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CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

It never occurred to them? You never noticed that they build cars and airships and helicopters. Plus why would mounts not be able to travel with it? People take a lot of stuff with them when going into a gate or using a way-point. And then there are the horse carriages all over the place. Also have a look at these pictures https://www.guildwars2.com/en/the-game/releases/january-2013/ I see Tyria citizens riding horses.

The link you gave is nothing more then a mechanic to help the player learn how it works. Pretty much the function of a tutorial. Building your whole idea of a lore around fast-travel on that while denying there is a lore for mounts seems silly to me and I really feel like you are fooling yourself here.

You might just disagree on the idea that mounts would be fun. Agree to disagree but this idea that mounts don’t fit in the lore while way-points do is just silly imho.

Riding mounts is not “exploration”. It’s a fast forward for people that hate exploration.
Mounts would be fun for people that hate running around maps and RP-ers.
Mounting would practically kill exploration as we know it.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

Just to reiterate, because I feel like nobody is understanding me:

1) I’m not saying waypoints should be removed from the existing content.
2) I do not think mounts should be added.
3) I certainly used fast travel in GW1.
4) I do not think you should have to swim across the ocean every time you want to go to Cantha.
5) I don’t explore Orr much because everything there has CC and it drives me crazy.
6) I don’t explore Southsun much because Veteran Karka = owwwww.
7) My suggestion is for INSTANCED GROUP CONTENT as a TEMPORARY way to introduce new zones and provide a sense of exploration
8) After a period of months, those zones would have Asuran waypoints and become more like the zones we have now.

Therefore I agree with you on all except for #8. Why months? We’re talking about Waypoints, not Asuran gates. The whole concept with Waypoints being built as you explore has already happened in “The Lost Shores” update where we practically rolled through the map as we were creating different settlements. For them to say now that it takes time for Asuras to create Waypoints wouldn’t make sense anymore.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

Mounts and other fast-travel options would then come to mind. Fast travel points to a few towns in a map (we have those big airships in GW2’s lore that would do just fine for that) and then on the ground you use mounds for the last part.

Then you still have the feel of exploration but are also still able to get to your friends pretty fast.

No you wouldn’t. You’d have the feeling of “kitten , this is taking too long to join my guildies for guild missions” or you’d have a case where something that wasn’t broken was replaced for something less convenient and totally unnecessary. There’s no sense of exploration when you’re passing through familiar territory to meet up with someone. Exploration is going somewhere new or unfamiliar, and we do that now quite nicely on foot. Mounts would actually remove some of that sense of exploration because we’d be covering new ground much faster, and even worse, we’d be missing the little things in our rush to see it all. Little hidden caves, holes in the ground that start events, they’d all be raced past in a hurry during “exploration” when you’d be more likely to find things on foot, as we do now.

If a new, waypoint-free zone opened up and people had fast mounts they’d be back in no time saying they explored the entire zone, yet odds are they wouldn’t have seen a thing while doing so. Mounts ruin exploration by hurrying you through places you hadn’t been before.

I couldn’t agree more. Exploration is a choice. Some of us make that choice by actually exploring the areas to their fullest. Some of us complain that Waypoints somehow take away will of exploration. Some of us see it as an excuse to get mounts. There’s an old saying that’s been around for years.

“If it ain’t broke, don’t fix it”

And I can’t stress that enough. Just like Aye.8392 stated:

Do you love it when you open a map of Orr and 3/4 of the WPs are contested? Do you think, “Oh yes, finally, I get to run around on this map!” Or do you groan to yourself?

To introduce mounts while taking Waypoints away would make this game into another WoW. It’s basically saying: “How can I make this more inconvenient for you?”.
Mounts that would speed up travel would completely diminish what you’d state as “Exploration”. We wouldn’t see a map as an area we can go around and explore, it would be more of a highway of mounts, where the map would be considered as a “travel distance” rather than a place to explore.
So again, exploration is a choice. If you really want to explore the maps, do so. Don’t use it as another reason to bring up mounts.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

Hi TimmyF,

I agree:

‘As convenient as I find the waypoints all over the place, I feel like it trivializes much of the exploration we would be having without them.’

Chris

I don’t know about this Chris. Waypoints are part of Guild Wars 2; part of it’s very core. Without them, the whole community would practically fall apart. For example if your friend wants you to help him out with a certain map or a champion he cannot kill himself, or even come with you map exploring. It would involve a whole lot of running and time to get to that friend just to see him log off 15 minutes later.
GW1 was a different breed. With so many towns and outposts you could go between them with ease and just meet at certain areas with your friends. In Guild Wars 2 we have 6 Towns. Six. And none of them are located nowhere near Orr. If you’d want to consider Fort Trinity as a Town, it’s still a pain to get down to Cursed Shores.
On that topic though, I like the idea of exploration. I spend hours upon hours getting map completion on many of my characters because I simply like going around exploring different areas. But I also like the ability to be anywhere at any time without missing out on anything that’s happening.
Maps without waypoints would be a nifty idea, but they would definitely become deserted within days. I mean let’s take Soutsun Cove for example here. Having six Waypoints in which 3-4 of them are contested 90% of the time make the whole area deserted to everyone except for farmers and Karka Queen Slaying Zerg once in a while. Why? Well, the waypoints are one thing since if you die, you really don’t feel like running all the way back to where you died. Especially if you were few more seconds away from the next reachable waypoint. But the main thing is that the area is very unforgiving. You can’t really take your time and walk around gazing at the marvelous-ness of the design because everything is trying to kill you. And when they hit, they hit hard. Making the whole “exploration” part of it very annoying if you’re by yourself.
And I’m sure that if you ever release a new map, you won’t make it another Queensdale, but another unforgiving grounds. Without waypoints in said map many of us will only go there once.
The idea fast traveling being taken away would break the game for me personally in many ways. It would limit the time I spend exploring to minimum. And it would practically force me to “park” my toons all over the place so I wouldn’t miss out on events.
Not to mention that taking out Waypoints would completely destroy the idea of guild missions making them close to impossible within allocated time frame.

