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Here are my thoughts:
Living Story Meta Rewards Become Account Bound Unlimited Use Skins like Achievement Weapons / Armor
I believe in the terms of Horizontal you can allow players to be rewarded with their unique skins they have earned from past living story releases. You were able to do this with the Super Adventure Box and allow players to earn a new meta reward for completing the old release. All of the achievements are being tracked and most of them already had a meta so it would just require an adjustment to allow meta rewards in the unlimited skin box.
Living Story Rewards in Home Instance
An alternative to this would be to put the meta rewards in the home instance for us to grab like a PvE locker.
Certain achievements you have completed in the main story add certain characters to your home instance. Why not implement that with certain achievements in all of the releases?
- We have this already with the Obelisk Shard, Quartz, and Candy Corn node
- Have a building with armor displays or pictures of previous events where we can interact with the armor set and pick up previous Living Story skins such as the Karka Back, the Injector, the Slickpack, etc.
- This building could also be incorporated to implement a way of replaying previous living story releases or cinematics like the scrying pool / Hall of Monuments
Variety to Getting Ascended
Ascended should just be like any other tier of gear in my opinion. There should be multiple ways to obtain it, take a bit longer to get than exotic, but not as long as a legendary like you have stated before. That means:
- Fractals should have a guaranteed method of obtaining ALL Ascended items (Explained down below)
- Remove Account Bound limit
- Allow us to salvage Ascended Gear (Rings we no longer need or get from Fractals that we don’t want for Ascended materials)
- Introduce an Ascended Salvage Kit?
- Remove Time Gating as it serves no real purpose (Also explained down below)
- Jewelers should be able to craft Ascended Amulets, Rings, and Accessories
Everything in this game has multiple ways of being obtained. Why should Ascended be any different?
Guaranteed Methods of Ascended in Fractals
Fractals in my opinion should have guaranteed methods to obtain Ascended items just like you can get the rings. Not only does that increase the desire to do fractals, but if you split up the rewards, you have other ways to get Ascended items other than crafting.
- Add more rewards in the fractal difficulties, but allow purchases of Ascended Accessories, Amulets, Weapons, and Armor using Pristine Fractal Relics. Give people even more incentive to go up to higher difficulties.
- Level 1 – 10: Chance of Rings
- Level 11 – 15: Chance of Infused Rings
- Level 16 – 20: Chance of Amulets and Accessories
- Level 21 – 25: Chance of Weapons
- Level 26 – 30: Chance of Armor
- Level 30+: Chance of Infused Backs
- Add a gift to dungeons that allows players to mystic forge exotic dungeon purchases into Ascended dungeon armor / weapons
- Possibly add the gift of ascension to dungeon gear and mystic forge it
Remove Time Gating for Ascended Weapons / Gear
I really do not think ascended weapons / gear time gating is needed. The ecto refinements, although a small part of the crafting process, just delays the process in making ascended tier for no real reason. For people that have the money, they can easily buy all of their materials to bypass this system while the people that have all of the materials and not so much money are stuck
You can craft from 1 – 400 without any delays so why does 400 – 500 have limits? Ascended is suppose to be the missing link between Exotic and Legendary, but Legendary weapons do not have a time gate on them.
Keep Legendaries as Stat Switching Only
Having the Legendary gear be the only gear that allows stat switching is a big incentive for people to make Legendaries with the exception of it being best in slot. Making Ascended stat switch will kill the interest in people making anything Legendary
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The end of the twitch stream about Wintersday today (12/9) confirmed that you will be able to go into Toypocalypse as a group
Toypocalypse wasn’t PvP unless there was a way to play as the rampaging toys that I was unaware of. o.O
I should clarify that. When I mean PvP in this: it converts you to PvP armor, the PvP leveling bar at the bottom, like the Clocktower from Halloween.
you can have a group of friends and guildies in airship
you can do it like guild missions and jumping puzzles or dungeons
jut lfg or lfm or lfp somebody might join in
In the normal instances you can have a group of friends and guildies in the airship. Those were the missions where you get all of the toy frames. I am not talking about that.
Toypocalypse was different as it was a PvP mini game. Sure, you can try to time it right with your friends and get in the same instance, but there was no guarantee of that. It throws you in with random players so the LFG, LFM, LFP tactic doesn’t work here
Can you now play Toypocalypse with friends / groups like a dungeon instance?
One thing that I know triggered a lot of discussion last year was the fact that Toypocalypse was a PvP mini game (PvP in the sense it changed your armor to the sPvP armor and sPvP levels). You were not able to bring friends in with you. This was mainly brought up because the rest of the Wintersday event did allow you to bring in your friends.
