No thank you.
I don’t see any problem with how things are at the moment, ~3.5 to ~8 silver (valuges taken from Olba’s post above) to re-trait is an extremely trivial cost at level 80. And time-wise it’s minimal too. Reset your traits, then set them out again how you like them and time it. It takes literally ~ 1 minute to sort them out again. The whole process of going from point A, back to a trainer to re-trait and then returning to point A would probably be ~5 minutes.
I personally, tentatively, think this is just a a suggestion evolved from laziness/impatience.
I agree, it would be nice if something could be done to ease the bot reporting mechanism. Probably 75% of the bots I see these days get away because I’m too slow to get them in time before they teleport/vanish away.
I join a lot of groups these days and leave them soon after and make no apology for it.
The exploiting in the game related to dungeons is rife. I can’t stand it. I want to enjoy the challenge of the dungeon for the bosses etc in there, not run past/glitch/etc or otherwise exploit any situation available just to get to the ‘lootz’.
It’s almost impossible to find a group that’s willing to do things properly.
Last time I checked they don’t limit you to fighting only one dragon type a day, they only limit you to open their chest once a day. You can fight it as many times as you want.
You’ve associated ‘getting loot’ with ‘stuff to do’. No wonder you’re having problems.
The dragon fights are so utterly pathetic with regards to their challenge the developers should get rid of all chests as rewards.
Im in now but bounty fail. That was the precursor chest
i know man, i hope they reimburse us for the server going down
Reimburse? Chuckles. It’s an online game, these things happen. Sure it can be a little frustrating at times, but single player games are the way to go if you can’t handle the occasional unexpected server-downtime/etc.
It seems like it (EXP mode) could do with a little balancing, yes.
I did a bit of a survey of some of the costs involved:
Example 1:
I used a waypoint from Lion’s Arch to Malchor’s Leap (Pagga’s waypoint), costing 2 s 76 c.
My character wandered around for 6 minutes, harvested, completed one event and then sold all my items to an NPC merchant, yielding 5 s 59 c.Example 2:
I then waypointed about 100 metres north-east of my character’s position to Waste Hollows Waypoint, costing1 s 40 c.
My character wandered around for 7 minutes, harvested, came across and completed 2 events, then once again sold all my items to an NPC merchant, which yielded in total 7 s 05 c.Example 3:
Waypointed from Malchor’s Leap to the Snowden Drifts(Snowhawk Landing), costing 2 s 23 c.
My character wandered in roughly a straight line (to mimic travelling to a specific goal/point) for 10 minutes, harvested, didn’t come across any events. Garnered loot and harvested items I sold to an NPC merchant for 3 s 28 c. This time however I made note first of how much coin I would’ve made if selling them to buyers at Black Lion Trade. It would have been 24 s 21 c.Example 4:
Waypointed from Snowden Drifts to Wayfarer Foothills (Hero’s Moot): 1 s 67c.
Wandered again, harvesting, and completed two event my character came across. After ~8 mins I could sell all items to an NPC merchant for 3 s 35 c, or to buyers on the Black Lion Trader for 4 s 82 c.
In each case between waypointing my character around I endeavoured to play the game the way the developers intended it (e.g. not train through mobs etc). It’s not perfect but I think it clearly shows just how trivial waypoint fees are when done in this way.
If you selling everything and you don’t have time to help for players, so you can make profits. But I am more friendly player and also I do salvage and do missions, and crafting, and I help to players, so I have trouble with coins. Is depending which style and you enjoy in game. That in ten minutes you get 24 silver is a miricale. So don’t find in website that 100 gold for £24.
I sold everything to NPC merchants in my example because that was (in my view) the slowest way of making coin. Selling to the BL Trade will significant increase profits and would offset additional salvaging/collecting. You also miss the point of the time it took to cover the WP cost. The time it takes to cover WP fees is largely almost trivial.
But sure, if you want to salvage everything it will cut somewhat into your profits, but that’s entirely your decision. All that means is that it will take a little longer to cover WP costs, but even a doubling of time only takes it out to ~10-15 minutes. Hardly something worth complaining about. Whether you’re wandering alone or in a group with friends/helping out others, is largely irrelevant in terms of your ability to garner coin/items. I know this because I have extensive experience adventuring both alone and with friends in Malchor’s Leap.
