Props to the OP for a very reasoned, well thought out argument, one with considerable merit.
I agree, and even those who disagree with her argument should agree with this.
I personally don’t have a problem with the non-luck related items, at least not yet. But the items that rely solely on luck, should either be removed or re-tuned to not make it where someone has to spend hours playing the “lottery” to get the items they need. And here I’m just talking about the time actually spent at the Mystic Forge. Not the time out getting the “entry fee.”
Dodger and Healer dailies are slowly creating Competitive PvE, which was something that was abolished from Day1 in GW2.
I agree with respect to healer. I typically end up having to go out of my way to complete it, it’s near impossible to do through my normal gameplay as I simply don’t come across that many dead players or NPCs. So far this particular achievement has caused me to exploit afk players (allowing respawns to kill them repeatedly), rage at players assisting NPCs that were about to die, and curse that blasted “too many resurrectors” message. It’s not a fun achievement and it certainly doesn’t encourage friendly gaming, quite the opposite.
The dodging portion can die in a fire. It has to be so bloody specific it’s maddening. This is another achievement I can’t get done during normal gameplay because apparently I almost never dodge right at that precise moment to trigger the “evade”. I always end up having to find a ranged mob nearby and try to accurately time evades while being beaten on waiting for endurance to regen. It’s so much fun. /sarcasm
And you will also never get any dungeon tokens. For any dungeons. And that means no dungeon gear. Ever.
Can I get the Endless Cat Tonic or Chauncy Von Snuffles with dungeon tokens? Or karma? Or any means other than laurels? Because if I can I’m unaware and it would surely save me the 3-4 months it’s going to take under the current system to acquire assuming I do both dailies and monthlies religiously.
I know this is shocking, but not everyone wants laurels solely for the ascended gear.
Eventually other achievements will give laurels (retroactively as well). And I believe at the end of this month, the 4 of 6 for dailies will go live so you should hopefully soon be able to skip Healer more often if you really don’t like doing it.
Just grin and bear it for a few more weeks. About as much as any of us can do.
They don’t contribute to what exactly?
The guild’s influence pool.
A Guild across two servers will have 2 separate influence pools. One for each server. Even if all of the guild members guest on one server, the influence the guesting guild members earn apparently goes either no where or to the influence pool for their home world. At least that’s what I’m guessing. It would really stink if only the original home server of the guild had a working influence pool and not offshoots on other servers.
I agree with TheDaiBish.
Tutorial type levels (aka easy mods) are fine as long as the incentive to get to the non-tutorial mode or harder levels is enough that the tutorial modes aren’t farmed. That there is incentive to learn the mechanics without the pressure that dying would cause, since you can just immediately WP back in.
I disagree with you . . but only to a point.
Dailies and Monthlies are a good idea, but they are poorly implemented. Here’s why.
I play MMORPG’s to have fun. I have been playing MMO’s for years. One thing about me is that I have always despised doing dungeons. I just do not have fun doing them. The dungeons/fractals in Guild Wars 2 are no different. There’s nothing wrong with them. I just don’t enjoy doing them. That being said, I have never completed a Monthly because I just don’t do dungeons. People will say, “But you only have to do 5 in a month!”. Sorry, but that’s 5 too many for me. So, I never compete a Monthly, and I never receive the awards. Now I will never get the Laurels, because I refuse to do something I don’t have fun doing.
As for the Dailies, these are poorly implemented as well. I love crafting, but I know people that don’t. Forcing people to craft is not conducive to a fun experience for some people.
To be honest with you, I think the whole Dailies thing is rather poorly implemented. Have to complete 5 Events? You now see level 80’s running around newbie-ville doing the Champions and quick-and-easy newbie events. Same thing for Veterans. I see level 80’s, for example, at the Hunting Lodge in Queensdale plowing through the veteran boars. What’s the challenge in that? In basic terms, the game is turning some of its players in to mindless robots. The dailies and monthlies are adding a linear element to the game.
Perhaps my biggest issue with Dailies and Monthlies is that I have not gotten Laurels from completing the PvP side of things. I enjoy PvP. It’s why I play the game. So if I want Laurels, I have to take time away from PvP to do PvE content. I don’t like that one bit.
Don’t get me wrong. The dailies are somewhat painless. I complete them rather quickly. It only takes a half hour or so to complete them. But two months from now, doing the same old stuff day in and day out is going to be a mind-numbing. Plus, since I have no intention of doing dungeons, I will never get the Laurels because of that. Even though I am a PvP player, I still do enough PvE content in a month to earn the Laurels (except the dungeons). I’m being penalized because I don’t want to do something that I don’t like to do.
There needs to be options. Don’t want to craft? Kill 10 more Veterans. Don’t want to do dungeons? Complete 30 more events. Even though it is mind-numbingly repetitive, it still affords all players to get awards . . . and not be forced to do something they do not like to do.
I understand that AN is trying to expose players to different aspects of the game. But in some cases, this backfires.
OK, no one is forcing me to get Laurels. But if I want Laurels, I am forced to do stuff I don’t really care to do. As I said, there needs to be choices . . . and there needs to be Laurels for PvP. (I dunno if it is a bug or not, but I certainly have not gotten them).
