Showing Posts For Sernius Alathar.6538:

Transmuting from one class of armor to another

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Thats nice Adine, but this isn’t D&D it’s guild wars and the concept of choice is something that they want us to have, I choose to have a heavy armor for my elementalist, I can’t get it though, but I WOULD choose it. We are not saying if you ‘Adine’ want to stick to boring and tired concepts and be a stock standard flowy robe ele go for it, we aren’t stopping you, but the choice should be there for everyone else.

Transmuting from one class of armor to another

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

I’m sorry but since when doesn’t an elementalist wear heavy armor? Why wouldn’t a warrior wear flowing gowns? Cosmetics is the issue, not stats, add cosmetic transmutation stones as zone rewards or daily rewards.

Don’t shoot down my statement either just because they don’t appeal to your idea of how each character class should be perceived. I am also in the same boat about the limit in character armor, and lack of class specific armor, even racials. HELL I can’t even have Raven armor for my Necromancer whose aspect is the raven, Norn t3 is wolfborn :P

Q: Are there plans for the Hall of Monuments past the initial GW1 rewards?

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Hey this is more a question to any devs who are kind enough to reply. Are their any plans for the Hall of monuments past the initial GW1 rewards. Most former GW1 players are making the assumption we will be heading north back past the Eye and Gunnars etc to fight Jormag, which means we will find ourselves back near the Hall of monuments, it ended up being a really great feature to Guild Wars that showed off our legacy etc.

I would love to see a story chain about restoring the Hall of Monuments and rebuilding the Eye of the North as a frontline bastion for the push north. Once you complete that storyline it changes your HoM instance to the “renovated” version and you can update it with achievements from GW2 as well as any players from GW1 with some of their ancestors ones, the latter purely for cosmetic reasons.

Also you tease us with those Xunlai chests. Easter Egg? Decoration? or will we ever be able to open them?

Dragonbrand | Maguuma | Sea of Sorrows

in WvW

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Make it real WvWvW and add the EU and US servers in a mixed pool

Dragonbrand | Maguuma | Sea of Sorrows

in WvW

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Thought I’d just say my piece for this round of WvW. I am with SoS, and while it is a tad one-sided atm I have had some good matches against Mags and DB players while roaming. Looks like we will win this match-up this round, good luck to Mag and DB in their coming rounds.

Hi people, I would like to give away Dawn.

in Players Helping Players

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Good luck everyone

Attachments:

Immersion Breaker - Spoilers Within

in Personal Story

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Another aspect that perplexed me, literally I was stumped for a long time was with the Lagos.
Saiya our Lagos npc we meet for a story was the most bizarre encounter i’ve had yet. We don’t get an explanation on who, what, and where the lagos come from, we are just expected to go diving into a temple of Abaddon with this unknown figure. Finding information on the Lagos is bloody difficult, So far all I know if that they are a very “Drow-esque” society from the deep. They seem to be a society divided into Houses, with a priest caste, they don’t have functioning wings like other playes have stated, but more wings attributed to that of a manta-ray with the bright bio-luminescence attributed to deep sea creatures, they have amazing capabilities to hide themselves, perhaps attributed to patterns or light and camouflage like what cuttlefish or octopii have. They could also be former devotees of the fallen god Abaddon, they seem to know of Orr, the temples location and intricacies of the temple, they also share a striking resemblance to the devotees in the temple, with the masks and shrouds used to conceal their identity (as we know Abaddon was the God of Secrets and Water). But I digress, we get thrown into a mission with an unknown entity that is very obscurely referred to. At least in GW1 the dwarves introduce us to the seer by saying an ‘Ancient Creature known as a Seer’ can help you against the Mursaat, we aren’t thrown into the deep end, pardon the pun.

I would welcome a massive overhaul to the PS, with more depth, less meaningless death, and more coherent like in GW1. Again I don’t say this purely as criticism, the story is done well, but it can be made amazing.