So, no, it does not depend upon your style. As long as you’re not playing well beyond the traditional ideals of the game, you’ll make more than enough coin to cover WP travel in very short time. I thought this suggestion thread might have had some significance, that’s why I did the little survey, but now it’s clear to me that it’s a non-issue. It seems people just want something for nothing and are complaining because they want the game mechanics to be modified due to their out-of-ordinary gameplay style.
An odds suggestion if ever I’ve heard one. Ideally the developers are trying to move people away from gold-dependence, not reinforce it.
The need for vast quantities of gold in this game is an illusion.
I agree. No reason why for on-landscape events/wandering you shouldn’t be able to group up with friends/guild members and have groups of say 15 or 20.
I think that when they fix/update the Black Lion Trading Post/Store, then we’ll see a lot more new items added to the game, including town clothes. At the moment I’ve heard there are some fundamental problems with the way the system works in-game that prevents this.
Of course, this does not stop them from putting it in the game via a karma merchant or the like, similar to what we see with the cultural armours at the moment.
Additionally, it would be nice if some renown heart vendors out in the world had various town clothes/styles for sale too I think.
I don’t WvW very much, but in PvP they can be a right pain as they’re often invisible half the time. So I’m guessing yes.
But really, I think any class played well will be really useful.
I agree with the notion that mid-level maps are largely the quietest maps in the game. I also know that that tends to almost always be the case in these types of MMOs. I think it’s great you’re thinking of possible ways in which to entice players into these areas.
I don’t agree with using dailies as bait to lure people there though. I’d suggest improving the content, challenge and yes, maybe even the rewards (e.g. see what The Maw event chain does for the Wayfarer Foothills) to entice more people to adventure there.
I agree, the turn-speed is pretty pedestrian at the moment.
I tend to agree and I admit it’s brought about an undesirable element to the game.
- Characters jumping off cliffs to die so others can revive them.
- Players having their characters stand there and not help an NPC fight, just so they can revive them afterwards.
- And worst; players abuse other players when they help an NPC.
The mechanics aren’t the problem; it’s the players. There’s always a percentage of the player-base that will exploit anything they can to get whatever reward they want faster/for less effort.
The idea was to get players to stop running past and revive players/NPCs they come across. Like usual a bigoted, selfish, materialistic, childish, rude, etc part of the player-base ruins it.
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I disagree. I think they’re well balanced. There are more important things than ‘rewards’. It’s common – and I’m not saying you two above fall into this category – that the MMO player that only does anything in-game for the reward is sorely disappointed with GW2. Personally I think that’s a good thing, as it’s clear Anet is trying something different.
I did a bit of a survey of some of the costs involved:
Example 1:
I used a waypoint from Lion’s Arch to Malchor’s Leap (Pagga’s waypoint), costing 2 s 76 c.
My character wandered around for 6 minutes, harvested, completed one event and then sold all my items to an NPC merchant, yielding 5 s 59 c.
Example 2:
I then waypointed about 100 metres north-east of my character’s position to Waste Hollows Waypoint, costing1 s 40 c.
My character wandered around for 7 minutes, harvested, came across and completed 2 events, then once again sold all my items to an NPC merchant, which yielded in total 7 s 05 c.
Example 3:
Waypointed from Malchor’s Leap to the Snowden Drifts(Snowhawk Landing), costing 2 s 23 c.
My character wandered in roughly a straight line (to mimic travelling to a specific goal/point) for 10 minutes, harvested, didn’t come across any events. Garnered loot and harvested items I sold to an NPC merchant for 3 s 28 c. This time however I made note first of how much coin I would’ve made if selling them to buyers at Black Lion Trade. It would have been 24 s 21 c.
Example 4:
Waypointed from Snowden Drifts to Wayfarer Foothills (Hero’s Moot): 1 s 67c.
Wandered again, harvesting, and completed two event my character came across. After ~8 mins I could sell all items to an NPC merchant for 3 s 35 c, or to buyers on the Black Lion Trader for 4 s 82 c.
In each case between waypointing my character around I endeavoured to play the game the way the developers intended it (e.g. not train through mobs etc). It’s not perfect but I think it clearly shows just how trivial waypoint fees are when done in this way.
It would, I agree.
Unfortunately though a similar number of people would use such for nefarious purposes, e.g. ‘blacklisting’ people/griefing/not grouping with them/telling others not to group with them for being ‘bad’ players, simply based on such statistics. I’ve seen it happen in other games enough to warrant against it’s inclusion. It can divide the community and hurt people, and we don’t need that. We need mechanisms to bring people together, not segregate them.