Eventually at least the dailies will have a do 4 of 6 choice with them. I’d imagine the monthlies will, too. I’ve got a feeling it’s not in place yet so that ANet can get the most data on whether or not something was working or not. Had 4 of 6 been implemented from the start for instance combo creator might still be in the rotation. However, enough people did it because you have to do all of them at the moment, that ANet could see that it was indeed broken and have taken it out of the daily rotation.
Monthlies will probably come a lot later due to the fact that months are longer than days so getting enough data for that will take longer.
And then player changes their Time Zone back a couple of hours when they get close to it to give them more than 24 hours to do a daily.
Surely the Daily timer could be set to the time zone of your login location, not your PC clock? The game already logs your location as a security measure. In fact I believe the Local time clock in-game already uses your login location as reference. Meaning the Player can’t change it.
I personally have no issue with the current setup, as the Daily expires at midnight for me. Just discussing ideas that might help others in the thread who find it difficult.
Well, considering they have it display the daily based on your system’s local time, I’m not going to hold my breath that they would do the same thing if they had the reset time be local time and not server time.
What about the person that wakes up at 6am est, goes to work at 7am est, comes home around 8pm est, then goes to sleep at 9pm est? Should they suffer because you play this game non stop? It seems rather selfish to just assume everyone revolves around your OWN play-style. Please people use logic before you post against things, and think about all the other players who don’t speak their minds on the forums. I’m kinda tired of these armchair developers who haven’t ever looked at the big picture, but only their own mirror.
Then they’ve got 2 hours to the Daily which I’ve seen reports takes 30 minutes to do.
- They have time to do their Daily between 8 pm and 9 pm. 9 pm to 6 am is 9 hours. They could even decide to stay up 30 minutes to an hour later and still get the recommended 8 hours of sleep.
- They can also work on it some in the morning before they go to work.
There, I solved the problem for the person who works 13 hour days. I bet he also has the weekend to do dailies. He’s probably also a casual due to time limits so he probably isn’t in dire need for ascended gear so the slow acquisition of laurels probably won’t bother him too badly most likely.
I think it defeats the object to have the same Daily rollover to the next day if you ran out of time to complete it. What’s to stop that same Daily rolling over several days if you still haven’t finished it. Those Daily targets were for that day only, that’s the whole point, hence the name. If you don’t have enough time that day, never mind, you’ll have a chance to do a Daily tomorrow, or whenever you choose to play next. It’s not like the Daily takes that long to complete anyway and it often fits in well with whatever events and exploration you’re doing.
Once I was at 90% completion and the Daily reset at midnight. Instead of blaming the mechanic, I simply thought, hmm, too slow! It didn’t bother me unduly as I’d enjoyed playing. I then went on to complete the new Daily and grabbed the Laurel.
I think the main problem is that, due to the difference in timezones, the Reset can happen in the middle of the day for some people. However, I live in the UK, so my Reset happens at midnight, which is perfect as it’s naturally the start of a new day. Perhaps the Daily Reset should be connected to the Player’s Local time, not the Server time, then the Rollover would happen at midnight for everyone, wherever they live.
And then player changes their Time Zone back a couple of hours when they get close to it to give them more than 24 hours to do a daily.
My reset time is 7 pm EST. Not the ideal reset time, but 24 hours is 24 hours no matter when the reset time is. The way it works now is fine.
Mounts should be like the flying broom is now, no extra speed and no available skills. Purely cosmetic.
Agree with this 150%.
Agree and not be huge things that block the player’s sight. And no flying ones that make Vistas way too easy.
it popped to my mind while i was replying to another post.
can we have maybe in the character selection or in the hall of monument, or somewhere else, a gallery for cinematic we have unlocked on our account?
when i play team content i often skip the dialogs and cinematic to not upset dungeon runner.
but since i cannot run a dungeon alone or not always with people who don’t care about it, i missed a lot of content and lore.
a cinematic gallery would be the solution.edit: wall of monuments to hall of monuments
This would be cool. It could also hold the intro video from when we first make our character.
And the personal story ones. Would definitely be a push towards making alts for completionists to fill out their cinematic gallery. A nice long term goal. And could get some to buy character slot additions as well.
Even the MOST basic crafting thing counts. Just do 10 crafting actions.
Or just wait patiently for the patch to come out that will let you skip the crafting if it really bothers you that much.
The last time I did this daily a few days ago, I didn’t go out of my way to find dead NPC’s. I might have left any enemy fighting an NPC for last, but I didn’t just sit there and do nothing. There are enough dead NPC’s around to not have to not defend an NPC in order to get it.
How can you call it not a PvE achievement when it’s a vast majority of it is in PvE environments except the very small portion that’s in WvW?
And then i ask you how can you call it a PvE ONLY achivement when the fact is that is does indeed include ALL the WvW maps?
I didn’t call it one and if I did it was either a mistype by myself or part of a suggestion that I was making. I do believe at one point I did suggest splitting the achievement into two acheivements. One a PvE only achievement, one a WvW only achievement.
If it was the mistype, I do apologize for it.
You’ve proposed a problem. What’s your solution that keeps in mind the purpose of the daily is not to reward you for just playing the game? It’s to reward you for doing a set of tasks that you may not normally do during a play session. It can’t really be a set of tasks without making it be a “chore” for someone in the game.
At least with this change there may be days where it’s not a chore for you. Whereas the old one was if it was a chore for you, it was going to be a chore for you the next day as well and the day after and the day after, ad nauseum.