Fractals: A Deplorable State

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Posted by: Romo.3709

Romo.3709

This should have been posted on GW2 General Discussion. Atleast it would have some exposure and seen by atleast a Dev or two before being closed/transfered to the Trashcan aka Dungeon forum that no one from Anet browses except for the moderators to gank our crying posts

Been there done that. Over and over…

LFG system abuse

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Posted by: Romo.3709

Romo.3709

how is “joining a group, but then found that the group is not to your liking and then leave the group” considered an abuse ?

If I recall correctly, the LFG tool shows how many people and what professions are already in the group before you join. So the only thing you can’t see is AP. Feels scummy to me.

It doesn’t show players’ levels. OP is probably under-leveled or not 80, therefore people don’t feel like carrying him.

And that’s why they cancel his LFG advertisement? Sounds completely legit, yeah…[/sarcasm]

They don’t “cancel” the advertisement per se. When you have a group of 4 players and the 5th one joins in, the advertisement is no longer valid since the group has been filled. So the system automatically takes down the advertisement in LFG the moment the party fills up. LFG been designed this way because otherwise we’d have tons of advertisements with full parties clogging up the LFG.
So in a way the player “cancels” his advertisement by joining his/her party. When person joins the party, they see the levels of players involved and leave since most likely it is not to his / her liking.

Fractals: A Deplorable State

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Posted by: Romo.3709

Romo.3709

Totally including it in my sig!

LFG system abuse

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Posted by: Romo.3709

Romo.3709

how is “joining a group, but then found that the group is not to your liking and then leave the group” considered an abuse ?

If I recall correctly, the LFG tool shows how many people and what professions are already in the group before you join. So the only thing you can’t see is AP. Feels scummy to me.

It doesn’t show players’ levels. OP is probably under-leveled or not 80, therefore people don’t feel like carrying him.

Randomize world event timers

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Posted by: Romo.3709

Romo.3709

I think that the mentality of “feeling like you have to wait hours on end for the event” is part of the problem. These events are not meant to be commonplace engagements and should not be treated as such. Pretty sure a majority of us have jobs, school, etc. However, I do not feel that we should all feel entitled to be able to see all of the world-events everyday, in the span of 3 hours. Again, I feel like that has only helped to degrade their meaning and their purpose.

I’m only attempting to generate discussion and I do realize this is prefaced by the imo tag.

This would be all fine and dandy except for one part. Dragonite Ore. Being the only way (aside from long hours in WvW) of getting the said material is what sparked this World Meta Trains. It’s not the problem of having world bosses all spawn in the same window. The problem is the lack of alternative ways of getting that material. And this being only way to get it. If they would make events completely random where you’d be lucky to get 2 events in a span of 4 hours, some people wouldn’t be able to complete any ascended weapons or armor for months to come. And it still gives you very little, considering you need 500 for each weapon and 1500 for an armor set.

Randomize world event timers

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Posted by: Romo.3709

Romo.3709

I do understand that there are already spawn windows. Randomizing in the context of which I speak is more along the lines of extending the spawn windows to be MUCH larger/longer. Obviously, the world events cannot be completely random because that would introduce the chance of the event never spawning at all. Basically, I’m calling for randomization within much longer time allowances. This would essentially make trying to predict the events useless and produce the same after-effects as total randomization without its negative aspects.

If you feel like waiting for hours on end for a dragon to spawn, go ahead. Some of us have jobs, schools and other things going on than standing in Lions Arch waiting all day for Maw to spawn. Just like mentioned above, if you don’t like how it works, don’t look at timers. We like it as majority, so don’t screw with our game.

Randomize world event timers

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Posted by: Romo.3709

Romo.3709

Yes to randomizing timers and champ locations. Bring back the ‘dynamic’ factor.

Yeah! Bring back the days where people used to just stand afk at the dragon locations for hours to get the thing killed! Wait… On the other hand, no thanks.

It's raining ectos!

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Posted by: Romo.3709

Romo.3709

Looking at the data:
Link
The demand is slowly falling down because it takes on average about a month to craft ascended armor. With many already completing the task, they have no need for excess they bought, therefore unloading extra supplies on the Trading Post. I think we’ll starting to see the balancing coming into place after the initial rush.

