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Sollution for bringing Living World 1 back!

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Posted by: Prototypemind.4026

Prototypemind.4026

It doesn’t really make sense to have the playable as dungeons, though. They’re dead events, from the history of Tyria, which is exactly what all the other Fractals are, including the instances of LS that have already had this treatment applied.

Sollution for bringing Living World 1 back!

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Posted by: Prototypemind.4026

Prototypemind.4026

Why couldn’t the events be made into Fractals?

Fairly New Player: NO Living World Season 1?!

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Posted by: Prototypemind.4026

Prototypemind.4026

Wouldn’t Fractals make the best means of implementation for Season 1 events? They are supposed to be manifestations of the land’s history, they are instanced, they only need five players even for those like storming Ascalon, and for whatever reason they also run at a much higher frame rate than dungeons.

Just my thoughts on it. It would allow all players, old and new, who want to experience the events again to do so. This would also be a great solution for bringing some old items back into the game for players who missed out.

No QoL Loot changes

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Posted by: Prototypemind.4026

Prototypemind.4026

Artificing and open all do not fix the fact that entirely too many items drop. Reducing the number of items, increasing the reward for each, and lastly, making luck so it is simply added when items are salvaged instead of becoming yet another item to click would all be massive QoL improvements.

My chief complaint about Gw2 Open World

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Posted by: Prototypemind.4026

Prototypemind.4026

You’re being disingenuous if you can’t admit that there’s room for improvement with the hearts. Some are amazing, and the fact that many involve tasks other than “kill fifty of this” is a great thing, but some are not well-implemented. Cleaning them up would be great, especially considering that the majority of them we do are often only for world completion, though I doubt it is any kind of priority. Keeping them interesting and enjoyable keeps tedium to a minimum.

A month has passed since the sale....

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Posted by: Prototypemind.4026

Prototypemind.4026

the game is ok to me. i got my first class to 80 about a week and half ago. there are still a ton of things that turn me off and/or annoy me to no end (CAN I PLEASE GET SOMETHING TO RESIST THINGS LIKE POISON AND BLEED!!) and hope they get addressed at some point. fun level goes up and down depending on what im doing in the game.

Have you checked your Profession’s forums to see how to spec for DoTs/bleeds? There are generally traits or abilities that will give you a cleanse.

Great music, Fun Gameplay, good design &--

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Posted by: Prototypemind.4026

Prototypemind.4026

The story is fine, it’s just the delivery of the voice acting in many scenes that is horrid. Immersion isn’t that great anyway when you have two animated characters in front of a painted background, but what makes it worse is that for some reason during many of those scenes the presentation is just flat and empty. It’s strange because many of the in-game conversations are excellent, but the cut scenes are often just lacking.

There’s also the very anti-climactic ending after all that’s been done to hunt the dragon. Here’s hoping the future content is more inspired in the delivery.

When will we get skins?

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Posted by: Prototypemind.4026

Prototypemind.4026

Unreleased armor:

Leyline (3 different versions)
Revenant (heavy only)
Guild (3 different versions)
Basic/Deluxe (6 different versions)

Unreleased armor pieces:

2 Different blindfolds
Light Krytan alphabet shoulders
Welding mask

Do those not qualify? Both full armor sets and mixable pieces.

My chief complaint about Gw2 Open World

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Posted by: Prototypemind.4026

Prototypemind.4026

There’s one heart, I think it’s in Fireheart Rise, where the only objective is to stealth through this camp until somebody spots you, and then you have to go back and get stealthed all over again. It is the most painful heart in the entire game, or was, for me.

I think you can get credit for that one if the area Event is up as well, because I do recall that heart description, but I never actually went to the NPC and started it. There was something going on in the area and by the time I finished it I was good.

Some hearts are just outright tedious. The one in Fields of Ruin where you have to Ogres… but sometimes they have been cleared from the area and you’re left with destroying a few weapon racks and picking up three piles of scrap metal. That one takes forever if you come after the raid on the area.

No QoL Loot changes

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Posted by: Prototypemind.4026

Prototypemind.4026

Regardless of the OP’s idiosyncrasies, I started a similar thread yesterday. There is too much loot. It’s necessary to salvage and consolidate between dungeon paths at times depending on what’s being run. Less loot with higher returns per item would make this far easier. It would take work to accomplish, but I don’t think anyone would dislike having to salvage and sort fewer items.

