Showing Posts For PopeUrban.2578:

EOTM and Duels..

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

The arena already does all of those things though. Guy A enters on blue. Guy B enters on red. It also doesn’t care what server you’re on. Just get in a group with someone already in the hall, done. That’s what we use ours for anyway.

The only thing it doesn’t do is let you have that match in parts of the game built for other stuff, like wvw or pvp.

As noted it doesn’t honor non-sPvP builds. Also, players have to go to an entirely different portion of the game to fight each other which makes it exceedingly difficult to get pickup fights especially across servers. There used to be a token cost as well.

The biggest deal IMO is that accessing it is simply not user friendly. My suggestion is to use what they built and simply allow players direct access to that area without having to jump through a bunch of hoops. They already have the infrastructure and it isn’t like I am the first or even 100th player to request this.

Uh, no. Guild hall arenas use PvE/wvw stats, not PvP stats, and you can teleport to them with a single click. It’s actually faster to get the a guild’s arena from anywhere in the world than it is to get to any of the various dueling grounds in wvw. There’s even a waypoint right on top of it. Click “go to hall” then click “arena waypoint”

If that many people can pile in to EOTM, I don’t understand why that “fight club” can’t just pile in to a cheap guild hall and use the arena?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

EOTM and Duels..

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

That would require actual work, building the UI, the dueling rules, etc. The steps they have taken were the bare minimum effort for a feature that is, quite frankly, not at all important to any part of the design so it kinda makes sense.

They have already done most of the work. They have the arena which is what I would use since that work is already done. The interface is very basic: one option to accept duel requests in setup, a right click option to invite and a Yes/No do you want to duel confirmation. They have already done most of the work. It could be expanded on later if the feature proved popular enough.

This change is a great feature allowing players to test out builds with friends. As it is right now, numerous guilds run accounts on multiple servers just so they can duel each other.

The arena already does all of those things though. Guy A enters on blue. Guy B enters on red. It also doesn’t care what server you’re on. Just get in a group with someone already in the hall, done. That’s what we use ours for anyway.

The only thing it doesn’t do is let you have that match in parts of the game built for other stuff, like wvw or pvp.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Condi bomb=no skill.....

in PvP

Posted by: PopeUrban.2578

PopeUrban.2578

They can walk away while the damage they applied ticks. You can mitigate that damage while they walk away. Defending against condi damage is actually easier than spike damage because you have a much larger time to react.

“But what if I don’t have cleanses?”

What if you don’t have dodges, blocks, blinds, or invulns?

I fail to see the difference.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

EOTM and Duels..

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Pay it no mind. No matter how many placed Anet adds specifically to cater to dueling (That room in obsidian sanctum, guild arenas, custom pvp servers) people will insist on creating dueling areas and get mad that you’re playing the game as intended.

Oddly ANet has completely ignored the most requested dueling option… the ability to invite another player to a duel which should include friendly players if they have an “Allow Duel Requests” option turned on.

That would require actual work, building the UI, the dueling rules, etc. The steps they have taken were the bare minimum effort for a feature that is, quite frankly, not at all important to any part of the design so it kinda makes sense. If I were in charge I wouldn’t want to stick an engineer on putting together a dueling system when no part of the game incentivized or rewards dueling, and I could put that same engineer on improving wvw, or pvp, or pve play that the game is actually built around.

Why would they invest all that time and effort when they can just give people a reasonable place to do the thing they are already doing? I mean, they built a whole guild hall decoration system and couldn’t even be bothered to write sittable chairs. They’re always going on about how limited their resources are and such. Quite frankly the only reason they but that arena in OS was to stop the GvG crowd from screwing up proper WvW anyway.

They’ve already got two modes of PvP that are actually part of the advertised package that have all sorts of popularity and population issues, adding another mode just seems… irresponsible. I mean they built a whole league system and did this whole paid tournament system just to get people to play spvp, and that hasn’t done its job all that well.

Adding another system at the expense of the existing ones that they’re still trying to fix doesn’t make a lot of sense.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Auric Basin Loot "Exploit" [merged]

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

It doesn’t really matter since there’s a built in limit to chest loot, and that limit is keys. The contents of those chests aren’t balanced around time spent to complete the meta. They’re balanced arount time spent to acquire those keys, which is constant. No matter how many alts you have you won’t acquire keys any faster than someone who only plays one character.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Hall Swap

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Do note: to swap you’ll have to pay the 100g fee and completely the expedition mission to clear the mordrem out of the place.

As other have noted, once you complete the expedition (your leader/officer attunes to the cystal after beating the boss) you will have all of your upgrades, and all of your decorations will be in storage so you can decorate your new hall with them.

This is also true if you ever want to swap BACK. You’ll need to pay the fee and complete the mission every time you want to change halls, no matter whether you previously lived there or not. Turns out when you move out the old tenants are pretty eager to resume their lease.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Level 80 Boost

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

The way it works, you can “test drive” any class at 80, with temporary gear, but you’ll be limited to playing that character in the silverwastes.

When you’ve decided which character you want to consume the item, you talk to an NPC, and he makes that character 80 for real, gives you a set of starter L80 gear (soldier’s stats) and you can go anywhere you like.

So my adive to you is to try them all out for a bit and decide which one you like best, then use it on that one!

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Rotating World Links: NO!

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Posted by: PopeUrban.2578

PopeUrban.2578

The whole point of links is to smooth out population imbalance and put an end to bandwagoning creating a majority of ghost town servers.

Rotating those links is the only way either of those goals can actually be accomplished. If you permanently link servers, you’re going to end up with the same exact problem we had before world links. A handful of servers that are active, and a vast majority that never get a chance to get new members because everyone just transfers to the active ones.

Rotating links are the best option simply because they make server transfers a waste of time and money, and encourage new players to support the server they are on more than encourage them to just transfer to the winning team. This means more populated matches across the board, less pvdoor, and less bandwagoning.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

EOTM and Duels..

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

Pay it no mind. No matter how many placed Anet adds specifically to cater to dueling (That room in obsidian sanctum, guild arenas, custom pvp servers) people will insist on creating dueling areas and get mad that you’re playing the game as intended.

If you can stomp all over people dueling at this point in the game, you should. Anet has been more than cordial to these people, and they have many MANY options for places to duel where they’re not actually getting in people’s way.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Pick a Map to be the next WvW Map Setting

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Posted by: PopeUrban.2578

PopeUrban.2578

Caves, but not the closed in caves you’re thinking of. more like the big might-as-well-have-a-sky caves they did in EOTN.

The towers could each control a cave entrance, the keeps would be completely underground, and the supply camps would be on the surface. Then, add in some avalanche areas like the desert borderland barricades. The barricades would be floor on the surface, but when destroyed would open up a cave entrance and CLOSE a cave path where they caved in, creating a secondary barricade below. if you timed it right you could pancake an enemy force by dropping that avalanche on top of them from above.

