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2014: Where is Character Progression?

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Posted by: Revler.2359

Revler.2359

The game has been out for almost 2 years now, and all the tiny but good improvements aside (like achievement chests and skins), the big features we got were:

> More Story and some events with living story. These brought some new minigames that were extremely fun, but hardly something new that was “core”
>Ascended gear
>1 new healing skill per class

That´s basically it. If you reached level 80 with a character in the first month of release, all you did for 2 years to advance that character was get ascended gear, which takes about a month or two.

When are we getting actually new things for character progression, like a new class, new skills, new weapons, new skill slots or even a rework/expansion of our skill slot system to allow more freedom to make your builds that isn’t just fully locked to one class. Where is the horizontal progression you spoke of? Where is the hammer engineer people have been asking since day 1?

I heard NCSOFT pulled gw2 personal to work on wild star and you are short on people. Is this true? Should we expect nothing more than living story again for a whole year?

Can you at least tell us you are working on something exciting? All MMO companies do that, when they have something half-worked on and ready to launch in a few months they at least let people know some expansion or new thing is coming. Is something coming at all?

I speak as a person not fully happy with any of the classes in the game – something new weapons/skills could easily change, yet I have no idea if you will actually deliver them this year.

Post ITT if you also want to know when GW2 will start working like a traditional MMO giving character progression and customization to its players, be it horizontal or vertical.

Damage Meters and Inspect Commands

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Revler.2359

I think a damage meter by itself is a bad idea.
An utility meter that gathers damage, healing, and crowd control, combos done would be better.

If your damage is high but the group is failing because you don’t CC enemies enough, you are to blame

Are we ever getting 15x15 balanced PvP?

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Revler.2359

WvW is nice and all when you have time to play and just wander around, sometimes never fighting anything.

But sometimes you just want to get on a competitive match (with your character gear, not in spvp) to win or lose and be done with it and get some xp, especially if you are low on time. Plus, the zerg vs zerg thing is not a substitute for 10×10, 15×15 and so on matches where player skill plays a larger role.

Are we ever getting it? I wanted this since released day, and all we got was yet a different kind of open WvW

Why would you quit GW2 in 2014?

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Revler.2359

I really wish they’d just give us districts instead of mega server.

Then you could choose: Server district or number district. Then on options you could have: [ ] always try server district [ ] always try populated district [ ] always try low population district, depending on how you want to play.

This mega server, all it is done so far is made it harder for the guild to get at the same place, without really making areas as full of people as I wanted. All I want to do is be on areas completely filled with people with no regards to my server or to see the same people I usually see everytime

Why would you quit GW2 in 2014?

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Revler.2359

>Who says you have to quit one MMO to try or play another?

They are usually too time consuming to fully play more than 1 of them, unless you got a lot of free time and don’t play single player games. Most people can’t handle multiple MMOs

Also, keep this thread specific. Don’t say things like “nothing to do at level 80” or “I wanted more content”. What did you want to do at level 80? What content were you expecting?

Why would you quit GW2 in 2014?

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Revler.2359

We have a lot of upcoming MMO releases this year. Since comparing GW2 with other games is against the rules, in this thread we will simply post the things we dislike so much in GW2 that we are willing to actually pay money to try other mmos.

Keep it simple, and only post the true reasons that are motivating you to step away from this game, and this thread can be some great and very direct feedback to devs.

My reasons:

1) Skill effect clutter. You simply can’t see anything on this game, even on 5 man dungeons. It is completely broken, and in my opinion has to be completely redone from scratch to keep visual effects as clean as possible. What is the point of having to dodge Kholer’s attack when you can’t see it at all?

2) Emphasis on difficulty being 1 hit kill from bosses. This has happened in pretty much all living story world events. You are there, suddenly you are downed and yo have little clue to what happened, especially because of 1).

3) I want to get out of the living story train. It actually had great content, but the fact you are forced to do it before it expires in such a short time (usually 2 weeks) made the game a chore for me.

4) Finally, it has been too long without actual significant changes/improvements to combat gameplay/WvW. Anet barely touched their initial combat formula, it´s just as it was on release day. Apparently they think it´s 100% perfect and no changes are needed anywhere or that they should add new things to it. WvW remained the same, with little incentive to stay and defend something, or upgrade its defenses with siege stuff.

These 4 reasons will make me open wallet and try new MMOs as soon as they come. If weren’t for them, I’d be more than happy with gw2.

If you won't give us mounts...

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Revler.2359

You won’t have the WP with a mount either. Are you saying that if, for example, you are playing an Engineer, that 33% speed buff with a kit is not enough to get you around?

I’m saying, as I did in the original post, that having to equip a kit skill simply to move faster OUTSIDE OF COMBAT at the cost of using a skill inside combat that I don’t want to use is bad game design. It´s boring. Makes the game less attractive, along with the other issues I mentioned.

How are people having such a hard time understanding simple concept is beyond me.

Equipping a combat skill just for an out of combat benefit = stupid.

Again, not a hard concept to spot the inefficiency of this.

If you won't give us mounts...

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Revler.2359

All these replies saying “we have waypoints” are ignoring the point of the post. New characters don’t have these waypoints yet, and they get rid of a combat skill (making the game less fun) in favor of a running skill when completing a new area.

