Suggestion to ANet: when quest or event items become obsolete, either because the event is over and not going to be repeated or the quest chain objective has been completed (as in the case of the Star of Gratitude quest line), associated quest items disappear from player inventory. Bag/Bank space is premium so it would be really, really great if a feature like this could be implemented.
I know of several players who intentionally save all of these various mementos. Some items have automatically disappeared and have upset some players who hang on to such items.
I believe it would be better to simply add a red-text notice on the item’s description after an even finishes and the item no longer has any use stating:
- “This item no longer has any usefulness and is safe to destroy or sell.”
This way, players who like to hang on to things from past events can. As it is, some items cannot be gotten again and were automatically removed from player inventories. They’re almost like trophies of accomplishments and keepsakes to show “I was there” and having them get automatically destroyed would not be ideal.
I was just going to suggest such a thing. Maybe downgrade to grey quality (or not? that might make players feel the item was in some way deprecated?) but without a vendor price so it can’t be accidentally sold, or in the case of ‘event items’ for completed renown hearts, perhaps a vendor price should be added.
In all cases, though, an item should give some kind of obvious notification to the player once it no longer has any associated purpose.
I am absolutely on board with points 1, 3, 4, and 5. I’m a little iffy on 2, as I am a nervous nelly about destroying things of importance. However, Having to destroy and hit “yes” 20 times when deleting a ton of soulbound items that can’t be broken/sold does get a bit cumbersome.
#2 will not be a problem because there are two confirmations a player makes when they hit the ‘Destroy’ option on items. The first confirmation is the fact a player chose to want to Destroy an item in the first place (it does say ‘Destroy’, so you know what you are about to do), and the second confirmation is a Dialogue Window asking whether or not you really want to Destroy the item.
With that being said in mind. Correct. Having to mouse over ‘Yes’ to Destroy every undesired item gets tiring after a while.
IIRC, gw1 had a ‘trash can’ in your inventory. Something similar could be implemented to gw2.
First you do… something to toggle it open, at which point any item you drop on it is moved there. When your inventory next closes, everything in trashcan is permanently destroyed.
if you’re just picking up the rune and trying to drop it on, it won’t work. you have to double click the rune and then you’ll be able to apply it to a valid item.
It’s a waste to open on a level 55. Do you or do you not want ectos? If you are after mats from level 55 just use the green bags from Silverwastes. You get 2-3 per event containing 3 items which all salvage to mats worth more than the t5. Champ bags at 55 is throwing away rares and ectos, which, staffs, GS’s, Daggers, sell for 65-85s each.
The green bags have a much higher chance of yielding rares and exotics than the champ bags, so it is a huge waste to open them on a low level character. The reason why it’s like this is that they always drop 3 pieces of equipment instead of 1 piece + mats. The only difference in the equipment is that the champ bags have named exotics included in their drop table. The chances that each piece may be rare or exotic is the same.
If that’s the case, you should still be opening both on a toon of the same level. It just means the ‘uncommon gear’ bag is equivalent to opening 3 champ bags.
You should, on average, get 3x the rares/exotics from a bag of gear as from a single champ bag, but you will also get 3x as many common mats. so if a lower level common mat has an edge in value over a higher tier one, it’s still more profitable to open on a low level.
hmm, i think this happened to me just now. fighting mordrem above indigo; suddenly couldn’t move. i had to check my chat box to see that i hadn’t accidentally hit enter.
It went away after a second or three, though, so i’m not sure if it’s the same issue.
Urgh this hurts me. Hurts me right in my face.
The easy way to balance it would be to make a racial skill occupy that slot on ALL legends. In other words, by equipping it, you lock yourself out of a skill choice in every legend.
And while they’re not balanced around the energy mechanic, they ARE balanced around not using any resource, meaning they’re entirely cooldown controlled unlike normal rev skills.
Finally, as other people have already mentioned, they’re pretty dilute versions of skills which other classes would otherwise get. Unless there’s some mechanical advantage (i can’t think of) to giving rev access to something they otherwise would not be able to do, balance is unlikely to be problematic.