The towers would be the main access points, with stairs going top to bottom, and the yaks would need to use those stairs to deliver to the keeps.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Hearts and Mind - Migraine too difficult

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

I think it’s very strange that after they backpedaled on requiring a group instance to completely the original LS, and creating a soloable version of Arah story for it, they decided to make the capstone achievement for the expansion the only one that requires a group and created no incentives for people to do it outside of the achievement.

I’m okay with it being a group thing, but if they’re going to do that they need to put a big fat loot chest at the end so peple that already have it actually have incetives to want to do it. It’s a fun fight, it’s well put together for the group version, but the game gives people literally zero reason to do it more than one time, which is problematic for group content.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Unspent Hero Points to Spirit Shards?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

There are more hero points than ways to spend them so that you have the option to skip some and still finish your spec, and to reward completionists with a headstart on future specs.

They’re not going to let you spend HPs on things other than skills/specs because they’re designed as a finite resource, thile spirit shards are an infinite resource.

You will never run out of ways to generate shards, but you will always run out of ways to generate HPs.

Allowing you to spend those 90 HPs could have dire consequnces if they decided to add a new spec in the LS or something that required five of them plus the new ones in the new map to complete. Or, even worse, giving you the option and then having you realize you spent all your HPs on shards and have no way to level another spec, or no options in how you wish to level it.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Craftable food recipes... Lackluster?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

In a game where the design goes out of its way to prevent power creep, you have to realize that at a certain point new foods, gear stats, etc. will eventually just stop having utility.

In theory they’re all supposed to be side grades of one another, but in practice there will always be a single mechanical “best” for a given purpose.

After three and a half years, it’s a miracle they can still create stat combos and buffs that people want at all, given the way stat progression is designed.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Initiative Headquarters

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Guild commendation guy in guild hall please. We even have empty market stalls just sitting around waiting for someone to show up!

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Tomes of Knowledge in BL chests unforgivable

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Black lion chests are gambling.

In order for gambling to be a successful business venture, people have to lose.

People that lose are far more likely to spend more money and gamble again than people that win.

Stop complaining that you chose to gamble and lost.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Choose a Name for Tyria’s Heroes!

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

After two seasons and an expansion of sylvari lore, sylvari social structure, sylvari origin stories, sylvari chosen ones, sylvari pact generals, sylvari secrets, sylvari island adventures, sylvari betrayals, sylvari villains, and sylvari redemption, I’m perfectly happy to let them be less in the spotlight for a while.

At this point I’m about sylvari’d out. There’s no Tyrian equal opportunity law that says every guild requires an equal scoop of races. If there were I wouldn’t be surrounded by Asura with only the occasional normal sized person at every guild function.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Merchandise Ideas - Open (even if the survey is closed)

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Posted by: PopeUrban.2578

PopeUrban.2578

Warning, what follows is a too-long diatribe about fashion, marketing, and merchandise design in general. I apologise for this. I am certain my definition of ‘good taste’ does not match all the people of the world.

Profession Logos, Guild Logos, Other simple monochome designs that don’t scream “DOWNLOAD GUILD WARS 2” like an advertisement with obnoxious screen printing. No overly complex graphic tees etc. You know, tasteful, fashionable things.

One thing that turns me off of buying “merch” for a lot of properties is the same reason I don’t buy t-shirts with a giant NIKE, JUST BUY NIKE STUFF that takes up the whole shirt.

Since merch isn’t Anet’s primary business, I want that merch to be for me, not for Anet’s advertising department, you know? Nobody really wants to wear a graphic tee with four thousand colors that is just objectively ugly as a t-shirt design.

Will I wear a logo on a beanie, or a small one around the breast pocket area of a shirt? Sure!

Will I wear a print hoodie if you, say, use a logo as a textile patterns so its both fashionable AND a way to let people that know the game ‘this is my thief hoodie’ while not screaming at people that don’t “HEY, GO BUY GUILD WARS 2!” and just let them think I have a nice hoodie?

Yes.

Now for obnoxious graphics, put it on a mug though. Not a travel mug. Travel mugs with graphics on them are an abomination. A REAL mug. You know, the kind they you have to remember not to spill and that breaks if you drop it on the kitchen floor. Mugs are traditionally a fine place for displaying complex visual designs and “focal prints”

Basically, design merchandise adults want that don’t look like larger versions of things you made for an eight year old and you’ve got my vote.

Also, I would like a “witty tshirt” that simply reads “I can outrun a centaur”

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Think Tank- VIP Subscription

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Nail on the head there Danikat.

Subcriptions, even optional ones, are a contract you make with yourself that the developer does not care if you break. I’ve paid my share of subscriptions over the years, and there’s always the nagging pressure of “am I making sure I am getting my money’s worth?”

Its an unpleasant feeling as a player, and even though Anet’s track record on microtransactions in GW2 isn’t great (massive imbalance of gem store cosmetics added to ingame obtainable cosmetics in a cosmetics focused game) I shudder at what incentives they’d have to add to make an “optional” subscription attractive in GW2.

Another problem is unique to optional subscriptions. Even when they are truly optional, the fact that you’d don’t require them to play the game means you are renting things to your players. Whatever cosmetic thing, buff, etc. the subscription contains is never truly owned, which means you are preying on your “optional” player’s attachment to those items/features much in the same way RNG gambling boxes prey on the “option” to gamble for skins.

In both cases it’s disrespectful to your customers. Optional subscriptions mean you have to make something your players want long term enough to keep up the subscription. This means your non-subscribing players are being given the message (much like how the current implementation of the gem store works) that in you self-proclaimed buy-once-play-forever game, you don’t really expect them to buy once.

It’s like… I don’t know, selling a 50 dollar expansion and making sure you have nearly as much cosmetic content in your cash shop on the day of release as there is in the thing they just paid you fifty dollars for

Or, you know, touting gliding as your main new feature and then only selling glider skins in the gem store for half a year.

Its a signal to your player base they you don’t care about their fun as much as their money. People are happy to give you their money when they think you give a crap. If you put two skins in the game every time you put one in the cash shop you wouldn’t suddenly find your fifty dollar expansion is a net loss and have to try and nickel and dime your players for even more cash shop money.

“optional subscriptions” are fine for a free to play game. GW2 already has a business model. That model is buy to play expansions. Their problem is attempting to layer microtransactions on top of that.

When people give you their money, your first response should never be “okay, that’s great… but really, give us more money” it should be “thank you for being a customer, hopefully we can treat you right so next time we offer you a similar product you will feel inclined to buy that one too.”

That was how the old Anet operated, and how they got the resources to make this very game. AND they did it in a climate of subscription based games!

GW1 was successful because it oprated on a model of respecting and treating the customer well. HoT flopped because it operated on a model of abusing the customer’s desire for new content and cosmetics.

