Showing Posts For Rallar.2986:

It's Just not Guild Wars anymore..

in Guild Wars 2 Discussion

Posted by: Rallar.2986

Rallar.2986

When GW1 first came out it was not pefect. It was fun but it definitely lacked quite a bit and you would rely on pvp to keep you goin and even that was limited. And in my case I lvled alts to get a feel for the professions and counter.

I attempted the same mindset and am having fun in guild wars 2 but it is by far not perfect and needs alot of improving.

You mention the impact “gwen” has in gw1 but she is just an annoying fly on the first original guild wars. It wasn’t until 3 huge expansions later that she matters…

Yes the story design has gone in a different direction then in guild wars 1. They really focused on a branch type story where everything comes together. And I give them kudos for it.

Personally I feel they are going in the right direction they can’t just create guild wars 1 all over again but using new technology. They have to choose to head in new directions and try to implement things in creative ways.

So much functionality in guild wars 1 was non-existent when it first came out.

My very first MMO type game was guild wars 1 and played through all the content and was not someone who enjoyed the rep grinding. I feel guild wars 2 is headed in the right direction and will soon have so much content, story and depth that guild wars 1 had and even better in a much better game environment and tools to support.

Time all it takes is time and well money/support.

Add 2 Hour Long Meta Events

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Posted by: Rallar.2986

Rallar.2986

2 hour long meta events with a chance to get a precursor (say 1 per overflow/event).

Would be a one up to raiding. And much needed large group activity in PVE.

Through all the commotion the one time event caused the one thing that should be unquestionable is that more of these types of events are needed.

People can argue it was easy or too hard but in my opinion getting a large group activity like this in PVE is extremely necessary.

Finding a way to have commander/squad mechanic allow guilds to join the same overflows would be extremely awesome too.

Do it!!!

My 2 Cents On The One Time Event

in Guild Wars 2 Discussion

Posted by: Rallar.2986

Rallar.2986

Ok, so I was one of the few that felt completely dissapointed when after doing the the event on my mesmer I get Dc’ed right before the end of the event and didn’t get jack. I was so upset and incredibly dissapointed with the game and the idea that this was only going to happen once drove me up the wall. It made me want to say screw the game I am out.

So after I calmed down, and got over the loot craze ppl were getting. I thought to myself this was an awesome event that should not be a one time deal.

THIS TYPE OF LARGE SCALE META EVENT IS WHAT GW2 NEEDS MORE OF IN PVE.

I feel that if you had an inkling of this type of involved long events in pve there would be a reason to have guild groups going to do stuff. At first yes it will be the zerg fest but that will calm down as ppl loose interest in the “new” and it will give raid style events for large groups.

Also later in the day there were overflows that repeated the phase events and I was later able to get loot which helped calm my utter frustration :p

I thought it was an awesome event where more challenge and effort was required in a large group setting which is much needed. It is such a shame that this style of events currently doesn’t exist in game. The rewards were also great incentive to get people to do it.

PUT THIS IN GAME ASAP!

Upgrading Exotic To Ascended

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Posted by: Rallar.2986

Rallar.2986

Well, it is intended as a progression base. It gives a clear incentive why its important to do the new content.

While I agree with you that increased stats are a negative. Adding ascended gear isn’t a horrible idea, it was done in guild wars 1 where you infused your armor after being ascended and you would no longer get one shotted by mursaat.

I am not necessarily arguing the validity of introducing ascended gear because Anet decided it already. I am suggesting that implementation be put to not have all the previous dungeon content and crafted be useless in terms of stats. Aesthetic qualities aside.

It still will provide a treadmill where you gear up to ascended you just get it in a non hard-core way ie farming fractals or what not. Diversify means of obtaining ascended and make ppl that already worked hard to get those exotics not have them be a complete wasted gear.

Upgrading Exotic To Ascended

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Posted by: Rallar.2986

Rallar.2986

I think you should definitely consider setting up a mechanic where if you perform a dificult task (dungeon or some other designated task) you can upgrade a piece of armor to ascended.

Mystic forge upgrade, add new item that you get from fractals or lost shores or even current dungeons that if combined with an exotic produces ascended.

I understand accessories are currently the only thing ascended once lost shores comes out. When armor or weapons come out, other dungeons are going to be obsolete and I hated that about other games, making some really good content and taking away the incentive to do it.

What Progression Changes Are Coming?

in Guild Wars 2 Discussion

Posted by: Rallar.2986

Rallar.2986

I would like more elaboration on the following official quote.

