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I think there should be some way to quickly see which of your characters have the highest levels in each crafting profession.
We will probably see at least one of them in the anniversary sale this week.
No need to argue … my position is already supported by the current way it works. The burden to justify the change is never on the status quo; I will leave it to you to figure this one out yourself why. I’m comforted that Anet doesn’t know how they should address this effectively, even if they think it should be different. I’m also comforted by the fact that if they try, it’s unlikely to address the concerns of the undeserving anyways so it’s all good.
I’m not here for academics. There are MANY considerations where increasing legendaries makes little sense. It only takes one to keep it from happening. Just because I’m not willing to list them all and have a full fledged debate with you on them doesn’t mean they aren’t there and legendaries need to be increased. You haven’t even begun to address a single one of those barriers without fabricating unrealistic assumptions to prove how easy it is or how we need to do it. It’s laughable.
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You are still not making your cases that this change would be such hard work on their part that it would not be worth making.
Let me try once more, then you can go back to bliss.
1. I don’t need to make any case for maintaining the STATUS QUO because nothing is required to do it.
2. It’s not just about how hard or long any change would be to make. It’s also about IF the change is worth making. If you aren’t aware of what return on investment is, you aren’t really qualified to being understanding how a change like this is considered.
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Just being a negative nancy here … The last round simply felt like a FYI to Guardians so Anet might as well choose; it’s one less reason to patronize us.
Your comparison isn’t relevant to how easy or minor to other changes they have made (which I could debate you know nothing of since you aren’t a programmer at Anet working on GW2). The impact of the change on the game is independent of how long or hard it is to make it … so your point is nonsense. It’s about return on investment. Anet pays people to make a game for people that play it. Does it make sense for them to pay people to increase ownership of a INTENDED to be difficult to get skin? Unless they increase ownership by ORDERS of magnitude without negative impact to the game, I don’t think it does. Sounds pretty stupid when you think about it, considering the level of importance of this compared to actual content development. I don’t need to make a case to argue maintaining the status quo.
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This would not be a change that would be at all out of line with the changes they’ve made in the past, like with dyes, and ascended crafting. I don’t understand why you seem convinced that this would be an over the top lift for them to make.
It’s NOT about how easy or hard it would be to change. It’s about the impact on the game and an effective use of resources. Anet would have to make drastic, un-stabilizing changes, like orders of magnitude to satisfy the ‘problem’ of undeserving players QQing on the forums and unless this hasn’t occured to you, pay the people doing it. From a business perspective, It’s a waste of investment to get an extra handful of people A SKIN.
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So you can’t think of any either?
I don’t need to … I don’t want to see it happen.
So you’re saying that the reason they don’t have precursor crafting is because it would increase demand in the T6 markets? That’s complete nonsense. That would be relatively effortless to correct for, by simply increasing T6 supply relative to the increased Pre-availabilty, or by reducing demand by lowering the T6 costs for Legendaries (like requiring 150 of each instead of 250 of each).
No, the nonsense would be to set off that chain of corrections to justify making the increase. You don’t seem to acknowledge that this is unnecessary work.
Well, again, here is where we disagree on what developers can or cannot do.
I think they can do better (and more).
You don’t seem to recognize that the game as it is developed is successful already. What they can or can’t do is irrelevant. Arguing the need for dynamic content, etc … is simply academic when what they have done by following their current plans already achieves their goals. When the premise of that argument is wrong (too much farming), then it moves from an academic to a stupid discussion.
The point is that the threat of losing customers would light a fire under their kitten
If the game was a failure, maybe you would have a point but in this case, your fearmongering is pointless. The risk of losing customers when the game has run successfully for the last 2 years AND claiming that your suggestions would prevent that is just pure nonsense.
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I was clear. Even if Anet agree with increasing legendaries, they recognize other barriers to getting more legendaries to people. That’s why there is a delay in implementing precursor crafting, if it even happens at all now. What I believe isn’t relevant.