Optional VIP subs are an even more abusive way of creating the same problem that is already hurting Anet’s bottom line.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Can we get some new emotes?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

How about where we can do double duty on the man hours. if you’re looking at a postmortem, City of Heroes had a great approach to this.

They prioritized character animation first and foremost because it added a sense of integrity and belivability to the world. You could often find the npcs doing stuff, snatching purses, leaning on walls, sitting in chairs, using flashlights, and generally animating in ways that weren’t just standing around.

Because the massive number of NPCs in the world used the same skeletons and rigs as the player characters, Paragon just added those as emotes for player characters. Later on they got real smart and started adding emotes as microtransactions in themed packs, and those were quite popular since the game was very much about forging unique character identities.

It’s a more complex matter in GW2, since we have more character rigs to contend with than “male, female, hulk proportioned male” but the concept is the same. We have a great many NPCs in the game, most of whom just stand there. These NPCs use the same rigs and animations as players do. If you’re looking for narrative depth and content, adding animation deversity to the world is a great way to start. I immedately appreciated the extra detail in HoT when I saw NPCs in that “leaning against a wall injured” emote in stead of the same recycled death pose I’d been looking at for years.

I think the animation team does a great job with creatures, but perhaps those resources are a little misspent? There are, quite frankly, an obscenely diverse number of new creatures in HoT, which is great, but using those same player animations to pad out the mordrem made them a much more versatile foe.

Enemy diversity IS important, but having a unique model and skeleton for, say, every part of the chak army, or every breed of saurian isn’t as important as what they do. If you ended up with one master saurian rig, then you’ve got enemies that share a number of flinch, walk, run, and basic attack animations. You then have a lot less man hours involved in the difference between, say, a stonehead and a… whatever those back spine shooty guys are, because at that point you are not building a unique set of “common” animations for two creatures. You’re building “common saurian” animations, and then a few special sequences for the unique abilities of each subspecies (like the spiny shooty, or the head charge)

Having worked on budget strapped art teams before, that’s usually how we build enemy rosters, and it generally feels good to players because in our real world members of genetically similar species often share a lot of real world skeletal and muscular proportions.

GW1 had a fantastic animation economy because the artists on staff re-used animations and skeletons a LOT more, and built wildly diverse creatures around the skeletons. In GW2, it seems like that’s not as much of an economy consideration for the art team, as many more creatures, even close genetic relatives, are implemented concept-up, without regard for the way it affects the overall animation budget, and the only place I can think that I see animation data re-used is when it is built around animations from the release-era game, e.g. doing no work by using existing animations rather than planning around re-use of yet to be developed animations.

As a player, if I had to choose between five types of new monster and no new emotes, or three types of new monster, with more color/skill variants for each type, AND some emotes derived from re-using player skeletons more… I’d definitely choose the latter.

As an artist, I’d also definately choose the latter. While I don’t have the resources that Anet does, Animating even a good walk cycle takes time, and that walk cycle is never an “important” animation to the player, but the bigger, flashier attacks and abilities always are. Not to mention those bigger flashier things are usually a lot more fun to animate. As a guy who has made probably five times more walk cycles in my life than I would like to admit, I’d much rather by developing more uses for rigs I’d already “baseline” animated than doing even more walk,run,turn,shoot for another sekelton.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Scribe decoration request,

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Signs
They don’t have to be as complex as minecraft signs, where you can just see the text on them, but at least having a sign that pops up an interact box would be cool. I’d like to customize the f prompt "so in stead of “read” I could have it say “Announcement” or “Event Schedule” or something. it would be nice if all guild banners were updated with this technology too, so you could customize the text fiel you get when you interact with a banner from the standard “please enjoy this service” to one or two lines of your choosing. it would be a better incentive to drop banners, since part of their purpose is guild advertising anyway.

Architecture
There are a good variety of columns and some wall panels, but I’d like to see floor panels and roof panels with similar styles/dimensions for the construction of buildings. it would also be great if we had access to many of the smaller buildings/tents you see in the world.

Sketchbooks!
I like the idea of the sketchbook for the collection. I think it would be cool if we could scribe blank sketchbooks and use them to collect recipies, similar to the way elite skill captures worked in GW1 after they changed it so you got a menu after you killed the boss. double click sketchbook, get a list of stuff nearby that you could sketch it in to. used sketchbooks become consumable or tradable crafting recipies! in fact, that same sketchbook design could be used to learn other crafting recipies for weapons, armor, etc as well. Make the blanks tradable, and the scribe would have a sellable product that other people could buy to sketch various things in the world and learn new weapons, armor, jewelry, etc.

Sketching would require the same crafting level as using the books, and it could be a great immersive way to do many kinds of collections as well.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Mastery Point Thingies....

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

No, mastry points are unchanged. You can go get them, but the whole purpose of mastry points is so that you must “master” various aspects of the game to earn your mastries, just like you’ve got to do all the things on a map to get map completion.

There are more mastry points than needed for all the mastry lines, so you can choose to skip quite a few that you really dislike.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

[Suggestion] New Build System [Merged]

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Honestly, that’s a mastry i’d happily put points in to, if it came with inventory for gear saved for the builds.

Remember those, I think belt pouches in GW1 that could only hold customized equipment? Something like that. 5 ranks, each one adds a build tab on the hero screen with all your equipment. Hotkeys to toggle them when out of combat. Maybe the last rank also lets you repair gear in unused tabs by gaining XP or grants a skin set unlock or something like that.

This way you’d actually get a benefit that didn’t directly compete with bag space, and a QoL boost similar to autolooting (still the best mastry) with similar mastry requirements to keep it from being too heavily abused by botters?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

What WEIRD stuff do YOU do in-game?

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I instantly think less of all Charr characters. I think it’s partly ingrained GW1 bias against charr, and partly because charr tend to be first round race picks by irritating dudebro tryhards and whiny PvE commanders because I guess they look edgier than the other races.

If you play a Charr, I am sorry. I want to rise above this horrible racism, but I also am amused by it enough to actually enjoy it.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

The Guild Issue

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

None of the things you are listing are a problem with the guild systems. They’re all issues with the guilds you have joined.

Guilds are social structures, and guild halls are long term communal goals for those social structures.

I personally don’t have any of the issues you have. People in my guild immediately log in and the first thing they do is see what other guild members are doing, who wants to do stuff together, etc. I definately do not (and wouldn’t want to) run a 250 person guild. Our membership hovers around 20-30 people, with various levels of activity. As the guy in charge I’d like it if more people were active more often, sure, but it seems like you’re joining faceless zerg guilds and expecting them to work like smaller more social guilds.

Try joining a smaller more social guild?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Think Tank- VIP Subscription

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I think a reaction gif is in order.

Attachments:

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Just some little things about crafting

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

How about just coloring the icons using the same basic scheme we recognize from loot rarity?