It’s not hard to use appropriate and respectful language. There’s no excuse for using inappropriate language publicly. The rules are pretty clear.
You’ll know better for next time, hopefully.
Achievements are account wide, and so dailies too should remain account-wide.
Personally I wish Anet would just remove Laurels; clearly they’re very distressing for some people.
If you miss the daily, well it’s a daily.
Another one will be there for you to do tomorrow. Hopefully you’ll have more time to complete it, but if not: Once again, it will be there again the next day for you.
I would like to see all items made ‘consumable’.
Armour, weapons, jewellery would slowly loose effectiveness and break over time. Then you’d replace it.
Yes I know, people would scream and cry, but it’s been similarly done in other games and it can work wonderfully.
It’s not a ‘nerf’ you’re calling for, it’s a ‘balance’.
‘Nerf’ and ‘Grind’: Two words hardly anyone these days seems to know the meaning of.
Once again having at least the chance to be defeated in lower level zones is, in my opinion, great! Anet wanted to make content challenging for higher-leveled players when they returned to lower-leveled zones. Being defeated more often is a good sign that they’ve achieved that.
And dailies are just dailies: They’re nice if they get done, but if not they’ll be there tomorrow again.
It seems that people tend to think that since the laurels were introduced somehow they’re entitled to basically 40 a month, and if they don’t get those 40 then they’re missing out. We’re entitled to nothing of the sort. They’re a nice bonus for completing some small part of the game, nothing more.
Just because something is in the game doesn’t mean that every single player should be able to gain access to it. People are different, they play differently, various facets of the game are designed to appeal to different player types. There is no ‘one shoe fits all’, it simply doesn’t work that way, nor should it.
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If it’s too much of a cost simply don’t use them. No one is forcing you.
That is a kitten poor argument.
If I get defeated, I am forced to use waypoint whether or not I feel like it.
You don’t understand perhaps? Try and read it in context of my post (and your OP for that matter) maybe? I don’t see ‘defeat’ being mentioned there. Taking a comment out of context renders it meaningless.
People have made it perfectly clear that it is in no way a problem for anyone remotely playing the game within the sphere of how Anet intended it. If you and others want to play and use a game-mechanism in a way that was unintended, that’s perfectly fine. But then to whine, carry on and be snappy at anyone who points out the problem? You’ve made your suggestion as you’re entitled to. And we’ve made our counter suggestions to, just like we’re entitled to.
As long at the legendary armour does not use any hideous effects like the legendary weapons, that would be nice.
I don’t think dungeon-play should be made solo. Anet designed dungeons for a specific niche in the game; to challenge groups with harder content than is on landscape.
Maybe one day if some dungeons are hardly ever being run by groups anymore then that might be cause to make them solo-friendly so that content does not go to waste.
The great thing about GW2 is that it is, more than almost any other game, less focused on your character’s level. Apart from opening you up to more content, your character’s level is almost meaningless in this game. I for one think that’s a great thing.
I do hope they make weapons able to be dyed in the future.
Mounts I think don’t have a place here, waypoints are too numerous really cover most everything a mount traditionally offers: Getting from point A to B quickly.
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In my +10 years of gaming I’ve come to the conclusion that voice-chat oh the whole just as often hinders group work as it does enhance it. So on the whole I’d have to disagree.
There are plenty of out-of-game chat programs that are commonly used. I think it’s best left at that. Anet could put their time and money (ours) in much more productive places.
It’s got nothing to do with grinding or being ignorant, or whether you’re a ‘casual’ or ‘hardcore’ player, regardless of people think.
The simple fact is if you play the game in the way Anet intended it, way-point costs are not a problem at all. Your small payment is for the convenience of being transported wherever you want to go in a split second. Read what xCrusadentx wrote about, that’s how they (way-points) should be used.
If it’s too much of a cost simply don’t use them. No one is forcing you.
If they’re going to do this, it should be limited to a particular area in the game, one designated specifically for the purpose. Otherwise, if it can be initiated anywhere in the world, you’re going to end up getting hassled by over-enthusiastic duellists constantly cruising for a fight and getting aggressive when you turn them down.
Hopefully though, this is one area where ArenaNet won’t cave to pressure.
Yes, definitely limit it to areas in the game that are appropriate for such things. One such areas is near all the dungeon vendors in Lion’s Arch.
Having sparring able to be done anywhere is a mistake, a big mistake. But I’m sure Anet know this already.
I think if it bothers you, then don’t do it. It’s a game, above all we should play these things for fun.