(edited by Romo.3709)

Thoughts on ANet Q&A

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Posted by: Romo.3709

Romo.3709

They answer questions they want to answer rather than questions that need to be answered.

Thoughts on ANet Q&A

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Posted by: Romo.3709

Romo.3709

Q. Fractals: Why did you feel that resetting everybody to fractal level 30 was the best course of action?
A. “confusion in terminology”

Degrading….

How You feel about Weapon Utilities?

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Posted by: Romo.3709

Romo.3709

Those utilities would become useless the moment you swap your weapon, therefore useless in fight while another weapon is equipped.
Nice idea, but too many holes.
How about a weapon utility skill that uses whatever weapon you have as the skill described. Ex. Stomp with staff.

That would be a trade off. It could be more chain skills like the auto attack. But with different effects. or could be a short cooldown skill for weapons, to make it useful in ways, and have its liabilities as well.

I can see a lot of advantages in this, but they’d have to be very careful with it. Especially when it comes down to knockback skills with hammer for example. Making them more powerful or cooldown faster would require a lot of balancing therefore nerfing a lot of weapon skills as they are right now.

How You feel about Weapon Utilities?

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Posted by: Romo.3709

Romo.3709

Those utilities would become useless the moment you swap your weapon, therefore useless in fight while another weapon is equipped.
Nice idea, but too many holes.
How about a weapon utility skill that uses whatever weapon you have as the skill described. Ex. Stomp with staff.

Fractals: A Deplorable State

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Posted by: Romo.3709

Romo.3709

We’ve been at it since a week before Fractured release. Absolutely nothing has been done. They simply moved on assuring themselves that people will forget…

I’ll never forget that thread. My guildies won’t let me forget it either. Lol

Haha. Same here. I went from doing fractals every day to doing low levels 1-2 times a week to help out guildies level up.

Fractals: A Deplorable State

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Posted by: Romo.3709

Romo.3709

We’ve been at it since a week before Fractured release. Absolutely nothing has been done. They simply moved on assuring themselves that people will forget…

Big Green Arrows

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Posted by: Romo.3709

Romo.3709

Just stop complaining about little things and play the game already.

Suggestions Sub Forum

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Romo.3709

Hey CC, you think we can create Fractals Subforum? Normally those topics are inside of Dungeons subforum, but it’s a clash of two communities. While Fractals are having their own reward system, battle system, agony resistance system, I think they deserve their own subforum where discussions would not clash with those of dungeons. What do you think?

If you wish to pitch the idea, drop an email to forums@arena.net so we can discuss it.

Wait…isn’t this idea of Romo’s a suggestion? lol I don’t even know where to post stuff anymore.

Yes, but it wasn’t a game suggestion. Suggestions for the Community Team regarding the forum should come directly to us. Hope that helps.

Sent

Suggestions Sub Forum

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Posted by: Romo.3709

Romo.3709

Hey CC, you think we can create Fractals Subforum? Normally those topics are inside of Dungeons subforum, but it’s a clash of two communities. While Fractals are having their own reward system, battle system, agony resistance system, I think they deserve their own subforum where discussions would not clash with those of dungeons. What do you think?

500 gems for the new Mask

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Posted by: Romo.3709

Romo.3709

Fair enough Romo, you are right. REAL money hasn’t inflated by much more than 5% in that timeframe and the doubling of TP prices is truly indicative of the gold being worth half as much, not the direct gem purchase. I can still buy 1200 gems for $15 so I see your point. But, given that the gem to gold ratio has doubled (thanks for doing the research), ANet is actually losing out when people convert gems to gold because of the insane market (though I am sure they don’t complain when people are selling things). The natural reaction of any company is to raise prices when inflation hits, they are just doing it with gems in a virtual economy.

That I have to agree with you on that perspective.
After doing some calculations, it comes down to roughly 37.5g for the mask, which looking at the current TP economy is quite attainable.
One will definitely be purchased by me because of the way my main character looks at the given moment. At the same time, if the price would be lower, I would definitely purchase multiple version of this mask for some of my many characters.

500 gems for the new Mask

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Posted by: Romo.3709

Romo.3709

One last point, the market has seen inflation of about 50% since ascended weapons were released, did anyone not expect the BLTP to not follow suit? You gold is at least 50% weaker than it used to be. I sold a Zap in July for 405 gold and that was going price. Today, 750 gold is the lowest sale prices so gold has actually lost half its’ value.

One thing that’s flawed with this paragraph. The mask can be bought for Gems. Now Gems can be bought with either money or gold conversion. Money as I know has not lost 50% of it’s value. Gold to Gem conversion in July (as to reference to date you’ve provided) was on average 3.5g per 100 Gems. Today it’s 7.5g for 100 Gems, so not only the gold value been lost, but also the prices doubled to what we used to pay in July. so in retrospect we end up paying 4 times what we did back in July.
Regardless, people are not complaining because something is expensive saying “Who would’ve buy that”, but because they want the said product, but the price is way past the justification line.
Understandable that some people will buy it regardless of the price, but at the same time I truly believe that if they made it half that price at roughly 250 Gems, their sales would quadrupled. Not only because it’s cheaper, but also people would support them for making things affordable, in answer to complains about last few skins. Especially since the item in question is quite good looking and would fit numerous amount of characters.