Since when is it not for playing the game. There are a handful of tasts I don’t do as a matter of course, they are craft, veteran kill, and underwater kill. I do craft occationally, but am usually working on collecting mats to level it. Veterans I avoid because I don’t like spending the extra time to kill them. I don’t like underwater fighting much. Everything else I complete by playing the game as usual. Today’s daily I was half completed with before I’d even realized the day had rolled over with gather already cleared completely. They’re not chores unless you make them chores.
What I meant was you aren’t going to simply be handed the achievement and laurel now for logging in and playing the game. Sure, sometimes the dailies line up with how you play the game, but other days it might not.
Those who are complaining about it don’t want to have to do any work for their laurels. Where work is anything they don’t normally do on any given day. So if they don’t do crafting, crafting in the daily would be work; but if they normally crafted every day, it wouldn’t be work. They don’t seem to realize that the old dailies might have been work for others such as myself. I had to go out of my way to find 13 unique creatures (I work on fully exploring one map at a time, which generally doesn’t lend itself sometimes to a huge variety of creatures).
Now I’m not saying the way the dailies are now is perfect, but in my mind changing dailies each day is better. It means the daily will align with everyone’s play style at least once every once in a while. Not everyday for some people and never for others. I’ll really enjoy it more when the choose 4 of 6 gets implemented. That way if I’m way off in the corner of the map doing exploration stuff, if crafting or a speak to laurel vender comes up, I can skip it and not have to go all the way to Lion’s Arch and/or try to find where a crafting station that I’ve got skill in is located.
I would only support combat mounts if the following was met:
- You start with one immediately. IE: It’s free and given to all characters
- The rarest most prestigious mount is completely equal to the free one stat wise. Or to one EASILY achievable by the casual player. Otherwise it would go against ANet’s philosophy that everything be obtainable by all players given time.
However, I don’t think there is any lore supporting adding in mounts. There is some loophole for vehicles since the Charr and Asurans have a tendency to invent things.
For some reason people don`t like the idea of mounts and I cannot understand why. To me any option that can enhance or provide any extra fun to a game is a good move. Notice I said option, meaning the people that don`t like the idea don`t have to partake in it and can move on. But for the people who would like to see something like that, why not? I saw a post in another thread where someone mentioned they didn`t want to see mounts blocking npc`s. Easy fix there. EQ2 had an option to disable the graphics for mounts so people that didn`t want to see them didn`t have to. Still have an argument for them now after hearing that? Sooner or later they will be added mark my words. All it needed was broom to get it started.
It’s not really a thing of you not being able to understand why we don’t want mounts. It seems more the case that people who want mounts choose not to understand why the majority (yes – we are a majority) of players don’t want mounts.
We have said many times the reasons why having mounts are completely useless. We hear the arguments that “They can be only cosmetic!” but you miss the fact that cosmetic trophies already exist in the form of the mini system. You say “They can only provide a minimal boost to speed” but that boost to speed can be maintained in many MANY other ways without mounts – gem store speed boosters, swiftness, signets, traits, and arguing that mounts are needed to adventure around the map more just eliminates the purpose of waypoints.
Mounts are completely useless in this game. There is absolutely no reason for them to exist.
As we have argued in the past – why get the dev’s to work on pointless projects when they could instead be developing new maps, dungeons, traits, armour, weapons and skills and balance the races and professions that already exist.
There is a reason people are enormously opposed to mounts. It is because they are a pointless waste of space.
I really don’t see the people who oppose mounts as the “Majority”….the Majority are the people playing the game having fun and not even looking on the forums at all.
I am gonna tell you the secret to why….Money!
Anet does not cater to the customer they cater to the money…they put in items they think will sell.
As long as they are only in cities (aka: non-combat zones), I don’t have a problem with mounts of some sort being added.
The main problem is there are no mounts in the lore beyond the Dolyak which is mostly used to carry cargo not people. So it’s either something the Charr or the Asurans invent. Which means a mechanical object. Which isn’t a mount, it’s a vehicle. But I still would only want vehicles inside of cities (non-combat zones).
And TJV didn’t mean that he didn’t want mounts because he wants the devs to focus on things he want.
He meant the devs have other things that are more important to deal with than adding mounts:
- Content to do while leveling up and once you’re level 80.
- Dungeon fixing (ways to get players who otherwise don’t do dungeons to do dungeons and how to make them worth the effort).
- WvW fixing (ways to get people to play it and actually actively participate in WvW)
Not adding in fixing bugs because ANet most likely has a team devoted to bugs and a separate team devoted to creating new things.
Been There. Done That. has never been, nor ever should be a PvE achievement. Until you actually go and complete the WvW maps, you most certainly have not Been There, or Done That.
How can you call it not a PvE achievement when it’s a vast majority of it is in PvE environments except the very small portion that’s in WvW?
I’m not saying that the PoI’s, Vistas, etc should be removed from WvW.
Just split it into PvE Map Completion and WvW Map Completion. PvE Map Completion gives the reward that goes towards the legendary. WvW Map Completion gives some reward that would be highly desirable for WvW.
oh, and did i mention the time wasted? see, the dailies are done, i won’t go into a dungeon while in queue … i can only gather so much before i am sick of doing THAT. what i wanna do is be working on one of my other characters, but no! i must have this last poi!!! so i can’t get on any other character, while i’m waiting. yep. map completion including wvw is, imo, not a great idea.
thanks, guys. really.
