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I would ragequit if they actually rolled with writing this terrible.
Just to be clear, which of these ideas would be terrible to you?
It’s Glint?
It has Glint’s knowledge?
That rainbow, unicorn thing?
Or the egg being special in any way?
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What if she had a backup plan to be re-born sort of like how a Phoenix would rise from it’s ashes, perhaps Glint can resurrect from her crystals.
We don’t know if this is possible, but we can’t rule it out either.
Actually… I think it’s very possible.
In Glint’s lair we see memories recorded in the crystals. It’s a safe bet that the egg and the dragon within it are crystalline. Glint was telepathic, and I’m sure she could record her memories into a crystal if she so chose to do so.
The egg may not hatch into Glint, but it’s very likely that she’s deposited a lot of her knowledge into it. When it hatches, it will have access to all that information and knowledge. The problem is, it will have access to ALL of it. I don’t think Glint’s brain came with an index file, so finding the information it/we need on demand is going to be the challenge.
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Look at how much new content they’ve created in two years. Do you really think they are even capable of creating enough new content for an expansion pack? (The answer is no.)
Sure they are.
It might not be a GOOD expansion pack, but they can still throw together a few things and call it that. And overcharge for it, too.
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You don’t get short changed, other than what the exchange had always done, when buying gems. Selling gems however does shortchange you by whatever amount of coin a fraction of one gem was worth. It’s like truncating to nickels when getting change with the retailer getting the advantage.
It’s a bit more than that. If it shorts you 11s (for example) when you turn gems to gold, that’s still a few long range waypoints for a level 80, or several basic salvage kits.
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There are some asura communication devices used in a few parts of the personal story, if you take the right paths.
I’m sure the charr will figure out radios soon, if they’re not working on it already.
As for why not use gates and waypoints for everything? Scale and size. We’ve never seen anything larger than a norn use a waypoint, it’s quite possible that there’s a size/mass limit on those. And gates need to be big enough for things to fit through them. The Aetherblades were believed to be working on portals big enough for their ships to pass through at one point, but I don’t know if they ever got finished. Asura gates are supposed to cost to use, as well, that just seems to be handwaved away for PCs. There used to be a charr arguing about the price of taking his goods through the portals with an asura in LA (pre-destruction).
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Their plans could be “Rather than a traditional expansion, we’re going to go with the ‘Living Story’ method of expanding the game.” So, don’t take this to mean anything about an expansion.
The bit about sales in China, however, is interesting. THAT is going to be what moves them, and decides what they’ll pressure ANet into doing.
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For boss fights where DPS is the most protracted, they are typically one target right? Do theives have most damage for that as well?
They’re the best single target damage, I believe. But, they don’t take hits that well. Against a boss, they’ll spend more time dodging and avoiding than some other classes might have to, so their DPS may suffer for it.
Mind you, against REALLY tough bosses, everyone dodges.
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Here’s my take on the
Superior Rune of the Kitten
1. +25 Healing Power
2. 25% Chance when hit to summon a Kitten
3. +50 Healing Power
4. Kitten casts PBAoE Fear (Purr)
5. +100 Healing Power
6. Kitten casts PBAoE Launch (Mew)
Superior Sigil of the Kitten
Gain 1 charge when killing an NPC (5 for enemy players). At 25 charges, player gains superspeed for 30 seconds, then falls over and does the sleep animation (non-interruptable) for 5 seconds.
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In City of Heroes there was an actual Taxi Supergroup (guild) who would teleport players around a map to PoI or shops or to mission locations where traveling on foot was dangerous. You could spot them by the yellow and black check pattern on their outfit. They started when that game was new in 2004 so the concept already existed a decade ago.
I miss the Taxibots. And the Hollows. And the rest of the game.
I remember in EQ that I always heard “portal” for the Druid/Mage teleport. I have to say, some of them used to charge an arm and a leg. I prefer Waypoints. Don’t have to beg, and they’re cheaper.
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Make sure to report them, then block them. It’s the best answer we have.
Just please, remember to report them. We can do without those kind of people in our community.
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You might need someone to hand-draw it for you, with a few minor changes.
Right, but if non-commercial re-use is permitted, why would that matter?
Because the company printing the mugs and such for you wants to avoid any and all legal issues that might come from making money by reprinting it for you. All it would take is one little bit of legal action against them to take away the profit from a dozen such jobs.
If you present them with your own version, different just enough that it avoids the legal issues, then they’ll be more willing to do it.