Waypoints don’t exist to these characters yet, and essentially removing 1 combat skill just to travel faster WHEN NOT IN COMBAT is making combat less fun for people playing this game.

Not a hard concept to grasp. The way we have now isn’t fun.

If you won't give us mounts...

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Revler.2359

Paying real money or trading gems (which is expensive) for a temporary booster that wears out all the time is very far from having a travel skill intended to be fun and helpful.

Plus: “Double-click to gain a buff that increases your speed by 15% for one hour.”

Why would I use that if stacking speed through skills is 33%?

Also, you still have to run to waypoints if you are playing with a new character, where the whole point of my post to have a skill to travel that isn’t a combat skill is about.

Not only I shouldn’t thank you, you should apologize for making me waste time having to reply to you

why no 'trinity' is good

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Revler.2359

In my opinion, before anything else, anet needs to reduce burst damage and burst healing.

The game needs to be more about damage overtime and less about 1 hit shots, to start balancing group healing and self healing

If you won't give us mounts...

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Revler.2359

You need to give us out-of-combat travel skills, for some very simple reasons.

1) Everyone equips a travel skill when leveling up, just to move faster while clearing areas. I am doing with my ranger now, I did with my elementalist, and so on. I wasted a skill slot on something passive, or even equipped a weapon I didn’t want just to move around faster. Essentially, you made the game less fun for me for making me have one less combat skill to use while leveling up because I wanted to get to point A to B faster, and switching skills all the time is annoying.

2) To balance/normalize travel speed between classes. It´s unfair a warrior can easily stack 1 minute of speed boost while other classes can’t.

3) Speed boost is a boost for combat. Outside of combat it is irrelevant, giving us an out-of-combat travel skill doesn’t conflict with anything.

If you don’t want to add actually cosmetic mounts, there is something already in the game you can use as the basis for travel speed skills: the Zephyr Sanctum people. They developed many skills solely about movement, and we could acquire a travel skill form them – to be used by a button or a specific slot – to move around the maps with haste without relying (or ruining) on our combat skills.

Making GW2 a bit more like GW1

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Revler.2359

While I miss the customizable skills, I do not think it would do the game much good if they start keying it now.
The game would only turn into a chaotic mess. Let’s just accept the damage there is now and move on.

Not at all if they confine these new more customizable skills to their own, new skill slots. Then they won’t interfere with the regular ones

Making GW2 a bit more like GW1

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Revler.2359

Says you. Says a handful of people, actually. But a lot of us (myself included) have an absolute blast with the game. I’ve been playing since GW1, and I personally like this game better. Really.

OP here. I also played GW1 and prefer GW2.

That being said, I’m starting to miss a better PvP system and more build freedom. You don’t even react to people’s skills on GW2 in PvP! Pretty much all other PvP games have you deciding to use a certain skill to counter what your enemy used, but on guild wars 2 you never do that, you simply try to do a combo of yours and spam as fast as you can, with some dodge action to try to count as the skill factor. This is a bad system. PvP in guild wars 1 was extremely addictive, on 2 I don’t even enjoy it.

And to be honest, I simply can’t play any games that lock me into a class. Choosing a healing skill and 3 other support skills is not enough in my opinion. Playing “the class the developers made for you” on point and click games is wasting your life.

Making GW2 a bit more like GW1

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Revler.2359

OP: You want to bring back the mechanics in gw1, with the graphics and game play of gw2? Basically you want a revamped gw1.

No, I made many complaints in the forum during GW1, and most of them have been ‘fixed’ in gw2.

I’m not suggesting we make gw2 like gw1. I’m suggesting we keep the current skill system for gw2, which is good and allows lots of skills slots, but add on top of it more skill slots that behave a little different and contain some sort of skills-shared-between-classes system.

Trying to get the best of both games

Making GW2 a bit more like GW1

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Revler.2359

It’s too late, GW2 is watered down so everything is set in stone and there’s no customization available

Not if they design new skill slots specifically for customization, which is the whole point of my thread.

I understand we can’t change back the current skill slots we have, and I don’t think we should either. But I think we should include new ones that allow more freedom and skills shared between classes

Making GW2 a bit more like GW1

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Revler.2359

I hope anet really considers this suggestion, it would make this game 100x better for me.

I think GW2 innovated a lot on PvE and done it well for the most part (getting insta shot in dungeons or Living World events gets old, even though I like the no trinity concept), while GW1 innovated on PvP and had an excellent system from all the freedom of creating builds.

Essentially, I feel gw2 really needs these two improvements:

1) Bring back a proper interrupt system. This was the key to PvP and made it a lot more interesting, as well as PvE bosses.
2) Bring back build freedom

I understand that having complete freedom to make builds is actually bad: it becomes impossible to balance, and we are back to a minimal skill slot system like we had in GW1 (only 8 to 10).

However, if anet adds more skill slots in the future reserved especially for skills that are shared between classes, you could keep the balance and unique feeling of each classes on the current skill slots we have now, and then balance the free slot skills separately.

This would also boost your ideal of “horizontal progression”, since each skill added to these new slots would immediately be shared between more classes, instead of having to work solely on new weapons that only add skills to one class (along with balance issues) and are a LOT more work.