They haven’t figured it out because they run into the roadblocks that have already been discussed. Even they recognize that alternate methods to provide precursors will affect the markets in ways they would rather not have to deal with. Not only is there a philosophical issue with legendary increases, they can’t ignore the practical issues either. So many factors people are ignoring here.
I think Guardian sits just within the higher tiers of damage. It’s not ele or theif though. It’s a great option.
The main problem is that unless you’re really keen on swapping weapons for rotations on a Guardian, you won’t achieve those highest levels of damage. Then you are a weapon ‘camper’ and that will put you in a different rank. Luckily, camping on Guardian with a Hammer or GS isn’t too bad either.
“We don’t need mounts because of …”, is the most nonsensical argument possible. In fact, it is no argument at all.
You’re right … it’s the status quo. No one needs to argue against mounts because they don’t exist. What DOES need to happen is that pro-mount people need to argue why they should exist. I see a theme here; people seem to think that “I want it” is a reasonable argument for all kinds of stuff. It’s not. Mounts aren’t excluded from that. Make a reason why they ARE needed and maybe someone will take these stupid mount threads seriously. Same goes for increased legendaries, nerfing TP flipping, etc…
Again “I WANT THIS” is not a good reason for introducing anything ingame.
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Although I would love to see a precursor crafting solution, I don’t see a good implementation path that wouldn’t put enormous pressure on T6 mats.
If your crafting method doesn’t involve T5 fine mats, it’ll naturally take pressure off of T6 fine mats by reducing the demand for T5 for forging, freeing up that supply for promotion to T6.
If the crafting method increases the volume of precursors ingame, it WILL pressure T6 mats, even if the method doesn’t involve T5 mats.
But this is a game. Everything is “earned” only in the sense that you jumped through the hoops that the developers placed for you. If the developers decide that they want those hoops lower to the ground, then the people who climb through those hoops are just as entitled as you were. “Earning” is always subjective.
Sure, but again … what is your compelling argument that the hoops should be lower? I don’t see them.
What reason is there for ever changing anything in a game other than “because the players would prefer it to be different?”
There are lots of reasons for changing things in a game other than players preferring to be different. Just because you can’t think of one for increasing legendaries doesn’t make that position a reasonable fallback.
Earning something is not entitlement. Having it given to you because of your position is. This lack of understanding is why you’re position on legendary ownership is unreasonable, but that’s besides the point as it’s lost on you.
Frankly, if the best reasoning you can think of to increase legendary ownership is ‘because I want it’, I need to say no more. If you want it, it’s available to you and anyone else that wants one through earning it like everyone else that does own it. Everyone sees through this thinly veiled excuse used by undeserving players.
Again, I’m not saying it can’t change. I’m saying it won’t change unless there is some compelling reason to do so. No one has provided that. Maybe YOU think simply wanting something is compelling but that’s not relevant. I will repeat myself here: If Anet was compelled by this “I want it” argument, the reward structure that is currently ingame wouldn’t exist. What we have now is a consequence of the concept that Anet INTENDS for legendaries, and it’s clearly no where near widespread ownership. It’s a reward for earning it. That’s not likely going to change with “but I want it” nonsense.
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Umm, or the developers adapt and start releasing more new content.
This confirms your lack of experience. The frequency of new content in this game is VERY high relative to other MMO’s out there. You should really try expanding your experience before spouting off about things you know little or nothing about.
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Here is the thing … None of that matters. You don’t need to play the game to earn money to get money and furthermore, it’s indicative AGAIN of the fact that Anet does not intend for everyone to have a legendary who isn’t willing to go out of their comfort zone to get it. The fact that not every activity rewards people with sufficient gold reminds us that owning a legendary is something above and beyond the average player’s capability.
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I oppose all forms of farming in MMO’s.
Maybe MMO’s aren’t for you then and … who cares.