(edited by Sernius Alathar.6538)

Immersion Breaker - Spoilers Within

in Personal Story

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Then of course the biggest immersion breaker to me would have to be with regards to our mentors. By the mists why on earth are you killing everyone the player knows in the game ESPECIALLY the mentors. Killing the mentors and the Npc’s you meet along the way just throws me out of liking the PS, and breaks immersion for me. I understand “the dragons are powerful, blah blah, they kill alot of things” we Know that, we get that, but when the interactions you have with npc’s, MEANINGFUL npc’s is few and far between, I just do not comprehend why they are killed. In GW1 I think we only lost maybe 1 ally in each campaign, Saidra in Prophecies, Kehanni in Nightfall, Togo in Factions and Gadd in EotN. These were all sad passings and they added an emotional element to the game, but the majority of our friends and allies made it to the end of the game, and that companionship is something players like. The Mentors are great companions and I expected them to stay with us throughout the entire game future expansions included, they are our connection to our faction and adds a very human element to the way our story progresses. Losing Tybalt and Losing Sieren was sad and there was no npc replacement to keep the story enjoyable, by killing them you isolate the player and it certainly breaks immersion not to mention feeling like a goremonger after a large chunk of story NPC’s get killed off like cannon fodder.

There is also the problems with your OWN personal story, I thought once we killed Zhaitan we might get some more content back in your racial city about your own personal story, I think I spent a whopping 2-3 hours in div reach on my human toon. I’ve never been back to my personal instance, or have a reason to. These amazing beautiful cities are sitting deserted because there is no non-combat based dynamic events or activities to do there. I always imagined we would have a branching story mode as in for example.

Start Character – Initial PS introduction – Your first choice (Missing Parents – Concludes that section when you find out the truth.

from there you then have a contact from – Shining Blade about your parents (new arc)
– Contact about starting Zhaitan PS

Having the stories branch so you had like a storyline based around our big nasty dragons, but also being able to go back and talk to seperate contacts to continue our OWN personal story, as really we are following Trahearnes PS as a tag-along, would have been a nice addition.

My main characters personal story is about my parents being spys for the shining blade, and them getting killed by the White Mantle, now that is awesome, I love the white mantle, but killing one confessor and then continuing the story as if my toons parents don’t matter, or that my character doesn’t want to help or work for the Shining Blade as well seems bizarre. We are again skimming the surface and not diving a bit deeper into the story, getting involved.

(edited by Sernius Alathar.6538)

Immersion Breaker - Spoilers Within

in Personal Story

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Okay i’ve just finished my 2nd toon to 100% story/map etc. and I feel it’s time to put at least my PoV into the PS issues.

As a player from GW1 who played it religiously and was drawn into the intricate web of storytelling that makes it one of the best games story and lore wise I personally have ever played, I can’t help but feel disappointed by the shallowness of GW2 initial personal story.

Now don’t take it as me saying I dislike the story, because I don’t, I very much enjoy the story, there is just no depth to any of it. We hop from 2-3 mission storylines skipping alot of stuff in between and each seeming to lack any form of conclusion or continuance.

e.g. Forging the Pact I believe the mission was called, where you find a research team near Concordia. Now this mission has something pretty awesome in it, A tome from when the dragons last rose written by the dwarves. So we go about gathering it, escorting the people out of the caves, kill the boss and then mission conclusion. Then what? We don’t find out about the scroll? We don’t get any lore about it, we don’t even take it back to Durmand priory to ask Ogden about it? It just ends, and we are on the move again, something incredible and BAM break the immersion and depth of the story by skimming past this and preventing you from getting involved in something meaningful.

Another example:

When you work with Sieren for the Priory you track down this incredible Dragon Blood Sword stolen by Sons of Svanir and formerly owned by nasty Dagnar who you kill in GW1. Again like my example above we recover it and thats about it, no depth, no real lore, just skim past and continue. This is a weapon used to combat the elder dragons, or at least formed from the blood of a dragon, I would of thought that meant it was important.

Necros don't feel... Evil

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

^^ I think at the moment, alot of players have the same issue with all classes sharing the same armor. There is no class specific armor in the game, as someone who played GW1 alot it was kind of strange for myself to see the same armor shared by all classes as in GW1 you would have variants for each class. e.g. Primeval Armor was available to all classes, but they all looked vastly different on each particular class, there was no light/medium/heavy armor, it was all class specific. I think if they added a range of class specifics on top of what we already have, it could fill in a hole that’s appearing with diversity in characters, If I goto Lions Arch I couldn’t tell you of the light armor users who was a mesmer, elementalist or necromancer, unless I actually selected them, being able to make yourself unique looking on top of portraying your class is something that does need to be addressed.

Necros don't feel... Evil

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Necromancers , calling on the spirits of the dead, and even death itself, to overpower enemies and assist allies. In sacrificing Health and taking curses and diseases upon themselves, they can deal large amounts of damage to those foolish enough to oppose them. Dead and dying enemies become unwilling allies in their hands. Necromancers have the singular ability to absorb Energy from an enemy’s death, and can raise a fighting force from the corpses of their foes. Curses, which often cost the Necromancer dearly, exact an even greater toll from enemies, who find that their Enchantments and healing skills are rendered useless. Due to the sacrificial nature of their methods, Necromancers must practice patience and self-discipline to survive.