It’s not really a big deal for me as I was able to do it before, but some did not play Toypocalypse because they could not go in with their own groups.
Apologies if this was brought up before because I did not see it
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(Somewhat related) There is a plan to allow people to playback cinematics through some sort of story UI. This should help people catch up on what they missed.
I know I post this a few times, but I figure since it keeps being brought up in terms of replaying cinematics / living story then I might as well post it again.
I have an old Suggestions post that had a concept of replaying cinematics and this thread has an image of the Marjory Journal in question. If it doesn’t show up in the expanded “My Story” that I have posted, it would be nice to see a Living Story tab added to the list. https://forum-en.gw2archive.eu/forum/game/suggestions/My-Story-Expanded-Living-Story-Concept/
Bottom line is that any ability of replaying the Living Story and seeing what has happened is a great addition. I attached the concept I created with Marjory in case you didn’t want to hop threads.
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Posted this somewhere else but I will post it here:
So, if I am getting this right…if you have 55 already…and that won’t change…you essentially don’t need to do anything with this new method unless you are going up into the higher tiered fractals right?
If you have 40 agony resist and you are just doing 30 – 39 then you already hit the cap where agony can only do 1% damage per tick. 55 agony resist is only 6% in 40 – 49.
So really this change doesn’t affect anything but makes it more of a grind for newer players?
So, if I am getting this right…if you have 55 already…and that won’t change…you essentially don’t need to do anything with this new method unless you are going up into the higher tiered fractals right?
If you have 40 agony resist and you are just doing 30 – 39 then you already hit the cap where agony can only do 1% damage per tick. 55 agony resist is only 6% in 40 – 49
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I didn’t see anything anywhere so I apologize if it was posted before.
There seems to be an issue in WvW regarding the capture credit for Keeps and Stonemist not only for the Season 1 achievements, but the WvW category as well.
For example, since the WvW Season began, I have captured Stonemist 5 times, but only received credit for 2 in the “Castles in the Air” and “King of the Castle”. Capturing of the castle includes helping assault both outer and inner doors + taking down the lord in the middle / standing in the circle. The same issue has occurred for “The Keep is the Thing” as well.
I believe this issue is the same issue that happened with the kill credit on the Halloween bosses in the labyrinth. Even though you receive the gold medal, you do not get credit towards the achievement.
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So how would you try and solve this? And a second question is how far would you like to see the impact of say a tower in Kessex be felt content wise? The balance here is of course total volume of work for those involved, to literally have the entire world react to what’s going on would take us 6+ months to build, which at that point isn’t actually meeting our goals of a regularly changing and evolving world.
I think it would be neat to see some of the centaur change. Meaning that maybe a centaur camp becomes friendly, have you team up with some centaurs to take down an offshoot with their catapults. You could also try adding some hallucinating centaurs into certain fights. Possibly have the nightmare court convert a centaur camp into a toxic alliance camp.
I am not saying that everything in Kessex would change, just new events or minor tweaks to things around the tower. Have them invade one of the towns or forts by the lake and do a defense event on it.
One outlandish idea would be seeing a new world boss in Kessex that is Toxic Alliance and you help centaurs take it down. That may be cool.
I think this raises an interesting question, what do you consider to be “temporary” content, and what qualifies (in your mind) as content that occurs and drives the living story forward it makes sense to have go away, vs. that which remains?
For me the original invasion of Southsun Cove was the best example of this, it had a lot of “story” style content that made sense to happen and then go away, and also left a lot of permanent experiences as a result of that storyline.
Another food for thought: Back when we invaded Southsun, we did a lot of “one time” events with the story content. Folks complained that one time wasn’t fair because they would miss it, so we extended the “story” style content so you now have 2-4 weeks to experience it. Does having it around this long take away from the sense of story progression, and make it feel like it should be permanent when it’s taken away? Or would simply having (using the TV analogy) something like TiVo that allows you to see the story you missed balance out this issue?
I liked the Southsun event and clearing the way to add new waypoints, break open the karka hive, etc.
I would think that new players and the community would also like these living world experiences to be caught up to speed on what happened. These are pieces of content that need to be replayed via fractals or a living world UI. Something along the lines of this: https://forum-en.gw2archive.eu/forum/game/suggestions/My-Story-Expanded-Living-Story-Concept/first#post2137462
There is a lot of experiences people are missing while the base game (every zone) is a snapshot in time. The holidays are understandable but what is the draw to go to Southsun? What is the draw to go back to Kessex once the Toxic Alliance is gone? What is the draw to go back to Diessa and Wayfarer now the Molten Alliance are gone? Maybe have a place of power (like a skill point) that shows something from then. A partially destroyed Molten Facility, a destroyed Aetherblade ship, the remains of the Kessex Toxic Alliance tower, the dead Karka boss from Southsun, a deactivated clockwork in Divinity’s Reach. Have these be entrances that players can experience these events from either a solo or group perspective.