FINALLY finally… Pretty pweeze? =3
my advice to new people is just to ‘learn the world’. exploration, killing random mobs, completing hearts and events as you go will all net you a great deal of experience. Then, once you’re comfortable with the game mechanics and your character, you can revisit the lower level zones and fill them out. You’ll easily hit 80 before you’ve completed all the renown hearts and etc of all the zones you’re likely to go through, even if you never touch the personal story.
Got the 30 i was expecting. missed out on the daily rewards, but… i’m beyond caring at this point.
I hope they find a way to make it up to the people who did miss out, though.
I found what I was looking for, there is a natural level transition from Snowdens Drift to Lornars Pass … now I am happy and can continue my leveling.
you might have already known/been told/realised this, but there’s no need to push into higher level zones in order to keep earning exp. Every zone in the game will give you experience, no matter what level you are, & the bonus for killing a mob closer to your own level is pretty inconsequential, and overshadowed entirely by the exploration bonus awarded upon killing a creature that’s been alive for some time.
Even better is to find a place with frequent events you can participate in with other players – there’s no need to be partied, you will receive loot & exp from any creature you’ve landed a couple of hits on, regardless of whether it was first hit by a different player.
Good luck and I look forward to seeing you in the high level zones =)
They’ve already done it with miniatures. why not these too?
+1
I think it might be the human (female?) low health callout.
For instance, my male asura will say piteously, “Help… I don’t have long!”
Both genders of charr gasp out, “Can’t… breathe…”
Edit: wiki link https://wiki.guildwars2.com/wiki/Health#Player_chatter
By the way, as an owner of 3 cats, I can tell you plainly that they swish all the time, even when they’re sleeping. Cats swish when they’re happy, just not as swishy as dogs, that slow wagging back and forth is very cat like. Now if that tail starts swishing methodically, watch out.
Cat swishing of tail indicates interest, agitation, boredom… basically any mood but friendly or asleep.
Individual mileage may vary, of course. My cat lashes her tail almost constantly while being patted but looks at me like i kicked her puppy if i ever stop.
speaking of, which utility is best for aetherpath? slaying scarlet’s armies?
I think HotM is probably my biggest turnoff about pvp. What an unutterably bland, lifeless place to wait for matches to pop.
Though it does not predate the warcraft universe, GW1 predates WoW itself, having been released in early 2004. Therefore though the Charr do not predate Orcs and Tauren in their warcraft permutation, they most certainly do predate their playable, and thus recognisable forms.
At best, then, this is a case of parallel evolution/design. I wouldn’t even allow that much. I don’t see anything even vaguely tauren or orc-like in the charr. To me, they resemble the original race, though we have not seen the upright variant in these games.
IIRC, you don’t even really learn about Destiny’s Edge until you’re at the level 30 step, or thereabouts – you develop a connection to whatever member belongs to your character’s race, but I don’t think you’re even told about destinies edge until you meet them. Putting it at the start of your personal story therefore wouldn’t make much sense.
Perhaps if something of the sort was included in the mission where your racial mentor meets up with the other members, right before you meet your order mentor, that would be more appropriate.
I got one hit on the last mob in the cleanup phase after the vine had been destroyed. that was my only contribution.
I got bronze credit and a stack.
My husband and I know they took WvW out of 100% Map rotation but we swore we read somewhere that your newbie zones:
Queensdale
Wayferer’s Foothills
Plains of Ashford
Caledon Forrest
Metrica ProvanceWe heard that these zones were also taken off that rotation, is that true?
it wasn’t as of my last world completion, which has occurred since the last major content patch.
I know for certain, since queensdale was the zone i finished up in.
The only reason Anet did not openly say, in Guild Wars 2 that is, that they are supporting it and instead said only accepted/tolerated is because they new selfish extremists (like the many ones in this thread unfortunately) will go all in a rage. Trying this way to retain as many players as possible. Business. I don’t like it personally, but it is in their benefit.
Unfortunately, typically only those with extreme viewpoints are sufficiently compelled to actually make their viewpoints known…
For better or worse.