Necromancers in the Guild Wars world don’t share the same pseudo-gothic countenance as other games. It’s openly received as another form of magic in Tyria and is studied openly as is mesmerism, elementalism etc. Harnessing the power of blood and bone to create minions, to create curses and wells of power are no different to an elementalist binding an elemental to their will using reagents, or Ritualists harnessing the power of ancestral remains and ashes to manifest spirits from the mists to aid them. Necromatic arts have just as much healing capabilities as denial hexes. As for being an ‘evil’ class? Intent is what determines alignment.

Colour wise I think the choices are fine since the introduction of the other races, though they are wrong in regards to humans in Tyria as Grenth is the Deity of Ice and Death and embodies the Season of the Colossus “Winter”. The colours should be more along the lines of whites, blues and black.

Why mounts SHOULD be added

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Really? Are you guys starting another ‘mounts’ thread. The devs have already said they will not be part of the game, just let it go.

Remove WvW from PvE completion

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

^^ this, In GW1 Carto was more difficult but none of it was in PvP arenas, or Heroes Ascent or GvG Maps. I agree it has no place in World Completion as its part of the mists, if your gonna do the mists what else will we have to do the Underworld, Fissure of Woe, Redeemed Realm +X-amount of other dimensional worlds. Makes no sense lore at all. Don’t force PvP content into PvE content, it doesn’t work. On that when I finish my personal story don’t give me WvW junk.

Mounts [Merged]

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

I do believe that you are jumping to conclusions based on the amount of people discussing this particular subject on the forums. Which, if this is truely the case, is a flawed foundation for your argument.

This thread has what 30 replies from different posters, that’s not really that many. Yes there have been numerous threads, but most have been started by the same vocal minority. So in your own words “I do believe your jumping to conclusions based on the amount of people discussing this particular subject.” What should be noted is that just because “alot” of people are discussing this, does not mean they immediately all support it.

Mounts [Merged]

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

The Heroes of Tyria being stuck with running around like Forest Gump can be quite the immersion breaker to be honest.

If I base your view of immersion on the game they should be showing all bits of tedium between story missions were your eating, sleeping, sitting on the airship waiting to get to your destination while twiddling thumbs, they don’t show you how you map from place to place. Now honestly the only reason people want mounts apart from adding to their repertoire of ego stroking equipment is to get from place to place that doesn’t have waypoints faster, there is no other real reason why people want them.

Universal Dungeon Tokens

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

People will want to be able to prove that “I went through dungeon x to get dungeon x’s gear” not “I went through the same easy dungeon everyone goes through to get dungeon x’s gear”.

There is an easy solution for that, introduce dungeon specific titles for completely clearing all paths. e.g. Twilight Arborist for completely clearing TA lol.

Titles used to be the norm for GW1 to recognise what players had achieved ranging from Incorrigble Ale Hound to God Walking Amongst Mere Mortals which so far is like the only title I have in game :P

I do see your point though about ego stroking. Personally I like the armor on my toon for myself, not for anyone elses benefit.

You made something wrong

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

And trade channel is needed for sure. Here trading system is incredibly poor. In L2 there is auction system too, but it’s antisocial, cause traders don’t communicate.

I’m not sure what your really want from the trade system? After x-amount of years of kamadan this is a welcome change, Dealing with player traders is rubbish, I’m glad to take that out of the way to mitigate the scamming, and the poor player-2-player interactions, those sort of player trade chat channels are geared towards the seller not the buyer. With the current system we take away in some respects the random element, we don’t have to haggle or get conned, we can see what value an item has, we can buy it directly, make offers or sell our own stuff. It covers all you need in a trade system.

That said I am all for the ability to create custom chat channels as the lack of alliances makes it difficult to keep in contact with friends in other guilds.

You made something wrong

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Ikcen obviously there is no right answer that will satisfy you. As for your suggestion, gw2 is a very tactile game, if you want to play and chat you can use ventrillo, or teamspeak, or multiple variants of voice chat. Typing in chat during combat is impractical, but common sense should tell you that. As for trade chat, whats the point when you have an AH, trade chat is used frankly like map chat in some zones by stingy players to avoid AH fees. As for being unsocial well thats entirely upto you, I always chat in events or with my guild mates etc So I am not sure what your doing wrong?