You could even prepare these new skill slots to be part of an interrupt system, showing their casting icon (like in gw1) and letting other players interrupt them. These could be skills that are spammed less, meaning to be used more when the time calls, adding more strategy to the game. Right now PvP is mostly spamming skills, so these differential skill slots could also remedy that.

Finally, it´s just sad seeing Guild Wars being like every MMO out there now, where if you want to have say a pet, you have to stick to only one class and can’t make hybrids anymore. It just makes it less fun, less interesting to develop one character when you are too limited on what he can use. Giving us a bunch of skills shared between classes would make me play my Elementalist with a lot more joy.

Honestly, skill customization is the core of any Stat based game probably to most people, and it is sad that the Guild Wars brand became a bit more generic with it when it was the most complex one with GW1

Free transmutation for back pieces.

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Revler.2359

I think changing/transmuting the looks of Back items (like wings, quaggan backpacks) should cost nothing to let people change them at will – anet would also make more money out of this.

Unlike armor sets, back pieces can go with anything, and people would like to wear them depending on the situation. That means a lot of people who would like to purchase say a quaggan backpack from the store, will not do so because they rather have some other permanent look.

If it was free to change to its graphics anytime you wanted, those items would get more use, feel more rewarding to get them and people would also be more prone to purchase them from the diamonds cosmetic store.

Please consider anet

Feedback/Questions: MegaServer

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Revler.2359

>You are just over reacting to nothing

I don’t want to be “impossible to meet new people”, I want to be possible to always see completely different people, like the Guild Wars 1 district system allowed me to.

Feedback/Questions: MegaServer

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Revler.2359

I agree, players should be able to determine that and a lot more flag options.

Feedback/Questions: MegaServer

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Revler.2359

I’ve been asking you guys to let us overflow on purpose here on the forums for a while, and I’m really happy to see this megaserver feature to make maps always full. This was desperately needed to prevent empty areas based on the server your choose. I honestly felt GW2 was a step back from GW1 district system when it came to the server technology.

I do have a criticism of it though:

This will increase the odds that you’ll see the same people more often and play with people of similar interests.

more likely to be placed on a map that has more of your friends and guildmates, people who speak the same language as you, and more people that you regularly see

This is facebook in a nutshell. It is a system designed so people who already know each other can be together, but it makes it impossible to meet new people, it is purely designed for keeping you in touch with whom you already know.

That is a horrible concept for a MMO, where the fun is that you meet hordes of new people. I know there are plenty of people that like hugboxes and never having to deal with people outside of their comfort zone. In fact I’ve had people on my guild say they only want to play with the same people over and over and they dislike a true open world or open/automatic looking for group because they need to play with people they feel some connection.

This isn’t me though, and probably a lot of other people.

My suggestion is that eventually you let US decide what we consider “affinity” so we can manually choose different maps to play at instead of the default system you provide us.

There is no way I will use my time on a MMO, which is incredibly time consuming, to pretty much only see the same 200 people over and over for the next 5 years. That isn’t happening. I do not play MMOs to be limited on seeing the same people.

Hope you guys read this.

Multiclass returns

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Revler.2359

It would be really boring if they just kept funelling classes more and more.

Let´s say I love my elementalist, but then they add a ritualist class. Now I like to play both 50%, but since I can only invest time in one main I have to stick to one. This is boring.

Make the weapon and 3 utility skills locked to the class to distinguish it from other classes, but then let new skill slots add to horizontal customization with as much freedom as possible.

Multiclass returns

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Revler.2359

That would depend if they make completely new skills for these 5 new skill slots, or select from pre-existing ones.

An ele could be ele/guardian to have access to Sanctuary or Wall of Reflection, the summoned weapons, but not Save yourselves or perhaps the signets that are only for primary.

But it would just be easier to balance if these skills were new, not being tied to the utility ones from each class, and then they could design these skills to not be simply spammed in PvP

Multiclass returns

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Revler.2359

Guild wars 1 was highly praised for its great PvP and the multiclass system, giving you freedom to make your build. PvE was kinda weak on it with only a few skill slots, in my opinion.

Guild wars 2 has been praised in my opinion for having great and innovative PvE, with no trinity and lots of crowd control during the fight. Even with unexpected problems like everyone just stacking. However, compared to GW1, pvp in GW2 is stale. No interrupts, no freedom to make builds, you mostly just spam all your skills as cooldown is gone.

I have a very simple suggestions that would work very naturally with how you designed GW2 to please the people that wanted the game to feel more like GW1, as well as making PvP more interesting:

Right now we have weapon skills, healing skill, elite skills and utlity skills. They are all very different.
Add a specific interrupt skill slot, and 4-5 skill slots for skills that are either multi-class or simply shared between some classes. Both Guardians and elementalists could have some shared skills from this pool, for example. Then, make these specific skills behave more like GW1 one’s: they are more prone to being interrupted (you can even show the casting bar JUST for these skills), and they are skills you don’t spam but rather time it better.

I understand that having a completely free 8-10 skills build like in GW1 must be hell to balance, maybe even impossible. And it also prevented us from having even more skills available, making pve dull.

