild Wars 2 is stylized. We are going for a painterly, illustrated aesthetic. Everything in our world feels handcrafted and artisanal. We treat our environments as if they were characters themselves. ’
Colin Johanson:
‘When you look at the art in our game, you say “Wow that’s visually stunning, I’ve never seen anything like that before.” And then when you play the combat in our game, you say “Wow that’s incredible, I’ve never seen anything like that.
In most games you go out, and you have really fun tasks occasionally to do. And the rest of the game is this boring grind to get to the fun stuff. I swung a sword, I swung a sword again. Hey! I swung it again, that’s great. We just don’t want players to grind in Guild Wars 2. No one enjoys that, no one finds it fun, we want to change the way that people view combat.’
Ree Soesbee:
‘As a structure, the MMO has lost the ability to make the player feel like you’re (–cut-) Everybody around you is doing the same thing you’re doing, the boss you just killed respawns ten minutes later, it doesn’t care that I’m there.’
Colin Johanson:
‘You’ll get quest text that tells you, “I’m being attacked by these horrible things”, and it’s not actually happening. In the game world these horrible centaurs are standing around in a field and you get a quest step that says “Go kill ten centaurs”. We don’t think that’s OK.
You see what’s happening. You see centaurs running to the trading post, knocking the walls down, burning and killing the merchant.’
Ree Soesbee:
’We don’t want to make the same MMO that everyone else is building. And in Guild Wars 2, it’s your world, it’s your story, you affect things around you in a very permanent way. ’
Colin Johanson:
’Cause and Effect. A single decision made by a player cascades out in a chain of events. ’
Ree Soesbee:
’You’re meeting new people, whom you will then see again. You’re rescuing a village that will stay rescued, then remember you. The most important thing in any game should be the player. We have built a game for them. ’
( Gameplay Intermission)
Thanks to Inculpatus cedo.9234 for the following:
Here is the actual Guild Wars 2 Design Manifesto word for word: http://wiki.guildwars2.com/wiki/Guild_Wars_2_Design_Manifesto
Here is the clarification: https://forum-en.gw2archive.eu/external?l=http%3A%2F%2Fweb.archive.org%2Fweb%2F20130201031636%2Fhttp%3A%2F%2Fwww.arena.net%2Fblog%2Fmmo-manifesto-reactions
And here is the Dev response about why the blog site was removed: https://forum-en.gw2archive.eu/forum/support/forum/Arena-net-blog-site-gone-not-working/first#post2169999
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Interesting question.
Are they all dead, save raptors? If so, then why are there no Risen Dino’s walking around?
I mean, the risen gorillas must have been from Elona or something, since I’ve seen no live ones in this game. http://wiki.guildwars.com/wiki/Tusked_Howler
Did Zhaitan go to Elona to get gorillas, but not use the native Dinosaurs of Tyria (Orr could’ve had live gorillas, that is a possibility too).
Or maybe, just maybe they were all pushed to Magus Falls and Maguuma Wastes on the west side of the World Map when the Asura started expanding their influence. Maybe they even went into Scavenger’s Causeway just below Mount Maelstrom. But sure enough, they were driven away from the places like Sparkfly Fen and what now is Caledon Forest and The Grove.
I’m still bugged with why Zhaitan didn’t use Dino’s in his army…
Didn’t read the above posts, but I think that essentially Djinn and Genie are the same, except a Djinn is only considered a Genie if it is bound in some sort of vessel, like a lamp. Seeing as Zommoros is in the Mystic Forge, I would classify him as a Genie.
Countise Anise is using an illusion to fool people into thinking that she is an elementalist, and is making an illusionary Jennah in order to fool people like Logan and Faren. This Illusionary Jennah can make illusions itself, which actually means that it is Anise that is using her own illusions to make her illusionary Jennah appear to using illusions for her own purposes while being secretly masked by Anise’s own illusionary schemes….
yeah, I have no idea what I said either….
I don’t know if it’s just me, but its kinda funny seeing my character covered in Saran Wrap with High Shaders.
But yeah, it gets kinda harsh to look at everywhere.
I don’t see anything wrong with rewards.