As for the thread … number of nodes isn’t the only factor here on the price of those things. For instance … there are raptors and moas EVERYWHERE. Poultry meat ‘nodes’ are plentiful.
And it’s a good thing nobody has to. It’d be as silly as people trying to justify that the current amount are “enough.” There should be more people with legendaries because there are currently people who want them, but do not have them.
Just as I suspected; let me summarize your position
“I want it so I should have it, and with much lower effort than is currently required” – Entitlement. GL with that.
Do you have any idea how long that actually takes, and how often you have to repeat the same content over and over again?
Yes, I do know how long it takes to level to 80 and earn enough gold for full exotic gear and yes, I do know how many times you need to repeat the same content over and over again to do that on a character … exactly ZERO.
As a matter of fact, there is so much content available to players in PVE that you can’t even do it all ONCE before having leveled to 80 AND outfitted yourself with full exotic gear. The premise that there is too much farming in this game just shows you have a lack of exposure to the game.
If you perceive there is too much farming, it’s because your perception is limited by your experience.
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I don’t see any point to even discussing precursors if the premise of the discussion is that more people should have legendaries than currently do.
You’re right … that’s why these threads are just stupid … because no one has justified WHY more players should have a legendary, especially when it’s obviously not Anet’s intent as indicated by how they have implemented the feature in the game.
You might think that’s just academic but Anet (or any other game dev) do care about maintaining there game concepts and systems and if a suggested change opposes their own concept to what a legendary should mean, it’s rather pointless to oppose the status quo with the weak ‘why not?’ argument.
So unless you got something better than “because it should be that way”, you’re really just another voice advocating entitlement for non-deserving players.
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OK, let’s be clear … the goal isn’t to get more people legendaries. If it was, the game would be structured in a completely different manner. Therefore, any suggestions to simply increase the mats needed to craft one are nonsense assuming Anet understands the implications of their game implementation (and I think it’s safe to say they do).
Now, Anet COULD make it their goal … but I don’t really see why. Anet has structured their game in a way that allows a certain kind of player and a certain fraction of the population to own one. That can change but the nonsensical part is pretending it NEEDS to change. It doesn’t. No one NEEDS a legendary. The current model isn’t broken. NO one needs it to be happy with the ingame experience. If the current structure of the game doesn’t bring you happiness, it’s just dumb to think constantly ‘raising the problem’ will somehow make you magically satisfied. I’ve NEVER seen a convincing argument why legendaries are problem.
People seem to be having a really hard time with the customer/provider relationship and it’s so simple. Customers do not set the expectations. I don’t go to Madza and tell them to make me a Lexus-model car with Lexus-level quality. I don’t go to Anet and tell them I want a WoW-type MoM experience with WoW reward system.
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There are plenty of ways to play this game seriously and with the intention of “actually playing the game” that do not pour out money to the degree that some of you have been reporting.
Then that player doesn’t DESERVE to own a legendary. If someone want one, that at LEAST have to subject themself to content that rewards with the gold/mats to get it. The idea that it’s unfair that some ‘serious’ play modes don’t result in furthering a specific goal is nonsense. Don’t make me use the word ‘entitled’ on you.
Then continue that thought, and explain what harm an increase in precursors would hurt the economy in a way that could not be corrected for. I haven’t heard any reasoning for that one.
You won’t because anyone who is reasonable recognizes that it’s nonsense to justify getting more people legendaries by simply increasing mat drops. The point is to NOT introduce additional corrections. It’s WORK and it’s not necessary to ensure a few entitled people get a legendary. Anet’s goal is NOT to ensure everyone who plays ‘earnestly’ get’s a legendary. There is clearly some threshold set for what is required to own one. The goal isn’t to lower it, it’s to provide alternatives to get to that goal, equivalent to the current one. Increasing all the drops that make a legendary isn’t inline with an alternative route.