Universal Dungeon Tokens

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

I have read a few zone and local chats about making universal dungeon tokens, meaning you could do whatever dungeon you want to do, get a dungeon token (Insert right amount = Token Armor), this could be an interesting idea. Of course there is the argument “OH but someone could just FARM the same route and the same dungeon!!??”, well you know, people are gonna do that anyway, and isn’t upto you whether or not you want to farm the same old boring dungeon route over and over again. To be honest I am getting sick of that counter argument, I honestly don’t care what another player does, if they have so little imagination that all they do is the same dungeon kudos to them. For all the real players who enjoy all the game, it would be a nice incentive for people to explore all the dungeons without having to think, “ooh i have 30 flowers from Twilight Arbor, and 30 Ascalonian Tears, etc I’m never gonna get an item”. There is merit in a unified currency, I’m curious if anyone else shares the same view, cause I have certainly read it alot in map chat, and dungeon team chat.

Mounts [Merged]

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

What exactly would be mounts in Guild Wars? A minotaur, a Dolyak, ridiculous. If there were mounts there would be what a whopping 1? Jeeze, Mounts are just not part of the Guild Wars world, never will be, and never hope they are.

Suggestions from GW1 and Observations

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Engineer is nothing like elementalist, and kits are hardly a viable weapon choice in any circumstance, they are nothing like attunements, I’ve used em enough to know that. Elementalists are unique in their ability to switch attunements, but I’m sure if you polled it most ele users will say the same thing as will engineers, why should engineers miss out on utilities to compensate for weapon swapping. Its not a major change, it would make alot of people happy.

Order Titles

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

What RebelYell said ^^ This is a Sequel, wheres our titles, Lightbringer already had 8 ranks in GW1 so did Slayer.

Suggestions from GW1 and Observations

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

10. Homes Instances

Home instances were initially meant to be our home, that was going to evolve as we progressed through the game. This could still be in progress I understand, but have yet to really see many changes, I completed my story to max so far and the only change is the addition of Ikniu and some hylek, no order of whispers contact, no pact contact, no scholars, surely there would be some affiliate npc’s around. I would like to see eventually a system where we can assign members of our order to do tasks like the mini-game quests they have in Star Trek Online, you assign some orders agents to do some recon on a certain place, you choose a difficulty and location and say each mission has a 24hr cooldown, when you come back you have a chance of getting items and exp/karma for the mission. Just something small and fun to do, and potentially a way to find new recipes or rare item components.

11. WvW Diplomacy

I’m not sure the feasibility of this, but a system that allows for the forging of world pacts in WvW would make for an interesting and evolving World combat scenario, e.g. You and another World are getting thrashed by the enemy, so someone initiates a diplomacy panel and members of each world have the opportunity to vote for a treaty to come into effect, say a non-aggression pact, or a full blown alliance. Members can only vote in one of the WvW maps and initiating the diplomacy has a cooldown on initiating a treaty. So once you forge the pact it stays in effect for a minimum of 24 hours before being able to be contested.

In conclusion there is a lot of features from Guild Wars 1 that made it successful that wasn’t implemented in the sequel, which a lot of players from GW1 would like to see come back, I do hope you have the opportunity to peruse and consider some of the suggestions and I hope some of the community read and post some of their suggestions as well. There may be some negatives in what I said but these are the only concerns I have seen, the rest of the game I really do love like the first, you guys have done an amazing job.

  • I Apologise for the wall of text lol*

Suggestions from GW1 and Observations

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

6. Return Crafting Prestige Armor like it was in Guild Wars 1

One of the best features Guild Wars 1 had was the creation of prestige armors, the satisfaction of finally crafting your elite armor, that has been removed from GW2, and I am not sure why. I liked gathering the materials to make the armor, and then forging it yourself to then customise how you like. Everything so far is acquired through drops or from merchants, I have no satisfaction in crafting my prestige armor, and myself and many friends from GW1 say the same thing, this was a working system, took a moderate amount of time and was fun. A return to the old school armor making would be an excellent addition to the game, even creating the armors from GW1 after getting rare recipes from dungeons or in the world. E,g, Deldrimor Armor or Monument Armor Recipes from Dwarven ruins or far northern shiverpeaks etc. We have Profane and what not in the gemstore, so we know you can the armors, I’d love to get my old school norn ranger armor. And I am sure people would love to get obsidian armor again haha.