By the way every genre and every game does it. You do something in order to get something. You dig trough dirt in Minecraft in order to find coal, diamonds, any material that you need, you get your sim a job in The Sims in order to get that piece of furniture that you want, you want to play shooters longer because of all the special weapons and tags that you can unlock. Every game has always had some sort of reward system. You don’t bash bricks in Mario just because, you bash them because coins fall out.
Though I don’t like being compared to a dog.
Having/obtaining rewards in themselves is not the bad thing. What’s bad is when a whole game model revolves around it, at the expense of fun.
First, Maddoctor is spot on with everything.
Secondly, I think Arenanet abandoned their principles way too quickly. Either they only used them as marketing ploys to lure us in, or they simply gave up the good fight way too quickly.
I think it is a combination of the developer and the playerbase. They feed off one another. If a playerbase says “I want moar shinies, more farming spots, more redundancy”..developers say “sure!” and copy/paste content in. Do you think the invasions were much different than the gauntlet farming? Its just seas of mobs being mowed down in both cases really.
The game has become quite saturated with this type of content and the inflation of it continues to grow. Im not sure if Arenanet’s in-house economist knows what hes doing because hes supporting these farming events. Im not sure if the lead designers necessarily have their pulse on the playerbase. Do their stats truely tell them that we went grinds and farms, simplistic content, fluffy content? I know I want more rewarding content, interesting stories rather than extremely linear crap than what we have been given.
Maybe this is the beginning of the turn of the tide. MMOs might be grinind(no pun) out their niché in the industry. WoW is/has been regarding the king of treadmills and raiding. GW2 is and will be dubbed the king of grinding and farming. Wildstar is and will be dubbed the king of hardcore content and will challenge WoW in terms of raiding (all of the hardcores that left WoW are sitting in Wildstar fan-site forums salivating btw).
Yeah, it’s a shame that Anet had to walk this path so early.
I’ve also got to thinking that Anet should focus on much better story for their living world. In other words, they should focus on the “RPG” over the “MMO”. Instead of finding 10 teeth or mowing down endless mobs for no reason, they should’ve kept the mini-missions style with Rox and Braham back in January; there was story (well, better than what we’ve been getting in recent months) and there were set rewards for each on completion. But I feel that material rewards are meaningless without a good story to back it up.
Pardon me for delving into console games, but I’d like to make an analogy to the -Tales Of- series. These games had good combat systems, but they eventually felt very spammy since you could only equip 4 Artes at one given time. Also, you would often have to grind for virtually everything (rewards/gear/money, you name it) to power up your characters. But I can say that I clearly enjoy this series more than I do GW2 at this point. Why? Because -Tales of- Game I have played has an AMAZING story, and that in itself makes all the grind/spam feel worth it.
Some people talk about Anet’s decisions based on their buisiness/monetary issues. That’s a whole different fish and I’m horrible with economics so I won’t comment on that. I’m just just concerned with Anet making an enjoyable game.
Maybe some of the players complaining about grind wouldn’t mind so much if they had good, polished lore to divert them from the actual repetitiveness they are going through. But that’s just me.
*Edit: And yes, maddoctor gives the best explanation of this.
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I think the reason for this is because we now have a sense of entitlement: “Well wheres my shiny?!!?” Instead of playing the game and simply having fun because its a video game.
Just curious, and I brought this up a little earlier in the thread, but who do you think is more to blame for this sense of entitlement? Is it the MMO companies that have tried (and albeit succeeded) in conditioning us to have this sense of entitlement? Or is it the players who accepted that the company’s way of doing things is good? Or is it fault on both sides for allowing this cycle to continue (most likely the reason)?
This was posted in the Tequatl Rising subforum, but long buried under many other threads. It deserves to be a meme.
Should this be in the Crafting forum?
There was a thread just opened today that was dealing with this topic….
Where did it go?
Threads around here have a way of just vanishing into thin air, leaving you wondering if your memory is playing tricks on you…
Gods, it’s even gone from my post history. They should at least note when they close it to stop playing mindgames on me
There was a thread just opened today that was dealing with this topic….
Where did it go?
I’m still playing it
for one reason only:
Music rocks socks off
especially in w2 z3
Gwen needs to return and use http://wiki.guildwars.com/wiki/Spontaneous_Combustion
on Logan Thackeray for his insolence.