Novice – Grey
Initiate – White
Apprentice – Blue
Journeyman – Green
Adept – Yellow
Master – Gold
Grandmaster – Pink

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Invisible traps are oneshotting me

in Players Helping Players

Posted by: PopeUrban.2578

PopeUrban.2578

They wouldn’t be traps if they were visible. They’d be fortifications.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Annoyed about Guild Cavalier's Weapons

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

You were doing well until:

However, it may behoove you people to remember that PvE in GW2 is an endeavor solely in the pursuit of skins.

Then I stopped reading, because you are wrong.

Maybe that’s an oversimplification.

A clearer way of putting it is that the reward structure in PvE (and PvP for that matter) is phrased solely for the acquisition of skins. Skins are the rewards in GW2.

The game’s proverbial “carrot” at the end of the game play “stick” is completely cosmetic.

On the other hand, they are complaining that the Cavalier set is nearly identical to the Guild Cavalier set.

I don’t see any issue at all. Those who want something with the guild logo can get this, without restoring to the TP or BL chests.

That’s not the issue. The Issue is that they’re selling via real money gambling something that fits the description of “guild weapon” better than the last two sets of “guild weapons” obtainable by actually upgrading a guild and doing guild content.

Its the fact that pulling out your credit card (or paying your gold for someone else to do so through the exchange) is of greater value than participating in the content.

The argument “you can buy it with gold” is a smoke screen that the microtransaction model uses to obfuscate the facts. These items don’t enter the game without someone spending real money on microtransactions.

Not equivalent or different value, as with many black lion collections. Many collections are just neat skins with no clear grounding or ties to content. Those are “good” black lion items. Stuff like this, or the soul river glider, or the raid minis, or the exalted glider, those are “bad” black lion items because they actively erode both the reward and incentive to do the content in the first place. They actively harm the reward model of the game by being not just equivalent options like the release era black lion items, but the only options.

This isn’t a problem in games where power progression is the primary reward structure, but in GW2 cosmetics are the primary reward structure. Over the past year the primary source of rewards entering the game has come from microtransactions rather than playing the game

Not half of the rewards. But the vast majority of the rewards.

I don’t care that guild cavalier and cavalier look the same. I care that getting a “guild skin” is much more about getting someone else to whip out a credit card and gamble an indeterminate amount of money, or do so myself, than actually investing the time and effort in to upgrading a guild weaponsmith

I care that getting an exalted glider is more efficiently achieved by directly or indirectly giving Arenanet ten real dollars than by progressing exalted mastries, or gliding mastries.

I care that the game rewards, by and large, buying gems or paying someone else gold to do so as a method of acquisition of its primary reward system more than playing the game

This was not the way of things at release. Since HoT’s rather disappointing rewards pool this has changed, relfexively to cover losses, as a result of having a disappointing rewards pool in the first place. The rate of gem store skins has kicked in to overdrive in the past six months while adding less than an eighth as many skins to an already rewards-light expansion.

At release GW2 primarily rewarded players for playing the game, with a few unique skins acquirable through the gem store. Today, GW2 primarily rewards players for buying or trading for gem store items with a few unique skins acquirable through playing the game.

That’s the problem. My annoyance at the guild Cavalier’s set is just a symptom of that problem. The ongoing trend away from unique ingame rewards and toward gem store items.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Guild Hall still too costly.

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

How you used it and what it was designed to do are not the same thing.

GW1 guild halls were GvG arenas first, and PvE convenience centers second. GW2 guild halls are PvE long term goals first, and providers of PvP rank buffs and WvW tactics second.

Sure. Just like GW1 was a PvP game, with a pve serving as a lobby to teach new players the ropes. Which lasted about as long as it took for the first players to arrive.

What?

GW1 always had a very healthy PvP/PvE split community.

Exactly. The original design lasted only until the first players arrived.

Though i agree that the GW1 guildhalls were really bland and lacked a lot of the features they should have had. Not that GW2 ones are much better in that regard, by the way – there’s not much more point in being in gw2 guildhall than it was to be in a GW1 one.

No, GW2 hall is not more useful. The upgrades are, but then we had them in the previous pre-HoT system without needing any guildhall for it. If anything, the current system on many points was a downgrade to guild usefulness.

It wasn’t a downgrade, it was a shift from a system that was trivial for high activity guilds to a system that is universally equal in cost for all guilds.

In the old system, just having more people log in and play the game meant you got progress. If your guild was large enough, you spent absolutely nothing on influence and had enough of it to persistantly roll out banners, buffs, missions, and all the bells and whistles.

If you were in a small guild, however, to maintain and use your guild at the same efficiency you had to pay a large cost in gold to influence conversion, and had to do so in perpetuity.

In the new system, unlocks are one time costs, and banners require crafting resources. That means that the costs are equal for all guilds. A big zerg guild pays exactly as much for an upgrade or to scribe a banner as a solo guild rather than getting all of the upgrades for essentially free. Although it may be easier to convince members in a large guild to contribute to that cost, just having more people in your guild does not lower it. In the influence system, it did. Small guilds paid gold and were constantly starved on influence, the largest guilds paid literally nothing and had giant stacks of unused influence.

Whether those static costs are reasonable is a matter of personal opinion. For small guilds, upgrading and getting benefit from the guild is far far cheaper than endlessly converting gold to influence because of the permanent unlocks. The only ongoing costs are for consumables. For large guilds it is more expensive because there is no passive gain just for people logging in, and they can not generate consumables from the result of these passive gains and must in stead actively invest materials or commendations to generate them.

Further, the GW2 hall is immensely more useful by comparison. It affords access to unique vendors that can only be found there, can be used to teleport directly and for free to a number of core services and back again from anywhere in the world, houses permanent, stackable buffs, and is the only place scribing can take place.

The GW1 hall was just a really expensive town. The GW2 hall actually confers benefits and services towns do not.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Level 80 stone and Dragonhunter line

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

You can not gain trait and skill unlocks without also spending hero points. Using the auto-80 thing simply automatically spends the points you earn for leveling for you, because at 80 there are no choices to be made any more with those points. The only use for them is to spend on skilling every base trait and skill, because you must learn all of them to begin skilling any elite spec.

You do not “lose” hero points in this manner. You only gain as many as you ould have gained from leveling naturally, and all of your leveling points (a total sum of 350) are immediately automatically spent unlocking all of your base skills and traits.

You’re concerned there’s a difference between leveling one way or the other. There is not. No matter how you level to 80 and purchase all of your base skills and traits, you will end up with the same amount of hero points at 80. The difference is that leveling normally (or with tomes) you choose the order in which to buy the traits and skills. When you use the 80 boost it just buys them all for you at once, as when you hit 80 there are no choices for you to make.

Any hero points earned by map interactions are in addition to those gained from leveling and can be used to progress dragon hunter.

For example:

You make a new character and gain 5 hero points from the map. You level to 80 with tomes and unlock all your skills and traits in the order of your choosing. You have 5 hero points remaining to spend on an elite spec.