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U don’t need farm at all. The exotic gear is easy to get. .
i’am sorry, but
- Having to do more that 50time a boring dungeon to get a complet exotic armor + 2-3weapons for me its farming.
- Having to collect 900+ mcm insignia just for a complet exotic armor, for me its farming
- I dont speak about Ascended gear which is CLEARLY farming.
- And i dont even speak about the necessity to have serveral stats to be able to correctly play 2-3 differents builds per char : which mean repeat X time the previews farm to play decently ONE class.
- And i forget to add the necessity of having X version of the same armor / weapon because of runes / sigils.
Yeah sure, no need to farm in GW2.. sure ! Are we really playing the same game ?
Wow … you don’t need to do any of that. A full set of anything exotics is about 60-70 gold. You’re just being sensational.
right and people should be able to play for 20 hours without extensively trying to farm money and make those amount of money.
I don’t get your point. You can play 20 hours, do what you LIKE and still make money. Just leveling to 80, completing maps and hearts gives you most the gold you need to get some exotic gear to start with … unless the player is a moron.
EVERYTHING in this game rewards with money in some way, so you aren’t restricted to certain activities if you want new, good quality gear. Giving the impression that there is only a select few ways to make gold necessary to equip yourself reasonably well is stupid.
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It’s time you demanded more from your developers.
There is no need to demand more … regular, non-farmed play sets you up for decent gear; exactly what you are asking for. What it feels like is that you want BiS gear should rain into your mailbox.
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U don’t need farm at all. The exotic gear is easy to get. .
i’am sorry, but
- Having to do more that 50time a boring dungeon to get a complet exotic armor + 2-3weapons for me its farming.
- Having to collect 900+ mcm insignia just for a complet exotic armor, for me its farming
- I dont speak about Ascended gear which is CLEARLY farming.
- And i dont even speak about the necessity to have serveral stats to be able to correctly play 2-3 differents builds per char : which mean repeat X time the previews farm to play decently ONE class.
- And i forget to add the necessity of having X version of the same armor / weapon because of runes / sigils.
Yeah sure, no need to farm in GW2.. sure ! Are we really playing the same game ?
You didn’t read his post. A full set of anything exotics is about 60-70 gold. That’s not an exceptional amount and it’s certainly not necessary to ‘farm boring content’ to get it either. You’re just being sensational.
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I’m just going to delete my Guardian with Eternity. This build is a little gimmicky. The second someone pulls you from your element, it will be game over.
Let me flip this back on you … why do you think it’s reasonable that every player have a legendary, regardless of the time? I could care less if there is an achievement for having one or 14 legendaries. That doesn’t determine if it’s a reasonable goal or not. It’s a completely unreasonable goal given that some people simply don’t play enough in two years to warrant owning one.
I said “two years of earnest play” to head off that particular strawman, but apparently it didn’t take. I clearly don’t mean that everyone who logs in for a few hours a month, or who logs in and just chills out in LA or whatever, deserves a pony. I’m only talking about players that actually play the game, on a regular basis, and put in a reasonable amount of effort.
You didn’t head of any argument with that; you highlighted a fundamental difference in philosphy. I don’t understand why even an earnest player should expect to reasonably own a legendary …
Furthermore, who is ‘earnest’ is a completely subjective assessment. I consider myself an ‘earnest’ player … I’ve earned enough gold to have 3 legendaries by now. I only have 1. If I’m an earnest player, then why can’t other earnest players be like me? That’s why I’m not really buying into these arguments that earnest players can’t get a legendary if they want one. If two years of earnest play hasn’t earned someone enough gold/mats to get a legendary, I would argue they aren’t an earnest player.
Finally, if you don’t understand why precursor should be the limiting part of the legendary crafting process, then it’s clear why you won’t understand how an increase in precursors would be a negative impact on the game economy.
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There is an achievement for having FOURTEEN Legendaries, how can “every player should have at least one after two years of earnest play” not be considered a reasonable goal?