Melandrus Resilience. I loved sitting in the lava, being set on fire and crippled and still regenerating health and energy. Gosh i loved being a ranger in guild wars 1
How did I forget about that!
You never forgot, you were merely diverted http://wiki.guildwars.com/wiki/Diversion
SHADOW FORM + DEADLY PARADOX
………………………………………
j/k
On a more serious note, good ol’ Blackout http://wiki.guildwars.com/wiki/Blackout
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Uhmm no? If you get a reward for everything then the value of reward starts to go down because everyone can get it. Common sense.
Anyways what’s the diffrence? Would you play the game that is not fun but has shiny rewards?
If people play then they obviously enjoy it. Either the way they anchieve said reward or the reward itself.
Your first statement would be true if the rewards system was all cosmetic at its highest level during the earlier months of the game. That is not the case with the game at this point. In fact, if Ascended gear was just implemented at launch and updates revolved around refining gameplay/teamwork mechanics, this discussion probably wouldn’t be happening and I probably would not be looking down on the rewards mentality (of players and MMO company) as I am right now. Same to say if Ascended gear becomes the last tier of gear without any additional power creep. If that happens, I’ll eat my socks and admit I’m wrong.
There are players who are complaining about the amount of materials/time it takes to craft an ascended weapon. Many want it now (only after 2 weeks of being released) because Exotics were so easy to get which makes this jump in requirements to obtain just one weapon quite shocking to those who got full sets of exotics quickly with little effort. Almost everything they can do gives a “reward” to reach this shiny, but the value to them is in the stats of the weapon (instead of the experience of the gameplay), and the value of BiS stats doesn’t go down. Are they finding it fun? I can’t speak for them, but the complaints say otherwise. That’s what’s bothering me: they claim they aren’t having fun with what they are doing yet they do it anyway. Why are they doing it? Because stats, and stats are the reward they feel like they need to get in order to “keep up” rather than just to play for the fun of the gameplay.
The problem is twofold:
1) Many players nowadays want their loot in the best risk/reward ratio possible in the fastest amount of time, and won’t go out of the way to do something that is a bit more challenging (and perhaps fun) if it doesn’t give better rewards compared to what else they would do. People are already speculating this with Tequatl.
and
2) MMO companies, like cesmode said, have conditioned players to have this want, and feel that they need to center the game/game updates around rewards systems rather than having innovative gameplay. It feels like fluff for the exploring/adventuring type of player, but actual content to the grind addict.
Would you play the game that is not fun but has shiny rewards?
No. Completely the opposite.
I believe that developing fun gameplay should come first, not material rewards.
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Too many people that keep hating on “rewards” and think they know better, it’s such a silly mindset lol. That’s just one part of the problem.
I don’t think that the OP is hating on rewards; I think he’s hating on the mindset of putting rewards first as opposed to fun and innovative gameplay when it comes to making a game.
Since when giving some people a reward at the end of an activity is considered bad?
I mean… wtf.
Rewards for everything —> Sense of Entitlement --> Players wanting loot more than fun.
I’m not saying that rewards should not be included, its just that rewards shouldn’t be the focus of gameplay.
Picture this: An entire month(roughly two patches(2 week content updates)) where all we get are more dynamic events in zones such as: Orr, Timberlain Falls, Frostgorge sound, Iron Marches, and Kessix Hills. Just dynamic events, maybe a few hearts. Regular events, some with longer chains. Just..content. Maybe open a new zone with just content. Nothing special. Just content. New content that you have never seen before. Maybe a hidden cave or something.
Would love this. I’d love New DE’s with longer chains and lore in all the zones.Like the Attunement Crystal DE with the Shining Blade and White Mantle in Brisban Wildlands. Yeah, that one… (does anyone even know about it >.<)
A good point, one which I have been pondering for awhile.
It almost seems like a Chicken or the Egg issue; is it the MMO Company’s fault that players grind due to their design, or is it the players fault for accepting that this system is a good way about going things?
Also, I know quite a bit of kids in elementary/middle schools who say that WoW was their first video game (God help us) and don’t like console games because of the lack of “cool loot”. That appalls me.