Selling dungeon paths: Oooooooookay. If you do this, that is your business, however, I don’t find this method to be a highly respectable and/or lucrative method to make money.
why not? they sell their skills and time for gold. It’s pretty respectable imo. It’s like every other jobs.
They help people that dont have time to do the dungeon to get their tokens.
Some sellers even have returning customers.
This exactly. Even if i’ve never taken advantage of it, it’s still a service, and one which helps people.
Why shouldn’t they be compensated for their investment of time and effort? why shouldn’t systems be put in place to make it more effective?
Dungeon selling, srsly don’t kitten me off with this crap here.
I hate people like you.
Why?
What’s it to you?
If you don’t want to buy runs, don’t – in fact, his suggestions will make it easier for you to filter out the path sellers.
I think there should be filters that prevent certain people from joining groups.
I too, want an LFG filter.
I probably don’t want exactly the one you want, but I would love a tagging filter like what I see in many of the fighting games I play.
When you open a lobby, you can set specific tags, usually things like “Practice room” “All welcome” “Serious fighters only” “Standard tournament rules” “Custom characters allowed” etc.
I want this same system for the LFG with standard tags fitting the most used LFG descriptions. “All welcome” “Newbie/looking for mentor/teaching” “Speed Run” “Casual Run” “Clearing all mobs/bonus events” etc. (as a side note, specific tags for open world, eve and pvp groups would make this awesome. Like tags for leveling, world boss hunting, scouting for guild members, etc.)
I can’t fault this idea. Absolutely endorse.
Jeevuz. Short sighted people.
Dungeon path selling hurts nobody. You are free not to join such a group, or to start your own LFG. It’s not lucrative enough for many people to bother doing it, especially with the difficulty of running one or more non-contributors through what is some of the most difficult content the game offers. This means that the LFG is never going to be clogged by dungeon sellers.
Meanwhile, if you want to run a dungeon but lack the gear or the skills, you have a recourse available. People are willing to assist you for a pretty paltry sum.
ANet doesn’t officially support it because they don’t support anything they can’t personally guarantee, and the systems in place are sufficient for a majority of cases, whereas a proper ‘dungeon sell’ interface would take a reasonable amount of work for very little actual benefit
F2P people joining is a problem, but i think it’ll be a transient one – they might not understand that they can’t buy a path, they might not be reading the LFG message, there are probably other reasons. They’ll learn or you’ll get used to them, and i imagine as this initial surge of F2P people dies back, it’ll cease to be a problem regardless.
hitting max luck should give an achievement which rewards something akin to mawdrey II that can eat exotic essences of luck.
I haven’t seen it mentioned here so far, so i guess it’ds not the reason people are using staff, but it’s the reason you should be using staff (at least til we can use greatswords)
Death shroud damage scales from weapon damage and doesn’t take into account the relative power difference between a 1h & 2h.
ascended berzerker staff compared to ascended MH berzerker dagger, my lifebolts hit 66-100% harder if i swap to staff before activating shroud.
even if you have no use for the weapon, nay, you loathe it beyond the scope of mortal utterances; still you must use it. You might as well unslot death shroud otherwise.
I bet it is placebo but i SWEAR my axe animation before that f2p release patch thing yesterday looked slightly different. Now i make a full swing and then draw the axe back in a short snap instead of the one-motion weirdness i looked at yesterday… was my animation just glitched or did they in fact slightly tweak it? The way it looks currently on my sylvari isn’t actually that bad.
Is your toon male? if so, i think they haven’t gotten nearly as short an end of the stick as females.
Pretty sure the female one hasn’t changed a whit =(
This event is way too unrewarding even after the patch fix.
It only gives you blossoms according to the stack buff which encourages selfish farm event (You kill a couple of mordrem, then run to the next crawler…).
Theses invasions should reward the collective effort of the players…Stacks buff should only be used to distinct the slackers who came in the last minute to get the final reward from the ones who have been fighting since the very begining of the invasion!
The event should just give a stack to people at the location of the event when it ends.
