OH – just thought of a way for Anet to reduce the pop-up screens for choices. Mostly when we get gear, it’s a choice between the same piece, different stats. Give us one of those new low-level pieces where we can choose the stats. They are already in game. Boom, one less window to worry about.
Btw, is anyone ever really excited to see one drop? I never am. Unless I’m remembering wrong, can’t salvage or sell them, so I just delete almost immediately as rarely are they useful to me right then (wrong weapon type, not a noticeable upgrade) and it’s not worth the bother to save them for alts.
Agreed – the dye reward is no fun. Why not randomize those dyes instead of getting a preset? I don’t want rare dyes, just a variety so that those three aren’t totally worthless. Spread the love! Make them all worth less!
Other than that, I really didn’t see all that much different except I got rewarded for leveling. For some reason, getting free stuff failed to annoy me, even on my 5th char to level 24.
There are things the NPR did right – rewards was one of them. I don’t really see anyone stating they have a problem with that. I do have a problem with how the rewards are delivered, but it’s something that didn’t bother me at first. Essentially I am just plain tired of clicking on things to click on things to click open my reward.
Yes, when you have a choice, we need a pop-up window. However, if we don’t have a choice to make, can the window be less obtrusive? Can we have a way to clear these things that doesn’t involve a click? Give us a way to keybind ‘close window’.
Also something that I’ve seen another talk of is that if you click it and don’t read it all at that moment, or have to get it out of the way because you got attacked by a wandering hylek, there is no way to go back and revisit it. I would welcome a section in the hero panel that lists level rewards, much like the achievement panel list the daily log in rewards. Of course, I want it implemented better than the daily rewards because … ugh, the placement of that was horrible.
Agreed on not buying it before seeing a functioning trait system. They did state their redesign was so that it would be more in line with the direction they are heading with masteries and progression in HoT. If I don’t like what they do to traits, then I can assume I won’t be a fan of their new progression, either. New maps and gliding is not enough of a carrot to get me to buy into it. They have to nail the progression too.
I have a question about this tonic. As far as I know, the only way to get them is from SW chests. I’ve been chest farming and casually playing in SW for a long time and I’ve only gotten 2 to drop. The first one I kept, the second I planned to sell. It’s only worth a few silver. This seems a bit strange to me and I checked on GW2spidey out of curiosity. In the recent past it looked like it spiked and then quickly settled back down again.
My first inclination was that the initial rush of chest farming flooded the market making it worthless. I was part of that chest farming scene and that’s when I got my first one. But the spikes seem to indicate that new tonics are being fed into the market.
What am I missing? Is my drop rate on those just incredibly low, or am I completely underestimating the number of chest farmers out there? Is there another way to get them I don’t know about?
Just curious as it seems odd to me.
Count me as one of those who prefers a more streamlined, simple look to crazy big armor. My biggest annoyance is how bulky some of the pieces look. I mean, fine, make the gloves have big spikes and fire, but do they have to be about 3 inches thick? There is a pair of pants I like except for the fact that there is a ridge at my waist because the skin is so thick. My jeans don’t stand that far away from my body. Heck, my snowpants don’t either.
Also helms. Add just a bit of hair to the actual model so it looks like we’ve tucked it up. I don’t even care if it matches my actual hair color, just add it on already.
Have a new guardian and I’m doing the last heart for map completion in the beginning zone. I get downed, but think, np – There’s not much health left on this guy, I’m a guardian – I got this. Except not really. I don’t have my downed skill 3 opened up yet and I get really really close, but ultimately die. At level 17 I still don’t have all my downed skills unlocked? That’s just … not right.
I get that they have looked at our input, but you can’t really call it a discussion if only one side is doing the talking. That’s what I am getting at.
They may run it by a few trusted players under NDA but that’s it. We aren’t going to get an EVE style council of players much less full disclosure early enough to alter design if the vocal majority rejects it.
Thus my confusion about what they even intend for us to ‘discuss’ about traits. It’s not much of a discussion if we’re just aimlessly tossing suggestions and complaints at a wall hoping something sticks.
I agree that they probably have the trait system set in … well not stone, but wet cement. As Guhracie said, if they wanted specific input from us, they’ve had nearly a year to do so and haven’t. If they want general, unfocused input, then they have pages and pages of it. We don’t know what they took out of it, however, so it does us no good. I honestly don’t understand what they expect us to discuss.