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They did it so that they could do things with Outfits that they couldn’t with town clothes, but also so they could cut corners with the Outfits. Making them all in one piece + hat/head is easier for them, so they can crank them out faster. More profit for them gem store.
With Outfits, you can hide the hat by hiding the hat of your armor. But you can’t wear anything else to replace it. Also, the ones that used to be Town Clothes may allow you to hide gloves in the same way, I know the cook outfit does at least.
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(edited by Palador.2170)
Bear + Bow.
There’s some truth to this. Rangers are good at a lot of the PvE stuff, and if you have two of them then you can go with just about any pets you want.
Bears are high HP, low damage. Good for distracting the enemy for you while you shoot them at range.
Wolves/dogs are a bit less HP, a bit more damage. A good mix.
Cats are a bit less HP and a bit more damage than wolves. Also a good mix, and can go into the water.
Birds are glass cannons. All damage, no HP.
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Gaile-
That said, awhile back I was trying to get a few custom-printed mugs with our guild logo on them. One for me, one for my girlfriend, and one for a giveaway to guild members. The logo got caught in a copyright filter. I directed the company to your legal page, but they told me I needed authorization.
You have an email address for the purpose and I sent an email there, but I never heard back.
We’re in the process of doing a guild t-shirt contest, but I have the same worries: will our art assets (probably the Quaggan image from the API with a unicorn horn added and our guild motto #getunicorned) get flagged? And if they do, will somebody’s hours of work creating the design go to waste because we can’t get a quick “this is okay” from the email address you guys have left?
Anyway, just a minor concern I thought might be appropriate to mention. I know there’s a real “it’s not ArenaNet’s job to okay fan art” problem here, butcomeonquagganwithaunicornhatsooooocuteanetplz.
You might need someone to hand-draw it for you, with a few minor changes.
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We absolutely adore fan art, fan projects, Machinimas, videos, and the whole lot! We love them, we often share them internally and with our fans, we offer a forum to host them… yep, yep, they’re great!
The difference between “it’s ok” and “it may be disallowed by copyright” comes down to how the assets will used. It’s pretty much a simple question: “Is this personal and non-profit?” Whether a video or a t-shirt, a single use of the assets for non-commercial purposes is great. (And sure, a video is going to be seen by a lot of people—so that might raise a question about “personal use”—but the video would be ok unless someone were to create a gated, pay-per-view video.)
Concerns and copyright issues arise when someone designs clothings, toys, books, or other items with the intent to sell them. Basically, profiting from the work of another — be it a writer or a software developer — is strictly protected by international copyright law.
But again, non-profit fan projects are wonderful and perfectly fine, as expressed in the CToU.
Thank you, that’s much better.
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Superior Rune of the Meek
(1) Power capped at 1
(2) Condition Damage capped at 1
(3) Healing capped at 1
(4) Toughness capped at 1
(5) Vitality capped at 1
(6) 10% Chance, Slay Enemy on Crit
(Okay, that’s not ENTIRELY useless…)
Superior Sigil of Thackery
10% Chance on hit to cast Fear on self
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[…]
That is really sad.
You don’t event know what could be raids in guild wars 2 but you throw the idea away.Colin Johanson said :
Think outside the box and ask yourself what other “raid” type systems don’t do well, and consider proposals that you think both make best use of what Guild Wars does well
I know very well what they could be in this game, and yes I still throw the idea away. Awesome stuff that winds up doing the game more harm than good isn’t really all that awesome in the long run. That’s what I think raids will be, potentially awesome but damaging in the long run.
But hey, thanks for assuming that I don’t know what I’m talking about.
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The Content Terms of Use may help you.
If you have something to say, you should flat-out say it. Linking to a lengthy legal document and assuming that everyone knows what part you’re talking about AND can fully and correctly understand it is … well, it’s not good communication, for starters.
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ANet are such a bunch of Jokers.
They’ve found a way to make thousands of people scrabble around in the dirt for shineys.
::laughs::
At least now we know why the skritt keep running away. Day shift has shown up to take over, so they’re going home.
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I’ve posted in this thread the few ideas I had to make raids better, if they’re implemented into GW2. Now, however, I’m going to be completely blunt and state what I want from this.
1. No Raids. I seriously think this is a bad idea and the wrong way for this game to go. Stop trying to be World of GuildWars 2, you’re just playing to your weaknesses.
2. No Endgame. Seriously, enough of this crap. The majority of this game isn’t at level 80, it’s levels 2-79. Do you find that part of the game to be so worthless that you feel it should be pressed through as fast as possible and then ignored? Level 80 already has new content, it’s called the Living Story. Maybe you’ve heard of it?