No it’s not. However anything that can be added to help speed the PvE’ers along would probably help WvW’ers out don’t you think? The less time they spend in WvW means that more people who want to WvW can get in.
But yes, it would just make a whole lot more sense to not have WvW maps count for PvE map completion. It’s just not very likely to happen so those of us who hate WvW and do not want to go there are trying to come up with something that would cater to those like us with as little chance for abuse as possible. Even if it all it proves to ANet is that it’s best to just remove WvW maps from map completion.
I did world completion on my main, and wvw was the most frustrating bit of it. That said, I think that some of the challenge needs to remain.
I can’t see any way of flagging working without getting abused.
Maybe what’s needed is two options when you go into wvw, normal and then sort of like a costume. You can’t do anything in it, except maybe a speed boost, you can’t communicate with anyone in wvw aside from those that you’re morphed with and you can’t change out of it, without going back to PvE.
I would also weight the queues as well, so that say if a team had 100 capacity , only 20 of those wanting to be in costume could be in at any one time. Maybe even a time limit on them, where you have to go back and re-queue for the form so that the jumping puzzle requires more effort.
That way those that want to play wvw can without too much of an effect on numbers, and those that severely dislike wvw can do the exploring and those that want the challenge can do it without using the form. Or limit the map completion rewards based on if the form was used or not.
Just a thought.
That could also work, though I’d bump the limit to 100 out of costume and 20 in costume. Just in case one team doesn’t have any in costume they aren’t down by 20 players.
The only problem with the costume prohibiting combat is that you can’t do any skill challenge that actually requires you to fight. The system should recognize that and temporarily de-costume you for that but still leave you toggled as “costumed”. Anyone within attacking range that is costumed will be de-costumed until they are out of combat range or until the skill challenge has been completed. And your attacks do no damage to anyone beyond the enemies that are for the skill challenge.
Maybe flag toggle create a random cooldown when it’s unchecked so that it could be anywhere from instantanious to 5 minutes before it actually wears off. This would prevent anyone from planning to use it although it might not stop it entirely.
no amount of timer or anything would prevent mesmer abuse, would jsut change the delay from him getting in till he could port the zerg in…
No but a long timer might prevent some people from doing it because they have no choice but to sit around bored for 2-3 hours and they wouldn’t be able to do it again until WvW reset at the end of the 2 week period. Nothing that will help those that just want to get their map completion done will be without the ability to be abused by those who want to PvP.
But until ANet wises up and removes WvW from PvE map completion, they really should give those who are there simply to get the map completion done a means to do it. That way they are in and out in a more timely fashion allowing for more people who want to actually actively participate in WvW in.
Or maybe it just kicks you out of WvW all together once your time is up. Especially if you don’t pop up in WvW where you last were or it forces you to pop back in where someone going to WvW for the very first time would appear.
Gotcha, it doesn’t matter how the people who wrote and maintain the game structure it.
Even though this is a blatant straw-man that ignores the crux of the argument, I’m going to take the bait anyways because it needs to be said:
No, it doesn’t matter what the developers of a single game say in regards to what PvP is. PvP is a well-defined term used across not only every MMO, but virtually every game in the gaming industry in some form or another. And they’re not going to change its meaning just because they don’t want to call their obviously-PvP-centric mode of gameplay a “PvP” game format. Many, many games out there have modes of PvP which use the exact same structure and functionality as their PvE setting, that doesn’t make them PvE settings. It just makes them PvP settings with PvE design constraints.
Does EA get to title their next Medal of Honor game as a “gun-based fighting game” instead of a “first-person shooter” simply because they don’t like the existing meaning of the term “first-person shooter”? No, because the terms that are used to classify a game’s genre and modes of play are already defined, have been defined for years, and will continue to be defined in a similar fashion for years to come.
You don’t get to redefine a term as whatever you want simply because you don’t like the established meaning of that term. And if you think you can redefine things simply because you’re some sort of special snowflake dev team in the industry, then you’re being pretentious.
Exactly.
It is PvP. No amount of “the devs call it PvE” will make it PvE.
It’s either PvP or PvE. Since it pits player on player, it’s PvP. Not PvE.
Now it’s not sPvP which I believe is the PvP that earn you the PvP Daily and PvP Monthly.
Now does WvW related things below in with that kind of PvP for the Daily and Monthly? No, they are different enough in what you do and enough people don’t like playing one vs the other.
But does WvW really belong in with the PvE Daily and Monthly? No. Because it’s not really PvE. I personally think there is enough that can be done in WvW to warrant it having its own Daily and Monthly. But that’s just me.
there is nothing wrong with changing dailies and I barely have to think to do them in the course of playing except underwater kills (you can ONLY gripe about this if you have a single character and your class is ele). If you have a level 1 anything run to the nearest pond and train your water weapon skills. You have to go slightly out of your way to do this one (I would slice my wrists rather than do it on ele), but it’s not tough on any other class of any level. Take 5 min before or after Claw
I fall under the category of single character that is an elementalist and I’m not going to whine about it. It’s not that hard to kill things underwater. I’ve done a personal story where I had to kill like 3 sharks in order to progress. Wasn’t that hard to do. But yes, water combat is not my favorite thing to do. But not so much that it makes the Daily so hard that I’d complain about it.