But if you save these more free-build skills to only 5 slots or so, balancing is a lot easier, you can still do whatever you want for the weapon and other skill slots that are more locked-in to each class, and the game would have again the distinctive Guild Wars feel of freedom to make your build.

tl;dr: the next NEW 5 skill slots available in GW2 are reserved for skills not tied to one specific class, and they display a casting icon to be interrupted

Commanders being suppressed

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Revler.2359

“I command consistently with about 40-50 people and I’ve NEVER been suppressed. If you’re spamming ‘Back, back back back’ or something equivalent then it’s understandable that you did get suppressed.”

I was letting people know “red is filled” so they would stop going to it. That means if I was at one corner of the wurm, I’ll tell the people there red is filled. Then, as I moved to another corner, said again.

Saying that 2 or 3 times, along with speaking to people in map chat got me suppressed.

Commanders being suppressed

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Revler.2359

“For one, there is no way to tell if someone is really trying to communicate, or intentionally disrupting the chat with spam”

/ignore

Commanders being suppressed

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Revler.2359

Please remove your suppressing feature. I was on the middle of doing the wurms right now as a commander and got suppressed and couldn’t tell people what we should be doing.

Change it to not allow someone to spam multiple lines too fast without actually suppressing. Spam prevention, not punishment.

I can’t think of any MMO that has ever prevented me from talking to people during a fight when I wasn’t spamming in any form. This is absurd. It´s an MMO, we have to talk.

Content team vs the rest of the game

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Revler.2359

“Cut scenes were a thing in Guild Wars 1 missions too, and people had to watch them if everyone didn’t press skip. "

There was a huge difference in GW1. Either everyone skipped it and the game continued, or everyone was forced to watch it. That means nobody could identify who didn’t skip the cutscene, and nobody was banned. At least you could be selfish without consequences and watch the custcene in gw1, in 2 if you try that you get kicked.

But as I’ve said, it isn’t a good system anyway when it generates these kinds of problems.

Content team vs the rest of the game

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Revler.2359

“write in a LFG party description something like (“Story mode, first run, want to watch movies”)”

You can also watch the cutscenes on youtube

It just feels out of the way. Not an elegant system if people are just gonna skip by default.

Content team vs the rest of the game

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Revler.2359

2/2

It is not working. The features designed in guild wars 2 do not support a world that feels any different than other MMOs, with the exception of Living Story which is nice. By not providing us interfaces to know where to go to do events and things like that, you are just preventing people from playing the game.

If GW2 had a monthly fee, people would just feel like they are wasting money for chasing events and failing to find people. Because the game has no monthly fee, we just waste time, but that is still less points on the GW2 score.

And now you have us actually have to do the events over and over for Dragonite. Again, the team behind the rewards/craft/go kill stuff system seems disconnected from the people that want to make the world feel alive and plaster a 30 minute window on those events the other team is forcing us to do.

In short, it feels like there is no unified vision of what is Guild Wars 2, and we the players have been suffering with that from day 1. Even if I am wrong about what goes on internally, it doesn`t matter. What matters is that this is how your customers may be seeing you. I am, and I don`t know if this thread will find others that agree with me or maybe have their eyes opened about the disconnection between content and gameplay in this game.

If you want the world to feel alive and like a MMO-RPG, and not just an MMO, you need to cram more features like living world. Things that are farmable (dungeons, events, dailies and so on) have a different purpose. They will always be “gamey”, and there is nothing wrong with that, and you should let us do those things effectively so we don`t waste time.

As a final thought, I remember reading somewhere that you may be doing some major rework on dungeons. If you are, I hope you get rid of the cutscene system for something that happens more naturally and players can learn a story without having to keep other players (that probably already know that story) waiting.

Content team vs the rest of the game

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Revler.2359

This is my feedback on how I view what is going on with the Guild Wars 2 Development team. This is an impression that I was left the very first week I started playing this game, right at the release day. It might be completely wrong, but I have no other conclusion to make.

Basically, I feel that the content team behind guild wars 2 is completely rogue from the teams developing other areas of the game. They are just not in touch with it, making a game of their own that does not relate to the rest.

My first view of that was the dungeons, beginning with the “Story Mode” ones. I thought “what a waste of content for a MMO, to create something people will probably only play once or twice and never visit again since no point to it (reward wise)”. Felt like a waste of energy. 1 year after release date, I must have done story dungeons no more than two times each, so I guess I was right about that if that is the case for most players.

But ok, they want to tell a story inside them, and even if we don`t play them again, the story would always be a part of the game. So that is positive right? Except as soon as I entered my first dungeon, I saw myself having to skip all custcenes or getting kicked – and the community is right for doing so.

Nobody should have to sit and watch a cutscene they don`t want – or watch it again – because of someone else. They are right to kick. This is a group game. I was appalled that the cutscene-like feature even made to the final release. It is like the people that came up with it never played an MMO before, and had no idea how players behave on them. It is not even polite to keep others waiting so you can watch a cutscene, any emphatic person would skip them as soon as they poped up for the first time.

Second, it was the announcement that Arena net would not make a dungeon finder tool (thanks whoever made anet go back in that statement). My impression again was that someone, or a team (the content one), wanted the world or community to feel.. I don`t know the world.. “alive”. Like forcing people to go through akwward LFG spamming in the server map chat “brings the community together” and makes the game better somehow. All that it was doing is that we wasted time looking for people to actually play the game. One team designs bosses, challenges and dungeons, the other keeps people from trying to do them effectively.

