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How much have you spent on Gems?

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Posted by: Prototypemind.4026

Prototypemind.4026

I’ve bought maybe 1600 gems, and that’s all I will ever buy. The instrument I got kittened me off with its horrible lag, and the cosmetic system in this game is way too annoying to ever buy another armor set. I’ve taken my money to another game. I may buy the expansion, but no more gems.

Gem Store shelves empty, warehouse is full?

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Posted by: Prototypemind.4026

Prototypemind.4026

The availability was just too limited for me to stay interested. I wanted things like Belinda’s GS skin when I first started playing. It just came back recently, but by that point I was tired of farming SW, etc, and had moved on to another game. I may or may not come back for HoT, but even if I do, I won’t be buying any gem store items in the future. The transmutation system is off putting for a game that relies so heavily on cosmetics, and between that and the poor availability of many skins/items I just lost interest in it.

SWTOR is horribly managed at this point in terms of development, but the majority of of cash shop items can be acquired any time of year either directly through it or on the MP because of greater availability initially, again over time, and because of better price points. Maybe Anet is hitting their forecast numbers, but I think they could be doing higher numbers than they are.

Best thing about GW2

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Posted by: Prototypemind.4026

Prototypemind.4026

The fights are a little faster paced in some instances, but I wouldn’t call it action combat.

It is in PvP and WvW, at least. In PvE it’s better than any other MMO I’ve tried but still pretty sad.

As long as you can literally be facing any way you like and hit your target with most attacks it isn’t an action title. Tab targeting, hitting while facing the opposite direction, possibly with your target off screen, and being able to move through enemies without issue will always make this game that much easier. Anyway, we’re off topic.

I guess it is nice that your gear will likely never be irrelevant, not something you get from most games.

Best thing about GW2

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Posted by: Prototypemind.4026

Prototypemind.4026

The fights are a little faster paced in some instances, but I wouldn’t call it action combat.

Are you happy with the gear system in PvE?

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Posted by: Prototypemind.4026

Prototypemind.4026

I think there’s just a limit as to how challenging the content will ever get in that regard. They’ve made it where 95% of the content requires little planning before going in as of now. I guess the game could survive a shift toward needing bleeds/DoTs for this boss, someone to soak up damage to handle a mechanic in that instance, but I doubt it will happen.

Are you happy with the gear system in PvE?

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Posted by: Prototypemind.4026

Prototypemind.4026

The main issue is going to be that if it becomes truly viable to run different setups for different areas then players will need even more sets of armor. PvP and WvW excluded, let’s just say you want to spec out with one zerker set and one condition set. That’s the full set of armor and a new full set of weapons with all the sigils that go along with it. Storage is already a pain in this game. If there were a way to quickly change sets without having to carry them around with you, then there remains only the pain of acquiring the new gear.

Modesty in Armors (Optional Side-grade)

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Posted by: Prototypemind.4026

Prototypemind.4026

I don’t foresee the changes to the wardrobe system to make this possible ever happening. Few and far between are games where you can customize individual pieces of gear to taste in terms of adding or taking away cloth.

Awkward Controls?

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Posted by: Prototypemind.4026

Prototypemind.4026

Ping definitely isn’t the issue. I get around 35-50ms in pretty much every game that I play. I’m just referring to how the controls feel as a whole.

Armor/Outfit revelation today

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Posted by: Prototypemind.4026

Prototypemind.4026

Unless I’m misunderstanding and there’s an additional change to the transmutation system, it’s still going to remain cumbersome. Armors being in-game only is great, so long as they are released in a timely manner, as is keeping outfits mostly to the gem store. They’re changes that will definitely appeal to most players and have been requested for some time.

That said, there’s been quite a lull as far as the release of said armors, so that needs to be ramped up for those who still play the game.

Raids?

in Guild Wars 2: Heart of Thorns

Posted by: Prototypemind.4026

Prototypemind.4026

One of the issues will be how they’re implemented. Anet has chosen not to embrace difficulty settings for content. This is supposed to keep everyone playing together, but we still see those wanting to play whatever spec they want, play dungeons as they want, and those who are zerker/meta only when checking LFG.