That way it encourages people to group up and farm the events as a unit, as efficiently as possible.
Are NCSoft just deliberately trying to sink ANet? It feels like you guys are very badly underfinanced/understaffed.
Someone might wanna tell the top dog that his cash cow will give more for longer if he takes a paycut to actually stop it from dying.
Account-wide bag for Heart of Thorns, PLEASE
in Guild Wars 2: Heart of Thorns
Posted by: Narrrz.7532
This is the only mmo I’ve ever played so I don’t know but has it ever been done on any other game? and did it work out well?
WoW for one has been steadily moving towards account-wide storage. Heirloom panel, the toy box, account wide pets & mounts, summonable guild bank, multiple private bank summons…
This would be a step beyond what has been done there, at least, but i can’t see how it could not work. It’s just a question of whether the devs want us players to have so much convenience.
The last months I thought a bit of gameplay in GW2 and i found one thing missing in the UI that could be a big improvement to everyone. So i decided to post it here. It is the option to open about 1 to 4 little slots where you can display some consumable items you have in the inventory.
Consumable or just usable, absolutely. While i really like the limited skill access of this game (i have about eight 12-button bars on my wow ui, and there’s still more things i could dump on there) i’d really like some ability to customize. Having somewhere where i can put my prosperity kite, for instance, so that i can activate it without bringing up inventory or even with a hotkey.
In the case of a consumable slot, there should be an autorefresh option, which if checked will use your slotted nourishment consumable if you lack a buff of that type.
It’s something you want but don’t need. It’s not a new tier
many players would argue the same thing about ascended in fact i know quite a few players who haven’t even bothered to make ascended yet coz its stat gain benefit is so insignificant
so anyone who made it didn’t relay need it they wanted it coz i think we can all agree that you can manage just as well without it using exotic armours
i think too many players are hung up on the fact that theres no better stats on it and compleatly missing the fact that this armour IS better than ascended simply because of the option to change stats
no matter how i look at it i see this as an upgrade and the next step up on armour quality
Ascended WAS a new tier (and generated quite the backlash) but legendary won’t be. Legendary equipment merely equals the top available tier, but allows free stat reselection (and a unique skin with special effects)
i got electro pink, which financed the bag slot/item boost offer :P
It’s doable, you just have to sit still and eat the spikes until the statue gets bored.
Done two world completions since it became a problem (back when)
The ones at the trading post are the worst….
Why?
Some ambient npc townsperson with no dialogue should not even have the interact option with the F key, especially when they park themselves infront of an npc you actually do want to interact with.
Kittening this.
They can say hi if they want, so long as they don’t interrupt me, but i don’t want to talk to them and i’m never going to. Giving them an interact option is a serious oversight.
What are you talking about? there’s one on the team already.
Only a sylvari could manage such a wooden performance as Marjory gives us.
Clocktower
Not So Secret
Skipping Stones
Skipping stones was the final straw for me, i unchecked the ‘dodge on double movement key press’ option because of that puzzle.
That said, i re-did it just the other day and it felt… easy.
The silverwastes one is the only one that I refused to do without a friend guiding me through all of it because it’s not much of a jumping puzzle but more of a game of memory and guessing.
Agreed. Fortunately the memory side of it is something i’m good at =)
I’d say partly it’s for balance reasons.
There are only a handful of gold sources in game, and arguably the least contributing of these (direct mob drops) is what gold find applies to. ANet must’ve felt that a miniscule increase at fixed time intervals wasn’t going to upset the economy and drive inflation.
however, if that number suddenly gets an extra zero tacked on the end of it, it could well become a very real problem.
Either the Aetherblade Site 2 in Gendarran Fields, or Troll’s Revenge in Lion’s Arch.
Both the Mad King’s Tower and Winter Wonderland feel easy to me – their sole difficulty comes in the fast paced nature of them. But the other two manage to be frustrating (hair-pulling even for the Aetherblade one) without the rushing notion… imagine if they were rushed? Ugh.