Third, the events. Playing the game for the first time and seeing the events was nice, but that is 1%. Events are farmable. That is it. There is no “adventure” nor “aliveness” from them. It is farming over and over. That is the nature of video games: repetition.

Then, you added on most of them a 30 minute, or more, window so people don`t know when they should go and do them. I must have spent hours going back and forth trying to find people to do them, or missing one event because I thought it was already done (jormag was killed message except he was about to respawn 15 minutes after reading that). Like the dungeons, you try to hide when events will happen so people can actually play the game, for some misguided sense of making so it doesn`t feel like a video game.

1/2
Message too long, will continue on reply.

Dragonite Ore Hell

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Revler.2359

They added a “30 minute spawn window” to most events so you can never guess before hand exactly when to be there to do then.

Who was the person who thought it would be a good idea to force us to do a lot of these uncertain events?

Dragonite Ore Hell

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Revler.2359

Farming dragonite ore is the most boring thing I ever did on an MMO. Edit: and probably on any game I ever played.

Doing events is not what bothers me, they can be fun. The problem is I spend the majority of my time now:

1) wandering from place to place trying to find an event that spawned, even with the help of timer websites
2) Actually trying to find people to do the events with. Since you killed the District system of Guild Wars 1 in favor of an outdated 1999`s style EverQuest server shard, we have a hard time being in a full place.

You guys went out of your way to make events as hidden as possible from users to organize themselves and do them, mostly relying on finding by accident. And now you expect us to farm a lot of events just to get dragonite?

I`m already tired of wandering trying to find one to complete. It is really boring logging in to a game to do nothing and not known when you`ll do something. If GW2 was a subscription based model, you would be seeing this forum raging with every user. Nobody pays to do nothing and waste their time, and we don`t like wasting our time with a no monthly fee game either.

Either start awarding significant amounts of dragonite through other ways, or refactor your event system completely to allow players to know when to do them.

Finally, allow us to overflow by choice. That way we can always be on crowded areas with lots of people doing events.

dragonite ore are absurd...

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Revler.2359

This whole event mechanic is absurd. They made them completely invisible to users (both in timer and location), making us relying on websites to ever find them in time. Probably because they wanted it to have a “discovery” feel to them, which obviously would only work the first time and is not a suitable mechanic for an MMO.

On top of that, they decided that now we have to FARM these events they made sure to be hard to do. Like you OP, whenever I need dragonite for ascended I just hop from one point to the other, wondering why one website has timers that differ in 20 minutes from others.

And at this hour, there probably won’t be people to do them anyway. They need to let us overflow on purpose to be in an area with lots of players. Bring back the utility of districts from GW1

How to make GW2 a 10/10 service game

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Revler.2359

Isende, if someone can find a way to make dailies interesting for all player levels, ok.

But right now, they are just hurting the game for the people that have been playing constantly for months. Going to some area to kill aquatic creatures, then normal creatures, just running around charging at everything in front of you gets old really quickly.

They are simply not interesting to do, and there is no system to make players redo different content of the game.

How to make GW2 a 10/10 service game

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Revler.2359

Actually I read somewhere that anet is “making the dungeons fun”, so they have a dungeon team. I already think the dungeons are fun, so hopefully that meant they may just be doing something about all the exploits we do and enemies we just run through

How to make GW2 a 10/10 service game

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Revler.2359

“You basicly wanna make gw2 copy the worst game ever made world of warcraft known as WoW.”

I don’t like wow. I don’t like the combat system, nor the dungeons, nor how world PvE is handled. However, what is something everyone agrees upon WoW? That the service they give is of the highest quality. Maybe the correlation you see between wow and what I’m saying has to do with this.

“No need to continue while you are assuming the new players should be excluded from the game “because they are noobs””

What do you mean by this? Because new players wouldn’t be able to do a daily at a higher level area or dungeon? Daily is content aimed at people that are done leveling. Personally, I don’t see a problem if the content is aimed at level 80 characters, specially since it is very fast to level here.

However I see your point, and a solution that allows everyone to always do a daily would be best. However, it might not be possible and I prefer a system of the game picking something specific for us to do.

How to make GW2 a 10/10 service game

in Suggestions

Posted by: Revler.2359

Revler.2359

My last Edit did not work so I’ll repost with a reply

[Promote Events]
While I think the daily should be so busy people can do 1 pinpointed different thing a day, an Events daily/system should be something completely separated for people that want to do World PvE for longer periods of time.

Currently, events have 3 problems:

1)You only do them leveling up. They are great for that, but then you never World PvE again.
2)When we do play in events, it´s only World boss events. Normal events have one advantage over them: they make your individual strength count more, and they can be fun because of that. While in boss events, your strength is so evenly spread amongst tons of players, making you feel less important.
3) We can’t FIND the events.

It will probably take a ingenious, creative idea for a system that rewards and promotes World PvE events for players, while also letting them find them. Perhaps they show on the map, or there is a ‘mission/quest’ pointer for them. I don’t have a suggestion for how to do this other than the problems I’ve pointed out. But it is a pity that people don’t do world events aside from boss or the most profitable farming ones.

remove Downed mechanic from pvp.

in Suggestions

Posted by: Revler.2359

Revler.2359

Perhaps being able to interrupt reviving with damage would fix the problems people have with downed mechanic.