SWTOR has relatively good Operations participation—their version of raiding—because there are Normal, Hard, and Nightmare versions of each. Up until technical issues with the newest Ops and a huge increase in the required understanding of mechanics, instanced content and the majority of its rewards were open to all levels of players. Without the ability to adjust difficulty, instanced content here will either be faceroll and throw away, moderately difficult and satisfying for many but not enough so to warrant valuable rewards, or so difficult that most players can never touch it.

Awkward Controls?

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Posted by: Prototypemind.4026

Prototypemind.4026

Hah, I will say nothing can touch the original Resident Evil for cumbersome during battle. Unrelated, but man, those were some bad controls.

Awkward Controls?

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Posted by: Prototypemind.4026

Prototypemind.4026

I came from SWTOR, but I played Guild Wars exclusively once I came into the game. The controls didn’t strike me as off then. I started playing Tera for a while and currently play Vindictus, neither of which have tab targeting, so I’ve gotten use to faster response and what to me feels like more intuitive camera rotation. I asked in game and some players agreed about the controls feeling strangely, some said they were fine but their friends coming from other games thought they were odd.

I understand that it’s not really paramount once you have your target chosen. You can whirlwind through a boss and charge right back at him without issue no matter where you’re looking. Just feels off to me though.

Issues people skirt over

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Posted by: Prototypemind.4026

Prototypemind.4026

So it makes sense to make the game appeal to the casual players, simplifying it because those are the people more likely to pay.

It is the other way around. The game was DESIGNED to appeal to casuals, and the business model was (smartly) adapted as a consequence.

Think about it: hardcore-focused MMOs are all subscription based. GW2, from the start, wanted to be a game you don’t feel compelled to play, that’s why they added the cash shop instead of a subscription.

Just depends. There are a number of MMOs that cater to more invested players, more skilled players, that make a killing on their cash shop. In fact, cash shop or cash shop-hybrids seem like they will become the norm. I certainly wouldn’t argue that long-time subscribers are continually getting their money’s worth from WoW. Games like EvE and Star Citizen will be the exception, not the rule, for maximizing returns. It’s very good incentive for devs to do what they need to do when players can walk away at no cost to themselves if content dries up.

This game is definitely lacking in the content department, but luckily it’s B2P, so I don’t mind walking away for the most part until it’s updated.

Issues people skirt over

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Prototypemind.4026

New content is too confusing to players.

You fool, they’ll have the NPE to get them over every hurdle…

Awkward Controls?

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Posted by: Prototypemind.4026

Prototypemind.4026

Having been away playing other games I have to say, the movement/controls in this game feel very off. I guess I got used to it playing this for a while, but they’re slow and cumbersome compared to other games. Just not feeling fluid to me. Maybe it’s just me?

Fortune's Vale - Map for GLOBAL RAIDING

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Prototypemind.4026

Started watching the vid. The game could definitely use new content to get players involved. Not interested enough anymore to watch all the way through, but it wouldn’t hurt the game to say the least.

I am glad!

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Posted by: Prototypemind.4026

Prototypemind.4026

Welcome. My only suggestion is to pace yourself. If you’re very PvE focused and used to putting in lots of time you can actually run yourself through a mass amount of the content in a short time and find yourself lacking for things to do. That’s just the current state of the game and something to be aware of. There isn’t by any means a WoW level of content here so bide your time and I think you’ll appreciate it more rather than getting burned out.

Is Gw2 worth coming back?

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Posted by: Prototypemind.4026

Prototypemind.4026

Honestly you’ll probably get bored pretty quickly if you don’t PvP/WvW with a guild. There’s not much to do aside from Fractals, Dungeons, and chest farming once you hit 80, which is easy to do. I was able to stick it out longer by leveling multiple toons at once, but then the horror of the transmutation and customization system hit, and not being able to keep my characters looking how I want them to without paying real money or grinding content turned me off.

There’s honestly just not very much to do for a three year old game.

we need more Invetory space Anet.

in Guild Wars 2: Heart of Thorns

Posted by: Prototypemind.4026

Prototypemind.4026

Too much crap drops in this game. Less loot with better returns per item would be amazing. Of course, Anet took that idea the wrong way and now we’ll be getting even more 16c runes to clutter things up.

Why can't you farm materials?