Balth :P

in Guild Wars 2 Discussion

Posted by: Prototypemind.4026

Prototypemind.4026

Anyone have issues with weapons clipping on certain body types? Previewed it for kicks on my Norn the weapons go right through? Just wondering. Once again, it’s a same this wasn’t made an actual armor set.

4 black lion chest key

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Posted by: Prototypemind.4026

Prototypemind.4026

I’ve opened 6 more chests since my earlier post with 7 scraps total

Balth :P

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Prototypemind.4026

Hate to be a party pooper, but this thread is making the outfit lose its appeal even more than before. It just takes away the fun of having your own character when it looks the same kitten many others, for me anyway. Just refuse to give my monies to outfits, ever.

4 black lion chest key

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Posted by: Prototypemind.4026

Prototypemind.4026

The scrap drop rate has markedly improved, or so it seems. I’ve opened about 14 chests in the past day and gotten two scraps per chest in five of those attempts. This is anecdotal until we get some larger studies—unfortunately there was a vid of someone opening a few hundred chests not too long ago, but it was prior to the update on the drop rate.

DirectX 11/12 request [merged]

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Posted by: Prototypemind.4026

Prototypemind.4026

I’ll just say that like other players, longevity is important for me. We’re all investing time in digital rewards whose only value really exist for as long as we log in to enjoy it. I’m also eying Black Desert and willing to put down what I need to so that I will be able to enjoy it for the long-term. The PC market is inherently different from that of the console. Players are willing to invest more to see better returns in their experience. I would imagine that continued optimization is something that Anet is realistically looking at.

Dodge mechanic makes Zerker builds viable

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Posted by: Prototypemind.4026

Prototypemind.4026

Some things to think about:
Various words of wisdom…

Kudos for typing that out intelligently and in an easy to read through manner. A good reply to the topic at hand.

As to the OP, this wouldn’t really be action-based combat if the premise were that all players would be required to spec to soak up damage. As Indigo and others have put it over and over in thread after thread, even games with tanks and healers have DPS who spec to put out as much damage as possible. Generally there are passive abilities somewhere in the spec that allow for recovery from one decent sized hit and often to account for the need to cleanse, but the idea is to end every encounter as quickly as possible.

I would be for perhaps the addition of mechanics that require more active response during fights, perhaps like Teq’s hardened scales that must be countered or clearing becomes and impossibility. Maybe fights where each player must bring a cleanse to the table in order to survive long enough to get through the encounter, perhaps with damage from DoT effects making some necessary channel mechanic an impossibility. That said, having to build to soak up damage seems like nothing more than wanting to make content take longer for the sake of doing so.

Would the Vine Wrath champ encounters be more fun if players simply had to stand around and take damage rather than burn pustules, activate flowers, use poison bubbles properly, etc? I really don’t see that making the game remotely more enjoyable for anyone except players with a secret tanking fetish. I enjoyed tanking in my former MMO, but I sure liked DPS a whole lot more, and I love that this game allows me to actively engage in it—actively being the key word, because there is no sitting still in most of the more enjoyable content.

Dodge mechanic makes Zerker builds viable

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Posted by: Prototypemind.4026

Prototypemind.4026

Some things to think about:
Various words of wisdom…

Kudos for typing that out intelligently and in an easy to read through manner. A good reply to the topic at hand.

As to the OP, this wouldn’t really be action-based combat if the premise were that all players would be required to spec to soak up damage. As Indigo and others have put it over and over in thread after thread, even games with tanks and healers have DPS who spec to put out as much damage as possible. Generally there are passive abilities somewhere in the spec that allow for recovery from one decent sized hit and often to account for the need to cleanse, but the idea is to end every encounter as quickly as possible.

I would be for perhaps the addition of mechanics that require more active response during fights, perhaps like Teq’s hardened scales that must be countered or clearing becomes and impossibility. That said, having to build to soak up damage seems like nothing more than wanting to make content take longer for the sake of doing so.