7. Achievment Passive Bonuses, PvE only skills, and Faction Ranks

In GW1 we had functional Title Ranks that offered passive bonuses to players dependant on where they were in the game, most notably were the Eye of the North ranks but there were other ranks in Nightfall that offered bonuses as well. E.g. The Lightbringer rank for helping the Order of Whispers offered you a passive bonus against demons and servants of Abaddon, it was a title and a passive boon. There was also Asuran, Ebon Vanguard, Norn and Dwarven ranks each giving different passive bonuses, mainly combat boons. What says we cannot have the same bonuses in GW2, we have factions we have different races, why not earn titles like we did in GW1 that eventually award us with decent passive bonuses. Games such as Star Trek Online award passive bonuses based on accolade you have achieved especially in kill accolades, only something like +2-3% damage or resistance vs an enemy type on max tier but something that rewards the players. Perhaps even ranks in the orders that unlock different tiers of vendors as you progress in rank, In Guild Wars 1 to craft prestige armor for Norn, or Asura etc you had to achieve a minimum of Rank 4 in their title.

PvE skills was another fun feature of Guild Wars 1, they added a different flavour to our skill choices and they got more powerful the more you ranked with a particular faction. Some of those skills are now racial, but perhaps there is still some room for PvE skills, I’m not really sure what you could have with regards to the current factions maybe things like Ebon Vanguard Assassin Support or Sniper Support but a Whispers variation, some magic/tech utility ability like the spectral weapon we get in the PS from durmand priory, and vigil air support etc. Something interesting.

8. More Skill and Weapon Choices

I am still trying to cope with the lack of skill choices and bizarre choice for skills, certainly not ones from the classes I would of chosen. I would very much like to see more skills, more weapons per toon. If I was to use a class as an example, I’ll use my Ranger.

Currently we have a good lot of weapons and skills but some things seem to be missing that don’t really make sense, being a master of ranged combat and not having rifle or pistol is curious, I know you probably chose to neglect them because the engineer has them but logically as times progress rangers would use guns as well. Most GW1 players would know what the Bunny Thumper was, for those who don’t it was a heavy Knockdown build using a hammer in GW1. On top of this we are still missing a lot of elite skill choices. We get tonnes and tonnes of skill points and surely we can slot more utilities and elite skills to learn. I’d like to see an Elite Trap skill, some new wilderness skills, a beastmaster elite that calls out 3 random terrestrial or aquatic pets to attack at once, just a few more choices would be nice.

On skill choices, I’d also like to see the implementation of weapon swapping on all classes, just to make it fairer, my engineer has 2 weapon combination choices, surely a weapon swap wouldn’t be such a hard thing to ask for.

9. World Event Announcements or Cooldown Timer

I always miss these events, I never know when they are on, or when they are on next. Something as simple as saying “The vigil are preparing for an attack on Kraalkatorrik’s forces in: [Insert Time], would be a lovely edition, So I don’t waste 20 kitten silver mapping from point to point (again another problem with mapping costs)

Suggestions from GW1 and Observations

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

5. Diminishing Returns and Craft Cost/Rewards

Basically Diminishing Returns needs to be removed, when GW2 was first starting to be explained, functionality wise, you were fervent in your view we could play the game however we wanted to play and level. We could craft, go into dungeons, roam from event to event and do whatever we want. Since the start of the game these options have slowly been trickled away, crafting received a huge exp nerf, diminishing returns carves through event and dungeon rewards, I did twilight Arbor once before the completion dropped from 15 blooms to 5, which is ridiculous. The thing that annoys me the most is that if we contribute as much or more to an event as anyone else why should we receive less rewards purely because we do it more than once? It’s illogical, and frankly turns me off doing content I want to do if I’m not going to be rewarded for it. Another thing that has affected the crafting costs is the adding of cooking ingredients to loot bags e.g. Bag of Shinies, Thorned Sack etc. They used to be a good source of crafting matts, now I seem to get an endless source of butter! I understand the extra mats from crafting nodes, but seriously chefs should have the cooking materials back.

An addition to the crafting hubs could be a material purchaser, where you can sell crafted materials for a baseline price, as currently they have no value in the AH, a standardised value would add incentive for players to work in crafts and make items. Either for themselves, their guild and friends or for sale. There are not many ways to make consistent coin through regular means since diminishing returns carves up your profits, this could be an alternative way to reward all players for crafting, and potentially stimulate the AH.