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Yeah, same reports as https://forum-en.gw2archive.eu/forum/support/bugs/Black-Screen-in-EB/first#post3134960
It is not just Eternal Battlegrounds, there were a group of 20 or so of us in YB that got booted with the same black screen issue in the borderlands.
Yak’s Bend doesn’t get to be green once, but I am assuming that the colors can easily change since this is 7 weeks long. A lot of stuff can happen between now and then
PvP:
1. Rewards
2. Game Modes
3. Balance
PvE:
1. Guilds – Management, Tools, Guild Halls, Last Online, etc. I believe it is time to improve the guild system.
2. Living Story Content – I enjoy the updates every 2 weeks, but I feel like we only get a day or two of content out of the entire 2 week span (maybe I am just too fast at it). Would it be possible to get an expansive Living Story with content that lasts 2 weeks without any time gating or that includes new zones / events anytime soon? Personally I feel like Twilight Assault, Teq, and Halloween were lacking and some for sure could of been bundled together (Teq and a dungeon for example).
3. Lore – Goes along with #2, but I feel like a lot of new players will miss out on the lore that is happening in game as events come and go.
WvW:
1. Alt Friendly with WvW Ranks / Abilities
2. Commander Functionality
3. Ascended Items for WvW
Go in the instance with a group of 5. Didn’t spawn any doors, took 10 seconds. Health doesn’t scale either
I think it would be interesting if the Mad King had a Mad Maze run. Take aspects from the Super Adventure Box Tribulation mode, but make a Halloween theme to it. You start at one end of the maze and head to the other side while dodging traps and learning the maze.
- Run through the maze, big candy corn drops and kills you
- Reach a dead end, a wall falls on you
- Have an invisible floor with acid underneath
- Possibly add a PvP element like Sanctum Sprint to it with leaderboards
I agree with you though that the doors need some tweaking, but the story is good with the missions they added. I was also a fan of the Mad King hunt last year.
As someone who has done the last Halloween event, I believe that this felt a bit lacking compared to last year. Although, that was our first event, and they did add a lot, we were told by Colin the following:
“We still want to have some content that can happen each year, our holiday festivals, Super Adventure Box, Zephyr Sanctum, and the new Queens Gauntlet are all intended to be content that will regularly return. The goal of having these in our portfolio of event content that can occur again each year is they allow us the opportunity to easily build on something we’ve already completed as themes for some of our releases for year 2.
We wanted to get to the end of the first year of Gw2 with a decent amount of these events that can happen each year in our pocket, to allow our second year a lot more opportunities to lean on these while we focus on much larger projects we’ve been working on in the background. You will not see another new recurring style event in 2014 once our core portfolio of returning events have been completed with the Queens Gauntlet. You’ll already see the benefits of this as the return of Halloween, SAB, and Wintersday has given some of our teams time to focus on other bigger projects during that time."
I think a lot of people interpreted that as there would be a lot more things to do this Halloween, just as the Super Adventure Box did. They released the old achievements while adding new ones. However, I think the focus this Halloween was the QoL changes they implemented as well as whatever the focus is for the end of October (the Kessex problem) + the future (ascended armor / new fractals). Halloween in Guild Wars should be focused on the Thorn family AND the Mad King, but new players are only experiencing the Mad King as a tall giant that stands in the Mad Realm.
Really the only things that I saw were:
- They added several missions regarding the Prince
- They removed the old scavenger hunt that gave background on the Mad King (which I believe could be expanded and should be a start for Halloween)
- Clock Tower improvements are a plus, but no incentive to go in there if you have no interest in the gloves
- Removed a popular PvP game and brought back the old one
- Removed old skins and added new ones
- Less grindy achievements, but easier overall
- Removed the “Mad Realm” world boss
- Removed the Mad King boss fight
- Items from Halloween vendor is expensive
As of today when the daily resets, you can complete all of the Halloween achievements and Halloween is going to last until November 11th.
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When going to the “Historical” category in the Achievements tab, you will see certain events appear multiple times. This does not appear to affect your achievement score.