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Posted by: Prototypemind.4026

Prototypemind.4026

As a farmer I would PREFER MORE randomization in nodes because it would result in more money when I go to sell the mats I get from them and when I do farm for my own mats, means I can do it where ever I want. The people claiming random drops are a great system acknowledge the equality in availability through the market, not on the supply side, which has no effect on them anyways. They know that their supply is through the market, not through doing stuff.

Unless someone decides to buy up everything and price it higher. What do you do when you need mats? You then have to bite the bullet and pay because there’s no reliable way for you to farm them.

So being able to gain large amounts of gold by playing the game in many differnt ways (harvesting nodes, running dungeons, Silverwastes, etc.) and then spending that gold to buy only what you want off the trading post is “no reliable way”?

Have you ever even played any other MMO?

Obtaining the materials that you need in most games is horrible. You end up investing all of your time to get what you need because nobody sells them. Instead you have to trade one rare material for another. And it all requires farming.

Yes, people can manipulate the costs. But it requires a huge effort and for the most part it averages out and is beneficial to everyone involved.

Yep, and in other MMOs if I need items I can go farm them directly. This game, I can’t, and it’s a pain. This is, in fact, the only MMO I’ve put time into where I can’t get my own mats as I need them. I’m not sure how much simpler I can make that explanation. With the exception of rare drops I can go to areas where items drop and leave with what I need.

Again, I ask, if random drops are so great, what if you couldn’t get soft wood from certain trees, oricalcum ore from specific nodes? Wouldn’t that make the game even better because of your love of random drops? Go harvest and pray to the RNG gods that you get what you need.

Why can't you farm materials?

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Posted by: Prototypemind.4026

Prototypemind.4026

As a farmer I would PREFER MORE randomization in nodes because it would result in more money when I go to sell the mats I get from them and when I do farm for my own mats, means I can do it where ever I want. The people claiming random drops are a great system acknowledge the equality in availability through the market, not on the supply side, which has no effect on them anyways. They know that their supply is through the market, not through doing stuff.

Unless someone decides to buy up everything and price it higher. What do you do when you need mats? You then have to bite the bullet and pay because there’s no reliable way for you to farm them.

As to the nodes, you’re honestly going to tell me if you need a specific metal you don’t want it on specific nodes in specific areas, you want to just go farm randomly and hope you get what you need? Let’s say you’re farming to make a little extra gold, you’d be happy if 85% of what you got is copper instead of platinum or ori if that’s what you’re hunting?

Why can't you farm materials?

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Prototypemind.4026

I wonder if people claiming that drops being random is a great system would feel the same if nodes were also random. Need platinum? Any node anywhere may or may not drop it, so get to pickin’.

Salvage Kit - Why I consider it a nerf

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Posted by: Prototypemind.4026

Prototypemind.4026

Every time this comes up in ride the few trying to tell others how to better manage their inventory. This game gives too much useless garbage that has to be tossed or gotten rid of at the vendor. It does zero to enhance gameplay, and this will in fact only make it worse.

Why can't you farm materials?

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Prototypemind.4026

I still get plenty of other things that other players want just by questing in other games. Playing the way I want to, I get drops that I don’t need and I sell them to those who do. Unlike this title, however, when I need something specific I have the choice of both buying it from others OR going out and farming it myself or with friends and guildies. That doesn’t happen here; this isn’t a better system for “play how you like” in regards to mats.

Why can't you farm materials?

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Prototypemind.4026

When playing content to get items to turn into gold to get other items becomes the means to get by, the fun of running that content eventually goes out the window.

If your played that content just to get loot, you didnt run it for the fun in the first place.

It depends on what it is. Currently the situation in this case is true, because in GW2 that content is following a train around the SW2 or plowing down mobs in an area basically. In many other games you do have to take down mobs, but you also have to kill certain bosses. It gives a focus for that resource hunt, and I enjoy it thoroughly. Don’t be one of those forum rangers who tries to tell others what a valid means of enjoyment in a game is. Content can have a purpose beyond killing mobs and bosses just for the fight’s sake every single time.

Why can't you farm materials?