I am sitting on the fence with the expansion because it’s disheartening to level up alts (something I enjoy) and if it doesn’t get better, it might kill my enthusiasm for the game itself. I have faith that the new system will be better than what we have now, but the bar is set pretty low. It can still be bad and be better than what we have now.
Gonna agree that both of your numbers are high. I don’t even know what my fractal level is anymore, but I know it’s under 10. I haven’t done one since shortly after they first came out.
I have zero idea how you would find this out, but a first step is estimating how much of the population even does fractals.
A whole new thread popped up while this lingered on page 4.
Much the same discussion, but it’s diluting this thread. So even without this thread title prompting discussion, people are making new threads to complain about it. Even the ones who like this system say they only get the traits they need and forget about the rest (for the most part)
Is this the experimentation Anet had in mind? Sure, being able to switch on the fly is great and does exactly this (promote experimentation), but how much can you experiment if you only bother to get a handful of traits?
And it matters because … ?
I absolutely agree. If there is going to be a specific world boss in the dailies, then some sort of timer should be available in game. If you want people to linger in the area, the timer doesn’t even have to be precise, just some sort of indication (next hour, next half hour, next 15 minutes). Make it available to see in the Hero panel under daily and maybe give the timer the ‘watch’ icon letting it display on screen until the boss is killed.
Without an in-game indication, this daily is a bad idea. Well, I think it’s a bad idea anyway, but more bad. Ever have an actual level appropriate character try to do this with the swarm of 80’s descending on the boss? Fun times. Any new player won’t have that sense of wonder and AWESOME that those early bosses create. I know that the megaserver and timers already destroyed much of this, but when it’s also a daily, it’s beyond silly. They should be moving back to having it be awesome and not embracing the 1-2-3 done experience that it now is.
Anything that reduces clicking I AM ALL FOR!
Think it’s time for a reminder about the point of the thread, as well as gaile’s reminder to back away from the thread if you dont have anything meaningful to contribute.
I think it’s time for a reminder that there is nothing meaningful to discuss. So, if there’s nothing meaningful to discuss, that’s like Anet telling us to be quiet and sit in the corner until our time-out is done. Is that meaningful enough to discuss?
Seriously – what can we actually contribute at this point? Do they have an idea they are just polishing right now, or are they in the middle of it and not sure of what direction to take it? I’d have different input for wither of those situations, but without knowing even what kind of feedback they are looking for, it’s just busy-work to make us feel better that we are being heard. Promise.
So yeah, I do think this type of contribution is meaningful. I mean to make my frustration and anger clear.
Also – skill points may be plentiful and overflowing now, but they are taking away one of our ways to earn skill points. I also think people might begin to value skill points a bit more highly as precursor crafting might become more widespread. So yeah – skill points are steep but manageable right now, I don’t foresee that continuing into the future.
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Because Dragonball is only an activity, not an event.
This time the event is Lunar New Year. Last time it was Dragon Bash. The rewards are separate from the activity.
I’ve come to realize that I hate the pop-up windows. Not just the NPE leveling windows, but all of them by association. There are too many and why do I have to click ‘accept’ on a screen when I earn a bouncy chest if there is no choice for me to make? It seems pointless and they just become an obstacle for me.
I get it when there is a choice to be made, sure, fine. Heart rewards? OK, but they are so big and annoying, but OK. Silverwastes? yeah yeah, I got a shovel and crests. Again. It just gets annoying.
btw – is there a keyboard shortcut I don’t know about to shut down these windows without clicking?
Soooooo, basically looks like game dev on the new content … is all being done with what looks like the current trait system.
Keep in mind the new system may not be 100% complete, thus cant be used on their internal environment yet, which is probably where the game video we’ve been seeing has been recorded.
Eh, I kinda lean towards them using the same basic trait structure. It seems strange to me that they would use the old system (even if for a place-holder) on the beta and then make a point to show it off in the PoI.
The basic structure is not bad – I like the idea, just not the implementation. And let me be clear – the current implementation is flat out horrible. It does not promote experimentation, nor are the majority of forum-posters finding it ‘fun’.
So I would be fine if the basic structure is similar, but with more realistic goals or at the very least (very, very least) account bound. I think it likely that there will be more to it than just that, but even that is a step forward and something they could do right now I am thinking as a bandage? (I’m saying this without knowing what that entails). Throw us a bone until the real thing is rolled out?