If the game added what you say about dungeons that drop better gear each time, then I’ll stop playing this game.
I don’t play traditional MMO’s because I don’t want to spend ages to get the gear that I need to actually do ALL of the content. Notice I didn’t say competitive. Just the ability to actually do the content and with enough skill, complete.
I’m wary of fulfilling the end of an agreement with a friend that if they tried GW2 during the free trial weekend back in November, that I would give WoW an honest try. Because I won’t be able to try everything the game has to offer, even if I wanted to. Because I won’t have the gear or the level required to do it. With GW2, a newly created character can do 95% of the content types. They can fight mobs. They can do DE’s. They can do hearts. They can PvP. They can go to WvW. The only general type of thing they can’t do is dungeons. Unless they come in during an event that has a dungeon that even newly created characters can do like the Mad King event back in October.
You’ve proposed a problem. What’s your solution that keeps in mind the purpose of the daily is not to reward you for just playing the game? It’s to reward you for doing a set of tasks that you may not normally do during a play session. It can’t really be a set of tasks without making it be a “chore” for someone in the game.
At least with this change there may be days where it’s not a chore for you. Whereas the old one was if it was a chore for you, it was going to be a chore for you the next day as well and the day after and the day after, ad nauseum.
I disagree, it won’t balance out simply because of the broken matchup system. I’ve seen in the few days before last month’s match, that the enemy server deliberately starts losing points so they are fighting servers lower than they might be normally.
I know this balances out a little because it’s accumulated throughout the month, but it’s enough to give some servers a bloodbath.
How is guesting related? I don’t know much about it.PvE is affected by your server’s WvW standing, to the point where you get more gold, and in my experience (tested) more gathering bonuses.
People switching servers is always a bad idea if there’s no incentive to be on a losing server, because guess what? You get less everything when you’re losing, so why would you join a server that’s losing..?
It’s not going to quickly balance. It’s going to take time to balance out. It’s not going to be balanced overnight.
You don’t have to be on the best WvW server to get those PvE bonuses, though, just the winning one no matter what tier your server is on.
As to guesting: You can Guest over to other servers on your own region to play with people on other servers. I don’t know which set of WvW bonuses you get when guesting, if any. I’ve yet to Guest and don’t really bother to see what bonuses I’m getting. I’m getting what I’m getting. I don’t have a desire to move server and I don’t play WvW so there’s not much I can do about what I’m getting. So I stay happy by being ignorant (ignorance is bliss) of what bonuses I am and am not receiving.
Reply to your edit: I don’t think ANet needs to make all servers equal. That’s going to fail no matter what. There are just too many servers. What they need to do is make sure that during each match, that the three teams that are competing against each other are balanced when compared to each other.
And in my opinion, they should probably wait and see what the natural population changes that paid transfers causes before they try anything based on data they currently have that’s only based on free transfers. Population fluctuations will be less dramatic now that it’s not free.
(edited by Seera.5916)
To me the daily is supposed to be a reward for doing things you might not have done otherwise.
Not something that you get while simply playing. Because everyone plays differently. To me I had to grind the 13 variety because I stay on one map to get my 100% completion and it takes me more than one day to complete a map. And a particular area on a map might not have the 13 different types of enemies.
The new dailies are less of a grind for me than the old dailies.
You’ve given the problem: you don’t like that they change.
However, you give no solution for it. Obviously it was static before and they changed it to dynamic so the developers felt static was a problem.
So if both static and dynamic are a problem, what do you propose changing the daily to that’s neither static nor dynamic?
PvE: not affected by world transfers at all due to the Guesting feature that got turned on.
The WvW problem was people constantly switching servers. Paying for it reduces the number of people doing this.
WvW will eventually be able to balance out better and the not as good WvW teams will end up against each other and the better WvW teams against each other.
@Seera Isn’t that more or less what I was suggesting?
For the most part. Yours means that people would not only have to wait for the EB to be controlled by your side, but is turn offable by the player. And the NPC’s can attack your player.
Mine is: you turn it on. It’s on for 2-3 hours. You can’t turn it off. You’re given free reign over the entire map, including bases your side doesn’t own (gates are open for you when you are have the flag on). However, it immediately ends at the end of the 2-3 hours. Even if if you in the middle of an enemy zerg. And you only get it once every WvW period. So once you use it, you have to wait for WvW to reset.
Makes is so that those who would abuse it have a harder time abusing it. Because let’s face it, anything that makes you unattackable, would be abused by players.
If it’s once for 2-3 hours without the ability to turn it off and only once per WvW period then people’s hoarding nature comes in: what if it’s better used later? Why don’t you use your 2-3 hour flag? If it’s just something that be turned on willy nilly, then it wouldn’t matter to them.
Actually, I don’t find the dailies grindy. The crafting for example can be done in five minutes tops. The veterans can be done in almost any zone your’re in just by playing and doing dynamic events anyway. Worse case scenario, kill a couple of veteran oak hearts or pinesouls. There are plenty of places those guys hang out. Underwater kills are like easy.
This is stuff you’re getting basically for free. It takes me 20 minutes to do my daily and if I do it at the end of the day, most of the time, I have done just about all of it, and only need to fill in one gap.