You make a new character and gain 5 hero points from the map. You level to 80 with the boost. The boost automatically spent all of your 1-80 leveling points unlocking things all at once, since the order of their choosing no longer matters. You have 5 hero points remaining to spend on an elite spec.

If it does not function this way, then you are losing HPs, which are a finite resource, and that’s a bug that should be sent to support. The only way you are ever supposed to lose HPs is by spending them.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

These "secret" events.

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I like them, but I agree that there should be some ingame hints. Ingame mail may hav e the problem that is persists long after events are over, which could be confusing for lapsed players in a way that the season event mails aren’t.

Honestly those leasue notifications and ESL stream text blurbs on loading screens should old appear when you’re loading in to pvp lobbies and matches. They could use the same systems in PvE to spread the wordabout these “current events” style things.

They could use the same purple star for these hints, and use the loading screen text in related zones for slightly more gamey direct hints.

Purple Star (Lore-Friendly): Reports of banditry have increased across Kryta!

Loading screen text (Slightly more gamey, more direct starter hint): Reports of banditry have increased across Kryta! You can start your investigation by defeating bandits in any krytan zone!

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Resonance Technician

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Resonance is now useless. You can’t buy it because you can’t use it.

But you can as a guild/scribe. The issue now is how to replace spent resonance once it’s been used through crafting.

You actually can’t use resonance any more.

Because all build times were reduced and resonance was removed from the game.

You may be thinking of resonating slivers, which are a crafting material and a whole different thing.

Resonance:

https://wiki.guildwars2.com/wiki/Resonance

Resonating Sliver:

http://wiki.guildwars2.com/wiki/Resonating_Sliver

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Halt Guild Mission Timers in PvP

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Honestly the PvP guild missions shouldn’t be tracked by a timer at all.

They should be tracked by number of matches played.

It should have never been “30 minutes to do X” where the possibility of wasting half of that time in a que exists.

“Do this in 2 matches” makes a lot more sense for how the game actually works.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Hall still too costly.

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

How you used it and what it was designed to do are not the same thing.

GW1 guild halls were GvG arenas first, and PvE convenience centers second. GW2 guild halls are PvE long term goals first, and providers of PvP rank buffs and WvW tactics second.

Sure. Just like GW1 was a PvP game, with a pve serving as a lobby to teach new players the ropes. Which lasted about as long as it took for the first players to arrive.

What?

GW1 always had a very healthy PvP/PvE split community. The later changes were made to serve both communities so that neither depended on the other.

That said, the difference between the two guild hall models is undeniable. GW1 halls were feature-neutral. To get any of the basic services in the GW2 hall took easily as much or more effort because at the point of purchase the GW1 hall was (and still is) a blank, functionless slate unless you’re using it for GvG.

The overall effort for a basic hall with merchant, guild bank, and repair is acually cheaper and easier in the GW2 hall compared to “basic services” bank/merchant/ priest of a GW1 hall. The difference is that in the GW1 hall, you got the hall first and aded functionality. The GW2 hall you can buy the functionality ahead of time.

After multiple years of unchecked inflation, the GW1 hall is certainly cheaper, but that’s only due to GW1s largely unregulated economy. It’s cheaper because nobody patches out cheese farms any more, the game is on maintenance mode, and currency loses value at a constant rate and has lost value at a constant rate for quite some time.

This also doesn’t address the basic fact that GW2 halls are overall more useful and require more work for that very reason. Wheras GW1 halls were prestige things that conferred no real benefits you couldn’t find in any town for free.

Except for GvG matches.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

(edited by PopeUrban.2578)

Annoyed about Guild Cavalier's Weapons

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I get the impression that the weapons weren’t specifically designed with guilds in mind, but rather as they were being developed or even after they were done someone on the development team got the idea to either add a guild emblem to the cloth or even added the entire cloth portion after they were done for extra visual flair. Some of the cloth bits look rather tacked on, as if they were added because they had to be and not originally designed that way. And even the with the ones that seem more natural, the subdued way the emblem is displayed makes me think it was an afterthought rather than designed with the guild emblem in mind. All the other guild gear that uses the emblem has it displayed prominently and the design is meant to draw attention to it, where here its just kind of dangling off the end and only slightly noticeable.

And the dev team liked the idea enough and since it was an easy enough change to make they decided to run with it and make it a little “bonus”.

So I don’t really get the feeling that they intentionally withheld the weapons in order to pressure guilds to buy them or anything like that.

Oh I’m not at all saying they intentionally withheld them. I’m saying that when “a little extra” effort can go in to a gem store item, but can’t ever be applied to an ingame item that takes significant time and resources… that’s a problem.

It’s an implied value statement basically. People said with the second set of guild weapons “hey, where are the guild logos?” and then the third set “hey where are the guild logos?”

Nothing.

But when they can reason to make a couple more gems off of a kite or a BLC skin they can be bothered to put in the effort.

That’s really the problem here. They were fully aware of the desire for exactly this thing, were willing to put a little extra effort in the the BLC skin, but weren’t willing to put the extra effort in to several years worth of actual guild skins.

Looking at the cavalier’s skins, its quite obvious that they were designed from the ground up to have something printed on the tassels, as the tassels are the centerpiece of their designs. The non-logo versions are atypically blank and devoid of texture depth compared to other skins where they’ve done tassels/ornamentation.

Is it possible they weren’t originally designed with guild logos in mind, without the tassels? Sure. I find that proposition even more disturbing though. The idea they were willing to take a black lion skin back to the shop to add guild functionality at the expense of its original design in a post guild hall game whilst giving no thought to how it compares to the stuff acquired from the actual guild hall.

It’s a value statement. 50 bucks for an expansion is just not as important as being willing to gamble gems. GW1 did not have this problem. The meat of every campaign’s rewards were right there, in the campaign, for the asking price. There was a selection of cash shop outfits, but the game lived and died by selling expansions that were worth the asking price.

The way Anet is conducting business currently, it seems as if they’re content to sell expansions that aren’t worth the asking price as long as they can nickel and dime people one skin at a time, regardless of its effect on the desirability or utility of ingame rewards.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

[Suggestion] Repair armor QoL update

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I like this idea.

The dialog made sense when it cost a few silver to repair. Now that its free there’s not really any situation where a player would choose not to repair, so it makes sense to just automatically do it, and only show the sell dialog at NPCs.

Just hook up an anvil sound and maybe a screen text ‘armor repaired’ element.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Dragon's Stand map dead

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Sadly, Megaserver still doesn’t do theone thing it’s supposed to do and corral players in to a small number of highly populated maps.

Now that LFG supports squads, taxiing in to maps is easier than ever. I know in NA people are very good about listing their taxis under the appropriate zone heading. When you’re going to a map with a big meta chain or world boss, always check the LFG first until Anet gets the megaserver sorted out.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Annoyed about Guild Cavalier's Weapons

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

They responded to the complaints about gem store armor by making everything outfits. I don’t think anyone would be upset if they released a new armor set that was only usable for one weight on a more regular cadence, as long as they rotated the weight.