“November update that introduces and improves many aspects of challenge, progression, and rewards.”

What progression improvements/introductions are planned that have not been mentioned are in store with this update. It seems as though your hinting at more changes made.

So far its ascended gear that introduces mitigation for pve bosses like mursaat infusion in gw1. You have fractals of mists dungeon. I guess I would love to know if there are progression improvements on a larger scale setting in the new zone? And if so what has been done?

Add Rare Material To puzzle chests!

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Posted by: Rallar.2986

Rallar.2986

It sucks not getting good loot after doing a difficult puzzle. We want reward and green loot is just not cutting it. Give incentives like legendary loot or rare (expensive on trading post) rare materials that are obviously in short supply as reward.

THank you,

Add Guild Halls

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Posted by: Rallar.2986

Rallar.2986

This is more of a hey hurry up suggestion :p

Add Guild Halls

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Posted by: Rallar.2986

Rallar.2986

While I understand that attempts were made to seperate the game from focusing on “Guild” direction. I feel that adding Guild Halls will add a great deal of re-vamp to the influence mechanic you have in place now.

Creating a guild hall influence tier and customizable items (purchased through influence and possibly gems). It would add a great deal to the guild system.

Add Guild Hall and customization please!

P.S. Giving guilds a reason to do stuff is good!

Something to do After Primary Story

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Posted by: Rallar.2986

Rallar.2986

I think it would be a very easy thing to implement!

Something to do After Primary Story

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Posted by: Rallar.2986

Rallar.2986

Once we hit level 80 and complete the story instead of the primary story quest we should transition to a daily or weekly meta event participation quest. Where we will get rewarded extra for completing and taking part in a pre-determined meta event and get judged based on how many parts of the meta event we took part in.

We can get a whole new set of rewards as incentives to do this.

This will make us go out in to the world and maybe take part in new and pre-existing content may have never enjoyed.

Gives us stuff to do in PVE!

(edited by Rallar.2986)

GW2 Flatline____

in Suggestions

Posted by: Rallar.2986

Rallar.2986

I believe alot of ppl in this situation have no interest in pvp and as such find themselves with little options on end game content. They obviously don’t like to farm and do alot of work (not saying everyone that plays should go nuts over farming).

They feel a severe lack of motivation to do stuff because either they stuff they can do takes way too much effort or it there is simply no incentive. If there was a clear incentive to do certain stuff I am sure they will want to get on everyday.

One unique solution to this in my opinion would be that once we hit level 80 instead of the primary story quest that has been completed we transition to a daily or weekly meta event participation. Where we will get rewarded extra for completing and taking part in a pre-determined meta event and get judged based on how many parts of the meta event we took part in.

Class Specific Armor

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Posted by: Rallar.2986

Rallar.2986

Guild wars 1 had class specific armor that gave each class a unique look that made you feel more immersed with the game.

I understand you wanted to speed up design and set up dungeon armor to have standard light, heavy and medium looks but I feel you loose out on character attachment by doing so.

Gw2 Pve is all about looks, right?

Please consider on future armor rewards to provide class specific looks as this will improve on the overall feel of the game.

Thank you.

Great Expectations

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Posted by: Rallar.2986

Rallar.2986

I respect your point of view because I would tend to agree with it if I didnt pvp. PVE content is nice but it lacks that grip that guild wars 1 had.

You don’t truly appreciate the extent they made to make unique paths to a story based on each race/decision unless you play the other races and classes. And my only incentive to play other classes is to understand each class for pvp reasons. (counter etc which i enjoyed about guild wars 1)

I feel that in terms of pve they didnt quite finish everything they had planned and well every addition they make from here out will add so much more pve stuff that I can’t wait. I feel like the pve will become a cohesive masterpiece once they put pieces they add in place to fill the voids that exists currently.

Legendary armor

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Posted by: Rallar.2986

Rallar.2986

It’s just of matter of time before they add legendary armor. They probably wanted to introduce weps first.

Im Bored, GW2 need improvments...

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Posted by: Rallar.2986

Rallar.2986

2) lol yep
3) Farming, Farming, for some ppl is never trivial.. lol

Legendary: Twilight's name really bothers me.

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Posted by: Rallar.2986

Rallar.2986

Then its your perception not the name that changes your outlook on it.

I agree that human’s perception changes based on the data provided by it but no one but the wielder sees the name of the legendary.

And you don’t get the legendary for the name..