I’ve not been a fan of the new traits system for a long time, but I’ve been patient. Since the announcement of HoT and that they are re-vamping the traits I was excited and happy for a week or so. I figured that a lot of the silence was tied into the expansion announcement. Now that we know about HoT, we still have a huge wall of silence we keep banging our heads against and my patience is turning into a slow simmer that is souring me on this whole mess like it hasn’t before. Yes, we get it – it’s not done. But for the love of Pete, please give us something. Give us a rough estimate, a few of your thoughts – something. This was handled so very poorly.
We know what the patch notes say. The point of this post was that the patch notes and tool tip for the envelope state different things, thus asking for clarification.
I think we are mostly assuming it’s account MF, but a clarification would be welcome.
Combo fields for me too. Took me a while to figure out why those pop ups would appear, and even longer – much longer – to have even the barest understanding of how I could use fields or blasts etc for effects I wanted. I’m sure I still don’t know them all like I should, but I know how to blast the heck out of a fire field.
Did you see that last POI? Don’t get your hopes up.
Plus, the POI is about masteries. And Traits aren’t masteries, but they might be kinda like it, but they definitely aren’t linked.
My goodness, we can’t even get a quick response about MF when it’s a core mechanic of this game and there is conflicting information. Inconsistent and silent – what more did we expect from Anet? (I didn’t used to be so negative, I swear!)
I’ve had people put on my team at the beginning say something like ‘oh, the good players are on the other team’ and poof – gone. I don’t want to have to game the system to try and have a chance at winning. I know it’s a small thing, but it’s frustrating.
I’m totally for a penalty for leaving, or having some small incentive to stay. (or both, call me crazy)
How is the meta relevant to unlocking traits? We still have to unlock them to participate in the new meta and that is what the complaints are about. It also blocks people from experimenting with the whole range of traits since they won’t all be unlocked by the average newer player. Right now, I haven’t bothered to get more than a handful of accidental traits on my alts and when they are fully leveled, I will figure out which ones I want and just do the minimum to suit my playstyle. I really don’t understand how meta is relevant as a positive point in the trait discussion.
Nope.
Not against dueling, or small openworld PvP arenas, clearly defined and easily avoided, but my personal interest is zero.
This is unclear?
I think that some people don’t read very carefully and are quick to jump to conclusions. Like I said, I’ve seen this reaction more than a few times here and on other forums. Usually someone comes along to clarify, or calm someone down who is worried that traits won’t change unless they buy HoT.
If people are told change is coming, they fear the worst. If Anet wasn’t ready to talk about the changes, then honestly I think that not saying anything quite yet might have been better. Maybe. I don’t know. This has been a very big issue for a lot of people for a long time and anything short of explaining exactly how and when it will be implemented is not going to go over happily.
I’m looking forward to the thimble collection myself.
The ability to train Masteries is unlocked at level 80 for all players that own Heart of Thorns.
And just how will traits and skill points work for those that do not own Heart of Thorns?
No where was it said that the new trait system is tied into the mastery system. Colin mentioned that with the introduction of masteries, they are also re-evaluating other systems, like traits.
I’ve seen this misunderstood in several places. By mentioning them in the same post, and then not giving further clarification, these two get tied together in people’s minds and causes confusion and fear. This is one reason we need further information sooner rather than later.
Hell, maybe I’m the one misinterpreting the statement.
I totally get why this thread was opened and the old one shut down, I do. Despite the intent, it unfortunately feels like Anet wants us to just shut up about this already and wait patiently until they are ready to reveal more information. This may have even worked at one point, but this is an issue that’s been festering for far too long and the trust is thin.
I would love to discuss and speculate on the new trait system. The problem with that is that there is no info to go on other than a vague ‘trust us’.
So yeah, this may not be the productive comments you want to hear, but it’s the type of comments you’re going to continue to get until we actually have some sort of information in our hands and we build up some more trust on this issue. Right now I feel like a child who’s been told to go play in the corner and stop bothering the grown-ups. I know that’s not your intent, Gaile, and you don’t make the call on how this is presented, but it doesn’t take the bad taste out of my mouth.
I tried out the NPE when it first rolled out to see how it felt, but this is the first time I’ve made a new character with the intention of leveling it up and playing it.