It seems the reasoning behind armor (and it’s a valid one) is that they have to create three weights, with two gender variations, and all the appropriate racial tweaks each time.

So yeah, outfits are cheaper to develop, since they build only one “weight” of armor, call it an outfit, and then just let every class wear it as a full set so there aren’t and issues with how the seams in the various weights are rigged when you mix sets.

Personally, I’d rather just see like a third of those outfits enter the game as armor, even if it meant I could use 2/3 of them on my favorite character. At least then I’d have a medium set to look forward to in a few patches that I could actually earn by playing the game and mix/match with my other stuff.

Would you guys be willing to have 2/3 of armor weights left out each reward patch as long as it meant armor was being added to the game at a reasonable pace on a regular light>medium>heavy schedule?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Level 80 stone and Dragonhunter line

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

So based on what I’m hearing, the points I would accumulate by eating the tomes (to amass all the HP’s I’d normally spend on the sub-level 80 traits – even though they will remain unspent when I eat the level 80 stone), they cannot be used or spent on raising the Dragonhunter line.

If that’s the case that would mean there is a difference in mastery points (ones you’ve earned prior to level 80 and those earned afterwards).

My test with the level 36 still showed unspent points to be used even though my Character was a level 80 (testing the stone.) Wondering if I finalized the boost if those point would vanish and I’d have to start from scratch to gain DH traits or if those points would remain for me to spend.

I would hate to roll a new toon, eat all the tomes to gain HP’s (not spend any), then eat the level 80 boost and find all the HP’s I had banked were gone or could not be used to advance the DH line.

Hero points are additive.

By simply leveling to 80 (with tomes or any other method) you earn exactly enough hero points to learn all of your base class’ skills and mastry lines.

Hero points found in the world during leveling allow you to learn them sooner, and you’ll find that when you hit 80 you have some left over. There are more obtainable hero point than there are uses for them specifically to give a limited amount of choice as to how exactly you fill out your spec, and to give completionists a head start when new specs are released.

Your hero points will not vanish, you simply won’t reieve more by leveling to 80 from one method rather than another. At the end of the day you’ll have a sum of HPs equal to those gained from leveling + those gained in the world.

Insta-leveling to 80 will provide, instantly, enough HPs to skill out all your core skills and specs, _on top- of any that you’ve acquired from the world. Addition HPs acquired from the world will continue to accumulate on your character up to and past the point you have any way to spend them.

Eating tomes does not grant HPs. Actually gaining levels does. It doesn’t matter how you gain them. You can not lose HPs in any way other than spending them to learn new skills/specs.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Guild Hall still too costly.

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

guild halls should be done like GW1, have a sigil that anymone can buy, keep it at a normal price (like 50 gold or so).
now every single guild is able to get a guild hall, now no one can act like they are more superior. (like some guilds love to do)

Nothing in this thread is about getting the hall. Every single guild can get a hal easily. it gosts 100 gold an a really easy mission you can just LFG five people to complete.

Getting the hall is the easy part.

It’s about the cost of making the hall do anything useful. The Upgrades. That’s what people are complaining about.

It’s also the same system used in the first game. Guild Hall upgrading makes players choose between themselves and supporting the guild. Same as the first game. A hall doesn’t do anything useful (except to use it as a GvG map). Upgrading the hall unlocks NPCs and services.

It’s literally the exact same system as the first game, only easier. The Price of a hall in the first game was’nt a flat rate. Those seals came exclusively from player that won the HoH. The NPC that sold them, like all GW1 trade NPCs could only resell what another player sold in the first place. In GW2, nobody needs to “win” the right to get a hall via a worldwide pvp tournament. They just need to kill a couple easy mobs.

100g is quite allot for me and it also needs some kind of guild coins that i have none of (150 to be exact).
last time the sigils were for sale they were 23k, that’s about 15 gold in GW2.
seriously, GH’s in GW1 were a cakewalk compared to GW2 GH’s, better yet, lately you can get a GH in GW1 by doing zaisen quests/missions/bounties. (takes just 3 gold zaisen coins and 100 gold, about 10 silver for GW2)

This is also not GW1. The Halls in GW2 are leaps and bounds more functionally useful, and in terms of actual earned income roughtly equivalent in effort to acquire.

The reason halls became so cheap in GW1 was due to an economic imbalance of production versus consumption. Every round of the HoH rewards a sigil. Most of those sigils are sold. This results in a much larger number of avaliable sigils than people who want to buy them. Furthermore, the primary purpose of halls in GW1 was GvG, which is vastly different than the primary purpose of halls in GW2, scribing and guild buffs.

The entire point of GW2 halls is that they require effort versus the point of halls in GW1 is that you can get one easily to participate in GvG

You can’t tidily compare the two systems as they have vastly different design goals and uses.

actually i bought my GH because i can’t stand any kind of PvP, i use my GH for confinience reason and to gather my guild without cluttering the servers with our texts.
what you pretty much say is “you ether do a crazy grind or kitten off”, i rather have my GH and then spend the time building it.

How you used it and what it was designed to do are not the same thing.

GW1 guild halls were GvG arenas first, and PvE convenience centers second. GW2 guild halls are PvE long term goals first, and providers of PvP rank buffs and WvW tactics second.

That doesn’t mean some people don’t get a hall specifically for an arena or rank buff, or, like you, some people didn’t get the GW1 hall just for PvE hangouts.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Annoyed about Guild Cavalier's Weapons

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

This thread risks becoming an echo chamber of just doom and more doom, which wasn’t really the intent.

I think it’s important to call these sorts of concerns to Anet’s attention as it may be unclear WHAT exactly we’re complaining about with something like this, or the exalted glider, etc.

So let me make, at least my position clear.

I don’t have a problem with black lion skins, or outfits, or whatever.

I have a problem when something that has such an obvious tie to existing content is in stead shuffled off to the gem store.

I don’t want to just be another “Yeah ALL the things are in the gem store, forget this game” post. Some stuff belongs in the gem store. Most of the black lion skin sets are just thematically neutral. Outfits versus armor is a clear distintion Anet chose to make. Ten thousand nutty nonsensical glider skins, again fine. Nobody sees parrot wings and says “That should obviously come from doing thing X, not the gem store”

The real problem here is the volume of gem store stuff compared to the volume of stuff obtainable by playing the game. The game we paid for. Then we bought an expansion for.

Want to push two gem store sets for every one released in the game? That’s fair! The current ratio is abysmally skewed toward the gem store. I get that its damage control because HoT didn’t sell well, but perhaps its worth understanding why HoT didn’t meet expectations. It carries the same price tag as the base game, but upon “unboxing” the thing you just bought you discover the lootable rewards are all locked behind a further gem store pay wall.