This stuff isn’t hard or a big deal. There are tons of places you can go to do the daily healer. If you’re running around Orr, you’ll get it just doing events. If you’re in Frostgorge SOund the, event where you rezz quaggan is almost always up. If you’re in early zones, almost every early zone has areas where there are NPCs that continually die. Yesterday I got that achievement in Bloodtide Coast.
Anet has given people something to think about. What’s an efficient and easy way to get this daily done (because there are efficient and easy ways to get them done).
The amount of complaining about them, compared to the actual difficulty is staggering. What people are really saying is they want stuff for just logging in, without doing anything else, just by playing their normal game. And while that situation exists, now that there’s a reward you need, it’s not so unusual to have to “work” for it. However the amount of work these dailies ask for is so trivial, I can’t believe people are complaining about it.
What they want and what the daily is designed for are two different things. Made harsher because the old daily seemed to fit what they want. They want something that fits in line with how they play.
That’s all fine and good when all it gives is an achievement point which is just bragging rights. But now it gives currency you could use to buy things with. So it’s only fair that ANet asks that you consciously have do it or part of it.
However, I wouldn’t say no to an achievement that is designed for “Hey, look! I logged in and played the game!” However, the Daily and Monthly achievements are not meant to be those achievements. At least not in my mind.
Eventually other achievements will give laurels, which will take the pressure off of having to do dailies and monthlies. And they will be handed out retroactively as well.
They just wanted the initial slew of laurels to be slow to enter the market (dailies and monthlies are time based) and something even the new players could do.
1. Eventually other achievements will give the rewards. And from what I’ve read, retroactively.
2. Dailies aren’t meant to reward simply playing. They’re rewarding you for doing specific things that can be easily done in a period of 24 hours.
3. The dailies rotate. Maybe tomorrow’s won’t have dodging.
A good enemy to get the dodge from are the Mark II Golems in Metrica Province near the portal to Brisbane Wildlands. They’re ranged for the most part and they have a long enough attack that you can get your dodges in during the window that will get you the Evade which triggers the dodge achievement portion of the Daily.
I disagree and think it should remain the way it is. The only reason to complete the world map 100% is to gain a component required for legendary weapons. These weapons are highly sought after, and obtainging them tells other players you have completly mastered all aspects of the game.
I will say it is impossible to access certain WvW areas from only ONE server. However, if you are able to earn enough gold to purchase the gems required to transfer servers than it is possible to explore all 3 zones safetly. It is concerning that the cost is high, but this is the essence of the reward.
Completionists also want to get 100% zone coverage. Not to mention there’s a little reward thingy on the character selection screen. There’s also a nifty little achievement that you get for getting 100% on one character.
I wouldn’t mind the following:
Once every WvW period, you may toggle yourself as unattackable by all players and NPC’s for a decent chunk of time (2-3 hours). You can’t turn it off until the timer runs down. You also cannot attack players. Once the time is up you are presented with a dialog screen of which you can’t move when it comes up saying: Your period of free exploration is up. Do you want to remain in WvW or leave?
This gives those wanting to explore WvW for map completion can do so safely if they really do not like PvP type play. And keeps the time long enough to discourage enemy players from using it to grief.
@ Agent Ice – well said.
I would like to point out that really this punishes a good group more than a poor group. If one person dies, and you can’t get to them, they are left out of the fight. Sometimes for a very long time if the group can’t stop to rez them or can’t get to them. You will have to completely finish whatever is going on.
The “bad group of rez rushers” that some of you say is the reason that we need this mechanism are less punished by this because they will all die and then all rez.
I think a compromise would be that after a certain period of time the person be allowed to rez and rejoin the fun.
A timer to use the waypoint if dead would be a good thing. I’d make it something like 3-5 minutes maybe? Long enough that 90% of the time the fight will be done before then, but short enough that during the really tough fights, the dead can come back to help tip the scales.
Yep and it’s quite amazing how well it works in TF2, especially you consider the fact that it’s not an “achievement” at all.
As long as it’s separate from the Daily, most would probably be fine with it. Especially if it rewarded laurels or the currency of the moment :P
Philosophically, you’re right it does go against the supposed principles of dailies. But players are prone to psychology moreso than philosophy, especially in videogames. There’s an interesting thing about extrinsic motivation in that it doesn’t always help players enjoy doing tasks more. They sure as hell do them because they want the reward, but having the checklist makes the task feel more burdensome and less intrinsically rewarding
Then there’s the fact that progress is plastered onto the screen with no way to toggle it off. Can you really say that the system is optional when the prizes are so desireable and game always tells you whether or not you’re done with it?
Furthermore, longer task list that come from the revamped dailies makes gameplay more daunting to those with a small window to play each day. ANet could be clever with the system and reduce the requirements for the following days if the player misses one of their dailies. For instance if I missed yesterday’s daily, today’s daily will be 20% easier to obtain, and if I miss that, tomorrow’s will be 40% easier.
They should add the “I’m playing the game!” achievement that would reward people for simply playing the game and doing whatever it is they want to do.
The thing is you can’t put hardcore and casual on two different levels. Because it’s a scale. A person might be 5% hardcore and 95% casual. Or 50%.
Quoting you What if a person was hardcore but then time constraints get put on him and he becomes a casual? How would the game then account for that? Is he stuck on the hardcore client where he’ll have slow progress because he doesn’t have the time to research the changes in builds or time to run dungeons all that often anymore? Can he switch to the casual side without it becoming too easy for him?