Idiosincrazy and schizophrenic tendency to want it changed. Definitely.

WvW Gear (Invaders Set) should have WvW-specific bonuses!

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Posted by: Rallar.2986

Rallar.2986

Rune for wvw is a good idea imo. Can swap it out if you get bored of wvw and wanna do other stuff. The stat benefits can be arguable but the idea to have a wvw bonus is great as a rune.

You structured it in a way that shouted RUNE benefit. That’s not exactly your idea but its a + if its a rune!

(edited by Rallar.2986)

Im Bored, GW2 need improvments...

in Suggestions

Posted by: Rallar.2986

Rallar.2986

THat would be adding stats on top of the current stats part that i mention…

In essence, in wvw you would have an unfair advantage against anti zerg weapons. And if everyone in the opposing borderlands have it and you don’t or vice versa.
The unbalance begins…

O and dungeons would go “LFG only have that special gear for this run” …. Can o worms.

Someone re-edited your idea to be runes. If its a rune replacement that might be good because you sacrifice the rune stat for that advantage which already is there for that.

(edited by Rallar.2986)

Im Bored, GW2 need improvments...

in Suggestions

Posted by: Rallar.2986

Rallar.2986

Make the gear only give advantages to that game mode (so no statted gear) and I wouldn’t have a problem with it:

In PvE, Dungeon Gear would reduce damage by x% / y% / z% in that dungeon depending on the number of pieces you’ve got equipped.

In WvW, Badge of Honour gear would:

  • Increase damage done to structures by x% / y% / z% OR
  • Reduce damage taken from Siege weapons by x% / y% / z% OR
  • Increase the amount of supply you can carry by x / y / z OR
  • Reduce the amount of supply your siege weapons require by x / y / z OR

based on the amount of pieces you have equipped.

There you go: gear progression that doesn’t gate content and isn’t required.

I don’t like this idea because there are already potions that achieve this. Not 100% on a wvw potion. It will be like adding MF to stats of gear were you miss out on a chunk of useful stats.. (meaning that gear is undesirable in other situations)

If they just add stats on top of the normal ones then that’s just unfair advantage to an already unfair system… (largely based on number of ppl in wvw)

Great looking armor coupled with set of armor stats you like are more than enough incentive in my opinion. Just put rules that require you to make an effort (group effort).

Yes you can get it by other means but at least this way you have a sense of “I am getting a benefit out of this”. People’s idea of fun usually involves getting something they want out of it not just melting faces.

Legendary: Twilight's name really bothers me.

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Posted by: Rallar.2986

Rallar.2986

A Rose by any other name will still smell as sweet.

My crazy idea for sPVP

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Posted by: Rallar.2986

Rallar.2986

They will probably add this as a mini game in april fool’s .. lol

The halloween event rampage something had you protecting skeles to kill other teams crypts. Very moba ish.

(edited by Rallar.2986)

Im Bored, GW2 need improvments...

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Posted by: Rallar.2986

Rallar.2986

I’m looking for answers from an objective person’s and not the GW fanboy’s. Thx for comment Bye.

LOL now your just plain silly. I gave you an objective view. Maybe you should be more objective on what you expect from people to say aside from agreeing with you…

Make race armor worth getting.

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Posted by: Rallar.2986

Rallar.2986

I agree that tier 3 armor is over priced, especially for it being rare armor not exotic. Insano..

Im Bored, GW2 need improvments...

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Posted by: Rallar.2986

Rallar.2986

I don’t think he is suggesting anything very opposite to arena net’s philosophy.

I think some of his suggestions are pretty good as long as there is no advantage, your just gearing your player based on doing a task.

I feel one thing to keep people playing after they have leveled to max level and don’t necesarily want to go for the legendary is provide a clear way to gear up your character.

Right now you basically can craft/farm, buy, do dungeons to get exotic gear. Simply extend that mentality to WvW where you have to achieve something very difficult, like have to hold every tower in the borderland and have 500 badges of honor to be able to purchase exotic lvl gear (better build specific armor).

Something that gives them a reason to mass war!

(edited by Rallar.2986)

openworld PVE missions - makes the world alive

in Suggestions

Posted by: Rallar.2986

Rallar.2986

You need to be given a reason to do what is already there IMO. There is tons of events ppl havent experienced even if they have multiple 80’s. Even if they have world completion. Re-structuring zones to give you a reason to do stuff to obtain other stuff in a more easily identifiable way.

It needs to be structured in a way that lets you readily track a progression. When you were lvling you had your main story that kept you in a progression.