500 gems for the new Mask

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Posted by: Romo.3709

Romo.3709

Think how many of these they would’ve sold if they were 200 Gems each. A ton!

Lost gold - Help please

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Romo.3709

With all the energy to post a thread over a few Gold, you could just do a few Dungeon runs with the new LFG tool. There’s basically no way for the Listing Fees to be refunded, so I would cut your losses while you can, and do some farming.

Ok, I’m new to this so, is there a dungeon where you get more gold than in the other?

http://wiki.guildwars2.com/wiki/Dungeon

Keep in mind, the more money you get at the end, the longer and harder the dungeon usually is. Not always the case. You can get gold from each path once per day. So you can get as much gold a day as you can play different paths. Good Luck

Lost gold - Help please

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Posted by: Romo.3709

Romo.3709

Hmm, then the 22g practically disappear in thin air? I don’t have the answer for you based on the picture you just showed. I was trying to do the math with little information I had basing the fact that you spent it all on listings.
The only possible thing I can think of is when u got to “My transactions”, in the spot when it says “I’m Selling” switch it to “I’m Buying” and you’ll see all the items you’ve put orders in for that have yet to be completed. All those items you have not bought yet, therefore it’s just gold sitting there at the moment. If you remove those listings from “I’m Buying” section, all that money will go to your pick up tab, where you can take all that gold back.
That’s my only possible solution at the moment. If you have items in that section, its just money sitting on trading post that had not yet circulated yet. In other words every time you put up an offer for an item, the gold is automatically deducted from your wallet and stored on Trading post until you remove the listing or the item is sold to you.
Let me know if that works.

And remove those gift boxes, and sell them for a regular price, cuz they will never sell.

Lost gold - Help please

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Posted by: Romo.3709

Romo.3709

“projected profit” LMAO xD guys stop teasing him, hey if i sell this apple for £1000 i bought for £1 ill make a projected profit of…. wait for it noobs… £999 !!!!!!!!!!!!!!!!!

WOAAAAH

I’m not teasing him, If he really “lost” all that gold on listings alone, then 22g worth is only 5% of what he listed “the mysterious” for. It’s a simple math. 22g/.05 = 440g before complete transaction fees. Where .05 is 5% listing fee.
Nothing crazy of irregular about that. The fact that he’s not showing the “mysterious items” is because they’re worth a nice buck.
I’m not talking about the boxes he’s selling, cuz he obviously should take them off and list them for lower price. That gold is gone. What I’m talking about are the blanked out items he didn’t want to share.
At the same time, I can’t tell if those items will sell, because I have no idea what they are and how much he listed them for. Therefore i wrote “if they sell”.

Lost gold - Help please

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Romo.3709

Wait…You said I’m waiting for a profit of 400gold?! lol Will somebody buy this for this price i listed that thing?

Yeah whatever other items you’ve listed and blanked out, if they sell that should be the projected profit from little information you’ve provided.

Lost gold - Help please

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Posted by: Romo.3709

Romo.3709

Here’s what i did in steps: 1. picture explained

Yup that’s a total of 3g listing fee for the Boxes you listed. the other 22g are for the other “not-our-business” items that are gonna make you quite rich.

Lost gold - Help please

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Posted by: Romo.3709

Romo.3709

Small calculations:
10 boxes at 1g0s59c -> 50s20c listing fee
10 boxes at 5g1s59c -> 2g50s80c listing fee
--—————————————————————
3g01s00c total loss

You had almost 30g so lets assume 29g.
You have 3g81s5c left, lets round it to 4g.
You spent roughly 25g on listing fees.

Now the fun part to mysterious items:
25g is 5% of your total listings value.
If we take off that 3g (rounded) you spent on boxes, we get 22g.
Now since that 22g is only 5% of what you spent on listings, the value that you listed the other items is: 440g
So whatever you’re selling on other stuff is worth roughly 440g.
Don’t complain and threat that you gonna leave the game for 20 something gold when you’re waiting on over 400g of profit to come in.
Ok to be fair, considering 10% closing transaction fee you’ll end up with just below 400g.

(edited by Romo.3709)

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

And Teq isn’t even a complicated boss. The strategy is essentially spam poison cleanse on a spot, have every attacker stack and nuke the dragon, everyone else splits up and defends turrets. Split up into 3 groups for defend phases.

That’s nowhere near the difficulty of mechanics you usually see in a raid in MMOs. Its actually basically impossible to make difficult content in the open world, because simply not everyone can do difficult content, and open world content is for everyone. That’s a clear contradiction right there.

That’s completely understandable. Mechanics been understood hours after the release. What I’m trying to say is that if new skills acquisition is going to be based of those hardcore bosses that require a big amount of people to complete, a huge amount of casual players is going to feel left behind.
If those kind of fights are going to be the only way to acquire a specific skill, they need to scale down with amount of people present. Now I’m not saying scale down Teq. Don’t! Completely leave him alone as he is now. But basing skill acquisition on world bosses is kind of a hit and miss. Because it is not equal opportunity for all. Your skill makes no difference when 70 other people have no idea what they’re doing, leaving you completely dependent on a group of strangers. And that also ties down to how populated servers are at given times.