My answer: It seems that you did not think fully through this paragraph. If a player have been hardcore and have gotten many items, he deserves these items because he have conquered the hard challenges he needed to conquer to get them. If he did at one time put efforts into getting them, he deserves them.
If this is what you really mean, I find that confusing and a bit disturbing.
Quoting you What if he’s a hardcore WvW’er but likes doing dungeon runs once in a blue moon but he would fall on the casual side of dungeon players? Which client should he be on? The casual one where he’ll be bored in WvW? Or the hardcore one where he’ll only get into a dungeon once in a blue moon when someone decides they’ll let the casual in for the ride?
My answer If you’ve only done wvw in your gaming time of course you do not deserve to get all Fractal weapons on scale 30. We are not talking about two dimentions or two clients, we’re talking about two arenas within the same game.
Qouted from my post In addition we cannot reward players that are on X level (let us say 20) with a Fractal skin weapon, because it SHOULD require a higher fractal scale to obtain these weapons. Not every player should be able to get these skins because; then in reality, there is no reward. You should reward people for their efforts and their ability to conquer, not reward them simply because they exist and sleep through a Fractal dungeon.
Quoting you Due to the nature of the fact that casual and hardcore are two ends of one scale, you can’t split them up into two clients without causing more problems.
My answer Yes you can, you just need to reward them justfully. This you precise in your next paragraph that starts like this: Now, could ANet add in a few etc….
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You aren’t reading my post either.
If you had two arenas, then one would be harder than another. Right?
So hardcore player playing in the hardcore arena with the harder difficulty suddenly doesn’t have the time anymore to do the hardcore arenas due to real life getting in the way.
So he’s forced to do some combination of the following:
- Make slow progress in the hardcore arena. And not getting on that often either since he doesn’t have the time.
- Do the casual arena and be bored to death due to it being so easy. And not be able to progress on his gear because it’s only available in the hardcore arena.
To me that’s a bad system. Because then it punishes people who prefer the hardcore side of things for having this thing called a busy life.
And it divides the population and would create elitism. “Oh, I play on the hardcore arena. You who play on the casual arena are beneath me and should worship me.” Not saying you would, but you can’t ignore the fact that there would be those players.
No on map, team, or say chat channels.
Yes for whisper or guild or party.
However, only if they add in every other language that does not use Latin letters. Not fair to add Cyrillic if they don’t add in the others.
I want to open by saying I have 3 lvl 80 on this account and my gf has another 2.
After 5 months we still play GW2 every day and we love it.The worrying news is that current dailies are nothing short of blizzard fetch quests.
Kill mobs 0/10, gather items 0/10, ress people 0/10, craft 0/10.
A bundle of fetch quests you’re supposed to repeat every single day nonetheless, and it sticks to your screen until done.They aren’t some flavor stuff you can ignore like they were before, they’re actually one the main ways to get endgame items now.
GW2, the “different” MMO against obsolete fetch quests and traditional MMO mechanics offering fetch quests as a daily way to get endgame items?
This must be a prank like the Ministrel.I thought dailies would be a “rewarding Tyrian adventure” type of thing, where you get a list of world Events the player has the level requirement to partecipate to, i.e.:
- Kill Gargantula
- Complete 3 events in Bloodtime coast
- Defeat the Centaur King in Harathi HighlandsThat way on top of not being wow quests, they also bring us around the world (which is something current dailies fail to do).
Seriously, GW2 haunting me with fetch quests is like the Chef of a 5 star Italian restaurant suggesting I order a cheeseburger.
It cannot be real.
What if the player is a level 80 character going for his legendary and the part he’s on has him in a lower level zone hunting for a particular item? Your method would punish him as well since your method would have him have to stop what he’s doing and go to Orr to get his daily done.
What if a person has 5 characters. What if they’re playing Character 5 who is a level 10 character and the daily comes up for Character 1 who is a level 80 character?
So what would you change the dailies to?
Time logged in? So the people who sit and do nothing in LA get rewarded for it? The same as the player out and about in the world actually doing things?
I will be on here complaining the moment the dailies become “be logged in for x time” as the only measure. Because that’s not the purpose of the dailies. They dailies are meant to be little pushes to do things you might not otherwise do. To push the new players to try new things. To push old players who haven’t done a particular task in a while to do that task.
It’s not to reward players for simply being online.
Did you not read the entire suggestion? It’s to reward playing, but not through a a strict checklist. Afking is not playing, and I never implied that such mundane behavior should be rewarded.
Fair enough.
So you want it to be hidden? So that players who literally only have a small window each day to play will find it hard to do their daily that day? Because they have to guess what gives the best bonus that day?
And it still goes against the principal of the dailies. They aren’t meant as rewards for just playing the game. They’re rewards for doing things that you may or may not be already doing. Either to experience it for the first time or to get existing players to try it out again.
It’s a purely optional aspect of the game (currently less so since right now laurels can only achieved through daily and monthly, but eventually other achievements will earn laurels so to change the dailies for a temporary condition is a bad thing).
No. Removing it would bring back farming of the dungeons.
It would also cause the harder paths to be harder to find groups for. Some people don’t want to do the dungeons for the rewards but for the actual experience or the challenge. Since a majority want the loot, a majority would play the easiest path. Making it harder for those who want a challenge to find 4 other like minded players.