I guess by a business standpoint, this is a good decision by Anet/NCSoft because it caters to the people who like to grind, the ones who will most likely be around the longest and most frequently logging in. As to if it holds up to what Anet claims their game to be… I hate potentially arguing that topic so I’ll stay neutral about it.
*Edit I also am displeased with players who complain about the drop system. Remember the RNG/DR days on the forum? Ughhhhh….
Fun first, loot later.
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*Joke mode on
It’s obvious guys, Abbadon is back and has somehow made a contract with the Pale Tree to give us this strange Margonite/Sylvari hybrid.
It’s kittening Canon
Everyone has a right to post what they want (related to the game); it’s up to Anet to decide which claims are worth considering.
Just a comment to keep this on the front page.
Would like a reply from a Dev asap on this post that has over 22k views.
I think that something more drastic would need to happen here for a Dev to respond. By drastic, I mean that something that would make them decide to close it
Also, it would be interesting to have this hit 1000 posts, just for the heck of it.
I think that the most exciting factor for many players at GW2’s release was the feeling of exploring a big unknown land, which resulted in us trying to find all of the little things, do all the DE’s, and simply having fun admiring the atmosphere. To top it off, the game rewards players for exploring the entire map.
But now, many players have already discovered (or satiated their want of) everything there is to know about each of the maps; it is here that I think that the initial boredom starts, and only leads to further dissatisfied attitudes so long as it continues.
I believe that exploration in itself is the greatest joy in an RPG. Though GW2 has a large map that I have since completed, I have found subsequent tries to be, well, less enjoyable since I already know what there is to know. Others in my guild agree that unless they want more than 2 Gifts of Exploration, they see little reason to complete the lower level maps more than once (and only complete higher level maps for the rewards).
Many people find joy in learning and knowledge. New content in old areas is acceptable, but it often causes players to focus solely on the New stuff and forgo revisiting the old environment that they once found so outstanding. Because of this, some tend to think “Oh, this place again” instead of looking forward to the new content. With this in mind, this “new” content has a consequence of feeling “old” because it takes place in a setting they are already familiar with. There is less to be learned, and things stagnate quickly.
So what am I getting at? I think that what we need are New Areas and maps to explore in PvE, as opposed to revisiting older areas. Introducing a new area, more often than not, rekindles that want for knowledge and results in more exploration since it gives the feeling of starting on a fresh slate. The addition of Southsun Cove, and the temporary SAB and Zephyr Sanctum were probably the better efforts to satisfy the need of exploration (for map completionists) because the time it took to explore them was worth well more knowledge-wise than Scarlet’s invasions or the Dragon Bash holograms . IMO, players actually enjoy not knowing where to go as it opens possibility rather than being streamlined.
*Search function is not working for me
Yes, it’s Ketto. It looks like Medium armor, and I don’t quite know if its exclusive to him or not.
No. Modern does not belong in a fantasy game.
I guess “Modern” is in the eyes of the beholder. I consider Steampunk to be modern for GW2’s time (Charr, Aetherblades) and that’s ingame. Plus firearms, tanks, etc.
Besides, Star Wars is fantasy and they have “old” and “modern” races/styles coexisting (Wookiees + Jedi?)
So I was at the PvP locker trying to get a somewhat sleek style for medium armor, and I was able to recreate a look that was similar to a particular character from video game in a more modern setting (seen below).
It got me to thinking that perhaps GW2 should have more armor skins (not just towns clothes) that have a “Modern” feeling for all armor types, and dare I say maybe a little less fantasy like. Surely there must have been some evolution of fashion between GW1 and GW2; IMO the fashion sense hasn’t changed much (regarding humans) for a 200 year gap.
I think this thread should be renamed to "Feedback on Ascended Weapons " or something.