Would the Vine Wrath champ encounters be more fun if players simply had to stand around and take damage rather than burn pustules, activate flowers, use poison bubbles properly, etc? I really don’t see that making the game remotely more enjoyable for anyone except players with a secret tanking fetish. I enjoyed tanking in my former MMO, but I sure liked DPS a whole lot more, and I love that this game allows me to actively engage in it—actively being the key word, because there is no sitting still in most of the more enjoyable content.

Why I'm >not< hyped for HoT

in Guild Wars 2: Heart of Thorns

Posted by: Prototypemind.4026

Prototypemind.4026

I do see positives in the addition of a Legendary quest line and T6 map rewards rather than an all-out grind as it currently sits. I also see positives in terms of traits to give new life to all classes. There seems to additionally be new viability given to conditions with the ability to track more stacks. Lastly there is the mention of some much hinted at but as yet not revealed new form of group content, as well as an additional battleground.

There are positives being touted, it simply remains to be seen how they are implemented. My biggest hope is that what is revealed takes end game away from the grindfest that it currently is. Meaningful questing and content going forward for level 80 content.

My last hope is for the OP’s and others’ wish: bosses with random attack tables, and most importantly, attack tables that don’t follow the usual MMO trend of favoring ranged over melee. Keep all players on their toes and keep the fights interesting. The hints at what’s coming with HoT and recent Dev responses as to what they want for the player experience at least offer some hope for where the game is headed.

[SUGGESTION] Design a Weapon/Armor Contest

in Guild Wars 2: Heart of Thorns

Posted by: Prototypemind.4026

Prototypemind.4026

I’ve seen a few threads on this pop up but never with any responses from Anet. This would definitely be a great source of creativity as far as design and input from the players in terms of voting on designs.

If this does happen, I just don’t want to see all the skins end up as outfits =p

More Animated Emotes!

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Posted by: Prototypemind.4026

Prototypemind.4026

It feels like they started on the emotes and then just gave up. They’re definitely lacking pretty heavily.

Less loot, higher return?

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Prototypemind.4026

The idea is that you would still see the same amount of mats, just requiring fewer items to do so. Instead of one green on average giving say 2 scraps of material, it gives 4 and drops less often. It’s not a matter of having items to make the salvaging easier it’s that bags fill up, you have to take the time to clear them, then with items like the masses of runes and sigils you get you either have to dump them, vendor them, post them one at a time to the TP, or put them in the toilet. It takes the fun out of the game.

When players do multiple dungeon runs it becomes a mandatory tasks between paths in most cases. When farming areas it becomes tedious, especially on a SW farm. Again, the adjustment would have to be made correctly and the loot tables would have to be redone, but it would be a very nice change. Things like raw mat drops from bags and such could remain unchanged, but lessening the amount of items that need to be salvaged would be great. I think my mouse is going to die from clicking to open bags and to use up luck long before actually playing the game kills it.

Less loot, higher return?

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Posted by: Prototypemind.4026

Prototypemind.4026

Is there no possible way to do this? Why can’t we get fewer items and simply have a higher volume in return per item in terms of vendor value or mats from salvaging? The most tedious thing about running dungeons, farming, doing hearts, questing in general is bags constantly filling up and having to stop to sort. Am I crazy to think of this as a viable option? Is there some reason it wouldn’t work? Fewer drops with a higher return would be such a great QoL change.

NPE Feedback [Merged] - Please read 1st post

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Posted by: Prototypemind.4026

Prototypemind.4026

Some of the fixes are fine, but there’s no reason traits should be non-existent until 30. It really adds nothing to the feeling of easing new players in. Letting them be gained steadily over the leveling process would do a lot more to help give players a chance to mess with them and learn what’s going on.

Sexier armor for males?

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Posted by: Prototypemind.4026

Prototypemind.4026

I don’t really mean almost naked armor (not that I would complain) but I was thinking something along the lines of this:
http://www.blogcdn.com/www.massively.com/media/2010/07/gallery244657874.jpg

Something like that would be pretty well-received I think. Sleeveless vests as well, form-fitting shirts under scattered plates, etc. Just more variety.

Whatever you do, please don’t make them outifts only though Anet, because as with all other outfits, you won’t see a single dime of my money. Mix and match to satisfy both crowds, but do not do outfits only.