How to make GW2 a 10/10 service game

in Suggestions

Posted by: Revler.2359

Revler.2359

This is what I believe GW2 needs to give to its users in the future so we truly feel this is an amazing, polished game that delivers a quality service to the users. This isn’t just about the game being ‘fun’, but rather that we feel the game suits itself to our needs.

[Daily change]
Too much freedom in video games is bad arena net. Sometimes we just want you people to create a challenge and tell us to go do it. If you have this huge world, with level downscaling so we can revisit every area (something I proposed you guys did on GW1 and I was very happy to see in gw2) , but the daily doesn’t force us to go to a specific one, people will always go to the lower level zones since its faster.

This is a game, and people will always take the most optimized option if they can.

I would change the daily, to instead of broad options, to just one, such as “do dungeon X, or do dungeon path X”, “gather 50 stuff at Lornar pass”, “complete 3 mini-games” and so on. This will make this game just seem much more varied. People will have more fun with this and really go throug the whole content of the game.

[Overflows are more important]
I think you guys were crazy when you left the no-server system of gw1 in favor of the 90’s server shard system of gw2. However, these two models can coexist really well if you simply give us the option to overflow. Why is this important? Because when people make lower level characters, playing on overflows is a lot more interesting since it will always be filled with people. The game will just look better.

A system that defaults to Server instance on towns, Overflow outside towns would be perfect for new users. Later they can choose their own instance (overflow or server) manually, like we did in gw1. If they want to play with more people they overflow, if they want to remain in their server (possibly with less people) they’ll do it.

This is just vital to make your leveling zones always filled with people. Overflow is actually the most interesting place to level at.

[New salvage window]
You guys did many new things that evolved the concept of MMOs, however 3 things stayed the same as ever: salvaging, consumables and minis.

Make so that opening a salvage kit brings a new window that shows ONLY salvageable items, divided in specific quality tiers. Just like the bag, at the top you’d have white or ascended items, that can be collapsed or expansed, then as you go down you have new “bags” of rare, whites.. and so on. This will make salvaging less of a chore.

[Consumables belt]
Give us a consumables window as well, that KEEPS the consumable you placed at it. So when you run out of potion X, potion x remains at the same place (for your convenience) but showing a zero units icon next to it. This would make people use more consumables, specially for dungeons.

[Pet screen]
Having a mini screen would be good as well. Currently we want to keep a lot of them at our bags, and that does that a look of space.

[New equipment set screens]
Currently we have an “Armor” icon and a “Town clothes” icon. Give us another armor icon for our secondary set. Having the option to associate a set with a dual trait system automatically would be great too (changing specs could be forbidden in WvW unless you are at the waypoint area)

Let us choose if the new armor slot should a) be empty b) use whatever is equippped on it c) use whatever is equipped at armor slot #1

[Better lfg system]
It just started, but the lfg window should be something you guys will never stop refining in this game. Make sure it has what everyone needs. Cater to invididual needs as much as possible.

[Promote players]
Find ways to promote the most useful players in events (a combination or not of doing more damage, healing more, reviving more..). Social reinforcements are very powerful, just as chest rewards.

[Make living world less frequent]
So we can play the “normal” aspects of the game as well (dungeons, wvw). Or just do something else like real life obligations. Also, more people will experience the content.

[GW2 in the future]

You have a great game right now. But compared to other MMOs, it is not a very complex one. Even though I love the combat system, we don’t have a lot of button to press, we don’t have harder instances that require more organization (yes, raids).

Giving us more skill slots overtime and more guild organized challenges is important so this game stays fresh over the years, getting more users instead of ‘bleeding’ them. You guys have a game a lot more popular and polished than gw1 ever was. In my opinion, if you do the same to gw2 as you did to gw1 (pretty much stayed the same game, only added more content) you just won’t achieve the full gloriousness gw2 can achieve.

(edited by Revler.2359)

[Merged] Your opinions of the LFG tool

in Guild Wars 2 Discussion

Posted by: Revler.2359

Revler.2359

Make the tool for doing dungeons exactly like WoW’s Looking for Dungeon system.

1) You just enter a queue for one or more dungeons you want to do
2) Queue finds 5 people, assembles a group automatically together
3) You click “yes” and get ported inside that dungeon

I’m baffled you guys didn’t do this to begin with. It´s 2013. We want the most time efficient tool for this. It is not efficient to hit refresh manually, to stop doing whatever you are doing in the game (pvp, wvw, farming) to once again check for available groups, to try and join a group just to get a “nope : ), too late, that group is already full”.

I hate world of warcraft. I don’t enjoy playing it. Make the dungeon tool exactly like we have on it at the very least.

Edit: GW2 had become one of my favorite games ever (not just MMO) from the second day I started playing it and understood all the new great things you made for it. With the management decisions of pushing living story too fast, horrible LFG system and the fact that you went back with a server shard model instead of the perfect GW1 no-server system is making me lose hope in this game and wonder if I should keep investing my time on it, since we are not getting the best quality product.

At this point , after seeing this manually-driven LFG tool, I have a hard time recommending GW2 for people anymore. It would be embarrassing for both me and them when they try it and feel like they were ported back to 1999 with a so outdated tool.