- Clockwork Chaos – 3 times
- The Queen’s Gauntlet – 2 times
- Queen Jennah’s Jubilee – 2 times
- Emissary Vorpp’s Field Assistant – 2 times
Dev responded to this yesterday
https://forum-en.gw2archive.eu/forum/livingworld/bam/Zhaitaffy-Vendor/first#post3029768
The Personal Story mission Temple of the Forgotten God is bugged. Based on previous forum posts: https://forum-en.gw2archive.eu/forum/game/story/BUG-Temple-of-the-Forgotten-God/ and https://forum-en.gw2archive.eu/forum/support/bugs/Temple-of-the-forgotten-god-Bugged/. Posting again as one is located in “Personal Story” and the other is 4 months old
NOTE
This issue appears to be random as some people complete the mission after their first try while others take multiple attempts.
Problem 1: Enemies in 1st Shrine Room
After the first cutscene and first fight, we go into the first Abaddon Shrine room. This room from what I gather has you kill 4 (3 and the rotmouth) enemies before the “Activate the switch” option appears on the shrine. However, after killing all 4, the text box does not pop up. The enemies in this room have a tendency of hiding in the walls, floor, and pillars of this room, but again, the issue appears to be random.
Problem 2: Dialogue
This is where everyone is getting stuck even after killing the enemies. An audio dialogue pops up for Sayeh after you take out the Orrian Crab group (first group of enemies you face in the mission outside of the Shrine). After you defeat those enemies, Sayeh should say the following:
- The Risen have reactivated the temple defenses. It may slow us down.
- However, they did find the altar. We can do the same
She needs to say this before:
- A most interesting shrine. What is its purpose?
After scrolling through the main chat log, it only successfully worked when she said that which means something is stopping her progress in that dialogue for some reason or another
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Yeah, I am interested to see the story on this one.
I am guessing it is one of those, “we saw it fall in the water, but that didn’t mean it died” scenarios.
As for other dragon champs,
- Shatterer exploded so I imagine there are other names for Kralk’s champs
- Claw of Jormag fell in the water, but I am assuming there are multiple of them just like the Eyes and Mouth of Zhaitan
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I posted a similar thought when the Last Stand at Southsun was going on with Canach showing a few different variations they could incorporate into the Hero Panel: https://forum-en.gw2archive.eu/forum/game/suggestions/My-Story-Expanded-Living-Story-Concept/first#post2137462
In the post I had how they could replay cinematics like Marjory’s Journal, replaying old boss events like Canach, as well as include the website background posts they make.
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Well, they just stopped the champ farm – https://forum-en.gw2archive.eu/forum/info/updates/Game-Update-Notes-August-20-2013/first#post2683073
Pretty sure you have to buy the recipe from Miyani and craft that. It’s not something that goes in the mystic forge. Gift of Light should go into the mystic forge though when you have it
All of this should be on the gw2 wiki as well
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If I remember correctly the Queen’s Jubilee dailies did not appear until after the patch came out or it showed up that night when the daily reset.
Since this is on the same 14 day rotation, I wouldn’t consider it a problem unless it doesn’t show up after the reset tomorrow night. You can still get all the Jubilee / Gauntlet achievements until September 3rd anyways.
Based on the quote from Colin Johanson: “We’re also looking into options that would allow players to experience the story sequences that will go away as the story moves forward for those who missed them, but this is still a ways off as we look at various options.”
I felt that it was appropriate to show a new design on how replaying certain events could work. This can work on the instanced missions from Flame & Frost, boss events like Canach, the recent instance of the Queen’s Jubilee as well as a few other things.
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and to Dragon Coffers.
Yeah, it will be fixed
Yeah, I just tried to do this and unless there is a pattern that I am missing, he keeps spamming his ability every other attack when he gets down to about half health. The final 25% seems almost impossible unless the RNG goes your way with a belch.
Probably the same reason the API is down. Yak’s Bend having this issue too
I didn’t even hear a conversation between them. I went there because it was mentioned here on the forums. What did they say?
It repeats, but it doesn’t hurt to post it here. This is outside of the instance, not the bugged one on the inside.
Magnus goes up to Kiel basically saying that there will be a council election because Ashford’s second in command died during the Molten Alliance business. Magnus put Kiel’s name in to replace Ashford and he took one of the leftover Aetherblade ships for her to use (so she becomes a captain as only captains are allowed on the council.)
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I wish they provided an image of the new design. Very interested to see what it looks like. I guess they could still show a teaser in the next few days, but it is a step in the right direction.
It is able to be completed without seeing the missing pattern?
On Yak’s Bend, I used the Guild Wars 2 wiki patterns for the eye missing (usually the left is missing when facing the door). You have to go through all of the patterns until you get lucky and it updates the torch. That would make it a display issue I am assuming.