So what would you change the dailies to?
Time logged in? So the people who sit and do nothing in LA get rewarded for it? The same as the player out and about in the world actually doing things?
I will be on here complaining the moment the dailies become “be logged in for x time” as the only measure. Because that’s not the purpose of the dailies. They dailies are meant to be little pushes to do things you might not otherwise do. To push the new players to try new things. To push old players who haven’t done a particular task in a while to do that task.
It’s not to reward players for simply being online.
The thing is you can’t put hardcore and casual on two different levels. Because it’s a scale. A person might be 5% hardcore and 95% casual. Or 50%.
What if a person was hardcore but then time constraints get put on him and he becomes a casual? How would the game then account for that? Is he stuck on the hardcore client where he’ll have slow progress because he doesn’t have the time to research the changes in builds or time to run dungeons all that often anymore? Can he switch to the casual side without it becoming too easy for him?
What if he’s a hardcore WvW’er but likes doing dungeon runs once in a blue moon but he would fall on the casual side of dungeon players? Which client should he be on? The casual one where he’ll be bored in WvW? Or the hardcore one where he’ll only get into a dungeon once in a blue moon when someone decides they’ll let the casual in for the ride?
Due to the nature of the fact that casual and hardcore are two ends of one scale, you can’t split them up into two clients without causing more problems.
Now, could ANet add in a few new ways to do things that actually do require skill and cater to the most hardcore players? Yes. Give it a really really neat skin to reward the players who actually get the item by that path or a high value achievement. But only if there is a way to get it that event he casual player who doesn’t have the best build can do. Because ANet has said that the best stat gear will be obtainable by all.
And if you couldn’t guess, I’m talking mostly about the casual/hardcore issue. Since you said I had to label what it is I’m commenting on though my word choice in my reply should have made it clear as day what I’m talking about.
What I want is one month where it’s basically just open world PvE stuff.
Note that I said one month. Not all the time. One month.
If they did that, they could even have a month devoted to just WvW and a month devoted to just Dungeons. And I’d be fine. Because I know my month is coming up or had come up. And that this gives something to those who prefer those things.
I get the trying of new things. But it doesn’t take 5 dungeon runs to know if that’s your thing or not. And it excludes anyone who doesn’t get 5 days out of the month to spend a few hours at the computer. That’s not a bad thing since other months won’t have dungeon components. And it gives those that do know that dungeons are there thing one easy monthly requirement since they’ll get that in the first week of the month.
Funny, I want the opposite. Just pure dungeons or fractals and wvw, no event completion, no gathering. Crafting/salvaging is ok since it can be done in town.
Wrt the underlined sentence: er.. if you can’t spare 5 days per month, why are you playing the game? o.o
“Omg Anet why didn’t you tell me that openworld monthly was gonna be this month??! I’m going away this summer to my dad’s cabin in the woods with no internet! Can you please post this waaaaaaaay in advance? Or repeat it again for people like me WHO HAAS A LIFE? This is soooo unfair for us casuals! And I thought this game was meant for us!!!!!!”
I guess this is an opportune time to mention that for everyone who doesn’t like dungeon/fractal/wvw completion in their monthlies, there are people like me who DON’T like the 100 event completion. But you don’t see me complaining about it.
Like I said, I’d be fine with one month not really having anything in open world exploration (no events, no salvaging, no dailies, etc). Just dungeons, WvW, and fractal related content. It’s not fair to ask for one month of just open world stuff and say that those who hate open world can’t have a month that doesn’t have any open world stuff.
And you missed the sentence after the underlined sentence: that it is NOT a bad thing. Because other months have other things that don’t take a few hours for a majority of those who don’t normally do dungeons. And I picked the high end side of doing dungeon runs because you could end up in that group 5 times theoretically as opposed to the speedy group who can do the dungeon in 30 minutes with 4 people so you’re just basically leeching.
The % is based on number of files. Not on the size of the files. At least from what I’ve read.
A 100 file update that’s 10 GB will be 20% done when it hits file 20 not when it’s finished 2 GB.
FrostGorge, underwater, next to HoTW
And today, get your underwater killing part done too!
My guess is there are three main meshes for each armor piece: heavy, medium, and light.
The various heavy armors are skins for that mesh. That’s why you can take Heavy Headpiece A and transmute it onto Heavy Headpiece B. Because it’s just the same mesh.
You can’t take the skin for one mesh and simply put it on a completely different mesh. Animations and where things would clip would be different. Now if you want your heavy armor to flow like the light armor and defy physics…
Find a major world event. Res downed players occasionally.
Do a dungeon run, rez your team mates.
Find a group doing mass suicides or find someone else willing to do it with you.
Maybe there neds to be some random punishment as well.
For the top 100 grinders, randomly choose one and just delete everything and make them start over.
From what I’ve read, they want it so much and enjoy it so much they would love to have it happen to them. Make it so!
How would you define a grinder in such a way to exclude all of those who do not like to grind? So that those who do not like grinding do not get their things wiped.
Someone who might not like grinding might grind for a while if they feel the reward at the end is worth the grind. Such is the case for legendaries. Should that person have their things wiped because they’re grinning and bearing it for a legendary? And will cease to grind the exact moment they get their legendary?