(edited by Sirendor.1394)
Greetings fellow players, ex-players, developers
For the past year a (nearly) half, I’ve been playing GW2 for most of my gaming time. I found it an entertaining and well-made game, giving me 1,5k+ hours of worth.
The last weeks, more and more, I feel like something lacks in the game… a more competitive and meaningful Player vs. Player mode. I was in most games usually a PvE player. GW2 changed that, by making PvE the easiest part of the game. I always look for challenges, and I found them in WvW and (less) in SPvP.
Still, the current PvP modes are rather disappointing.
1- WORLD VS. WORLD VS. WORLD offers a large scale battlefield… and that’s about it. True, we have sentries, camps, towers, keeps and Stonemist Castle, but they don’t feel like they’re worth defending nor capturing. You capture them and sit staring at the screen: “Oh wow another +5, +30… for our tick”. And then you wonder: what tick? Our server score? Okay… and what do we get for winning the match-up? Oops, nothing.
So we have different servers fighting eachother, for no reason at all, other than domination of a zone, that doesn’t mean anything, because if you hold it or not, doesn’t affect anything. Then if we look at the combat, it’s rather meaningless aswell.
You have 50 people? We have 70, you loose. Basically you could just get max population and you win, you don’t even need to fight, because the server with biggest population and coverage will win, no matter what. You don’t even need to be organized, you don’t even need to use any skill other than auto-attack. All you need to do is “Stack”, the magical ‘strategy’ of GW2.
So what does WvW lack:
- Strategy [Instead we have stacking, zerging, coverage wars]
- Rewards [Instead we have ‘world bonuses’ that nobody ever notices or cares about]
- Customization [Instead we have ‘Upgrades’ that don’t allow any room for personal input and even if your keep is T3, the enemy zerg can portal up some golems and break the doors down in 2 minutes]
- Competition [Every match-up you know what server will win: the one with biggest coverage (nightcapping) or overall population (zerging)]
- Impact [It is totally void of story and of consequences for Tyria]
2- STRUCTURED PLAYER VS. PLAYER is, equally, very disappointing. Instead of real Player vs. Player experiences, it offers nothing but Point Capping. In the end, all we see is bunker builds for Team Arenas (originally Tournament or TPvP), and more of the mindless zerging for Hotjoin.
Personally, I want a PvP mode that:
- Needs strategic play. [You can’t just mindlessly charge into your enemy pressing skill #1, instead implement body blocking, so you can’t take a keep with 30 against 5 well organized: why can’t 5 people on a bridge stop twice or thrice their number so long as they block it off?]
- Gets rid of Numbers > Win [Instead get Equal Numbers]
- Has impact on the world: battles involve destruction and creation (à la sandbox).
- Involves fighting and offers a place for both small fights (such as duels) and large ones, such as taking keeps etc.
- Place it IN THE WORLD, not outside of it where it doesn’t matter.
- Allows you to customize the world. If you hold a fortification with your guild, you should be able to build things around it, place traps, hang guild banners, war ornaments, rooms for guild members, sentry towers and so on and so forth.
Hope you read it and recognize the need of GW2 for a true player vs. player mode, with true competition and true meaning.
(edited by Sirendor.1394)
Kinda funny to have a zerk warrior who can 1hitko enemies.
BAM 14.5k Evicerate hit!My ranger can do 19k in full zerk.
Ranger is only viable for 1v1 imo… and even then they are squishy fishies. Never found any ranger who could beat me.
I also took into account that even if we ran 2x warriors, the warriors would still melt before being any useful, as the other group (8-12 man) would pin them down and wreck them with AOE and conditions.
This is why i chose not to min-max the build, but make it balanced. So everyone provide group utility rather then 3x support+DPS and 2x DPS. as is the usual combination i meet.Spike wise, my setup are not optimal. Attrition wise, it will be much stronger.
Also, i will not share my rengers build, but i can reveal as much as this; 2.8k armor, 750hp/sec permanent passive regen and 24.1k HP. I use sword/x + shortbow for evades. Targeting the ranger in this case, would take too much time and put all your CC on CD (i can practically make you burn all your CC’s just to stop me alone by pushing 3 buttons in succession).Also, the spirit(s) are a support function, and not a core function of the ranger. It can be dropped on a moments notice for a more selfish and lot stronger 1vX option.