Dredge/Cliffside/ Grawl (with a bad group)
now THAT’S long
Topic in the Title
Estimate your total Waypoint/Repair cash spent since you started playing GW2
I’d wager that I spent maybe around ~25g total, starting during the Headstart period in Aug 2012
Hello,
After facing the bosses of the Super Adventure Box, it got me thinking of what I would like to see in the Meta/Dungeon bosses in the real world. I am quite anxious to see what the new Tequatl the Sunless has to bring, but I would like to bring up a few suggestions that could potentially make the other Meta bosses more interesting/accessible:
1) The players’ use of Environmental Weapons such as Bundles/Turrets should be the focus of defeating the Boss
I present this point mostly in regard to the newly released Ascended weapons; no doubt, those with Ascended weapons will deal more damage than those without. To fix this I think that environmental weapons (with interesting skills) should be available in all meta boss fights, that are a more effective means than a normal weapon of any tier when used correctly. These weapons should have skills that need to be used in the right way to maximize effectiveness. What will this accomplish?
- You will not need a BiS weapon when facing a boss. You will be able to participate regardless of what weapon you have.
- Since these weapons will be available for Bosses only, you would still have an incentive to try to get BiS gear to use in other areas of the game.
I think that the Claw of Jormag fight is a good start to this, with the Charrzookas and the Pact Golems/Flamethrowers.
- Your performance will be based on how well you use/learn to use these new skills, rather than how much damage your normal weapon deals.
2) Meta bosses should have more target-able areas to attack, with different locations producing different effects depending on the method they were damaged
Again, I will use the Claw of Jormag fight as an analogy. Suppose that using a Pact Bomb (which no one uses as of today) on the Claw’s foot enough times would cause him to loose balance, and open up a target on his head for period of time that was more vulnerable. Something along these lines would be a good base. Of course, there should be a large risk attached that requires good skill to execute, but the payoff could be huge. What does this accomplish?
- This puts more emphasis on involving yourself in the battle, as well as trying to discover different ways to use your environmental weapon and figuring out the boss’s weakness.
- It allows skilled players to be able to test themselves and perhaps defeat the boss quicker, and allow lesser-skilled players to avoid doing so if they feel faint-of-heart.
3) Bosses should react to the concentration of players in an area
It would be difficult to do for all cases, but there should be some “safe spots” during boss fights that are not so safe if too many players congregate to them. A dragon should be smart enough to slam its foot down on a bunch of people. There could even be destructible areas the boss could destroy (that would reappear later). Even if bosses are given a scripted attack pattern, like SAB’s Storm Wizard (Phase II), there should be some incentive to have the players constantly aware of the boss’s positioning as well as their own. What does this accomplish?
- Again, it gets the player more involved in actually fighting the boss instead of standing in one spot and attacking it.
- Players could be driven to attack other areas of the boss to induce what was mentioned in 2)
- The environment would play a bigger part in the battle instead of just being scenery.
I presented my suggestions to some guildies who seemed to misunderstand some of my points, so I will clarify a few things just in case.
-I am not saying that your equipment shouldn’t matter: I think equipment should matter with things like trash mobs but Environmental Weapons should be the key to taking down the boss.
-I am not saying that the bosses should be impossible; the bosses should be more engaging and enticing to play from start to finish.
-I am not considering the loot at the end: that’s a whole ’nother can of sardines.
Overall I believe skillful gameplay is the best reward in itself.
I mainly come from console gaming, so the term Endgame it kinda different from what I’ve read from here on the forums.
To me, “Endgame” is the point when the game’s plot reaches the climax, and then wraps up and concludes it’s story. Everything after that, I consider to be called “Post-Game”. I considered GW2’s endgame to be when the Hero character defeats Zhaitan. Everything I do after that, Living Story and whatnot, I have considered “Post-Game”.
Now, I believe that this Post-Game that I mentioned is what most here are considering to be Endgame. For me, I think that Endgame is merely content that gives you an incentive to revisit the game, or even keep you hooked far beyond when the Main Game is over. I think GW2 offers a lot to keep players in, mostly PvP/WvW for me, but like Vayne said I feel thakittens not Sandbox-y enough for my creative urges.
Commandos should show up to ban people like Dhuum did in GW1. Make it a grand spectacle.
This is not a complaint thread. I am merely curious
Let’s say theoretically the following change occurred (which may or may not ever happen):
All items that were previously soulbound become account bound instead. All prerequisites for using the item still apply.
Would this change the way anyone plays the game? Would you take the time to transfer items constantly between characters (if that’s your Forte)? Would the economy crash on certain items?
What are your thoughts?