3. Improve The Main Game. Fix downscaling so that old levels are still challenging. Take some of those interesting boss ideas and toss them out into the world at large, I’m sure there’s a lot of fights that can use a revamp. Just don’t go Teq and 3-Wurm on it, it should fit the zone it’s put into.
There are games out there that have been churning out raids longer than GW2’s been around, and they’re better made for it than GW2 is. Stop trying to play their game, you’re not going to catch them. Guild Wars 2 was supposed to be something different.
Prove it.
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I see the NPE in two parts, the trait revamp and all the stuff added in the rest of the NPE.
With the non-trait NPE, I can see what they were trying to do. I just don’t think they did it well. Dumbing down the starting areas is the wrong way to go, they needed to explain things better instead. First time you pick up a bundle, there needs to be a pop-up saying that it replaces your weapon skills and how to drop it to go back to your weapons. Ditto with transformations. Vendors should still sell everything they used to, it’s not that long before it starts to make sense to people.
They also really DO need to take veterans of the game into account with the changes. Yes, these changes are for a new player. But do they really hope that the new player will play just one character and that’s it? No, they want them to make more characters. By making the starting game less interesting, they’re making it less likely that the person will stick around as long once they’ve figured the game out.
Recently, I was running around with my 80 ranger with his grey wolf. I got a /tell asking me how I had a different pet. This was out near Claypool in Queensdale. For a new player to have gotten that far and not even know one of the simplest basics of their class tells me that the NPE isn’t teaching as well as it needs to. It didn’t help that I couldn’t send him to Claypool to charm a pig, I had to tell him to go to a starting city and look around for animals there.
As for the trait part of the NPE? Well, just mentioning it makes this post invisible to the devs, but I’ll do so anyway. It’s stupid and backwards to the point where even ANet can’t pretend that it’s a good idea (and that’s saying something, these days). Claiming that we asked for it is like saying that a toddler that asks to be picked up is really asking to be launched from a catapult because they wanted to go up.
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Out of curiosity, are you playing the parts in order? They story kind of guides you to new parts of DT as it goes.
If you’re not aware of it, there’s a house in the town with an open door. Go in there, and there’s a tunnel in the back that leads to a new area. That’s one of the bigger “can’t find it” issues if you do the stories out of sequence.
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I think it could be cool if there was a profession that integrated spirits into weapon attacks.
Check out the ranger sword and greatsword attacks.
If it’s anything like those, then we’ve already got it.
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Still no update on this?
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However, since 35k of the 45k population was killed during the attack, all workers will have to be brought in from outside sources(and we know how easy that is).
How about a story line where Kiel’s agents quietly slip over to Southsun and convince the poor settlers there to jump to LA? Then she swoops in with her airship and gives them all a lift, leaving the Consortium hosed and getting LA more of the help it needs.
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Just when you think Anet is heading in the right direction it becomes nothing more than a bug. If anything good comes from this is now we know it’s possible for PvP in the PvE world, the work is already done through this “bug” (bug…sure
), time to add the dueling/GvG feature!
It worked on the surface, but who knows what bugs may have lurked underneath of it. Corruption of a character’s PvP data would be an obvious risk. It may not be as much of a step towards duels and such as you think.
Your comment did get me to thinking, though. Some people don’t want open world duels/PvP. Others do. And some people are looking for some kind of PvP to do with Guild Halls if we get them. Maybe Guild Halls could be made to allow dueling inside of them?
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Is there coming a guide on how to make Luminescent gear aswel?
Thanks for this btw!
Once you’ve got one of the shoulder skins, check your collections. You’ll find one there that you need to complete to get it.
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Once you get the pattern down, it’s not that bad. But until then, it’s pretty awful.
I’m glad I was playing a ranger and had my pet to help scrape me off the floor when I messed up a time or two. It also took me far too long to realize that you run THROUGH the “fragile” aura to get the buff/debuff on you. I kept trying to get them to hit me with it directly.
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All I want is pants! A decent pair of pants!
(Seriously.)
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PvP Servers and PVE Servers, done! Problem Solved!
Megaserver, undone.
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Ah, a word bubble. I thought you meant it was an actual window you had to close.
Still, I can see this getting annoying pretty quick.
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Wait, it gives other players a pop-up? What?
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If she dies, we need to build a bridge out of her.
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Just overstressed for a bit. I’m sure it’ll be fine if you let it keep trying. Worked for me.
And disappointed that there’s no patch notes for a new ranger pet. Come on, ANet, give us a coyote or fox or something!