Another factor for diminishing returns that is hurting players when they reach level 80 and start delving into dungeons and looking at orrian karma armors or cultural armors, is the price. I for one really like the Karma armors available at the Temples in Orr, but they cost something like 54k for each piece, that would make it 270000 karma for one set of armor that I know I only want for its cosmetic value. Karma events award you roughly 340 karma each, making the armor available for purchase after doing level 80 DE’s 794 times. That is just ridiculous; especially considering karma is character wide not account wide. Then we get into Dungeon rewards, while being nice and unique they are way too overpriced, if I wanted a full set I would need to do one dungeon a minimum of 48 times just to get a set of armor, which isn’t nearly as large as karma armor, but is still rather excessive. Considering the Anti-grind philosophy you wanted to bring to the game. Finally Cultural armor, I don’t even know what to say, 150g, are you kidding me? Most players are stretching to make 5g. Perhaps a way to make this all a lot easier would be to cheapen the prices of it all, and make them armor unlocks, same way we have heritage armor unlocks in the Hall of Monuments, have a prestige armor-smith that has the cosmetic armor unlocks for your players as they are unlocked. The cosmetic unlocks are unlimited use once unlocked they can be applied to any of your armor pieces. Keep the expensive prices for exotic variations for those who want to grind for the high end armor, but make the cosmetic option available for everyone without the need for excessive grinding.

Suggestions from GW1 and Observations

in Suggestions

Posted by: Sernius Alathar.6538

Sernius Alathar.6538

Hi guys, Some things may have already been mentioned I haven’t read every thread in the forum, I will just highlight some of the features of gw2 I have seen, what would be nice and what other GW1 players like myself are surprised are not in the sequel.

1. Guilds, Guild Halls and Alliances

One of the great features of guild wars was actually having or being in a guild, representing yourself on one, and I stress ONE guild. You could then join up with other guilds to form alliances, which in turn allowed for the acquisition of combined faction to then use in sponsoring/controlling a town, which in itself gave you privileges such as cheaper merchant items, most notably lockpicks. This was a great system, a simple system, guild upgrades were relatively balanced for purchase and the system really was user friendly. In GW2 they decided to go with a more complex system which didn’t really promote guild loyalty and has so far been a pain in the backside for a lot of players.
Another feature was the acquisition of a guild hall which was your home away from home, where you could buy merchants, dye traders, xunlai storage agents etc. to enhance your guild and allow you to do all the basic things you would want to do with your character while adventuring without the need to make lengthy trips to racial cities.

2. Map Travel Tax and Auction House Tax

The more I play the more this annoys me. Map travel costs nothing in Guild Wars 1, why there is a map travel fee in GW2 is beyond me, there is no need for a tax for map travelling as someone who can say they have achieved 100% map completion I can quite comfortably say that I have seen all of Tyria for now, if the motivation for map travel costs was so people roamed out of sheer defiance of paying money to go from place to place you may be succeeded, on the other hand I know just as many players who find this just unnecessary. The silly thing is I had a friend die in the field and didn’t have enough coin to travel to the nearest waypoint, what are you supposed to do? Wait for another player who is considerate enough to revive you? I’m pretty sure removing this fee would make many players happy. As for the Auction House, I kind of understand the listing fee, but again does It really need to be there? Sometimes the fees nullify any profit and that just makes using the AH irrelevant, sooner or later due to frustration I’m sure Lion’s Arch will find itself being the new Spamadan, and no-one really wants that. I believe this implementation is already underway, but I will mention it again, previews for the AH would be muchly appreciated.

3. Downleveling and Non-Level Matching Loot

Downleveling is a brilliant idea, works well and have loved it since beta, I am also very impressed at how seemless it is in the game, keep up the great work here. My only concern is the inconsistent loot drops, I was level 80 with a friend who was also 80 and we went to gendarren fields to help a lower levelled guild member with some content, while the dynamic events awarded appropriate rewards for level 80 exp/karma wise, the drops from monsters etc were still comparative to the zone. The same also applies with Jumping Puzzles. The JP loot is zone level not player level. Just some small changes so that loot is comparative to level and players are rewarded equally when playing with other friends would be also greatly appreciated.

4. What’s the deal on Magic Find?

Is this a functioning attribute or still in the works? My character has been running around in dungeons and high level content zones to test my magic find attribute, currently my armor assigns me 50% to MF, I have been using magic find boosters as well as food. Which makes my MF roughly 140% I maintained my buffs for a few days when I played through events, dungeons, trash mobs etc, with the highest quality loot I obtained being masterwork. So is: A. Magic Find a Stackable attribute, B. Quantifiable in any way, and C. Working at all. What are actually the real bonuses to Magic Find with these boons, runes etc. I have yet to really find any concrete information in regards to Magic Find.