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Prototypemind.4026

I know that this discussion comes up across every gaming forum that I visit, and in none of them are players happy when they have to pray that they get the items they need. When playing content to get items to turn into gold to get other items becomes the means to get by, the fun of running that content eventually goes out the window. I don’t know too many who played D&D, Pathfinder, etc, and had a a GM who made you go to the swamp to get some random item that may drop, then to the forest to get some other random mat, none of which have anything to do with the item you truly want, so you can sell them and get the true prize you seek. You go on adventures, you get gold, you get interesting rewards from chests, and if there’s something special you want, you quest to find it.

Anet began toying with this back in 2013 as far as plans to implement it in terms of a rewards track for Legendaries. They’re also working on it so that map rewards will be relevant to players; go here, do these events, get these rewards that you need. They’ve had this for some time for PvP players; PvP all you want, you’re not locked out of these great armor sets, rewards, etc. The game’s developers get it, so why people are trying to defend farming and farming and farming unreliably when a player has a specific goal in mind as good design I don’t know. Anet is trying to go away from that. Most other games are not implementing that archaic design anymore. Is there any context in which that outmoded system is actually more enjoyable?

I speed run as a 0 dps support thief.

in Fractals, Dungeons & Raids

Posted by: Prototypemind.4026

Prototypemind.4026

The way he presents his method is a bit antagonistic, so you can’t really blame people for giving back in a negative way. If he’d presented it as, “Hey, decided to try something a little different”, that would be fine, but he didn’t. Also, there are speed runs where Mesmers helps spoof and support, but they don’t ignore DPS to do so.

Why can't you farm materials?

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Prototypemind.4026

Specific areas for specific mats are certainly a more consistent reward, and it seems the devs agree considering the map rewards that are coming with HoT. It may not be the same as most other games where each area has mats specific to it, but it gives a more rewarding experience for most.

To those above who say that it’s all about the fun of playing and it’s just a bonus when you finally have what you need to get the gear/rewards you’re wanting, with no need to know what kind of return you’ll get for an activity, you’re of course free to continue farming the old way. =p

Used the MF Conduit while dead in WvW..

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Prototypemind.4026

I flushed my last 70g into the toilet. Got nothing, but I felt so alive…

Why can't you farm materials?

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Prototypemind.4026

All Anet has done by making it where mats can’t be farmed directly is make it so that gold grind is all there is. You farm SW, dungeons, etc, and raise all the gold you can to buy from the TP. I much prefer being able to step into specific content to get the rewards I want/need, especially when it’s content that certain challenges must be met to acquire the item. For example, following a specific path, killing certain bosses in order, things like that.

Everything being on the gold standard in this game is not enjoyable, at least not for me. Then again, there’s the foolishness that is Karka shells…

[Suggestion] Living World Season 1

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Prototypemind.4026

Multiple threads on this already. The devs claim it’s something they’ve been trying to figure out, but there’s zero that’s tangible in that regard at this point. Guess we’ll see if they ever get around to it.

Invincible and unscrupulous agents in China.

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Prototypemind.4026

That escalated quickly…

NCSOFT 1Q 2015 Results

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Prototypemind.4026

I don’t think the idea behind expansions+LS+gemstore is that terrible of an idea, at least from a business standpoint. However it doesn’t seem like Anet was prepared or set in a way to time it properly. It seems like their original model wasn’t working so they are rushing out HoT which seems to be too little too late. From what they’ve released so far a HoT style expansion should have came out a year or two ago. Now granted I haven’t really followed GW2 development or business strategy so unsure if intended or not, nor do I know how good/large their dev team is.

However doing expansions longterm, with LS as midterm, and gem store to fill the gaps isn’t a bad business model if they can keep it up. The only problem is the cost for the expansions/LS and the rate of development.

Releasing $30-$40 expansions each year will drive more players away then retain, it would have to be every 2-3 years. Depending on scale of the expansion. Living Story would have to be rolled into later expansions to avoid massive “catch up” costs for new players, and their cosmetic system needs to be more encouraging to use.

Though this is all speculation, hindsight, and personal opinion.

Anet was experimenting with different business models. It seemed they wanted to try something quite different, which was the first season of the Living World. Though a small percentage of players like it (I was among those), it had several flaws, at least one of them “fatal”. You couldn’t replay the content. This is why so little content seems to have been added to the game. One entire season of the Living Story has been and gone.