Let me flip this back on you … why do you think it’s reasonable that every player have a legendary, regardless of the time? I could care less if there is an achievement for having one or 14 legendaries. That doesn’t determine if it’s a reasonable goal or not. It’s a completely unreasonable goal given that some people simply don’t play enough in two years to warrant owning one.
What they could to for a hard mode is remove/limit the things that allow people to play the normal mode so easily. For instance, increase the amount of endurance a dodge consumes, ensure a fraction of downed status time for some encounters, invite chaos by stripping stats, forcing ranged/melee, whatever. The only reason it’s so easy is because everything is predictable, anticipated.
Fixing part of the legendary cost doesn’t fix the resulting increase in legendary demand without affecting all shared mat costs in a negative way. If anything, any crafting kit should provide you with partially completed aspects of the legendary that are not precursors. The last thing Anet should be doing it driving the cost and effort of a legendary away from the precursor, otherwise all your mat costs are going to be driven by people’s quest to get a legendary, not just the precursor.
The number of threads are due to the unreasonable expectations of players that don’t play to earn what is necessary to own a legendary. Anet even has a solution for those people; Ascended weapons.
Or it’s due to the reasonable expectations of players that ANet is choosing not to meet.
Let’s be clear. Anet sets the expectations; they program the game. Whatever Anet decides is the definition of what is reasonable. Players only choice is to abide and enjoy the game or they don’t, maybe QQ a while, hate it and perhaps leave. Frankly, what players think is reasonable isn’t relevant because they don’t set expectations to Anet. It’s NOT reasonable for every player to own a legendary so when the average dude thinks he should have one, it’s not inline with the way Anet has made the game. It’s NOT the other way around.
When the consumer starts setting the prices for goods and services, you might have a point but currently as consumers, you have NO ability to define the expectations you have for a product and have that product delivered to you unless you pay for that level of service. That’s not the relationship Anet has with it’s customers. You play the game they provide you. You pay for the privilege to access and play it, not dictate terms on what you want in the game. Read the EULA.
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The Manifesto promised ‘no grind’.
To me, this means I should be able to access content in the game without needing to do any excessive farming (excessive: repeating any piece of content more than three times, and for any reason other than I find it fun and want to do it).
This game is nearly 95% farming. I’m still working on outfitting my 7 (soon to be
characters with a full set of exotic gear plus sigils and runes. I have no legendaries, no ascended.
Bosses – whether they be world, or dungeon – should have chances to drop exotic, and even legendary, items. The chance should be high enough that we shouldn’t have to repeat content more than two or three times to get it. Dungeon token rewards should be higher, or not capped every day.
GW2 was promised to NOT be a treadmill of any kind – but it IS.
I find this thread pretty disingenuous … absolutely no grinding is necessary; all content is accessible in the game without needing to do any excessive farming. With exception of fractals past level 10, all PVE content is balanced around gear that is lower than exotics … this non-exotic gear is something which anyone should be able to outfit themselves with at level 80 just from gold they earned leveling. Aside the obviously intended fractal AR requirements, there is absolutely NO barrier to content due to gear in this game.
Don’t get me wrong, I’m all for ‘better’, but claiming the game is bad because it’s ‘grindy’ around a false premise is nonsense. Try again.
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I want to just kill the monsters and explore on my own. I don’t want to be told to do certain tasks. It has been awhile but when I last tried just killing the monsters, the experience was too low to be a viable leveling tool.
Perhaps there is a detail missing in your post but I level the same way and it’s not a problem. Define “too low experience to be viable” and maybe this will be a useful discussion.
I have a feeling that the OP is not a TP enthusiast nor a “hardcore” player. Thus they would be in the lower/majority segment of the population that doesn’t have the same elevated earning potential. When prices of certain items are dictated by those with elevated gold, those w/o are s-o-l. It’s probably the reason there are so many threads about it…..ya think?