CDI- Character Progression-Horizontal

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Romo.3709

Given the fact that the questing is a thing of the past, maybe instead of having “trainers” be merchants, we can create a small instance (no bigger than Ascension Arena in GW1) where you’re presented with a task having your regular weapon skill and only that one utility skill you’re trying to learn.
With a trainer (now in real meaning of the word) looking over you, giving you pointers as to what to do in situation he/she had presented you with.
It’s just a small concept, but this way you’d earn your skill rather than just outright buy it, while learning it at the same time. Maybe give it an attempt cost? Creating an ability to fail such quest?

I think this could have a lot of potential as well, depending on the ability it could even change up the game-play/experience.

The next challenge: We want to put as much content in the open world as possible, so you’re constantly running into other players and having great social experiences. This is one of the pillars of Gw2, and why we try and avoid instances as much as possible. How would you modify this system to work in the open world? (I see a lot of easy ways – skill point challenges are very similar to this, but it’s fun to ask you!)

This is something I’m quite concerned with. The main reason being that you can’t make open-world group content sophisticated or challenging.

Allow me to explain. Challenging content involves a learning process, especially if it has sophisticated mechanics which the group needs to overcome. This means your group will likely fail a few times, getting better each time until you finally beat the content.

Now for the open world part. This learning process just won’t work because in the open world, you’ll constantly get new people joining you, newbies who didn’t have that failing-and-learn experience. So every time you attempt it, there’s a good chance you’re starting at square one again.

So if you guys are going to focus most of your time on open-world content, then I’m very concerned about the future difficulty and sophistication of group content.

At the same time, the only sure way to kill Teq is by organized group of people, planning ahead of time, giving out specific roles across groups of people participating in said battle. Not everyone can work together, not everyone can even fit on the server that the groups is trying to carry out the strategy. That being said, small sized servers will have very hard time participating in those big open world events.
At this point in time, you have to be in the specific server or overflow an hour before the event starts if you want to have any possibility of defeating Teq. This causes problems for people that have limited time to play the game, while being restricted to one map while they wait for the fight to start. Also waiting so long in advance creates many AFK players because they couldn’t keep themselves occupied for the time of the wait that is required for the Teq fight.
Some will say that they got in just fine at the beginning of the battle. But that’s not the case for all.
If skills are going to be based off events like Teq, we’re limiting the accessibility of those skills to a wide population of players based on either low populated servers or that are very casual.
While myself I slain Teq a few times, I have a large amount of friends that never seen him go below 90% health.

CDI- Character Progression-Horizontal

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Romo.3709

Given the fact that the questing is a thing of the past, maybe instead of having “trainers” be merchants, we can create a small instance (no bigger than Ascension Arena in GW1) where you’re presented with a task having your regular weapon skill and only that one utility skill you’re trying to learn.
With a trainer (now in real meaning of the word) looking over you, giving you pointers as to what to do in situation he/she had presented you with.
It’s just a small concept, but this way you’d earn your skill rather than just outright buy it, while learning it at the same time. Maybe give it an attempt cost? Creating an ability to fail such quest?

I think this could have a lot of potential as well, depending on the ability it could even change up the game-play/experience.

The next challenge: We want to put as much content in the open world as possible, so you’re constantly running into other players and having great social experiences. This is one of the pillars of Gw2, and why we try and avoid instances as much as possible. How would you modify this system to work in the open world? (I see a lot of easy ways – skill point challenges are very similar to this, but it’s fun to ask you!)

Skill point challenge allowing you to earn a skill instead of a skill point is quite interesting. Some of them harder than the other having to bring a party along or someone in map at the given time. The problem comes in with diversity of gameplay, since some people are in WvW, some in PvP, so PvE is not always to-go place for everyone. That creates a whole “why do I have to go to X in order to get X” discussion.

Having this system work in non-instance zones is quite troublesome as I see, while trying to please everyone at the same time. I can sympathise with the debacle you guys are going through every day.

One idea would be Guild based skills you can acquire in a way that Guild Missions work, but have open access to all Guild members. That also brings the problem with the guild sizes and guild unlocks, but it would give reason to a wide ranger of players to be in a guild, or see a reason to be in one to begin with. Upon joining the guild u earn access to certain locations across the world that unlock skills? Which while on the subject, there should be an option to restrict activating missions by any member limiting the task to officers, resulting in less stress and more control. But for this particular challenges, we could have anyone activate the challenge at any time they wish to take up on it. Resulting in acquiring the skill and maybe some chest, which would give reason to players in the area or in guild to come and help out that player complete the challenge. Maybe even spark an interest in a player walking by to joining said guild?

I’m not sure what’s your take on Guild challenges is. That being said, there also comes the issue of people joining in, getting skills and leaving the guild, but that’s bound to happen anyways.