That left Anet with a dilemma. It’s my opinion that that was when the expansion became a necessity…not before that. I’m guessing that’s when work began in Earnest.

They were always working on stuff in the background anyway, some of which would have been released with an expansion, if they had decided to go that route. Obviously, once the decision was made, much of that stuff would have to be held back.

I’m pretty sure if Season 1 had worked, Anet wouldn’t be here now. Again, just an opinion.

That’s a valid point. Even talk radio, TV shows, restaurants—and everyone has to eat—recycle content. To put resources into developing that much playable output for it to disappear forever just seems insane on the surface. I don’t think too many, looking at it from the outside, would say, “Let’s develop 20 hours of new playable content every month, then throw it away,” and think that’s a sound strategy. Certainly if everyone is on board with this, including your customer base, it works well, but that wasn’t the case. I don’t think any who first saw the videos of the devs discussing new content every two weeks were ever under the impression that they would be obligated to play all of it every two weeks or miss out on it forever.

I can understand having certain rewards perhaps be tied to the original release of each part of the content. Some smaller, unique items would have been interesting incentive. Making it so that the reward was the content itself, and that exclusive to those on during those two weeks was a horrible decision, both business-wise and for longevity of the game, simply in terms of providing maximum entertainment to players new and old. Even those who were here for the original play through can’t experience it again. For all intents and purposes, Living Story: Season 2 means that Guild Wars 2’s current content level is still about that of most major MMOs not long after launch. In terms of playable hours of story and event content it’s just not there.

Buy to Play titles can only go so far when there’s nothing to keep players coming back. Worse still, this game’s players are begging for repeatable content like SAB, Queen’s Pavilion, etc, to return and getting zero response. Is there anyone on the inside or outside looking at the situation who could possibly see that as a positive thing?

Invincible and unscrupulous agents in China.

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Prototypemind.4026

Am I reading correctly that there are paid PvP/WvW items via the KZW shop?

The (In)justice of Ascended

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Prototypemind.4026

If you didn’t have to grind out Ascended gear you’d have nothing to do at 80. Aside from PvP or WvW matches, grinding gold/mats and hanging in DA is about all you have to choose from. There are of course Fractals, and you can get your Ascended trinkets with Laurels/Relics, but anyway, be glad you have a focused time sink to keep you occupied for a while.

Invincible and unscrupulous agents in China.

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Prototypemind.4026

It seems that western developers have trouble adapting to eastern markets the same way eastern developers have trouble understanding what players want here.

Invincible and unscrupulous agents in China.

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Prototypemind.4026

Very interesting system

Meta's and exploits are killing this game

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Prototypemind.4026

I’m waiting to see what happens with HoT, but I’m not too excited about it. Traits aren’t going to fix the way the game plays. Maybe the new content will be so exciting that I just forget about where things fall short, but between the mass AFKs in higher level maps, the way mechanics work, and the horrid wardrobe system I don’t foresee myself returning all that often. I don’t even log in for my daily rewards currently, just check the forums to see what’s what, and there’s very little of worth coming out.

Could our modern military take on Mordermoth?

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Prototypemind.4026

I say we take off and nuke the entire site from orbit. It’s the only way to be sure.

…..

Attachments:

Could our modern military take on Mordermoth?

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Prototypemind.4026

For wide-scale destruction, MOAB and various thermobarics would get the job done without resorting to anything leaving nuclear fallout. Specialized chemical and biological weapons, defoliants; it’s game over pretty quickly. As to how the area looks after…

This is all assuming that the magics of these creatures can’t counter most of it.

Both types you mention only work over the ground. Esp thermobarics use the surrounding oxygen, and MOAB (Massive Ordnance Air Blast) needs to be detonated before touching the ground for efficiency (which is why the spiritual precursor for it which has the same concept got the nickname Daisy Cutter).

Yes, and I’m assuming we’re talking the military of most films and novels—and of our past, I suppose, i.e., Dresden, all of Vietnam—since we’re in a fantasy setting, i.e., they have no problem with laying waste to the entire area in order to achieve goals. I’m replying in regards to those who kept mention the nuclear kitten nal, which would be entirely unnecessary for simply flatting large areas to destroy easy to locate surface targets.

Could our modern military take on Mordermoth?