Troll’s revenge is just unforgiving. There are so many opportunities to fail, and it doesn’t matter that most are very easy jumps, you just have to miss one and you’re restarting from the very beginning. Statistically, you have a very low chance of successfully making it to the end, much lower than any other puzzle (i’d guess)
It took me the longest time to even figure out the route for the aetherblade one but once you know exactly where you actually have to go, i don’t think it’s so hard.
I’d say the hardest jumping puzzle is actually not a proper one… and is actually two. specifically, those two lost golden badges in drydock scratch.
I think we just have to assume that the utilities are incomplete and not what they’re aiming at testing right now.
Are condition builds now considered a good idea when running dungeons with PUGs ?
If so, for which classes ?
When I left they were a bad idea, at least partially because of the stacking limits. Too many people with condition damage and additional condition damage did nothing. But I’ve noticed that burning and poison are now intensity stacking and the stack limits of damaging conditions are much larger.
They’re not a bad idea if you fully invest in them, know the playstyle, and are playing class competent at applying a lot of conditions fast (primarily guardian, engi and ele right now)
When I left there was some talk from ANET about biasing drops towards items that the character could use. What has become of that ?
I have no idea. i’d never heard of this, and i haven’t noticed it occurring, but that could simply be because i don’t specifically look for it? I hope it’s not the case though.
Wouldn’t that make every game’s expansion pay to win?
If anything HoT is less pay to win than other mmo expansions because it’s not raising level cap or the gear level.
It would make every paid game pay to win. Which i guess they are. You can’t win if you don’t play, and you have to pay before you can play.
That’s not what’s usually meant by ‘p2w’ though so that idea can just be dismissed out of hand
Charr don’t need reasons.
multiple threads on that topic – it’s called artificial scarcity
If things are always there, you think “wow, that’s cool, i’ll have to get that sometime”… and then never actually get around to it.
If that something is there for only a small window, everyone who wants that item knows they have to have it NOW NOW NOW or they’ll miss out for… however long. Perhaps forever.
The downsides are:
-with the first model you do get SOME ambient sales and over a long enough time they could outweigh the sudden mass buy of the second model
-People who otherwise would buy the item may not be able to buy it in the extremely limited window of the second model, leading to lost sales
It’s all just a balancing act.
aviator cap and A set of glasses (inventor’s) are still there.
I’ll add my voice to this. I recall this being a pain in the tail on two of my three world completions, and probably the only reason i don’t remember it annoying me on the third is that that was about 3 years ago and my memory just isn’t that good.
The intent is horizontal progression, not vertical. If some of the new skills are “better,” it’s possible that the tuning is not yet complete. One reason for a beta is to do that.
Also, the new skills need to feel better, at least initially, otherwise there would be no reason to leave the familiar spec & playstyle you know and are comfortable & competent with.
Expect tuning down to less OP levels some time after HoT hits for real.
Also: the game is p2w in that one must play to win and must pay to play. So one must pay to win, but there are enough steps in between that it doesn’t count in the way the cliche is normally used.
I find it curious that even though Anet know burning is OP at the moment they haven’t touched it for about 3 months, why, maybe it is because three of the new specs rely heavily on burns. Maybe this is too cynical, or maybe this is straight up 101 marketing and economics.
Maybe i’m just naive, but i feel it’s more that they know there are a whole host of balance issues, and rather than hotfix each one reactively and individually, they’re making gradual changes in testing and fine-tuning it before it goes live.
If every day we saw a little hotfix patch with “burning -33%” “Burning +15%” “Burning -10%” “Burning +5%” i’m sure they’d cop a lot of flak for that too.
(edited by Narrrz.7532)
With the introduction of revenant, both heavy and light armour categories will each have a class at low, medium & high base vitality (Ele,Guard; Mesmer,Rev; Warrior,necro respectively).
Medium category is the oddball. Maybe the rebalancing with the new specs will change that? i don’t know which of the two classes would be suitable for high base vit, though. Engies are already pretty kitten tanky & rangers have their pet to take hits for them; either would seem like overkill.
Actually, you could make the argument that since rangers have a permanent, healable, tanky pet, they actually are a high vit class, just masquerading as a medium.