Gliding is a core HoT system, and at the point of release There were zero Glider skins obtainable by playing HoT

I don’t want to just sit here and complain. I want to engender a productive discussion. I LIKE GW2, I like it a lot in fact, but Arenanet needs to realize that their ongoing reward structures revolve around the acquisition of skins. When we can reliably see 2-5 new skins a moth in the gem store, and, what, three obtainable within the game In the entirety of time since HoT released it displays a disconnect between the fundamental reward structure of all parts of GW2 is, and what the game is actually rewarding.

Arenanet, your game’s entire reward structure is framed around cosmetic rewards, and you seem determined to only allow players to earn a bare minimum of those rewards by playing the game. This does not create a sense of trust in you as developers, and does not fill your community with a sense that you value their play time as much as you value their money.

Nobody is asking you to stop selling gem store items. Some of us would like thee to be a reasonable parity between gem store items and those earned in game so that our time spend feels rewarded rather than exploited with the flimsy justification that we can trade gold for gems.

Maybe we can put together a list of things we see as “bad” gem store items so Mo can see where our concerns are?

Stuff I’ve seen mentioned:

Exalted/Soul River gliders: Obviously thematically tied to a relevant mastry/raid.

The subject of the thread, guild weapons thematically tied to existing “guild weaponsmith”

Various raid minis – again obviously tied to raids.

“Crystal” and “arbiter” medium and light armor style outfits – Light and medium mistward armor repurposed as outfits.

Anything else you guys can think of that rubs you the wrong way?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Annoyed about Guild Cavalier's Weapons

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

All I can say to this is:
[img]http://www.automationheroes.com/wp-content/uploads/2013/11/tumblr_static_cheese_205_1362800142.jpg[/img]

In all honesty, I really dont get why people want to cry about something like this. As far as I care, most of the guild weapons look trashy, as does the guild armor. I have no reason to go for it.

It’s not about whether you personally favor the aesthetics as much as it is that the “guild weapons” unlocked ingame through guild upgrades are, basically, not guild weapons when compared to the black lion versions that are unlocked by gambling.

Whole point of upgrading the hall is to get cool guild stuff for the guild. The weapons upgrade is one of the final ones, and compared to these guild cavalier skins its just plain not a “guild weapon”

I don’t even particularly care for the aesthetics of either set myself, but the point here is that my guild worked really hard to upgrade our hall, and today’s patch basically says “yeah, that’s cute, but if you want the real guild skins you should have skipped upgrading the guy in your hall that makes guild skins, and just bought a bunch of black lion keys.”

Does that make more sense?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Level 80 stone and Dragonhunter line

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

You do have to unlock all the base stuff before starting on the elite.

The most efficient manner is the same as normal leveling. the boost takes you to 80, and gives the same amount ofskill points you’d get leveling to 80. On top of that you have whatever skill points you have from core map completion already, and earn the rest in HoT.

The 80 boost really doesn’t make skilling to an elite spec any faster. it just makes leveling to 80 faster.

Grinding it out isn’t going to be any faster than hitting 80 with the boost and getting all those core HPS. Heck, it may actually be slower since you’re getting to the core HPs with less traits and leveling gear.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Annoyed about Guild Cavalier's Weapons

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I’m slightly upset.

See, we’re got this thing. It’s called a guild hall. One of the upgrades for said guild hall, with a requirement of guild level 40, unlocks recipies for so-called “guild weapons”

These upgrades are not cheap. They require a significant effort on behalf of the guild to invest in the new guild hall systems. Systems that are, theoretically supposed to confer guild-themed benefits.

Now, the skins are nice and all, but isn’t it pretty inappropriate to expect people to put in all that work for “guild weapons” with no discernable tie to the guild, then turn around and expect us to shell out gems to get the real guild weapons?

The first set of guild weapons came out at release. These have the logo on ‘em. They’re pretty cheap and avaliable to pretty much any guild with little effort.

The second set of “guild” weapons was released around the same time as guild missions. They require commendations. They have an interesting look, but no guild emblem.

The third (and fourth if you consider those two skins to be different enough to qualify) sets require substantial investment in a guild hall. They have slight sparkles. No guild emblem.

Today, finally, you release a second set of emblemed items. Something guilds have been asking for for years

And they’re black lion RNG chests.

Why?

Look, I get it, black lion skins make money. That’s why the majority of skin releases can’t be earned by playing the game. However, it may behoove you people to remember that PvE in GW2 is an endeavor solely in the pursuit of skins. There are no additional stat tiers.

You’re sending a pretty clear message that you value players opting in to a guild advancement system that you designed far less than players willing to shell out for gems and completely ignore your advancement system.

This isn’t about black lion skins. Sell all the black lion skins you want. This is about adding an upgrade to the game, specifically an upgrade to allow the crafting of guild weapon skins, and then willfully releasing a superior product for gems.

Remember the whole flamekissed armor deal? This is the same issue.

Last time you were telling players that their cultural armor investment didn’t matter.

This time, you’re telling your guilds, who you claim to want to carry forward your game’s community that their investment in those communities doesn’t matter as much as their willingness to gamble an indeterminate amount of money.

Are the different, new skins? Sure they are. As GUILD skins are they objectively superior than what we can actually earn by upgrading the weaponsmith in our guild halls with a substantial amount of effort, time, and gold.

They actually have the guild emblem on them

This is not a difficult concept.

I thought we were turning this ship around finally. I was one of the people singing the praises of how Anet had learned their lessons from HoT and the April patch had proven we were getting back on track.

Was I mistaken?

Am I the only person annoyed by this?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

[Daredevil] Toxicity

in Thief

Posted by: PopeUrban.2578

PopeUrban.2578

@PopeUrban You do know that f2p players don’t have access to these forums, and everybody here has atleast bought the original game if not the expansion. So everyone that comments here IS a paying customer.

If you’re unwilling to buy their expansion and fade away from the game, they’re not losing any more money than if you were a f2p account.

If the assumption is that they should treat you better because you were a customer at some point, and then decided to stop being a customer. I’d say, from a business stand point, they’d have even less interest in pleasing you than a f2p account.

You’re a lost customer, while the f2p guy is at the very least still a potential customer, and what’s more the f2p guy has a much more compelling reason to become one due to the limitations on his account, right?

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

How about we HIDE the total score

in WvW

Posted by: PopeUrban.2578

PopeUrban.2578

You are mistaken. It IS a competitive mode as longs as there is a score and a winner and SHOULD be compared to other sports. Ii IS a Large scale PVP game mode, and just as competitive as any other sport, Esport or otherwise.

Technically, yes. However in terms of leaderboards, the concept of leauges, etc. the challenge factor is not and can not be stable enough to ensure ‘even’ matchups. When I say “is not competitive” I’m talking about it in terms of its viability as a platform for things like sports.

It’s simply an impossibility due to the limitations of its design. Matches are determined farm more by random or deliberate shifts in player population than any skill or strategy.