Dailies aren’t a big deal, if you’re looking at it from a ‘lost once skipped’ viewpoint I think that’s the wrong way to. Play the game: If you complete your daily whilst playing it then great. If not? No big deal. Ascended gear are not needed at all in game unless you’re in the Fractals a lot I hear. And if so, well you’ll get your equipment in other ways, right?
And yes, while I’m generally against yet another form of currency being introduced into the game, for what it is I think it’s an okay start.
The problem is that whenever there’s a reward involved, players invariably focus on the reward as the sole reason to do anything. They don’t care about what they’re doing, only what reward they’ll get for doing it.
Hence the ‘grind’ is born.
It’s a materialistic world we (most of us) choose to live in, and many bring that outlook into the gaming world.
Ask yourself why you play the game? If it’s to do with getting loot/material/equipment/looking the best/being the best/etc etc, well of course there’s going to be a grind for you involved.
Sure, game mechanics play a lesser, secondary role, but whether you grind or don’t grind is based largely on your own outlook. People that complain about grinding have created that as their own ‘reality’ in the game.
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EQ2 has an extensive Guild Hall / Player home system. Every single Player and all their alts can have mutiple personal instances for homes and other projects…i.e private islands etc…
So, it can be done and not affect the general game play. Would love to see that sort of system here.
Anet should commit completely to the system if they’re going to put it in. If done poorly it’s going to be a huge waste of time resources, and I’m very scared that’s what’s going to end up happening here.
I could think of no better MMO housing model than EQ2’s. It is simply amazing. On the flip-side though, I also agree: Guild halls in EQ2 killed the community and cities. It was sad to see.
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Yes I’ve had this happen a lot, mainly in PvP. It’s quite amusing and frustrating.
It’s not a fact of being able to ‘play’ them or not (sword), I think what most are trying to say is that it’s a problem in relation to the very nature of #1 skills. #1 skills should not limit/interrupt your ability to fire off any other skills, or to dodge. Sword skill #1 on auto-attack does both these things at the moment, no other #1 skill in the game does likewise. I think that’s what the problem is.
Use sword skill #1 on auto-attack and suddenly your control over your character becomes immensely more convoluted. Sure, there are some kinds of ‘work arounds’, but that in no way means the skill is fine, and shouldn’t be looked at and improved in it’s functionality.
There were races in EQ2 on flying disc things that were a huge hit. A lot of fun!
If you have a look in Lion’s Arch, there seems to be a Moa racing track of some sort. Perhaps it’s something that’s coming in the future…?
I tend to agree, but have no really precise examples for improvement. However;
I think there’s really three main parts to GW2: PvE, WvWvW and PvP. Perhaps in the future development should look towards having dailies more appropriate and unique for these areas? Especially if achievements are actually going to start meaning something in the future; people will be able to play the way they want and yet still feel they’re ‘achieving’ something.
I would like to suggest this:
…
Edit: Okay now I’ve read what ‘Smelly Bookah’ wrote, and it’s just the same. I agree with that pungent asura.
I actually only finished my story to get rid of the stupid green star…. now I’ve got a purple star and an orange one?
Not impressed.
Ha, likewise!
Please Anet, please give us a toggle option for this and fix the UI in general along similar lines. It’s horribly clunky and outdated.
No matter what we’re all doing in-game the UI is there for all of us, all the time. So really I can’t understand why it’s been left in such a seemingly half-done state.
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The best solution would probably be to combine pvp and pve dailies in a large selection where you get “Daily Completion” by completing x out of y dailies. By completing a selection of PvE OR PvP dailies, the players would be suitably rewarded.
Anet are indeed looking into this, well at least something very similar anyways. Not so much combining PvP and PvE dailies (at least not anything I’ve read) but the x out of y dailies for completion as you’ve said.
When will ArenaNet learn that they should not attempt to ‘fix’ something if it was working perfectly.
Sure, a full level 80 in Exotic gear felt like a demigod in starter zones, but isn’t that because he is the experienced Hero of countless battles? The Slayer of Zhaitan and 5 million unrelated monsters that happened to cross his path?
So you want more people out in the world? Well, that’s not going to happen if you’re going to punish them for it every step of the way.
Stop randomly changing stuff because your game will become worse and worse every single time!
No you are wrong. This change from Anet fixed a huge problem. Why don’t you people try to understand and stop thinking about yourselves for a moment?