(edited by Revler.2359)

Pace of new content - TOO FAST

in Guild Wars 2 Discussion

Posted by: Revler.2359

Revler.2359

Bumping this because I agree.

We could easily have gotten 2 more weeks of SAB alone. At least two more weeks.

One of the biggest complaints we’ve always heard about MMOs since their dawn is that they are just too time consuming. Eventually we quit them altogether because we want to play other games and do other things.

GW2 has no monthly fees. We don’t need to play it all the time, and in fact we would welcome a break to do other things sometimes.

The pace of updates is starting to make this game a chore instead of something enjoyable. Plus I suspect at least 50% of the people that actively play this may be missing on most of it.

I always do my best to get 100% and usually get most of the achieves, but its not as interesting now. When a new update comes, I never feel excited, I immediately feel “already?”

Not doing tribulation ArenaNet

in Super Adventure Box: Back to School

Posted by: Revler.2359

Revler.2359

Thanks tdwig. I might give it a try in the future, or perhaps do it with a friend. But I’m not that interested on the skins for my Ele, so I’ll probably not play it for now.

>Then doooooooooon’t plaaaaaaaaaaaaay it -waves arms around and leaves room-

I know. Just voicing my opinion. Not 100% of the things on the game need to cater to my tastes, but maybe the majority of the people felt like me which would be an actual issue.

I see on youtube a lot of people doing speed runs and trying to get the best time, kinda like they do with sonic games. This sort of competition with no invisible traps at all, only visible ones, would have been a lot more interest to me, giving some more rewards/better rewards for the people that managed to do it under a certain time. Maybe even broadcast the people with best daily scores so they feel good about it, like guild wars 1 did with the people that won at the Hall of Heroes.

Not doing tribulation ArenaNet

in Super Adventure Box: Back to School

Posted by: Revler.2359

Revler.2359

It isn’t fun.

Not much else to say. I killed Liadri, and while I thought the fight was unfair at some points for elementalists, it was still a legitimate challenge to kill her and fun to do it no matter how long it took.

With tribulation mode, you made what we call “artificial/fake difficulty” into a game. And a very long one at that.

It is basically a memory game, or a “watch guy at youtube do it and mimic him” game. Both are not interesting to me. I really love GW2 in general, I’m a fanboy. But I’m not the target audience for tribulation mode.

Maybe I’d do it to get the skins if I didn’t have still 50 games on my steam library to finish, plus a few from gog. Not to mention books to read and movies to watch, and work.

This just isn’t a fun way to spend time for not having real gameplay value in my opinon. I would like it a lot more if there weren’t invisible traps all the time, and it was simply about difficult jumps, finding out paths or doing speedy sections.

(edited by Revler.2359)

When are we getting this Anet?

in Suggestions

Posted by: Revler.2359

Revler.2359

http://postimg.org/image/yt0iqk2rf/

Then make checkboxes to either keep whatever is on equipment set #1 or #2, or wear nothing. For example so I can make that from switching from equipment set #1 to #2 it will keep whatever weapon I’m holding, and one ascended item. The player can customize to his needs.

Then when we get dual+ trait specs, let us associate which specs with the armor sets as well.

Changing sets ALL the time depending on what I do (living story event, WvW, switching my gear frequently depending on the fractal area or boss..) is starting to get old. Plus these features can create more money sinks per character

Elementalist guide to Liadri

in Queen's Jubilee

Posted by: Revler.2359

Revler.2359

That ele from the video was all over the place, he could barely follow a pattern. This is why I think this fight may be way too hard for eles, we have to make sure Liadri is far from us immediately if she gets close. That usually gets us killed

Elementalist guide to Liadri

in Queen's Jubilee

Posted by: Revler.2359

Revler.2359

final bump.

Also curious if someone found a way to avoid high damage on ele

Elementalist guide to Liadri

in Queen's Jubilee

Posted by: Revler.2359

Revler.2359

[Part 2]

Before throwing the last crystal, I switch to fire and always turn Arcane shield on to avoid her initial spike damage. Now is when things get trickier. Start dpsing her but move away from her, while staying near the center of the arena.

There is a trick now to deal with the AOE. While the red rings are really really hard to spot, the black mass that drops from the air is very visible. You will have to constantly watch where it falls, because wherever it falls is where the safe area will be (not 100% precise, you still need to watch it, but being close to where the last black mass fell will put you almost at it).

Dodge the very first AOE because you probably won’t see where the safe spot is, but after that just keep moving towards the where the last black cloud hit the ground. You will quickly learn to spot where it is safe once you done it a few times.

Keep your camera to your back, so you can see the black mass and move towards it, but keep your character facing Liadri as much as you can for DPS. This is very hard, and as many mentioned, one of the worst things about this fight is the lack of feedback from the camera.

To sum up this part:

1) watch where the black falls at, and always move to it´s center
2) Once the AOE appears, make sure you are at the safe area. If you moved towards the black mass center, you will be at it or close to it.
3) Keep your camera at your back but your character facing liadri for damage.

Here is an image to show you the best move pattern I could find:

http://masterchan.org/x/src/13762502394.png

You should keep yourself at the red circles (the ones at the image I just linked. The ones that are around the center of the arena) as much as you can.