What I noticed when I fixed this bug on Yak’s Bend twice is that I had to use a set of tears for the first two patterns and then a new set of tears (not used in the first 2 patterns) for last two patterns to work correctly. Using the first set of tears did not complete pattern 3 or 4.
Looks like other servers have the right eye missing, but I think the same rules apply. This has been around I think since it has been released.
The one thing I didn’t check was if it was a certain pattern that is being displayed incorrectly. Like pattern 3 – 7 display correctly, but patterns 1, 2, and 8 won’t.
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Just wanted to confirm this on the Yak’s Bend server. It seems to be happening on drops from the Aetherblades. Not sure if anywhere else.
Same issue as the “Last Stand at Southsun” karka shell text bug
I am bumping my old post to provide just another updated concept of replaying cinematics since this is from the recent update. Didn’t feel the need to post another thread.
The image attached shows a way to provide background story as well as replaying the cinematic present during Dragon Bash. Other cinematics and stories would be in their appropriate event tab.
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I used Photoshop to create an example like this back when Last Stand was going on.
Attached a Marjory update using the “My Story” tab.
Link to old Suggestions Post:
https://forum-en.gw2archive.eu/forum/game/suggestions/My-Story-Expanded-Living-Story-Concept/first#post2137462
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At this point I don’t think it matters.
You can ignore Moa Racing and miss the fireworks show and still get the 10 achievements.
Tomorrow “Every Piece Matters” will be done and “No More Secrets” will be released which will grant you another 2 out of the 10 needed.
It could’ve been a lot worse
You can ignore Moa Racing and miss the fireworks show and still get the 10 achievements. If 50 silver is too much, just ignore it. You are not obligated to do it. Even if you were achieving just the 10 for the wings, you didn’t have to do Dragon Ball even “when it counted”.
Tomorrow “Every Piece Matters” will be done and “No More Secrets” will be released which will grant you another 2 out of the 10 needed.
If you bought Black Lion keys then you won’t get skins because they are in the Dragon Coffers which they also explained in the Patch Notes. The same goes for the Rich Coffers though as they only gave you a slightly better chance of getting them; it’s a gamble.
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Just to let everyone know, still says you need 10 when you see it in the top right corner. I have 7 achievements and if we only need 8 now, it should not say 70%. May just be a display issue.
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No bug, the dragon ball achievements don’t count:
Reducing “The Dragon Bash Experience” meta-achievement required total number from 10 down to 8. The Dragon Ball Achievements do not count towards its completion.
from today’s patch notes
Right. I am saying that if we only need 8 now, and I currently have 7 of the 8, it should not say 70%.
I think it’s bugged. When viewing the achievement in the top right corner. It still says 70% so 7/10 still.
I think it is bugged now or just a display issue. Still says you need 10 when you see it in the top right corner. Says 70%. So…guess that patch didn’t fix the issue.
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Just to confirm, I was able to enter both the solo and group mode instances for Canach’s Lair today 6/4. They are still there.
All of the Southsun achievements you can get until June 11th which is the patch day for Dragon Bash. I would try to get everything done by the night of the 10th.
Yeah the recent patch must of done it or their recent maintenance to the TP
Just to update, Guild Mission bugs should be posted here instead of the “Guild Missions” subforum. They need to update their sticky post that says “Anything to do with guild missions is fair game here”
This does certainly sound like a large problem. The guild I’m in was hardly able to complete it when they were fully visible [at least they were for me] and a vent server. Do you know if anyone else in your guild was having the same problem? I’m going to guess they were because people were getting stuck.
Well we had about 50 members out there using Mumble and several with commander tags. When anyone found a spot to damage the crystals, we had a commander stand there and say “Commander [insert name here] on spot to damage crystal”.
We did this with one crystal at a time, some had cannons while others cleared the area and defended the people with charrzookas. Got every crystal down to about 10%, split up, killed them all at the same time. Had 7 minutes to spare.
Our guild on Yak’s Bend ran the Guild Challenge – Blightwater Shatterstrike on Saturday 6/1 after the reset.
We noticed that when we started this up, the crystals that you have to target will not appear visually. The text will show up for the crystal but you have to stand in one or two specific spots for each crystal to damage it. When they get down to about 40% or 50% health, they will randomly pop up and be easier to damage.
Note that also when the crystals appeared randomly, players were then trapped inside of them until destroyed.
Another guild kicked it off right after us and all the crystals appeared correctly. My guess is the bug occurs when this specific Guild Challenge hasn’t been launched since a new build, or has not been launched in a while. Hard to say since that was the first time we ran that one.
We were able to complete it successfully, but other guilds may have some issues with targeting them if they do not appear.
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