Actually I ran a group of 2 warriors/1 guard more than once and we held ourselves incredibly well against up to 10 foes the same time. The focused CC warriors provide + direct damage is enough to kill off anyone very fast, while the guardian is able to mitigate/heal/remove condis.
Combat, skill based? Maybe in SPVP, but in PVE it is DPS and stack.
Even in PvP it’s stack > aoe/stun > done. And preferably zerg. It’s a real shame. It lacks all the elements for a competitive game (should have gone for a combat system like Skyrim/assassin’s creed, where you have to actually aim at enemies, couldn’t stack etc.).
La la la… champ farming, sad as it is.
i remember you guys talking about endgame horizontal progression before maybe look at:
http://www.youtube.com/watch?v=IIExN1GZK_Q
that lasted what 2 months? how long will anything from this cdi last? before you nerf it and promote gold farming for “economic reasons”given the treatment of the vertical component of this discussion where inconvenient commonly discussed points were flat out ignored, and the most common dev posts were a variation of “im really busy with the holidays will read/reply later” its clear this will be marginalized with a token feature and “we listened to your feedback” when you introduce more unpopular changes.
many of the proposals in this thread have been discussed again and again over the last year
and you guys are always reading the forum’s right?, so its not like its new information, you have not taken action so far, we should believe you will now why exactly? your track record isn’t exactly good at this point, its not even average.at this point i think this has degenerated into a PR exercise and you wont actually do anything substantial, so im no longer interested in taking you through game design basics you should already know.
Sadly this is how I see it at the moment. I do not feel this initiative is serious no matter how many times it is said to be taken serious. Simply because the actions do not reflect the words. Asking for a top 3 after 17 pages of ideas looks more like not wanting to go through it themselves and all that it accomplishes is rehashing the same old that has been talked about already without rhyme or reason.
Hi Shadow Blade and Conner,
The fruits of everyone’s hard work have already begun to show through, specifically in regard to the first CDI- Living World. The return on investment will take time to present itself due to the nature of game development.
However if you don’t feel like the initiative adds any value then you don’t need to partake in it.
Chris
I would like to comment on this: the living world seems to be taking some suggestions of players into account. For one the ‘impact’ discussion got driven home with the Nightmare Ends, which resulted in a PERMANENT change of the area. A step in the right direction for me. Thanks
pooped
Never poop on warriors. They don’t appreciate it.
He made a bet with Grenth that he’d beat him in tic-tac-toe, and Grenth betted that he’d beat Dhuum. Of course neither knew that it always ends in a draw.
The last we heard from either was ‘You have Dhuumed us both….’
Grenthed. [Visit it today – ww.Grenthbook.com, your new social network media, for people who like to tic-tac-toe unto eternity. Free Dhuum Minis for first 1 million Grenthers.]
(edited by Sirendor.1394)
GW2 doesn’t need strategy sadly. Just zergs and stacking.
Horses? I know what you did there.
1. Legendary Armor SKINS and Legendary Dyes – Have a way to earn this and make it very difficult. Once you earn this and unlock it, it saves to your account in the same spot as your Zenith skins. As for dyes, make dyes account bound, not character bound.
With all due respect… legendaries are probably for <5% of the GW2 population, because of their insane cost. They are considered, by the majority, as a horrible grind and an item that shows not the professed skill of a player, but his grinding activities. I’m sure if the developers come up with legendary armour/legendary dyes… it will end up costing 2000 gold too. In that perspective… they would be a huge letdown, as the legendary weapons are.
Also, consider that there are people like me who have no interest in legendaries at all. The lack of interest is due to ubiquitous skins, boring acquisition, and no interest in bragging. I’ve talked to quite a few players who don’t care about legendaries. And I don’t see something silly (unicorn arrows?) as progression.
Also, legendaries progress to the same small number of limited points.
I want progression that makes my character stand out, rather than “progression” that makes me like everyone else.
Exactly. You express my thoughts better than I can
OP, I’m not accusing you of being a hacker but seriously, you are exposing innocent players financial information to the hackers and i refuse to fall into that trap.