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Prototypemind.4026

For wide-scale destruction, MOAB and various thermobarics would get the job done without resorting to anything leaving nuclear fallout. Specialized chemical and biological weapons, defoliants; it’s game over pretty quickly. As to how the area looks after…

This is all assuming that the magics of these creatures can’t counter most of it.

An idea how to make dungeons more attractive

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Prototypemind.4026

I don’t think they can truly be revamped. Future content needs to involve more players and bring more enjoyable experience even with a group of fully geared toons. The encounters just aren’t that memorable. I don’t feel like I’m intruding on the lover’s crypt in AC, or facing a wicked slave driver in CoF to stop a Charr from becoming a god, I feel like I’m burning down some mobs and guys who can two or three shot players which hint at a story but don’t paint the whole picture well. I understand that the conflict gets pushed to the back of your mind after a while no matter what, but even from the start, the way that these fights are presented isn’t very epic. There’s little immersion, so most players never see dungeons as anything more than a quick way to level up and earn gold.

Most content in GW2 feels like you’re killing things simply because they’re in the area you’re running around in. There isn’t a strong connection to what you’re doing, to the story, to the other characters. I take away very little from the majority of PvE content. There are some events such as taking the two towers, holding off the Svanir, and slaying their champion beast that really stand out in my mind as a well done build up to something, but those type of memorable encounters are few and far between.

Chinese server is waiting for redemption

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Prototypemind.4026

I do think they should move to monthly content updates when they start the updates again, and not bi weekly. More time to play, and more time for them to develop.

The problem with biweekly wasn’t that it was a bad model, it was that if you couldn’t get on in those two weeks it disappeared forever. That’s a horrible design for anything that can come into conflict with real world commitments. You alienate people who travel for business, people who work seasonal jobs that take them away for weeks at a time then have weeks off, military and aid workers who aren’t on a fixed home schedule, and on and on. It was a very poorly thought out experiment that ruined what was an excellent idea on paper for keeping the game fresh.

You have recently come back right? Or did you miss that the whole season 2 is replayable? Season 2 was every two weeks… Though in my opinion they had a few too long breaks.

I’m speaking to S1’s content of one and done, miss and miss it forever.

NPE Feedback [Merged] - Please read 1st post

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Prototypemind.4026

Funny thing is there’s a thread on page one of general posted by a Chinese player saying the dumbing down of the game is one of the core reasons the game is doing so poorly over there.

Bag Slot Expansion

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Prototypemind.4026

ST:TOR certainly does sell stat gear and items on their cash shop. I also know a lot of players who have been on both games. Vindictus has always been criticized for their lack of drops. Also, lower level drops in GW2 are indeed beneficial as you use lower level materials in things such as crafting ascended items, so they are useful.

You do realize you are complaining about something the vast majority of MMO players like, getting loot drops. I have to say I have never heard of anyone complain about such a thing. There is no way to fill up 5 20 slot bags in this game in a single dungeon run and vendoring after a dungeon run is a 20 second thing most every MMO player expects to do after a dungeon run. If drops weren’t as common, many many more people would complain. There is absolutely no such thing as item bloat in GW2 dungeons when compared to other top MMOs such as WoW.

The mid level cash shop items that have mods buily in are not P2W. Their equivalent stats can easily be purchased with in game currency without issue. Again, that’s neither here nor there as we’re discussing loot. My suggestion and others has been to get fewer drops and get more mats per salvage from them. Explain to me how that is a detriment in any way to your gaming experience? Same amount of mats, less time spent at the vendor, bank, etc.

I also love that you tell me what I can and can’t achieve in game. I have on multiple occasions had to stop running around after doing two paths of AC to clear out my inventory. It’s great that you consider that an essential part of the MMO experience, but I don’t enjoy it in the least. The fact that many MMOs have done it before doesn’t mean it’s a good system. GW2 is supposed to be different, but in the item glut department, it sticks to the status quo.