Higher level characters in the lower level zones were far too powerful before, it was ruining the experience of both new players and any other player with characters there of the appropriate level. It was trivializing content. One and two-shotting enemies was never the intended idea. Read above if you want to know what Anet’s vision about level scaling was, it’s already been written many times before.
Personally I’ve had a bit of a play around and I don’t think there’s a ‘bug’ that exists with this change. Sure, Anet’s changed the mechanics in which the level scaling works, but that’s not a bug, that’s just something we have to get use to. They had to change something after all because it was broken. Once again, how the system works has already be described above by various posters (e.g. by Fractal & Vyral). It makes sense.
It may not be perfect (nothing ever is) but it sure is a lot closer to that goal than it was before.
And anyways, who said your character should automatically become more powerful when they level up? People somehow have gotten it into their head that having a higher-level character automatically grants them some god-given right to be over-powered in lower-level zones. A simple read of any number of Anet’s philosophies will dispel this myth.
A character’s level is a primary indication in this game as to possible places where they should/can adventure, not some sort of predetermined right as to their level of awesomeness. If you want that, go play another game that satisfies that fantasy. Clearly – as they themselves have stated – Anet does not.
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The grind is all in your head, whether or not you grind and hence make the game a grind is entirely up to you. Don’t blame the developers for a reality that’s of your own creation. No one is forcing you to grind for anything in this game.
My main character has 100 s of gold, complete exotic, T3 armour, and I’ve never grinded for one second in this game.
Right now, the game is unplayable for anyone that is not lvl80 in exotics. Even in zones
where you are not downleveled, you’re still much weaker since the patch, since the stats
you got from leveling, have no effect on your skill damage right now. Only stats from
gear and from boons affect your skill damage.
Our characters are weaker than the ‘god-like’ ones they were before the patch? Yes, that’s the whole point. They were far, far too overpowered when going back to lower level zones.
In no way is it unplayable. At the moment I’m going through with a new character (lvl 31) and have returned to lower level zones to see how things are. They have mixture and at best, master-crafted gear (Green gear). I must say the level scaling is a HUGE improvement on what it was. I really think Anet has found a happy medium here. Whoever there did the modifications deserves to feel pretty good about themselves.
The whole idea with level scaling is that no matter what level your character is, you can take them to any lower leveled area, and still have a similar experience to adventuring there with a character of that level.
Additional Edit: I believe and agree with what Vyral’s written about above. I believe that’s what’s happening at the moment. And personally I think there’s nothing wrong with that. The level of your character is should be seen – at least in part – as an indication as to possible places you could adventure. It should not be taken as a direct reference to how powerful your character is/should be.
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Yep, It’s pretty bad at the moment. I believe the inability to move/dodge 66% of the time (as you’ve clearly pointed out, Idolicious) cannot be excused by any other positive/s of the #1 skill.
It’s pretty clear that Sword skill 1 needs to be modified.
For any melee based skill auto-attack rotation to limit your ability to dodge for all/part of it is just ridiculous.
It should be fixed.
It is in no way a hindrance, it is the perfect skill for stopping the enemy escaping from you. Because some cant use it properly doesn’t mean it needs to be fixed, turn off auto attack if you have that much trouble with it and I mean that without trolling, it doesn’t need fixing or changing it’s one of the most effective melee attacks in the game and we have it.
I agree, there’s some great work-arounds for it, but on balance it needs fixing. It just shouldn’t be like that. Not for a 1# auto-attack based skill. Dodge is a quick reactionary skill that should be able to be used ‘at the drop of a hat’ when in melee combat and using your classes basic attacks. You should not – among other things – have to preclude the dodge with another skill/movement/key/whatever before you’re even able to dodge.
If current best workaround we’ve got really at the moment is ‘turn off auto-attack’ and spam 1, and even still, does not work properly. That in itself highlights the need to improve the skill’s function. This is an A class MMO not some free-to-play back-shelf grinder. There’s nothing wrong with expecting excellence.
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Yep, I’d love it too. I would be great to be able to replay a couple of the more enjoyable instances with a full group of friends/guild members.
I’d suggest:
Hero panel window → My Story section → Click on particular story you’ve already completed. It gives you a summary about it. Down in the bottom left/right corner simply add a button to ‘replay story event’. You click it, the little green star appears on your world map at the appropriate location, and then away you go; completing just like any other mission. It would be great.
Isende and Nurvus just above, I think, have highlighted the two biggest problems with Level scaling at the moment.
Level scaling’s a truly wonderful thing in the game, but fix those two issues and it will become extraordinary.