That’s okay. I was just sort of interested how other people are doing in terms of gold. Whenever I reach 50 gold I usually get bored of making gold and either start spending it on things I like or keep it at the same level while playing WvW, SPvP, leveling alts.
The ‘average’ player (according to metrics) would have something like 50-100g in CHC (cold hard currency).
It kind of makes me wonder who is smarter with their cash; those who spend and invest it or those who save? Saver’s could be called boring, but investors could also be called risky… but how many of those people actually play the game for what it is, ie. content?
That is a very interesting remark.
While I have less than 10g most of the time, I don’t stack gold up, but use it for diverse purposes. I have leveled 8 level 80 characters (most through crafting 30-60 levels).
They’re all geared in exotics (some have multiple sets). So I guess that makes ~60g average per character (not to mention gem expenses through gold>gems).
“Total” Spent is probably around between 800 and 1000 gold (over 1,500 hours of GW2).
For me the game doesn’t have any use if I’m stacking up gold, because the point of gaming is having fun, and stacking up gold means you can’t do anything, except farming more gold.
On another note: I have stopped playing the game actively for about a week now, because it practically became pointless for me… the Ascended Gear is something which seems more of a gold sink than anything else and it does not feel worthy of my time since I won’t enjoy farming the gold.
A very small amount of players read the forums, a lot less actually bother to post, you won’t get a realistic estimate.
You’re better off asking John Smith for those metrics.
I’m aware of that. I wasn’t interested in a scientific outcome. Just trying to see tendencies.
well now hackers know which accounts are worth trying to break in to
Very concerned now. o-O They must want my 7 gold.
Warrior is faceroll. Doesn’t mean it’s overpowered though. You still need a good player behind the keyboard. :P
Just a thread to estimate the average gold players have and if it’s a case that only a very tiny percentage of the actual game population is rich enough to afford items as legendaries and ascended gear.
I have 7 gold. Highest I ever had was 60 gold.
1. Legendary Armor SKINS and Legendary Dyes – Have a way to earn this and make it very difficult. Once you earn this and unlock it, it saves to your account in the same spot as your Zenith skins. As for dyes, make dyes account bound, not character bound.
With all due respect… legendaries are probably for <5% of the GW2 population, because of their insane cost. They are considered, by the majority, as a horrible grind and an item that shows not the professed skill of a player, but his grinding activities. I’m sure if the developers come up with legendary armour/legendary dyes… it will end up costing 2000 gold too. In that perspective… they would be a huge letdown, as the legendary weapons are.
I’ve listed 2 of my own ideas, because I found them really important, though they might not be the best ones about those topics, just easiest for me to find.
1- Player-changeable world
(https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/15#post3421456)
2- Horizontal stat/skin/class progression: unlock them all and never have to worry again.
(https://forum-en.gw2archive.eu/forum/game/gw2/CDI-Character-Progression-Horizontal/page/5#post3409333)
3- Story-driven quests/missions that allow your character to progress in different ways: skin ‘transformation’, affiliation, PvP missions, guild content.
(edited by Sirendor.1394)
Wow, your guys are pretty neat. A lot of armor blends. I tend to use full sets and go color schemed, with only a couple exceptions… Couldn’t really say who is best looking though. I have too many toons and tons of armor sets, I so I will humbly submit my “family photo” of all my toons and you guys can pick for yourselves. Sadly, no back slots or weapons shown, but to get them all in a row like that would be hard anywhere but the login screen.
Hey! I decided to make a family photo of mine too!
I salute you sir! Isn’t having lots of characters great!
You have entirely too much money on your hands. o_O
Hehe, I like the dichotomy of my two Asurans.
Wawh female one is… awesome
FINALLY!!! Welcome back
All gear should have out of combat change-able stats… not just legendary, not just ascended… everything. Kill the stat grind.
OPEN WORLD PLAYER BUILDING
- Allow us to customize PvE zones:
- Herboreal Mastery: Allow us to gather seeds from existing trees and plant new ones in areas where it’s possible for them to grow: variety! Special zones & climates > Special trees. Seeds will drop from specific trees, aka. Ancient Trees, that are permanent (not able to cut them down) and player-planted trees, that are not permanent. You’ll have to go out in the world and gather seeds yourself!