After a while, the orb will spawn. Kill it (provided you actually get to see it..). After you kill it, you will probably not see where the next safe zone is. This is when you wait for the AOE to come, and then trigger your Mist Form (or even arcane shield). While in mistform, watch where the black stuff falls so you can position yourself at the safe zones again to keep doing. I don’t recommend doing this fight without mistform unless you are really good at paying attention to different things.

[The real problem]

So, you are now just moving to the safe zone, never even dodging most of the time. Everything is easy except Liadri sometimes gets too close to you and will do a LOT of damage. Sometimes you will be sandwitched between her and the edge of a red AOE.

When this happens, I don’t know what to say. You just die. I could not find a solution to this. You need to get away from her, try to dodge to a far safe zone but that is almost impossible. And she might just keep doing her lunge attack at you.

This is why for Eles this fight sounds really unfair. We either protect ourselves from her and heal, or we DPS and watch the safe zone patterns. We can’t do both. If we are trying to avoid her melee attacks, we can’t move with freedom to the safe zones, and you will die.

Your only chance at this is hope that you can keep your distance from her, and that she spins and wastes time while you damage and keep walking towards safe zones. If she gets near however, I have no idea how to disengage and you will probably die within 5 seconds, either from her or from the AOE. Unless someone can provide an effective strategy for this situation, this fight is broken in my opinion for elementalists.

Finally, you can conjure a fiery greatsword when she is near death for extra DPS. But I ONLY suggest that if you can activate arcane shield. Beat her up some, and you can use skill #3 from it to do a whirling attack that makes you immune to all damage, including red rings, as my friend pointed out. In my case, I only used the sword for about 10 seconds, after that I dropped it, found a way to safety and kept doing regular dps. The DPS boost from the sword was helpful but not necessary, I still had time

As a final tip, keep in mind that if you for some reason failed to see where the next safe zone is going to be, just wait for the AOE to come and do a dodge inside it to evade, while paying attention to where the black mass fell so you can be at a safe zone again the next time

(edited by Revler.2359)

Elementalist guide to Liadri

in Queen's Jubilee

Posted by: Revler.2359

Revler.2359

I’ve beaten liadri and will post my specs, gear and strategy to do so with elementalist.

First, let me say that anet deserves praise for bringing difficulty into an AAA game in this day where everything is an interactive movie with no difficulty or carrot on a stick MMOs.

Second, let me say that the Liadri fight is terribly unfair, and if you are dying after you get the hang of it, it´s not really your fault – unless someone can provide an effective proven strategy to counter the issues I’ll mention as Ele here.

[Spec]
Fire: 25 points, Traits: Ember’s Might and Internal Fire
Air: 10 points, Trait: bolt to the heart
Earth: 20 points, Traits: Earth’s Embrace, Stone Splinters
Water: 15 points, Trait: Aquamancer’s Alacrity
Arcane: nothing

[Gear]
Full zerk gear from flame citadel, with scholar rune. Since your HP is hardly above 90%, using jewels would be much much better. 1 zerk scepter and 1 zerk dagger from flame citadel as well with 5% crit chance sigil and 5% damage sigil

Jewlery is ALL ascended celestial, with zerk backpiece upgraded once.

With this build you will survive well and do enough damage to not worry about timer. I killed Liadri by the first time announcer said “wrap things up”, so I still had plenty of time.

[Skills]
Heal: Glyph of elemental harmony
Utility: Signet of air, Mist form, Arcane shield
Elite: fiery greatsword

[Strategy]

First, you don’t have to worry about endurance. I hardly dodge during the whole fight. Not having to dodge is the first thing you’ll have to get used to. Still, having endurance regen food is great just in case.

The first phase is always exactly the same, except for the orb. You need to do this mechanically.

1) Go in, kill the first orb, position yourself in front of the White thing on the ground, so the AOE hits behind you. Next, go behind the white thing as the illusion approaches and hit with your first crystal. I usually heal myself during this part because evading Liadri’s attacks is not good here.
2) Again, just learn where the AOE is gonna hit and avoid it, after 2 AOEs stay in the corner of the screen waiting for the illusion. Keep strafing left and right and Liadri’s attack will miss you. Get crystal, throw at her and wait for orb to spawn and kill it.
3) After orb is dead, just lure illusions while again memorizing where the AOE is going to be.

For this part, if you are taking too much damage, remember that strafing left and right, depending on your angle towards her, will make her miss you. You can also use a dodge sometimes, but I would save at least endurance for one.

This should become second nature to you, you shouldn’t be wasting time during phase 1 since it´s always the same, nor should you have any difficulty with it since there are virutally nothing random to it.

red circles in Liadri the Concealing Dark

in Queen's Jubilee

Posted by: Revler.2359

Revler.2359

Red circles are very very hard for me to see as well. I need all my attention on them or I will not realize when they first appear.

It honestly feels like they have a camouflage to them, as if anet intended to be really hard to see them.

Please change the "Daily Top Stats"

in Suggestions

Posted by: Revler.2359

Revler.2359

Change your sentence to “You’re complaining about an annoying, game breaking achievement point.”

This is the point of this thread.

The best strategy to get Daily Top Stats is to just idle and wait for you team mate die so you can revive him. This achievement is a game breaker for reasons like this.