The number of threads are due to the unreasonable expectations of players that don’t play to earn what is necessary to own a legendary. Anet even has a solution for those people; Ascended weapons.
I don’t think anyone opposed to this change has considered that FGS isn’t inline with ‘reasonable’ damage output to other classes in the game. That alone is reason enough to change it, regardless of what risks/restrictions are associated with using it. It’s the same reason the crit chance got focused … as a way to maintain control over damage output. When something is in a league of it’s own, nothing can be done to balance it. It deserves the nerf.
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If you use T5/T6 mats as your example — part of why they’re expensive is precisely that they’re burned up in huge quantities in gambling for precursors. The reason legendaries and precursors went up in price is primarily that there value increased because the legendary is now a skin unlock rather than a weapon you can use on a single character — I certainly agree with that.
But saying that T5 material prices would spike ignores the fact that — if precursor crafting took over from the current mechanism, then we’d suddenly have a flood of these materials and prices would probably fall.
I’m not arguing T5 prices would spike; that argument is too weak and specific to be meaningful
I’m saying that if the influx of precursors into the game increases, so will the demand for mats to make legendaries. That would be bad because those mats are necessary for things other than legendaries, whereas keeping the barrier to legendary access on the precursor availability creates the most appropriate situation to alleviate shared mat demands.
People think that being able to craft a precursor is the answer for them getting a legendary … that’s simply based on the poor assumption that it will be cheaper/easier than simply buying one now. There is no evidence that this is true. Even if it is, what I predict will happen will still be the case … the mats will become the barrier in cost/time instead of the precursor … and moreso because the people will have a false sense that the ‘real’ barrier has been reduced enough to be able to get one. I think the reality is this:
If you can’t get a legendary now, you won’t be able to get a legendary later. The day Anet announce precursor crafting, buy all the T6 mats you can. It will make you a rich man.
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I think the main point is that if it was easy to get a precursor, no one would be able to afford the other mats needed to craft a legendary because so many people would be in the market trying to make one. It’s a zero sum game. SOME aspect of the legendary making process has to be ‘hard’. It will simply shift from precursor to mats … and that’s a worse situation than we have now. Actually, the current situation is the best one:
Precursor is hard because it’s not an ingredient for any other crafting recipe except Legendary. Ascended is a substitute for a Legendary. Frankly, I don’t see any way this could change without having a massive negative impact to the game. Therefore, even if precursor crafting, precursor will still be very hard to get.
I still think they should implement precursor crafting, but the process will be the culmination of everything that is ‘bad’ about crafting; time gates, cost, complexity, content farming for non-purchasable items. It’s going to make MF look good in comparison.
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Guard isnt good might stacker? With all Empowering Might trait+Sigils of Strength+Runes of Strength+Staff Empower skill I think its quite easy to get 20+stacks …
Im not saying you are not right, but could you please explain it to me, why he isnt a good might stacker?
Relative to other professions it’s not the best and swapping to staff just for might gets old really fast.
Problem is many aspects of the guardian are artificially, even stupidly dare i say, kitten.
Take Altruistic healing, there is no reason why you should be healed X times the number of allies you give boons to, instead of a grater fixed amount. Why? because most your boons already have a set max number of targets, thus you could simply be healed that amount instead of having unreliable healing, which why most people dont run it.
So overall guardian is just bad unless group play is involved? If that’s the case I’m re-rolling lol
Not necessarily but unless you want to play a 10k hp rogue wannabe with out stealthing, yes pretty much.
Wow, hold on here. Guardian is not even close to bad, solo or grouping. Yes, it’s primary focus is group support and mainly on defensive boons but I wouldn’t describe the class as the only alternative to some broken archetype. You have to give the devs and the game a little more credit than this.
OP, Guardian isn’t ‘supposed’ to do anything. In fact, even in the most capable speedclear dungeon runs (what I consider the most scrutinized aspect of PVE), Guardians aren’t expected to bring much of anything to the team except for damage; this they do rather well with mainly internal class tools.