[Trees will sprout from the ground without players aswell, by chance]
- Deadwood Mastery: Allow us to cut down player-planted trees on a limited scale (say 1 tree/account/day): trees should give a realistic and big mass of wood. If you cut down a tree planted by someone else, you have to pay that person with seeds from that tree. It is possible to scavenge, but there will be a prize on your head if you do, so be wary thieves!
- Delving Mastery. Allow us to delve for ‘metals’ (not compared to the ore gathering we have now) in special spots per zone that are rich with ore. You can find spots that are able to be delved (destructible earth) with an ability.
- Stonegrowth Mastery: Stimulate existing mines to produce more rich metals. This involves dwarven and alchemic rituals. [Ores will be produced by mines without players too, by natural processes]
- Construction Mastery: Use materials you gather: different kinds of wood, different kinds of metal, rock and earthly materials to build something in the world, also in pre-restricted areas that have stable foundations etc etc.
- All the materials for these masteries should be accountbound and gathered through exploring the world yourself. It is possible to build things in group.
- The beauty of the idea: despite it being restricted to certain areas, everyone will have their shot at all these masteries. Constructions will decay from weather, atmosphere and occasionaly a storm or a monster invasion. They will be damage-able, but not by other players, UNLESS you decide to build in WvW… The need will always be there to explore and master your crafts. You might need a group of people in order to build one house, or be a very dedicated solo player. (it’s possible to build a guild house, or to gain dominance in a city as a guild).
- Adding affiliation in the mix: npcs such as refugees (Frost & Flame) can be convinced to build their own homes around existing player structures, by helping them with heart quests and somesuch.
- The world will become truly dynamic, with NPC’s on the move! This means existing settlements can be abandoned, take Fort Salma in Kessex Hills. NPC’s will migrate and hearts will too! Enemy NPC’s will be able to destroy those existing settlements and change zones with enermous expansion, if nobody stops them.
EDIT: To differ the general principle of these mechanics, it shouldn’t be like a generic ‘kill and gather’ sort of thing:
- Woodcutting could mean… climbing, with risks involved (O_O)
- Delving could mean… exploring underground (also climbing).
- Different classes could also get different ways to gather these resources:
- Would you like to shoot an arrow up to a tree branch, tug it and test it’s strength and pull yourself up at risk of breaking the branch or wrenching your hooked arrow loose, as a ranger?
- Would you enjoy dropping a couple of bombs on top of the tree and time-racing to get out of the tree before it explodes, as an engineer?This really opens up a LOT of possibilities for adventure, challenge and fun!
I love the idea!
You can just plan areas when it can be done and this would be a ton of additional fun for PvE.
If done wisely also in WvW.
:) Glad you like it! Only thing I wasn’t too sure about is how it will fit in the current ‘gathering’, since you chop down trees/mine ore there aswell, but rather for armour/weapons than for ‘construction’ of houses or environments.
I guess both have their purpose in this game, though the crafting system is rather unrealistic. It should have involved more actual action from the player. Need to gather that dragonite ore for your ascended weapon? Descend into the pits of the underworld and fight your way back out! For one, Anet should take Skyrim and Assassin’s Creed as their example, combined with Minecraft with a load of world customization.
I guess they could simply delete the current gathering and place a challenging variant like the one I suggest instead. :P
WvW IS dying at the moment. Since end of leagues, I think there’s only 1/2 WvW guild left on Vabbi (out of 7-10), that still actually do WvW. My guild has stopped playing WvW altogether, mostly doing TPvP now, some people have transferred, others stop playing the game.
…………………. Traits System Remake: ………………….
Build variety, versatility and accessibility can easily increase the fun of playing through the game. Right now, certain traits that would be fun and great on many builds are out of reach because the stats that the line gives or because certain traits feel forced just to get to a later trait in that line.
Stats:
If the traits and stats were separated, the player would be able to choose the traits they want without being bound to stats that they don’t want – for example, critical damage on a condition build.
Players will be given a certain amount of stat points to put into the different stats available; there are 140 Stat Points available (at level 80). The maximum amount of Stat Points that may be used on a single stat is 30. Each stat point will grant the stat either +10 or 1%, depending on the stat.