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PvP tournament. How else can you get a drink in the midst of combat and not dribble it on the equipment?
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What is up with the baby bottle? haha
All part of the NPE. It explains a lot, really.
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I’m sure they will, someday. The fact is that ANet has been very inconsistent in their apparent goals for this game, to the point that a lot of us have decided that they don’t have any real long term plans to follow.
It’s only a matter of time before “let’s raise the level cap” becomes the next move on Guild Wars 2’s slow march to becoming World of Guildwarcraft 2. I’m not saying it like that to be mean, just bluntly honest. They’re measuring themselves against other games, including World of Warcraft. With NCSoft and Nexon pulling the “make more money” chain, I’m sure a level cap increase is inevitable.
What I hope they do is to keep the real level cap at 80, then introduce some kind of secondary levels, perhaps as a secondary class. Telling someone “Your level 80 elementalist is no longer max level. Go gain more levels and then re-earn all your gear” is bad. Telling them “Your level 80 elementalist can now gain some levels as a ranger, and you’ll have the option of equipping medium armor and a long bow, if you care to gain the levels and earn the gear” is a LOT better from a player satisfaction point of view.
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You know there’s no way they’ve tested this properly. There’s just not enough people with access to their test servers to have put the system through the numbers it’s going to face when it’s time to decide the winners.
Personally, I’m hoping the code goes awry and there’s mass mailings of hundreds of these skins to people. Or something else equally as catastrophic. This is something they shouldn’t have done, and nothing teaches “don’t do that again” like getting burned.
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Here’s a “is this possible” question for the devs:
Can you make environmental objects that create a constant field around them, such as a water field or fire field? And can you then make them invulnerable, but subject to push/pull/knockback effects?
What I’m seeing is a fight where the large boss stays pretty stationary in the center, but he’s hard to hurt or invulnerable. To hurt him, players have to move around certain parts of the battlefield to create an area of weakness around him so they can harm him. Of course, he will fight this and occasionally send one of those parts flying away from him so that it has to be pushed back into position. Add in a few environmental items to help with the moving of these objects (just in case the group is low on people with good moving skills), and you could have an interesting fight where you interact with the battlefield in a whole new way.
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Given the costs to make one of these potions, and the fact that you can only make one every… 10 hours I think, I predict that the problem will sort itself out in a month or so. Of course, I also expect them to nerf the drop rate of maize balm within ToT bags to speed up the rate at which most people use up their supply.
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can somebody explain to me what the flack is a Maize Balm>
It’s an item you get from some Trick or Treat bags, or can craft if you have an artificer that’s learned the recipe (which can be obtained right now).
When you double click it in your inventory, it becomes a bundle. You get three uses of it, three “potions” to throw. Within the target area, up to three ambient (white, no level) creatures get turned into small candy corn elementals. When killed, they drop Trick or Treat bags.
The trick is that to get the most out of one, you need a good collection of ambient creatures close enough together that you can hit three at a time with each throw, AND close enough that you can use all three tosses of the potion before changing back to a weapon to kill them. (Like most bundles, if you shift back to your weapon while holding it, it’s lost.)
Ok, my understanding was the balm only worked on ambient creatures inside the mad prince instance or am i wrong? I actually tried using it on crabs in SouthSun Cove but it had no effect on them at all, that’s why i’m asking.
Try it on the pigs and deer in Claypool. I’ve played around with it a bit there. The targets are a bit far apart, though, so bring something with pets to kill them for you before you use the third shot.
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can somebody explain to me what the flack is a Maize Balm>
It’s an item you get from some Trick or Treat bags, or can craft if you have an artificer that’s learned the recipe (which can be obtained right now).
When you double click it in your inventory, it becomes a bundle. You get three uses of it, three “potions” to throw. Within the target area, up to three ambient (white, no level) creatures get turned into small candy corn elementals. When killed, they drop Trick or Treat bags.
The trick is that to get the most out of one, you need a good collection of ambient creatures close enough together that you can hit three at a time with each throw, AND close enough that you can use all three tosses of the potion before changing back to a weapon to kill them. (Like most bundles, if you shift back to your weapon while holding it, it’s lost.)
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First of all, lots of people bend things a bit when RPing in a game like GW2. They’re not the Hero or Slayer or what-have-you. That’s someone else. This puts us a bit outside of the roles the game says we’re to play. Not far, but just a little.