Not crazy about the NPE, but mostly minor annoyances and some parts I actually like. I can’t put myself in the mindset of an actual new player. What I found the most annoying, however, was weapon swap. Up to level 10 now and it’s still not available (I know now that going into PvP lobby will fix this before it’s unlocked). I accidentally pulled too many scale and managed to get them all down but one. My pet was dead and it was outhealing the damage my bow could put out. I was cursing knowing that the greatsword in my bag would have finished him off but I … just … couldn’t …. reach it. Gah! It was frustrating long before that, but this was the point I got mad about it.
Just before that I had reached a heart that had underwater tasks and I panicked a little before remembering that I had just gotten my underwater equipment. If I had got to this heart any sooner, I wouldn’t have been able to effectively do it.
TLDR: I think some major combat mechanics are gated for too long.
Also, I really miss unlocking weapons by using them instead of by level (except on an ele :p). And bundles. I can’t tell you how much I freaking LOVED that I could carry big ol’ fish around and feed the baby bears on my first toon. Instantly fell in love with the game hard. Oh well, I still have the screen shots I guess.
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Thank the gods of Tyria.
Soon, please.
I hope it goes to account unlock. It still won’t make me happy with the way traits are implemented, but I would get to ignore it, so no skin off my nose.
I am excited to try the new profession, and the druid isn’t a good fit with my current ranger, but OMG do I want one! That’s at least (at least!) 2 characters I want to level up, but am not looking forward to.
I do love the idea of earning traits, but the specific way it’s implemented is not fun. I don’t want to level up all my toons in the same maps just to get the map complete traits. If I just did Lornar’s Pass on my last toon, I want to go somewhere different for that level range on my next one. And that’s just one of the things about it that makes it a chore.
Most of my thoughts, good and bad have been said, so I will just say a few things.
Some of the UI redesign seems like it would be more mouse clicks for little benefit – specifically the LFG. Personally, if I want to run a dungeon, I want to see them all, not chose upfront. The hero panel still requires multiple clicks and looks crowded. I would prefer to see buttons to click that I could see at all times and would change to that window. It’s still always visible to a player, but easier to get to compared to a pull down menu or the existing UI.
The design obviously looks very nice and a lot of work went into it. You have skills, no denying that. I personally love the art direction of GW2 and don’t want that to change. I also don’t want my UI or website to look like it was designed for a mobile device. When designing for a customer, you have to take their needs into consideration, not just design something pretty (trust me, I hate it too). The fonts you’ve used are not at all right for the art direction of the game.
I do love the functionality of the lore section.
I don’t think anyone has a problem with the champ bags and such (other than the magic find). I really appreciate how they stack, so that’s a good implementation of the idea.
The gifts are horrible for reasons outlined many time. I think the achievement chests are bad too. Not the fact that we get a loot chest in the corner, but opening that chest gives us another chest that we then open. It’s a new feature and I don’t like the direction loot chests are going. I’d rather give the feedback now that any way to streamline the clicking is appreciated.
Don’t get me started on the forge or acceptance screens either. There’s just waaaaay too much clicking happening in all areas of the game. Please please please make it go away.
Or at least an option to repeat the recipe with one click. The wintersday holiday has highlighted how many redundant clicks this game has and how over it I am. Please, please look at ways of reducing it wherever you can and not just in the forge.
I also just tried PvP recently and was surprised at the venom in those matches. My first few had someone whispering me talking trash, a few talking trash in map chat. As I played more, I noticed that my first few matches were abnormal and the rest were relatively quiet and people were just doing their thing.
So my first impression was pretty negative. I don’t mind being spiked by a dragon – that’s gonna happen. I do however find it funny when people call you bad and tell you to l2p noob in the practice matches. What I ended up doing is waiting to see a certain name pop up in the match and then try to get on their team so I can follow them around and be as useless as they accused me of being. I got a guardian to raaaaaage at me – kinda made my day. I just told her that I was observing and learning so that I could be awesome like her one day.
tldr: using it for practice at any rank, I totally get that. Flexing your kitten in the practice matches? Get a life.