- +10: Power, Precision, Condition Damage, Healing Power, Toughness, Vitality
- +1%: Critical Damage, Boon Duration, Condition Duration, Class Mechanic
Traits
The way traits are picked can be remade to be far better and more versatile; players should be given the ability to choose a certain amount of adept traits, master traits and grandmaster traits. Traits will not be locked into specific lines like Death Magic and Curses – instead, traits wanted by the player will be chosen from the total pool of traits available from that tier or below.
So, a character will be able to use 7 Adept Traits, 5 Master Traits and 3 Grandmaster Traits. Master Trait slots can also be filled with Adept traits, and Grandmaster trait slots can also be filled with Master or Adept traits. The exact number of traits per tier may be adjusted as necessary.
Trait and Stat Templates
Players should also be able to save a few templates of different stat sets and trait sets; the player should be able to buy Stat and Trait pages with either 25 skill points or 50 gems. There should be a maximum amount of Trait or Stat Templates available per character (likely around 10 or so).
Example Images Attached!
Perfect
OPEN WORLD PLAYER BUILDING
- Allow us to customize PvE zones:
- Herboreal Mastery: Allow us to gather seeds from existing trees and plant new ones in areas where it’s possible for them to grow: variety! Special zones & climates > Special trees. Seeds will drop from specific trees, aka. Ancient Trees, that are permanent (not able to cut them down) and player-planted trees, that are not permanent. You’ll have to go out in the world and gather seeds yourself!
[Trees will sprout from the ground without players aswell, by chance]
- Deadwood Mastery: Allow us to cut down player-planted trees on a limited scale (say 1 tree/account/day): trees should give a realistic and big mass of wood. If you cut down a tree planted by someone else, you have to pay that person with seeds from that tree. It is possible to scavenge, but there will be a prize on your head if you do, so be wary thieves!
- Delving Mastery. Allow us to delve for ‘metals’ (not compared to the ore gathering we have now) in special spots per zone that are rich with ore. You can find spots that are able to be delved (destructible earth) with an ability.
- Stonegrowth Mastery: Stimulate existing mines to produce more rich metals. This involves dwarven and alchemic rituals. [Ores will be produced by mines without players too, by natural processes]
- Construction Mastery: Use materials you gather: different kinds of wood, different kinds of metal, rock and earthly materials to build something in the world, also in pre-restricted areas that have stable foundations etc etc.
- All the materials for these masteries should be accountbound and gathered through exploring the world yourself. It is possible to build things in group.
- The beauty of the idea: despite it being restricted to certain areas, everyone will have their shot at all these masteries. Constructions will decay from weather, atmosphere and occasionaly a storm or a monster invasion. They will be damage-able, but not by other players, UNLESS you decide to build in WvW… The need will always be there to explore and master your crafts. You might need a group of people in order to build one house, or be a very dedicated solo player. (it’s possible to build a guild house, or to gain dominance in a city as a guild).
- Adding affiliation in the mix: npcs such as refugees (Frost & Flame) can be convinced to build their own homes around existing player structures, by helping them with heart quests and somesuch.
- The world will become truly dynamic, with NPC’s on the move! This means existing settlements can be abandoned, take Fort Salma in Kessex Hills. NPC’s will migrate and hearts will too! Enemy NPC’s will be able to destroy those existing settlements and change zones with enermous expansion, if nobody stops them.
EDIT: To differ the general principle of these mechanics, it shouldn’t be like a generic ‘kill and gather’ sort of thing:
- Woodcutting could mean… climbing, with risks involved (O_O)
- Delving could mean… exploring underground (also climbing).
- Different classes could also get different ways to gather these resources:
- Would you like to shoot an arrow up to a tree branch, tug it and test it’s strength and pull yourself up at risk of breaking the branch or wrenching your hooked arrow loose, as a ranger?
- Would you enjoy dropping a couple of bombs on top of the tree and time-racing to get out of the tree before it explodes, as an engineer?
This really opens up a LOT of possibilities for adventure, challenge and fun!