As for why in an MMO? Well, the problem with finding good people to RP with is one of the big reasons. Another is that the MMO provides a good setting, and visual information. It’s like when a book is made into a movie. You read the book and get a mental picture of what the people and places look like. When the movie comes out, however, you may find that not everyone shares your opinions on these things. The MMO allows people to start from common ground on what they’re seeing and doing.
There’s also the matter of scale. Let’s say there’s 20 people RPing in DR right now. Not a lot for a city of that size, right? Right. But, try to get 20 people RPing together in a table top game. Or a LARP. Or even on a forum. Even if they break off into little groups, having people drift around from location to location isn’t very easy. In an MMO, you do it by walking down the street to the next setting and seeing if anyone’s there.
There are problems with any set-up for RP. Table top, forums, or whatever. MMOs can be one of the better choices for it, if everyone behaves themselves and respects their fellow players. It’s just a pity that ANet doesn’t seem to have any RPers on staff, to judge by their actions.
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Legendary armor (gained in raids or not) should look like starter armor. Make any new skins separate, so there’s two different goals and you don’t have people wearing the “legendary look” just to prove they have legendary gear.
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Maybe GW2 can borrow some ideas from CoH’s Incarnate Trial “raids”. I’ll not spell it all out, but there’s a breakdown of one right here.
Note that it goes in phases. Phase one is kind of a zerg mess which actually gives slower systems a chance to finish loading into the instance. Phase two is a boss fight. Phase three is stopping a mass prisoner escape. Phase four is another boss fight similar to phase two but a bit tougher. Phase 5 is then fighting both those bosses together, needing to kill them both within 10 seconds of each other to keep them from reviving, and against a time limit.
I think the different phases were important here, as it really changed the nature of what you were doing and how. Phase three in particular called for more control than raw damage, and phases three and five both called for good teamwork.
The other important thing was that there were different side goals you could go for (somewhat like the additional achievements in the LS). The first time you met one of these goals you would get an additional reward. This meant that knowing what to do and paying attention was enough to have a good shot at the basic trial completion, but a good group could go for those additional goals.
I think keeping any raid fairly short is a good idea. Breaking it up into phases allows for large gameplay changes from part to part. And adding in more difficult side goals (for example, if a special weapon is given to weaken the boss, don’t use it) could be a way to increase the rewards and difficulty without cutting out a less skilled or organized team.
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While I have given feedback that more or less aligns with “traditional” raids in this thread, I want to make one thing perfectly clear.
I think traditional raids are a very VERY bad idea for GW2.
The two Lions Arch events and the Marionette were the best events in GW2 and the best blueprint for a raid-like activity. While both had their flaws, they were fun an inclusive. Marionette did have a higher level of skill and listening to explanations if you wanted to win, but that’s fine. LA was good at letting even solo players help out by doing small events and advancing the reward counter.
Also, in both cases there was a bigger reward at the end if you did well, but enough rewards before then that even failure didn’t feel like a total waste of time. More to the point, though, they were FUN. (Subjective, I know.)
Traditional raids and traditional raid rewards have no place in this game. You should play games, not work at them.
(Unless you’re a dev. If you are, then work.)
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Side question: Everyone’s picked up a boulder/rock before in game and thrown it, right? And most everyone knows what happens when an Elementalist does it, right?
I don’t know. what happens?
You get the standard “throw rock” skill that everyone else gets, plus a second “meteor strike” type attack from lighting it on fire and tossing it high into the air to fall on them.
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Side question: Everyone’s picked up a boulder/rock before in game and thrown it, right? And most everyone knows what happens when an Elementalist does it, right?
Would anyone object to optional objects like that in a raid, where one class can make better use of it than any other? A gate for a shortcut that only a warrior can open, a tech console that only an engineer can work, or a seal that only a guardian can break to weaken a foe?
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Would you guys consider the “under attack” version of la a raid if it were instanced? The one that was used during Season 1 where you were to save civilians.
I ask because this would further expand on the idea of breaking up a raid into several groups, as it would go as far as allowing players to venture even alone or in pairs while fighting together for one goal. Not to forget that there would still be a need for larger groups that take care of the reacurring/timed events, so that players have a meaningful choice of what they want to do.
There would be less focus on raidspecific mechanics but on
-Knowledge (when do the events spawn)
-individual skill for the non-event-rescuers (how many civilians can you rescue per minute)
-map wide coordination (how to spread out so the map is covered most efficiantly)If you insist on a bossfight you could still attach the hologram fight to the end of this raid
Honestly, I think this is what they need to do instead of raids. Something like this was much more fun for a wider range of players.
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), time to add the dueling/GvG feature!