Anything that gives rewards along with the skill for that person would be definitely best way to bring players along for the ride. The chest should also be time gated, making possible exploit farming minimal.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

On the side note some of the most satisfying times I’ve had in GW2 was while map exploring by myself or with a friend, climbing mountains in the middle of nowhere. Taking a second while standing on top of the cliff looking around at the beautiful area surrounding me, with animals roaming around in wilderness. Underflows would destroy that feeling making it look like another Queensdale. But then again, that’s an adventurer in me speaking.

I agree with this – we really don’t need massive amounts of players on every map, it’s nice to strike off into the wilderness and get away from the madding crowds from time to time

I think its essentially possible to have both of these really. We already got guesting that can essentially do the same things an underflow server would do. What we’d need is some way to co-ordinate the process. I dont know it might be possible to join it with the LFG tool and have the game guest you to the server with the most population in the zone you wish to play for example.

Of course the problem here would be the empty zones on certain servers will become even more empty for those who do not wish to play in zones that are way too populated.

We can also use something from the Overflow system. And create a pop-up message if you’re in main server asking you if you want to travel to Underflow or stay here, when the number of players reaches below a certain number.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

How would they know what to do if the event wasn’t currently active, what form of messaging could help them understand the state of the world – while still being immersive and not requiring them to use a 3rd party app to progress?

This is where I think “trainers” that we go to to acquire books of mastery can help a whole lot, especially if they all had a way to create challenges surrounding the skill we want to learn. new players wouldn’t have to look far, and at the same time they have to talk to them sooner or later.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?

I think special dynamic events could be one way. Currently some dynamic events open up special vendors to buy little knick knacks. For example, if in Brisban Wildlands there was a special dynamic event chain where you help the Skritt King in some way and after the events are over you can buy a new skill from him with skill points.

So a question for this, how would we message well to newer players how a system like this would work? One of the challenges of events is simply: they may not be running when you’re in an area. Is it ok to make people stand around waiting for an event to happen so they can get a specific thing from that event? How would they know what to do if the event wasn’t currently active, what form of messaging could help them understand the state of the world – while still being immersive and not requiring them to use a 3rd party app to progress?

That actually makes it feel like buying a skill anyways. I mean to be perfectly honest, it’s no different than having a trainer in LA sell the skill outright for money or skill points. Yeah you have to do a Dynamic Event in order to get said “trainer” to sell the skill after the event is over, but what’s preventing me from showing up after the event is over and just buying the skill? The work that was put into the chain was never there.

At the same time making the event harder than necessary, would completely prevent mass amount of people from getting said skill, once majority acquires it and the mentioned even chain is not being constantly done by group of people, and later on becoming abandoned until structured groups of people can take up on the task helping out their guildmates acquiring said skill.

I know I’m being overly critical, even though I think it’s an interesting way, but I am also trying to think far into the future when a new player is trying to get the skill long after everyone else had acquired it.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

Reading through a lot of the comments on various class diversification (or just stronger trait/skill diversification) concepts, one of the things that seems to be missing is a discussion on how you’d actually earn/unlock these additional abilities to make it a progression system.

One of the goals of progression, in this case horizontal, is to create an extended sense of game play and thus = reward for playing it.

For example, we’ve added more skills to the game recently, but those simply unlock with skill points, which basically means -> play any part of the game that gives exp, or kill champs to get skill point books. That’s ok as systems of unlocking horizontal progression go for the extended class diversification, but game play wise it generally means find the easiest place to get XP/champ-loot and do it over and over again for a large % of players, since folks most often gravitate towards the path of least resistance.

What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?

Colin, unlike the healing skill from Nightmare LS, spending either Skill points or gold, is out right boring to be honest. The skill acquirement in GW1 was a lot more diverse with different Bosses having different skills you could “capture” with signet or learning it from the master of certain class.
While signet capturing would now feel outdated and impractical in eyes of GW2, teaching the said skill via quest that requires that skill would be much more interesting.
Given the fact that the questing is a thing of the past, maybe instead of having “trainers” be merchants, we can create a small instance (no bigger than Ascension Arena in GW1) where you’re presented with a task having your regular weapon skill and only that one utility skill you’re trying to learn.
With a trainer (now in real meaning of the word) looking over you, giving you pointers as to what to do in situation he/she had presented you with.
It’s just a small concept, but this way you’d earn your skill rather than just outright buy it, while learning it at the same time. Maybe give it an attempt cost? Creating an ability to fail such quest?

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

I have 8 total armor sets now for my ranger, and I have went through hundreds of combinations, but, according to the forums, and my own experience, nothing beats brain dead Zerker mode. The Weapon combination and Trait combination does not matter, the fact is, is that your goal is to still do more damage than the other guy (NPC, boss, whatever), and there is no layer of strategy or tactics under that, because everyone has been using the same strategy for over a year.

You either want to run more diversity or more damage. With more skills at your disposal, with the mind set of a zerker, they don’t matter. If they release skills that revolve around mechanics rather than damage output it’ll be the same for you as if they didn’t release anything at all.

Sometimes staying alive means more than damage output. And every zerker out there will disagree with that statement. Although Teq fight showed us quite well what Anet’s take is on zerkers. Since you can’t crit him. Dungeons is a whole different experience. But at the same time, from my experience, 90% of zerker warriors go down before any other zerker class.