(edited by Sirendor.1394)
I heard Anet is reseting everyone’s World Rank to 100 when they go live with world rank being account bound. This way everyone starts fresh and “fair”. To ease the pain of losing your world rank, they will add in a leaderboard…
No complaints from me. xD
Couch potatos? The masses? What people don’t understand it’s not the nature of having a level of effort to achieve rewards…
It’s the mindlessness of it all. The lack of challenge other than obstinance… the sheer RNG of it all without regard to effort.
It goes against the reason people left well established games to trust in Arenanet’s vision;
They promised a game where you would play as you prefer and equal rewards were available.
I have never crafted in a game; crafting is a mindless and unchallenging activity. However if I spend 3 hours doing something compared to 1 hour; I expect it to be 3 times worth the event which takes 1. Not the same; and not the same as a 2 minute fight in Queensdale.
Somehow running a hamster wheel circuit in a lowbie zone for some percentile chance at materials or chest reward is supposed to be considered “rewarding” gameplay?
People complain about gated content; but that gated content is starting to look pretty good since you actually get rewarded for your effort and time spent.
I have 7 80s; thousands of hours played;dungeon master and have never seen a precursor drop. I am literally wearing the same gear I have been wearing for months and not only has the character’s story died out; but with it…. all character growth.
Oh there’s the “living story.” I was sent overseas for business the past few weeks… nothing has changed.. oh some big tree popped up.. whatever. The few rewards are mundane and I won’t be able to finish the content associated. So it foster’s a huge, why bother mentality.
People don’t want to craft… good. They shouldn’t have to.
But the game needs to give people a way to “grow” even horizontally. The fact the developers are having to ask the playerbase what this means to them.. means they have really lost their way for me.
THIS POST SAYS IT ALL
Regardless of how many tantrums are thrown by the people who crafted them, more avenues to get the gear will open up, they stand to lose far more than they gain by not opening up ascended gear to WvW players or non crafters, and they have already acknowledged this.
We get Ascended gear in WvW all the time.
? No we don’t. Haven’t seen one drop yet.
In the other MMO I play, the quests advance the story and there is a unique story in every zone. Here, it’s a random mishmash of events and NPCs which don’t make any cohesive sense. You’re just doing little chores for the handful of people scattered throughout the area.
I agree. it has been argued since launch that Renown Events are in fact ‘gather’, ‘kill’, ‘protect’ quests, but without fixed numbers, but instead a bar to be filled and no need to go to a guy to ask for a quest.
Problem is, none of these hearts actually means something for your character’s progression. Sure you get to buy certain ‘karma’ items that are useless in every way.
Apart from that… nothing.
It’s one of the things this game did wrong, and the principal reason why all the zones are empty, save for queensdale farm & frostgorge farm.
I’m excited for 2014… but not for GW2. As much as I’ve loved and supported Guild Wars over the years, I find myself extremely disappointed with Anet and how they’ve handled GW2 over the past year. Oh well, there’s the new D3 expansion, ESO, EQ:N, and eventually Camelot Unchained to look forward to. So yes 2014 will be an exciting year, but I don’t have much hope for GW2 at this point.
Camelot Unchained 2015. :P Going to be best RvR ever, I hope. ^^
Besides that. It’s totally okay to look forward to other games. Game companies shouldn’t look at eachother as enemies, because they can learn things from eachother.
This is however GW2 forum, not ESO, WS… xD
(edited by Sirendor.1394)
I miss feeling the adventure, the expansive world, the joy of exploring the expansive world, the joy of the adventure o.O
Now it’s just go to WvW, do a couple dungeons, finish daily and log out.
Yep. Sums at all up. Most zones feel dead now. The world feels like filler content. Only thing I still do is WvW and SPvP and talking with my guild… that’s it.
All is vain.
Walking into a zone I don’t know yet, exploring new territory…
A consequence of playing a game too long is having completed all content. Join the club.
As Vayne states it’s not like this game suddenly will drop to spot #87 most played mmo or something. EVEN if Wildstar/ESO are better than GW2 (which is not certain at all, given that a lot of people will back off because of the mandatory subscriptions), it will still be in the top 5 of best mmos.
That doesn’t mean however that I’m excited about 2014. I will try out any new game that seems worth playing, and might stick with it if it’s better than GW2, but if GW2 changes the way it is now (bi-weekly filler content, barely any innovation in PvP…) I will surely come back and see if it’s worth playing again.