IN GW2, there isn’t a way that any class is ‘supposed’ to be played until you get into teams where certain things are expected to be brought forth for the benefit of the team. Some teams don’t even care what you do but it’s still good to know if certain skills are most helpful in different team content.
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The number of ways to get things easily isn’t a factor on the demand for legendaries once precursor crafting is implemented.
Perhaps this has been brought up but whatever the mechanics of the crafting, the ‘cost’ to craft will likely be inline with the cost of current precursors. Anet is still going to want people to work a similar amount to make legendaries.
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Mounts already exist. See witch’s broom, sonic tunneling device. If they just made more of these mount-toys — no speed boost, no combat use — no one would care and people who want to ride in fashion can do so.
God knows I want a charr motorbike soooo badly to compliment my FF7 Cloud Strife cosplay.
Those aren’t mounts, they are transformations … unless of course you want your mounts to exhibit absolutely no animations, then yes, you could claim those animation less transformations are indeed mounts … but then again, would that satisfy the whims of people that want mounts? It would look rather stupid frankly.
I think the biggest barrier to more creative play and builds on Guardian is the concept of the class itself. There is only so much interesting mechanics that can be done related to team support, especially without the trinity. As we see for the next balance patch, apparently ANet has thought of some additional ways to make that team support concept more interesting for SWeapons. Guardian is certainly not underpowered though but it would be nice to branch the class out a bit, even within the support concept, the mechanics are a a bit passive and defensively focused. If the strength of the effects could somehow be tied to more difficult methods of application, it could become more interesting.
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The vague description is inline with my expectations … not high. For instance, I don’t believe the problem with spirit weapons is a lack of supportive functionality, but that’s what we appear to be getting. I guess we will see what we get.
I think the best arguments against mounts are:
1. It’s not needed (travel is well incorporated)
2. It doesn’t fit the story (all the sudden, people can ride a horse? I’d love to hear what nonsense story would explain this)
3. It’s cost/benefit is questionable. Time to make and implement vs … what it does
You do realize how ridiculous your argument is, right? “They never said BiS, but they used a term that means the exact same thing”. Wow. Really? Utterly ridiculous.
Nothing ridiculous about it. In fact it’s clever because overly assuming people make their own interpretations of what ‘best statistical’ means and Anet can balk on their plans because of players misunderstanding what they meant. Clearly, it’s working on you. If I was Anet, I would claim that Ascended was best statistical gear because of stats AND relative ease of crafting it. You’re just being narrow minded in your interpretation because it fits your stance.
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My opinion doesn’t matter because I don’t think this is an issue? Awesome. That makes sense ><.
When I mean hands off, I’m talking about setting a message in LFG and assuming that’s sufficient to get the people you want in team. It’s not, it won’t.
When I refer to people allowing others to dictate how they enjoy the game, I’m referring to the idea that some people making teams with requirements aren’t willing to educate … therefore, they are allowing clueless people to affect their enjoyment of the game. On this it’s clear you see differently, yet I can’t understand why. It’s not relevant who’s fault it is. What’s relevant is if people take control of their own game enjoyment. As someone who maximizes my enjoyment, I would go to great lengths to let them know why they aren’t welcome, hoping that’s more effective than LFG message.
I’m not sure how the LFG tool could possibly take control of players ability to filter teams to their own requirements. That being said (and perhaps I’m reading way too much into this) … perhaps the way LFG works is an indicator of Anet’s approach to the game. Less abstract … dungeons are designed to be done by anyone in any build. Why would LFG for dungeons not work with that philosophy in mind; pairing up randoms in whatever builds they have? Makes sense to me. What that means? People with additional requirements still need to be pro-active.
I don’t even come close to ideals expressed by many here but I would NEVER let someone join my team who would make it not enjoyable. Why would someone regulate LFG to do that for them when it’s clearly not up to that task?
(edited by Obtena.7952)