At the same time, being a zerker ranger has a different feel than being a zerker warrior. You have evading skills you learned on your journey, while most warriors just stand there taking damage expecting the boss to go down before they do, which is never the case if the entire party is not full zerkers.

There’s a lot of talk on how the zerker gear is the best (which it is in most cases), but at the same time, you have to know how to play it. With the new players coming into the game hearing zerker this and zerker that, they get the gear thinking it’ll improve the way they play and make them stronger. It does make them stronger, but at the same time it makes them weaker resulting in a burden to the whole party.

Regardless the point, new skills would be great addition to the gameplay overall. Make some builds feel more fresh and new. At the same time, don’t focus new skills on power, because in the end it will end up being out-of-balance, and the certain build we worked on so hard will end up being nerfed resulting (in some cases) in getting new gear and create another grind.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

I know I’ve suggested this before, but I will repeat it again: Underflow servers.

The root of all Horizontal Progression is the community. Chasing after nice aesthetics are pointless without other players to show it off to and interact with.

Please bring the community back to your game. We need underflow servers before Horizontal Progression even has a meaning.

Personally I think Underflow Servers are very important to. I do however think that your final sentence is a bit over the top (-:

Chris

The underflow servers also cause some minor issues as well. For example, we meet a lot of people on our adventures, form guilds, invite into existing guilds, and so on. If underflow servers go live, everywhere we’d go outside of main areas, we’d end up in underflow. While inviting people to your guilds while they’re located in another server would have no purpose, since the bonuses and influence acquirement doesn’t work cross-servers.

On the side note some of the most satisfying times I’ve had in GW2 was while map exploring by myself or with a friend, climbing mountains in the middle of nowhere. Taking a second while standing on top of the cliff looking around at the beautiful area surrounding me, with animals roaming around in wilderness. Underflows would destroy that feeling making it look like another Queensdale. But then again, that’s an adventurer in me speaking.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

— Role Diversification: New skills/traits, new weapons, access to inaccessible existing weapons, infusions and hybrid professions.

— Hero Recognition: Unique Skins, Titles, Rewards, followers and NPC reactions/opportunities based on the players individual feats in the world of Tyria regardless of how he/she chooses to play the game.

As much as I’d like to pick the first one, it would involve incredible amount of balancing which would nullify some of the ascended armors people just barely made for the current builds they’re using resulting in scrapement of the current gear and following by grind to make another set. It’d be nice to have a range weapon that I can’t outrun as a guardian, but from what I’ve seen in past balances the tradeoff would be astronomical gear-wise, considering tradeoffs we had to deal with while balancing classes with the set of skills and weapons that we already have.

As to the second point, that would be my absolute favorite of them all. Skin progression which was a big part of Guild Wars 2 before ascended gear release. More weapon skins, more armor skins, more verity. Please no more reskins, and if any, please pick some decent looking heavy and medium sets. I also once came by an idea someone thew out there that if reskins happen, why not take a piece from each set and combine them to make a whole new set.

Always a big fan of rewards, never a fan of any kind of progression deletion. Aside from that Titles I’m not so excited about. They have no meaning at all. We barely ever read them and they really have no significance to most of us.

When it comes to quality of life though, aside from wardrobe that been discussed over and over again, I’d love to see something being done with the minis. Maybe a slot that would allow us to equip them and have them out (outside of the big city only since that would have a high impact on loading times in LA). Have them be there with us at all times in the battle and exploration. When we die, they die and when we res, they res. When we zone, have them zone with us. Just a tiny thing I guess.

dragonite ore are absurd...

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Posted by: Romo.3709

Romo.3709

Let’s assume you have one character.
Acquiring 1 stack (250) of:
Bloodstone Dust – 1 hour of Champ Farm
Empyreal Fragment – 2-3 hours of Dungeons
Dragonite Ore – Doing every world boss meta possible in 24 hours, yup, you’re still short…

No Longer Supporting the Gem Store

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Posted by: Romo.3709

Romo.3709

Also note that during the holidays, they were also actively BANNING a lot of people for a linen farm happening in Iron Marshes. So they were working. And frankly, that ban was uncalled for.

Whenever botting is involved, it’s always called for. People that weren’t botting have been reverted to 72 hour ban instead.

Regardless, going back to the issue. This is really weird bug. I hope it only involves these items in particular. Hope it’ll all get taken care of soon.

Trees — Gone?

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Posted by: Romo.3709

Romo.3709

All that is because of today’s political correctness…

"Experienced lvl 80 ONLY", PSA

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Posted by: Romo.3709

Romo.3709

I think it’s fair to use “zerker” as a catchall for any mix of Assassin and Berserker gear though.

Yep I generally do assume that now. Mostly because I’m going for a mix of zerk+ assassin myself. They sort of go hand in hand.

Somehow I think Romo is just as opposed to this as well however, because these remain purely offensive stats.