NPE Feedback [Merged] - Please read 1st post

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Posted by: Prototypemind.4026

Prototypemind.4026

Why do we get to use our trait points at level 30? Did they explain this?
Seems like a BAD New player experience to me…

Traits changed a year ago, not with the September NPE. The blog post about that change says:

Once you reach the appropriate level, we want you to be able to dive right into the system and start playing around with it…

As part of this approach to making traits more approachable, we’ve pushed back the level at which the different trait tiers unlock for new characters in order to better pace the early game experience and to add more meaningful character progression from levels 30 to 80.

So they took away the early access to traits in order to make later levels seem more meaningful.

Have to say it’s just utterly annoying. It also means that traits get dumped on players instead of being spread out over the entire leveling process. So very little gets added beyond getting up to a 5 key ability set going up to 30, there’s no reason traits shouldn’t be a part of the entire process from at worst level 10 onward.

What extra features do you want?

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Posted by: Prototypemind.4026

Prototypemind.4026

Indeed. Quick switching between trait builds.

The Skin vs Outfit divide. Anet pls

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Prototypemind.4026

Haven’t spent any money on outfits. I’ve bought gems for armors and for instruments, but I will not ever give my real money to outfits. The Balth set has some pieces that I would love to have, but I do not want the entire outfit. Again, I guess their metrics are what they are, and I have no problem with them releasing both, but it sucks big time when such a great piece is made an outfit only.

Average fps..

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Prototypemind.4026

Nada? Nothing? No one knows?

Pls no

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Prototypemind.4026

What we need is more separate threads on this issue. The more, the better.

Average fps..

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Prototypemind.4026

I asked elsewhere but I’ll ask here: why do I see 60+ FPS in Fractals, but only the 30 or so in dungeons that I see in open-world when both are instanced?

[april fools] SAB IS BACK!!!!

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Prototypemind.4026

I just wanted to say…

Attachments:

Dungeons gotta change in one aspect...

in Fractals, Dungeons & Raids

Posted by: Prototypemind.4026

Prototypemind.4026

I asked the expert, and here’s what he had to say

I think you lost an “x” :X

Roffles. Will correct.

Dungeons gotta change in one aspect...

in Fractals, Dungeons & Raids

Posted by: Prototypemind.4026

Prototypemind.4026

I asked the expert, and here’s what he had to say

Attachments:

(edited by Prototypemind.4026)

Your best LFG reads and puglife stories

in Fractals, Dungeons & Raids

Posted by: Prototypemind.4026

Prototypemind.4026

I typed a great story, but somehow the forums decided I wasn’t logged in anymore so it’s the short version now. 3 wars, 1 guardian, myself on my warrior. No one else pops support of any kind, elites somehow take precedence before the flame turrets. On Slave Driver yet again no one else supports, no one dodges, uses heals, etc. Ugliest group I’ve yet to see.

Advertisement: “P1, 80s only, EXP”. Sad. I usually avoid said groups.

OMG AWESOME AIRPLANE screenshots!

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Prototypemind.4026

On my maiden flight

Attachments:

Consider a temp forum close

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Prototypemind.4026

The word is that federal authorities are actually looking into filing an injunction against Anet, along with civil penalties, from the flood damage all these tears are causing.

"yawn" no content again

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Prototypemind.4026

So let me get this straight, you are playing a game that has no monthly subscription and yet you demand more content from a game that is on par with those of a subscription.

There use to be the bi weekly content update, but many requested they wanted a full release expansion. So this is what you are getting. The Dev’s are busy working on said expansion that many asked for.

Seems like you just can’t please everybody. There is no sub fee with this game, you could easily take a break for a little while and come back when there is more to do.
Just look at games like WoW, where players have to pay money every month and end up getting no content for over a year.

Is there any harm in asking for content. I think people are more upset that they are releasing new gem store items every couple of weeks and yet they havent come out with any new content. Expansion is going to be paid so what exactly is the money from gem store sales going towards. I understand that they could have a lot going on, but they had more than a year to update SAB.