(edited by Prototypemind.4026)

Bag Slot Expansion

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Posted by: Prototypemind.4026

Prototypemind.4026

edit: forum bug

(edited by Prototypemind.4026)

Bag Slot Expansion

in Guild Wars 2 Discussion

Posted by: Prototypemind.4026

Prototypemind.4026

I could do an entire night of raiding in Star Wars: The Old Republic without stopping to empty my bags. I can do a night of raiding in Vindictus without stopping to empty my bags. I’m sure there are plenty of other titles where I can do so. Per your explanation, I guess I’m glad that I stayed away from WoW, because it’s just annoying. I’m shocked someone showed up telling me that I should just accept it, that’s never happened before…

Then that tells me people should stay away from those two games because the drops must be awful if you can go multiple dungeons without having to sell. But really? Is going to a merchant that hard and ‘tedious’?? Just more entitle mentality. No wonder both of those games are of course, pay to win games.

P2W is not a part of TOR in the least. That is beside the point. The point is that yes, leaving what I’m doing to go vendor repeatedly during dungeon runs is tedious. If I want to log in for two hours a day to run, part of that time will be dedicated to clearing my inventory. I never have and never will find that enjoyable. Plenty of worth drops, it’s just that in both of those titles you only get relevant items while running an area. There’s no salvaging 10,000 things and randomly getting silk, leather, and on and on. If you want certain mats, you go to the areas that they are found in, so no piles of useless junk.

TOR drops level appropriate gear with rippable mods, as well as tokens that can be traded for chest, head, etc, with a chance at artifacts, and some rare mats for crafting. Vindictus drops mats that can be used to craft multiple items at a certain tier. Farm a level 70-80 dungeon, and you get mats that can be used to make equivalent level gear. Bottom line is that many don’t like the system here and there are a number of threads asking for the number of drops to be reduced.

What is strange to me is that not only do players like you and a few others refuse to even consider this, you go out of your way with hyperbole—such as the poster above acting as though I said nothing at all should drop in dungeons—rather than simply saying, “It’s what I’m used to and it’s what I prefer”. I don’t get why you wish to so vehemently oppose anything other than what you’re used to, but I accept that you’ll probably never change your mind. I admit to a bit of hyperbole myself, however, as Anet is planning to add map rewards commiserate with your characters level via the HoT update. This still doesn’t fix the item bloat of dungeons, but it is a step in the right direction. I’ll leave any further replies to others, battling the invincible white knights gets old quickly.

Bag Slot Expansion

in Guild Wars 2 Discussion

Posted by: Prototypemind.4026

Prototypemind.4026

I could do an entire night of raiding in Star Wars: The Old Republic without stopping to empty my bags. I can do a night of raiding in Vindictus without stopping to empty my bags. I’m sure there are plenty of other titles where I can do so. Per your explanation, I guess I’m glad that I stayed away from WoW, because it’s just annoying. I’m shocked someone showed up telling me that I should just accept it, that’s never happened before…

Chinese server is waiting for redemption

in Guild Wars 2 Discussion

Posted by: Prototypemind.4026

Prototypemind.4026

I do think they should move to monthly content updates when they start the updates again, and not bi weekly. More time to play, and more time for them to develop.

The problem with biweekly wasn’t that it was a bad model, it was that if you couldn’t get on in those two weeks it disappeared forever. That’s a horrible design for anything that can come into conflict with real world commitments. You alienate people who travel for business, people who work seasonal jobs that take them away for weeks at a time then have weeks off, military and aid workers who aren’t on a fixed home schedule, and on and on. It was a very poorly thought out experiment that ruined what was an excellent idea on paper for keeping the game fresh.

Bag Slot Expansion

in Guild Wars 2 Discussion

Posted by: Prototypemind.4026

Prototypemind.4026

I have 18-20 slot bag on every default slot, yet running dungeons the fill up in no time. Things like food, slaying potions, multiple weapons because of various sigils, etc, take up space. Dungeons pile crap on top of crap into your bags. It becomes an annoyance. Fewer drops with more return per salvage would be a much, much better alternative.

Every time this comes up, Anet’s knights ride to the rescue saying that “deposit all”, or salvaging more often, etc are the answer. They aren’t. Players shouldn’t have to stop in the middle of clearing a few dungeons to salvage, deposit, vendor, and sell simply to keep playing. I doubt it will change as Anet likes the revenue from unlock slots being so costly, meaning semi-casuals will likely just dole out the real cash since they don’t have time to grind the gold to turn into gems. It was just one more bit of tedium for me, so I simply chose not to play anymore for the time being.