I’m not opposed to any stats. I don’t even know how it became that I’m anti-zerker. There are some great plays by people using pure zerker, assassin or mix of both. Hell, I use it on 3 of my classes. I’m just against the idea of forcing it upon new players that can barely stand on their feet as it is.
In none of my posts did I say that Zerker is bad, but let’s face the facts here. Some people just suck at being zerkers and having them equipped fully in said stats will very quickly turn into the scenario that I’ve been a part of over and over again. And that new inexperience player is laying dead and bringing a burden to the entire party.
I prefer people with zerker stats, but only if they know how to use it, otherwise use something that can at least keep you alive for a while.
It’s like giving a gun to a kid. It’s better off in hands of an experienced person.

"Experienced lvl 80 ONLY", PSA

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Posted by: Romo.3709

Romo.3709

Lol at Romo trying to push his naively wrong views on the rest of us. Zerker is the best gear for dungeons it’s not up for discussion.

I’m not trying to push anything. If you believe that everyone should have zerker gear, good. I’m not saying you’re wrong that it is best gear set. It is if you know how to use it. Something that’s good for you, is not always good for others. You class is NOT best, nobody’s is. It all comes down to how everyone plays. Deal with it or not. It’s not best for all my toons, and I refuse to use it because someone tells me to.
But I guess I’m an Elitist now, because I’m not telling you how to play. Call me a troll or naive, but I do not believe zerker is good for everyone. If you feel that I’m trying to push it on you, the joke is on you I guess?
I’m just stating my point of view since OP is in my guild, and I’ll have to deal with people dying everywhere later, because “someone” told them to go full zerker. Not everyone can play zerker in dungeons, especially when you’re inexperienced.

"Experienced lvl 80 ONLY", PSA

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Posted by: Romo.3709

Romo.3709

stopped reading at “Berzerker is the best gear”

It is.

It is, for you. It’s no good to a player that just started playing and can barely stay alive. You played long enough that you can do what we see as natural and simple dodge at the right time. If the player is inexperienced, they need survivability over pure power. They’ll get to berserker “status” as they progress.

I actually started with berserker gear. I was then told by poor players to run PVT gear, needless to say things were more difficult when I wore this set as there was less dps in parties and thus fights took longer leaving a larger margin for error. People don’t ‘progress’ in pvt gear, they grow stagnant and garner a reliance.

That worked for you. Great. But if you have a party where two people are competent and rest is learning, it is not the case. Sure the fight will take a minute longer, but I’d rather have one more minute than having to duo the boss since everyone is dead. Let them learn on their own pace.

Molten Furnace Fractal Bug

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Posted by: Romo.3709

Romo.3709

Me and my team had encountered this bug yesterday on our fractal run at level 20. The bug involves the following fractal:
Molten Furnace Fractal

Upon getting through the tunnel, and fighting off the dredge on the other side, we wiped once and managed to clear them in the second coming. Further progressing thorough the steam walls onto an area which shows the hammer/whirlwind/fire room.
Instead of going around the lava, I proceeded to jump down the rock formation below, as it was a fun way to go though during the Molten Facility Dungeon.
Upon my surprise the whole party followed me down this little jumping route as it’s a fun little way to spice up the level. Once we all arrived at the room, the dredge responsible for activation started saying his usual lines. The only difference was that the Brahm and Rox weren’t there. They arrived 10-15 seconds after the dredge finished talking.
That’s where the bug comes in. Nothing happened. Nothing was activated, the room remained open and the NPC were following us, rather than activate the room.
We tried numerous attempts at going in and out of room, wiping in lava and spawning all at the same time, backtracking though the whole level. Than we found that the rocks you put on steams at the beginning were not blocking them anymore, so we put the rocks back on the steams, and still nothing happened.
The whole level was broken at that point which made any progress impossible, concluding at restarting the entire fractal set all over again.

Royal Pass needs to work with alts

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Posted by: Romo.3709

Romo.3709

It doesn’t matter anymore as the item is going away in few days according to TP.

CDI- Character Progression-Horizontal

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Posted by: Romo.3709

Romo.3709

Chris, is there any update regarding fractals in general? Maybe suggestions that we can tune in on or possible balancing of dredge fractal? In general, anything at all?

Hi Romo,

As soon as there any updates we can discuss we will let the community know.

Maybe we could do a CDI on the Fractals next year?

Chris

That would be an awesome idea, but I’m also afraid that the said CDI would turn out very vicious, very quickly considering the community’s feelings about how their words were taken lightly in the past. That would also be fueled by players that are strongly voiced against any kind of rewards for past accomplishments. Regardless, the whole thing would evolve around Fractal Weapons and Dredge fractal level, so I don’t personally believe it would be very constructive.
On the other hand I strongly believe that there are some key points that need to be addressed. Some nonconstructive responses are bound to happen, but there are some very strong points and ideas pointing to specific areas in fractal system that are quite "flawed " at the moment, to use of a better word. Those areas are based on pristine fractal relics being useless, the overall rewards per time spent and the whole sense of progression that was wiped out.
So as much as I’m afraid to light the fuse to an already ticking bomb, I’m also all up for any kind of discussion about fractals in general, because frankly I miss having fun in them. So regardless the outcome, I’d love to see the said CDI happen.

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Posted by: Romo.3709

Romo.3709

Chris, is there any update regarding fractals in general? Maybe suggestions that we can tune in on or possible balancing of dredge fractal? In general, anything at all?