You do realize that art design teams for cosmetic items in any large-scale MMO are separate from playable content groups, correct? As to your second question, that money is going towards paying employees, development, and revenue/profits for the company as a whole. Code does not write itself simply because a game has a viable cash shop.

Guild Wars 2 April fools 2015 [merged]

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Prototypemind.4026

Same thing happened on the SWTOR forums when they had their Rakghoul plague somewhere a few months into the Ebola crisis. People who just wanted to feel important acted as though it was planned and malicious, meant to poke fun at real-world tragedy. It’s clear that some people will always seek out something to be upset about.

Learn to be an adult and stop trying to be offended for the sake of others. If you think it’s in bad taste you’re free to state your opinion, but the holier-than-thou mess is nothing more than an attempt to feel good about yourself by downing others. Grow up.

CoF Path 1 Glitching

in Bugs: Game, Forum, Website

Posted by: Prototypemind.4026

Prototypemind.4026

Unable to progress after killing the slave driver. NPC disappears, shield stays up on Flame Legion member, gate will not open.

How are Fractals handled vs Dungeons(fps)?

in Players Helping Players

Posted by: Prototypemind.4026

Prototypemind.4026

Beuller? Anyone?

PvE versatility (joke?)

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Prototypemind.4026

My question is, even if all these other stats became more viable, why would you want to use them? I don’t find any joy in dodging/repositioning for an additional 60 seconds or more per fight. This is speaking to dungeons of course. Going in to random groups and realizing from the outset that even with the support being brought things are going to be on the slow roll isn’t exciting. Some fights are designed to take a bit longer, but most of the dungeon encounters just become tedious when they go long. The boss usually only has two attacks or so, and it gets repetitive.

Right now control builds have an excellent place because they still put out dps, allow others to dps more effectively, and make the run faster. What would be the fun of being able to stand there and soak up more damage just for the sake of being different and making the run take longer than necessary?

What I DO want to see, what many others want to see, and what seems to be coming with DoT stacks being able to go higher come HoT as well as the “fractional fix” that has already gone into place, is more viability being given to true condition builds that increase duration. I don’t think this game should ever be about healing yourself or your party over and over dragging out the fights, or about tank and spanks where one person gets all the attention.

Drop System

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Posted by: Prototypemind.4026

Prototypemind.4026

I don’t get your point … the OP is complaining he’s never getting good drops, not that he doesn’t enjoy the game or he’s not rewarded for playing it.

My point is that there are players who get enjoyment from the rewards, and some players almost never see said rewards. Grinding gold to buy items cheapens them, using real cash to get items via gems-to-gold cheapens them, and never seeing drops after thousands of hours of play time sucks the fun out. As said above, Anet themselves asked what players think of a system where if your account is an outlier and you simply don’t get much if anything in the way of drops that at least you know via tokens at some point you will be rewarded.

Threads like this, and more often threads unhappy about the situation with drops in the game are the norm. I’ve yet to see threads speaking to how players, their friends, and the majority of those around them are excited about the way they’ve been rewarded for doing actual content. The majority of replies in regards to the new Legendary quest system have been thankful or “it’s about time” in nature. The outliers in this regard seem to be people who think the status quo should be accepted. I personally don’t find the current system something that is enjoyable.

(edited by Prototypemind.4026)

Drop System

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Posted by: Prototypemind.4026

Prototypemind.4026

Anet discusses that system in the thread linked above, and it seems that most players are in agreement that it should be put in place. As others have said time and time again, why some games think that their reward systems should mimic real life in which the lucky few get rich, some others get rich through grind, and the masses are left to their own means I do not know.

This is a game, players are supposed to have fun, and should get rewarded by doing the things that they enjoy. I think that a game with players who enjoy the experience more would also see more money put into the game by said players.

Late Crafters Punishment

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Posted by: Prototypemind.4026

Prototypemind.4026

I’d at least hope that the new map rewards system will address more than just precursor mats. That said, your post isn’t exactly very constructive.

[suggestion] Finding your way to things...

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Posted by: Prototypemind.4026

Prototypemind.4026

“Another helpful thing I’ve found is this:
http://wiki.guildwars2.com/wiki/Lornar%27s_Pass

For every area that I’ve checked so far under contents there’s a “getting there” link/summary that will give you several points of entry into the map. Another thing that you may find helpful is to go to or look at a map of Lion’s Arch, as the Asura gates there can make travel to almost anywhere else on the map much faster when you haven’t visited the areas previously."