Add something, anything to the pve aspect to continue in some form, may it be individual or group.

'reset' zone completion

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Posted by: Rallar.2986

Rallar.2986

Roll a new character and bam you have everything reset!

Thief vs All other

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Posted by: Rallar.2986

Rallar.2986

Adrenaline is a hit-it-and-quit-it mechanic. It doesn’t really add much to the Warrior’s playstyle, nor is it a resource you need to manage like the Thief’s initiative.

Every single class’s mechanic is a resource you need to manage… lol

On a warrior, if you notice at your last traits it has benefits for reduced cooldown etc. On my warrior when wielding axes/bow adrenaline is a crucial part of my playstyle and I manage the times I can do with and without adrelaine based on my build and what I am fighting.

If you try to get more in depth with every class (except maybe ranger cause i haven’t really messed with them too much) They all have a mechanic that requires management.

Rangers would have.. swapping pets i guess :P Their mechanic is kinda bland.. but there still is one!

Stop moving Minis into my bank!

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Posted by: Rallar.2986

Rallar.2986

Invisible bag, doesn’t prevent auto deposit… does it? hmmmmmmmm

Elite Skills Improvement

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Posted by: Rallar.2986

Rallar.2986

I feel elite skills in gw1 pretty much determined the build you were going to work around. They were these really awesome abilities that made you feel all powerful compared to all your other abilities. Like o my elite skill is almost up, it’s on!

It would be great to re-aquire that feeling in some way. Elite skills, some are nice by the way, but they don’t feel very incredible imo.

Add elite skills that bring umph to the class.

Please, Thank you.

Stop moving Minis into my bank!

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Posted by: Rallar.2986

Rallar.2986

Bump.

Or hey a nifty bag that prevents items from auto depositing! Simple fix!

Spectator Mode to include WvW!

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Posted by: Rallar.2986

Rallar.2986

Well, you could make to where you can only see enemies/any mob if there is someone from your server in visible view of them. Making it so only the information ppl in the zone already have, only its never quite relayed properly.

This would prevent taking advantage.

Spectator Mode to include WvW!

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Posted by: Rallar.2986

Rallar.2986

I know you guys are in the works to implement Spvp spectator mode but you should definitely add WvW spectator mode. Where you can view your servers action. That would allow commanders to be commanders.. and direct assaults in real time.

This would be a seperate area where you could have access to chat in a a spectator channel (which the borderland can view).

It will give ppl something to do when they are waiting for the Q to pop if on high servers if they only like pvp.

And it would just be so freaking cool.

(edited by Rallar.2986)

Mega Dungeons

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Posted by: Rallar.2986

Rallar.2986

For this post I will be using Cursed Shore as an example, but it could apply to many other areas.

A group of about 10 friends were in Cursed Shore last night (which was relatively empty to begin with) when the patch rolled out and all of the events reset. This meant that the Pact held very few camps, and there were no good safe havens in the south. Our group then spent a very enjoyable few hours moving south, capturing all the camps and eventually getting to the Gates of Arah. A few randoms joined us on the way, but it was largely just 2 parties from our guild. I actually got the feeling we were experiencing Orr as it was originally designed to be, but the number of players farming there stopped this.

I think he has a point in that the zone were intended to be traveresed upward to get a linear experience of the zone.

When you first travel in the map going through your story you are essentially intended to go through events to take over areas. But ppl just run through them (including myself).

The problem is that once you get to explore the entire content of the map there is no reason for you to truck along that path again because you just wp past it.

There needs to be incentive for larger groups to do stuff in these higher lvl zones aside from the zerg paths.

Account Wide Karma Transfer or Between Characters

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Posted by: Rallar.2986

Rallar.2986

I feel it would be beneficial for a way, like gold, gems and such to transfer karma between character or even store it in the bank.

This would be awesome.

Add A Number of people Per Server in WvW!

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Posted by: Rallar.2986

Rallar.2986

In reality which guild wars is probably not trying to achieve imo .. lol But using your logic; How large a force is, total forces on a battlefield and resources available are the first things to quantify in a real war….. you know..

PVE Progression

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Posted by: Rallar.2986

Rallar.2986

I think this is what they could have done with Orr, to be honest:

  • You couldn’t get to Malchor’s Leap without taking and holding a point in the Straits of Devestation, and you couldn’t get to The Cursed Shore without taking and holding a point in Malchor’s Leap.
  • If a point in the previous zone gets taken back, then this would make travelling / events / mob spawn rates and such much more difficult to deal with.