I agree that the world bosses seem too specific for a category. Fine – make me go to a map I wasn’t planning on playing or maybe I decide to dip into WvW for one, sure. Not totally a fan, but whatever. The world bosses are on a timer that casuals or new players won’t know about unless they research it. It’s a specific event they may not even know about if they haven’t leveled up in a map that has it. If Anet is going to put this in rotation, I think they should actually give some in-game info about the event. Have something you can click on to show you where the event takes place (like the mordrem parts do) and a timer for that event. They can make it vague if they want, but some direction should be provided.
example – zoom the map to the nearest POI and have a message overlay that gives the time rounded to the quarter hour.
Devildoc – if Scarlet being Sylvari does turn out to be relevant, how would you feel about Season 1 then? Even if you can’t see why, there are many theories and speculations as to her motives that are directly linked to her race. I think they make sense.
Ayrilana – I don’t think people are literally saying that the stories are revolving around Sylvari. (well, S2 you can make a case). I’m reading it as prominent figures in PS and S1 all seem to by Sylvari at the expense of seeing other races playing big roles. Yes, we see other races in key supporting roles, but the big arcs have Sylvari at their center. Even Canach is making a reappearance again. It fuels the perception of them being over-represented at the expense of others.
Traherne being Sylvari could have been changed maybe. The Wild Hunt gave Anet an easy out storytelling wise. It reinforces the lore for the new race that each one has a personal mission, but it could have been reinforced in a different way, especially since they (I presume) knew the coming PS would be Sylvari heavy. You can deny that Traherne was a central figure in the PS, but it was a running joke that he was the hero of the PS while you tagged along. It’s not just a few people that feel that way. He was a main hero, I don’t think it’s reasonable to say he wasn’t.
Changing Scarlet into another race doesn’t work as well. If this is heading where I think it is, it’s important that she was Sylvari and will reinforce the continuity of the story as a whole. If we just jump from focus to focus each season, then we’d be getting complaints that Anet didn’t develop the story enough and it was shallow and disconnected.
I have patience and faith. Rytlock is surely setting up the next focus for the LS, so that reassures me that they have a long term plan. As long as the story is good – and on the whole it is – I don’t care that the Sylvari have been featured more often than not. The others will get their turn and I plan to be around long-term to see it play out.
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I really like the system where you get to choose your stats. I got an exotic drop today and was hopeful, then I noticed it was a skin I already had with trash stats for me. Boo.
Something that would help in a small way is to have all exotics allow you to choose the stats. Not only is it more useful, it might encourage people to try different stats and builds if it’s easier to aquire a new set. Probably been said before, but still worth repeating.
I thought this was the way is was supposed to work when the LS2 started. When running my 2nd character through, I was confused as to why I didn’t get the achievement I was working towards. So yeah, I obviously agree as well. The only reason not to do it that way is the time-sink factor. Boo.
Nooooooooooo! If the dye was available to preview from the hero panel tabs, then I would see all the pretty dyes I don’t have and be sad. Possibly forced to spend stupid amounts of gold to get them all. Right now I can just go to my dye tab and ignore the fact since it’s not in my face. Don’t make me sad.
(but yeah, that would be awesome)
Not sure if this is helpful, but 3 drops, all shoulders. One from a boss, two from chests.
Aha, thank you!
I saw a video and the guy’s UI had the mini map in the upper right corner rather than the bottom. I can’t find this option. Am I missing it, or is something else going on with his UI?
I don’t see why the story mode dungeons can’t be made solo-able. Scale it to a single player, or give us NPC helpers to explain mechanics and help out where needed. And if it’s scaled for one player and you have friends help out, what’s the harm? That’s pretty much how the entire personal story is structured. Loot is fixed for other story instances, so make it work the same for the story mode dungeon.
I am not in favor of scaling the explorable dungeons, but if more people had the option to run the story in a safe setting at their own pace, then I think they’d be more comfortable running the explorable without fear of being called out for whatever. Make a story option for each path, make it replayable and have the NPCs explain the basic mechanics as you go.
I was playing Silver Wastes last night and experiencing bad lag and rubberbanding beyond what I normally experience here and there. I checked the IP and yes, it was .161. The lag was borderline unplayable for an extended period of time. I only stayed because we were close to a breach and as soon as it was over I ported onto a different map and it was much better.
Hmm. I’ve killed several of the bosses (mostly Blue and Red) and been looking for the cloud each time as I ran out, but I haven’t found it after the fights. Frustrating. I guess I will just keep looking. Thanks.