That’s what I explained above. That is what I used to get to areas that I hadn’t been before. For instance, as soon as I joined the Priory I wanted to go buy part of an armor set, so I looked up where it was and how to get there:
http://wiki.guildwars2.com/wiki/Lornar%27s_Pass#Getting_there

There’s really nothing that I know of that streamlines it for you any better than that. There are a lot of places—including the Priory—that you can also access via Asura gates in Lion’s Arch. Part of the game is discovery, so take it as it is. You can also Google “Guild Wars 2 map” and get a high res pic of the entire completed map to see exactly what connects to what and where.

Why does this happen?

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Posted by: Prototypemind.4026

Prototypemind.4026

I consider the time saved by double-clicking straight down the line in the vendor window rather than right-clicking, sell on TP every single minor rune/sigil to be more than worth the few copper difference. Salvaging is tedious enough as is.

[suggestion] Finding your way to things...

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Posted by: Prototypemind.4026

Prototypemind.4026

If you’re doing personal story I’ve found the most helpful thing is to zoom out and find where the final green indicator is. I will admit that it’s less than clear at times and can lead you out of the way and cause a bit of annoyance. I do, however, think part of the experience is at times taking wrong turns as you go, which is a staple of most MMOs. Whether or not that’s always enjoyable depends on the player, but just throwing it out there.

Another helpful thing I’ve found is this:
http://wiki.guildwars2.com/wiki/Lornar%27s_Pass

For every area that I’ve checked so far under contents there’s a “getting there” link/summary that will give you several points of entry into the map. Another thing that you may find helpful is to go to or look at a map of Lion’s Arch, as the Asura gates there can make travel to almost anywhere else on the map much faster when you haven’t visited the areas previously.

Belliegerence and Vulgar Language

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Prototypemind.4026

In-game chat 90% of the time is pretty tame in most areas I go to. When it gets out of sorts it’s usually one person pushing the agenda. This is definitely not a community that I would describe as toxic, but I guess each person’s mileage may vary.

Anet and RNG

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Posted by: Prototypemind.4026

Prototypemind.4026

Having fun is more important then loot, if you lose sight of that then aren’t you just treating this game like a job and somehow expect to get paid for it.

Again, your view on the matter, not everyone’s. Those are your words, I’m not twisting anything that you’ve said.

I know, but it’s just bloody ridiculous how I get 1 skin over 900+ runs.. 1 kitten skin!!?!

Once again, it’s really ruining the fun for me now. Every run I keep my hopes up, and everytime my hope is fading away more and more.

This is how the OP chooses to spend his time in game and I don’t think it’s out of line that he should be able to reasonably expect some reward in terms of loot from it. You find playing for playing’s sake to be enough, Galeskyring; the OP and may others do not. Loot is part of the fun for many players, and without it the game becomes not a game but just a pure grind.

All I’m saying is that your perspective is not his. I don’t see accepting this game as it is where a player can engage in that much playtime and see no rewards as the path to long-term enjoyment for most players. I get that you’re a player who can log on, play for a bit, log off, and be good whatever may have happened and that’s great that things as they are give you enjoyment. I just don’t feel that only those who are on that wavelength should be rewarded by the game.

NPE Feedback [Merged] - Please read 1st post

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Posted by: Prototypemind.4026

Prototypemind.4026

As a whole I like the experience being a newer player myself. I’ll leave aside the trait issue since that is going to be changed. The biggest issue to me is as others have said the disconnect of the story. You complete part and it’s just over. Even some effort put into it with a real segue back into the world, i.e., letters mentioning that there’s this conflict here, these events going on there, that perhaps your character could help until more is revealed in relation to your personal story. The current experience is just far too disjointed.

It would also be nice if some of the level 80 content were scaled back and split up. The path from being guided through the vision up to reaching Arah seemed to drag on forever because it’s too large of a chunk to be brought to bear at once. I will say though that if the purpose of it is to make a player feel some sense of what a soldier would experience in terms of being weary of war and just wanting it to be over they certainly did that.