I think that add more incentive to do the zones and even give some sort of progression.

Add A Number of people Per Server in WvW!

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Posted by: Rallar.2986

Rallar.2986

There definitely needs to be some way to identify how many ppl are in a particular borderlands per server.

This would help in both defensive and offensive decision making as well as get a sense of tactics needed to be implemented.

Are WvW Queues Not Server Specific? If so change it.

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Posted by: Rallar.2986

Rallar.2986

A population tab per borderlands is something they should add. Full disclosure!

PVE Progression

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Posted by: Rallar.2986

Rallar.2986

That could work to add progression in the sense that guilds have a guild story line to work off of. But sounds like it is essentially would create a raid instance to achieve these tasks.

Are WvW Queues Not Server Specific? If so change it.

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Posted by: Rallar.2986

Rallar.2986

As far as I am aware the limit of players per map total is 500 per borderland right?

Ok so if 3 high population, active wvw servers are going against each other is the number of players per server based on who Queued up?

Meaning:

Server A has 500 people that get in a borderland at 12 pm.

Server B has 200 people at 12:10 pm are they having to wait in Queue until some people in server A log off?

If that’s the case there should be a cap of some sort to allow willing individuals in outnumbered instances to come in to balance by numbers. Or only allow a 3rd of the max population per borderland.

I would really like to know how the population is managed in WvW.

PVE Progression

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Posted by: Rallar.2986

Rallar.2986

The whole point is progression. Having a sense of progression for a group not just you striving to get that item you want or that awesome legendary.

WvW for example there is a sense of progression because we are trying to hold and take over stuff and every week we are ranked as such and placed in other competitive settings (ideally).

Essentially the same mentality but in a pve setting, were we have a reason to go and do a map for a server/guild/larger group benefit.

PVE Progression

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Posted by: Rallar.2986

Rallar.2986

Content in Orr pretty much requires you to be more than yourself (not necesarrily in a group) already to do most if not all events.

Structuring it in a way that has a progression feel like lyssa has to be obtained before grenth so forth would give guilds stuff to do in pve imo.

This is an MMO, were largescale group effort is the whole point of playing it. And you don’t have to be forced to do it if the rewards are obtainable by other means.

The closest thing to a large group event in pve now is a zerg which has molded itself to a series of events along the same path already. And waiting for dragons to pop. This is ok but kind of all over the place were you have no clear sense of direction (why should I be doing it aside from getting karma).

Giving guilds stuff to do aside from WvW is a + in my book.

Urgently Introduce a LFG Dungeon Tool

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Posted by: Rallar.2986

Rallar.2986

Agree that there should be a much better LFG tool in place. Gw1 was horrible with LFG as well :p Need to implement an easier method than spamming zones.

Heck even a seperate “mists” type area for group finding would be a feasible way to resolve the issue if a whole LFG tool is unviable to create.

PVE Progression

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Rallar.2986

I think this idea bring a one up to the whole “raiding” mentality and add more depth.

PVE Progression

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Rallar.2986

Ok, so there were alot of great ideas implemented in guild wars 2 that re-designed the entire outlook on large scale group events/meta events that provide a way to have large group do a task.

I feel the approach needs a little tweaking at max level. Its great that there are statues that need to be taken over to get access to certain things. But I feel that it will give people more incentive to do them and have a “progression” feel if it is structured in a more linear way.

A great way to do this is to:

1. Provide a new map or upcoming map and design it in a way that forces a group of ppl (may it be guild organized or just random people entering the map) to start at the beginning of the map.

2. Be required to advance, as it advances upward towards the map the path traveled to get to the location is cut off, events begin to block the path traveled. If there is no one to hold off the invasion, it creates a break point were people are forced to traverse up again should they fail.

Overall the game has been designed superbly and it has the potential to reshape our ideas of how an MMO is played. I feel progression is a hot topic and one that can be achieved in this game in incredibly unique ways that can reshape the face of MMO.

The map could be Sectioned into major areas (or other accessible maps) that could even be “won” and reset on a weekly basis depending on the progression of the server on said map.

You could even have explorable type mindset were you have several paths that ppl have to choose to follow making the experience much more dynamic.

I feel the longevity of the game will be drastically increased if you provide an easily identifiable “progression” in a large group setting. WvW takes care of that in pvp side but pve needs it too.

Do people agree that guild wars 2 would benefit from having a well defined pve progression?

(edited by Rallar.2986)