It would change everything if there was no score. The score determines who you fight. It would just be a mini closed world PvP zone inside a PvE game not even half as good as the actual open world PvP games on the market..

Who you fight does not matter it is a “mini closed world PvP zone inside a PvE game not even half as good as the actual open world PvP games on the market”

That was my entire point. Attempting to treat it like something it is not doesn’t change that fact. The battles fought in WvW are meaningless. The ownership of or loss of objectives does not significantly benefit or penalize the participants, and no matter how good you are, how devious your strategies, how much you sink in to the new tactics system, at the end of the day your match is reset at the end of the week, and you are afforded nothing of value for winning, and are denied nothing of value for losing.

Why would you play WvW instead of just an open world PvP game with many more options than this one? At least on some of those you can build and design your own forts and not ones limited like the ones here.

Again, exactly my point. WvW is good at doing what it is designed to do. Give a context for players to quickly build, destroy, and take over objectives multiple times an hour. It is a game mode focused on providing siege style combat without meaningful context. It is wholly desigtned on the moment to moment experience of the individual player. it endeavors to make you feel like you’re taking part in epic battles despite those battles, win or lose, being largely inconsequential.

The rewards revamp both recognized and improved that core design. WvW is not a war game. The very core of its design prevents it from being one. It is a collection of open PvP zones masquerading as a war game, where objectives flip-flop and at the end of the week a score is tallied, and the winners win nothing and the losers lose nothing. Everyone is simply shuffled around in an attempt to make the next week a more ’fair" and “even” contest that is equally meaningless.

and that’s fine

That high-action no-consequences style of play is why all of the people that love WvW still play it. They love the feeling of taking or defending an objective, and love that winning and losing is just abstract numbers.

However, it has been conclusively proven that those numbers are not a significant enough driver to get people to continue to play, and that the basic underpinnings of the design are not compelling enough to hold people’s attention in a losing match.

People leave for the week because there is nothing meaningful at stake and people bandwagon to larger servers because there is no formal structure that prevents it because the competitive underpinnings and win/loss structure are ultimately, deliberately meaningless.

WvW is a game designed around constant fighting and rapid turnover of impressive looking objectives. It is not, however, a game designed around a competitive scene of smart tacticians and holding the map to come out on top. It it were, its biggest fans would leave in droves because “there aren’t enough fights” or “it takes too long to take a tower” or “it’s too expensive”

THAT Is what I mean when I say it’s in no way a competitive mode. It simply isn’t designed for competition. It’s designed to created a bare minimum context for large groups of players to kill each other for personal rewards that appear out of thin air. It is designed to reward both success and failure equally to ensure that just playing is more important than playing to win and avoiding losses

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

L2P - I did HOT Why can't you?

in Guild Wars 2: Heart of Thorns

Posted by: PopeUrban.2578

PopeUrban.2578

Casual

People keep using that word, without understanding what it means.

Casual is a distinction in amount played, not skill brought to the table.

The “Hot is unplayable” complaints do in fact stem from a combination of players expecting to be carried through content by giant zergs and a broken megaserver system.

HoT is a design departure from the core game’s open world. It is a very deliberate design departure away from “press 1 and collect loot” explicitly intended to create a greater challenge for experienced players.

While it is not surprising that some players who wanted nothing more from GW2 than to crowd surf zerg events are upset at this design direction, it does not invalidate the statement that the real barrier facing people that find HoT “unplayable” is that they literally refuse to learn to play it.

“Learn to play” is often thrown around as an insult, but it is absolutely the intent of the expansion. It is designed from the ground up to require players to be slightly better at the game than the vanilla zones, and to learn new sets of skills and undertake new forms of character progression. Like any expanded content, the expectation is that it is not simply more of the same, and that to succeed one will need to learn to play it.

Whether you like or dislike that change is a matter of personal preference. However, the intent is clear, and the fact that we are over half a year out from release and no major difficulty adjustments have been made should indicate that Arenanet has heard the feedback from everyone involved and made a deliberate decision to maintain the status quo on difficulty while being more forgiving on scheduling and grind.

April’s patch was the adjustment to what Anet feels is a fair expectation of players. At this point, if a person still feels HoT’s expectations to be unfair, it is highly unlikely anything major is going to change.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

More complaints...

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

I think he’s complaining that getting to high fractals doesn’t make your stats more uber.

Cedric, that’s the point. GW2 is a game where maximizing your stats is quick and easy, and the remainder of a character’s combat ability is down to personal skill, not gear.

The payoff for the thing in question, fractals, is higher monetary rewards for doing harder content. It’s not supposed to reward you better for making content easier. It’s supposed to reward you better because content is more difficult. Agony Resistance is a balancing lever put there to prevent even the most skilled players from advancing too quickly to the highest levels and immediately earning the most valuable rewards, so that there is a sense of progression.

Many of your complaints about GW2 stem from an assumption that the game should scale character power in a similar manner to other games. GW2 doesn’t do that. It’s deliberate and one of the main reasons people that enjoy this game continue to play it.

There’s nothing wrong with disliking that, but what you view as a negative, most of the community views as a positive.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

People with 100k gold

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Wage inequality is not an issue in a world where the cost of living is literally zero.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ

Make GWAMM characters from GW1 Heroes in GW2

in Guild Wars 2 Discussion

Posted by: PopeUrban.2578

PopeUrban.2578

Oh because it’s not YOUR playstyle it’s inappropriate. I love these elitists.

Uh, no, because it’s literally not a feature of the game, and making it so would be a massive power imbalance between those who have it and those who do not.

You’re asking for heroes, right? In essence you’re asking for a system which effectively doubles (or more) the survivability or damage of any given character. Then you’re suggesting that it should somehow be made available to only a select few, based upon effort in a completely different title.

GW1 was a game designed specifically around requiring certain roles to be filled any time you attempted combat. It was a game designed around strict party requirements that assumed at a basic level everywhere you went in its instanced world you were travelling with a pre-arranged party to fill all of the requisite combat roles.

GW2 is a game that assumes that in most of the game you are organically meeting up with other players for short periods of time to complete content, or are capable of journeying through these areas alone.

This has nothing to do with play style. You are literally asking to have players combat power doubled (or more) in a system that has no upper limit on number of players contributing to a given event, and not at all changing anything about the way the game is played.

Adding such a system assumes that every player has access to it, which in turn assumes it needs to be made widely available and assumes the content is designed around players possessing it.

What you are suggesting is that on virtue of having grinded a bunch of titles in a different game, you should be equivalent to two or more characters in this one. There is a reason Arenanet did away with the concept of NPC companions very early in developement. They add nothing to open world style content aside from requiring the addition of even more enemies to the world to counterbalance them.

Guild Master – The Papacy [POPE] (Gate of Madness)/Road Scholar for the Durmand Priory
Writer/Director – Quaggan Quest
https://www.youtube.com/watch?v=ky2TGPmMPeQ