I’ve been playing the game since August 2012 and I still do (after a lapse of some 2 and half months). It has delivered a very nice game experience, keeping me entertained for some 1500 hours. You can’t expect a game to stay “AMAZING” forever, everyone wants something new always. It’s not a fault of the developers, it’s a property of being human.
My highlights for 2014:
- Everquest Next (+Landmark)
- Accountbound WXP in GW2 (there isn’t much else I look forward to, cause there simply is nothing known yet what is coming next year, except the end of scarlet)
- Archeage (Hopefully?)
- Black Desert
- Phantasy Star Online
Not Wildstar/ESO cause they’re sub-based.
The zerg meta will form naturally in any large scale pvp mode. Regardless of mechanics.
You forgot body blocking. Body blocking really hinders zerging cause you can’t bump through eachother and attack 1 guy with 20.
Everyone switches to their range weapon….
You were saying?
No line of sight, because bodies are blocking the way… your point?
I would nominate someone who used to be really nice, always helping others, but he stopped playing the game a while ago sadly.
I’ll nominate another friend of mine. He one time gave me 10 gold for crafting up because I was soooo bored of leveling. Other times he helped me on with a chat and a joke. I know he’s going for a legendary at the moment, so I guess he can use some help himself now: I nominate Tolluf.9508.
My Norn Elementalist.
Must be one of the best I saw so far. Very original and realistic looking. Nice!
The best way, honestly, would be to have two subforums – one modded, and one unmodded. Let each poster pick their flavor. (This has the bonus of providing a haven for all random threads, giving the mods less to deal with.) Voting on posts just devolves everything into a juvenile popularity contest.
But the suspicion is that Anet’s going to downsize the mod team and your solution doesn’t allow for that.
From what I heard (not naming the source), they’re anticipating that they will be losing a lot of wvw players in the next few months to a certain new game coming out. So, not only are they downsizing the wvw mod team, they are also downsizing the wvw dev team. That is why all wvw related content is getting pushed back a few months again.
Source??
Happy for the hardcore/no-life/grind/zombie players of the community!
GOOD JOB! Go on like that… or don’t, it’s very unhealthy.
They said it’s bound to Edge of the Mists. I suspect early 2014.
Still alive. OPEN WORLD PVPPPPPP!
The zerg meta will form naturally in any large scale pvp mode. Regardless of mechanics.
You forgot body blocking. Body blocking really hinders zerging cause you can’t bump through eachother and attack 1 guy with 20.
Haha. Marching armies. Exciting. ^^
Or maybe a day where body blocking exists. Lol. That’d be so much more realistic.
I’m more of a fan of thief, as a PvP player. But I guess mesmer isn’t that bad. :P
Another Idea I would like to work on is the following:
- You can SAVE A CLASS: sort of like a template item you can save being a level 80 class in for example, guardian.
- Once achieving level 80 on a class, the game keeps track of it, and you are able to “activate” any class you leveled to 80 on any character you wish.
- The template system keeps track of the skills you have unlocked on your account (not the cultural ones). Cultural skills can be purchased per race for the whole account.
- Armour can be stored in an unlimited STAT DATABASE, where you can withdraw any amount of for example “Berserker_L80_HeavyHelm”. The armour will soulbound and not salvageable upon withdrawing.
- Skins can be stored in an unlimited SKIN DATABASE, where you can withdraw any skin you want for example “Vigil_Helm”. As with stats these are soulbound and not salvageable upon withdrawing.
See here: the most alt-friendly and least grindy game ever seen (yes it’s basically the SPvP system we have in GW2 and the PvP system we had in GW1).
Discuss away!
What about… a day when all damage is able to hit allied forces aswell. O_O
Zerging would die in that case, cause everyone would stay clear of eachother as much as they could.
Interesting idea Lich King.
Why “kill” the only fun and relaxing activity in this game? You think everyone wants hard mode content with brainstorming on strategies and attack plans? No sorry.
Fun?
Relaxing?
You must be playing a different game than me. xD Champ farming is:
- mindless
- boring
- frustrating
- stressful
Headache hits from thinking too long of champ farming
Mhmm… I think in this time it’s more or less an evidence to be able to speak either English, Spanish or French.