221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Nah. I don’t PvP. I don’t get enjoyment out of it. That is why I post strictly from a PVE/Dungeon point of view.
Pve doesn’t teach much skill & if you have that many hours on your character you should have known that.
The human factor is the one thing that teaches you & opponents in PVP not some npc in a dungeon which does the same thing over and over & over …
& i still think this thread is worth the developer’s notice since it only can make this game better – the current balance … well actually imo there isn’t any balance currently.
thank you for your support!
professions and combat definitely need more work, so starting with macro changes would be the most sensible.
once again, thank you for your support!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
under the current system without knowing what is in place for horizontal progression…
-can’t fix pet? then option to perma stow pet.
-won’t perma stow pet? then create and give access to indestructible spirit versions of pets that provide passive self and team boosts. these spirit pets should not attack or draw agro either. the tech and stuff is there so make something happen.
-lots more damage across the board and some impactful/threatening burst would be good too.
-more aoe attacks.
-fix the way sword functions already.
-lots more stealth like a thief.
-better condition removal. could be tied in with stealth abilities like a thief.
thanks, have a great day/evening and make it so!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
It is threads like this why the suggestion section got archived. Not to mention you didn’t follow the naming scheme outlined in the sticky.
99% of these are just silly. If they were all implemented it’d be a different game altogether.
“-thief weapons need to be on cool downs like everyone else. there is no reason why they should have a completely separate mechanic for combat. yes, thieves and all professions need work, but this is your first step to opening the door to positive thief changes.”
I could say this about the Ranger class mechanic. Only one that has to have a companion that is expected to be up 100% of the time and accounts for in the neighborhood of 30-40% of total damage. Seems silly right? I mean to rely on an NPC to land 30-40% of your total dps output…
thanks for the reply! I changed the title so I can follow the rules, thanks again!
you don’t have to like what I wrote, but these are my general suggestions.
have a great day!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
-conditions, including knockback and knockdown, on players need to have much stricter limitations across all game modes. continuously being plagued by conditions over and over and over does not make for any sort of interesting gameplay at all.
-thief weapons need to be on cool downs like everyone else. there is no reason why they should have a completely separate mechanic for combat. yes, thieves and all professions need work, but this is your first step to opening the door to positive thief changes.
-stealth in general. I have never played a game where stealth (and conditions) are handled like this one, and I never will again. the nightcrawler pop in and out is neither interesting or balanced. there are a plethora of videos to highlight this unbalanced mechanic and enough complaints to warrant a redesign in application and counter play.
-there is a huge disparity in hp so normalize them across all professions.
-some burst damage attacks are out of control, particularly in a pvp environment. reduce burst damage a lot.
-combat is made up of many parts obviously, and a major part is movement. there are disparities in movement abilities between profession that need resolving. majority of gameplay feel like running in mud so remove combat movement suppression and increase running speed.
-increase the camera zoom out option for normal gameplay not just when you see fit to do so for particular npc encounters. doing so will help prevent seizures from particle effects and give a bit better scope of the battle field. there is no reason why you cannot do this, none.
-pet and clone name plates need to be a different color than the actual player.
-there are major problems with profession and combat in this game, but continued trait number shuffling will not resolve them. professions will not grow if you don’t tackle the main issues and concerns. while people may sit there and defend what they think are good mechanics, these things I mentioned are actually a limiting factor to other forms of change, development and growth.
more to come…
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
there needs to be in-game surveys if there is a real interest in putting your finger on the pulse. I’m saying this because data metrics are one dimensional, and while the cdi is nice, the forum sample size is too small to yield any accurate stats or get the general feelings of the game population. the best way to collect and analyze data from players would be to have both simple click box and comprehensive surveys sent out through in-game email regularly. the information gained through such surveys would be more useful and accurate and not lead to empty and untrue statements such as “we have the data so it must be fun”. additionally, cdi discussion would have a more meaningful direction because there would be a better game wide census as opposed to the same 300 people voting, replying and reposting. I don’t feel the need to over explain this concept because I’m assuming you all get it.
thanks
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I’ve recently started focusing on map completion, planning to get to 100% before too long. Then today I ran into this:
http://www.reddit.com/r/Guildwars2/comments/1uvnye/dolyak_express_first_answers_to_our_questions/
Achievements: Are you going to change the Map Completion to remove the requirement of WvW?
”We currently have no plans to do this. We’ve been doing a lot of work lately to try and bring our three core game types: PvP, WvW, and PvE more together in their systems of progression, rewards, and unlocking to try and give the game more of a sense of everything you do ties back into the growth of your character. We feel like WvW is a really good middle-ground between PvE and PvP and want to encourage people to think of the mists as part of our world they should explore and experience, we might consider adding the PvP lobby to world exploration for future characters for example to help give more incentive to visit there as well.That being said, we’re always looking at the systems and features we have in place, and as you’ve seen since we launched if we find something we think is better, we’re not shy about replacing a current system if we find something better for the players, but accomplishes our same goals. Our over-all goal is to encourage all players to experience WvW, to have goals that keep them there long enough they might fall in love with it and take that on as a separate game time; should we find other ways that are as effective as we’ve seen world complete is for encouraging play there to see the different maps, that is just as easy to understand and uses existing systems like world complete, we’ll certainly consider them. It’s something fun to brainstorm on our forums and see what kind of ideas players might!” ~Colin Johanson
Wait. Map completion requires WvW maps too? WTF? Okay, starting to get ticked off.
Googling around finds more threads on people unhappy about this. E.g.
https://forum-en.gw2archive.eu/forum/game/gw2/100-map-completion-not-going-to-happen/firstAnd this in particular stands out:
http://dragonseason.com/Front/tabid/124/EntryId/211/Lunch-with-Colin-Johanson-Part-II.aspxWhat are your thoughts on the PvE aspect of WvW, including jumping puzzles and world completion?
Colin: For the jumping puzzle, I would prefer that they not be in the WvW map and it’s a separate thing. Especially when there’s a queue like that and people are trying to get in. It disconnects players from the content that they are trying to play. How we answer that is going to be interesting. There’s a lot of different ways that we can separate that out, but in long run it’s very unlikely that that will stay in the WvW map where it’s eating up population queue. We’ll go somewhere else and we’ll have to figure out the best way to do that. “World Complete” is an interesting one. We’ve seen from our data metrics, that because [WvW] is on “World Complete”, there’s a bunch of people who play WvW because it takes them there to actually get to know it and they end up having so much fun, that they stay.
I’d like to see proof of this statement…
“We’ve seen from our data metrics, that because [WvW] is on “World Complete”, there’s a bunch of people who play WvW because it takes them there to actually get to know it and they end up having so much fun, that they stay.”
bunch of people? how many of those world completion people are consistently playing wvw compared to those that don’t? how many people are actively participating in wvw compared to the entire game population?
fun? or are they sticking around and/or server hopping just to make completion? it’s a time consuming process so it I’m pretty sure those stats get skewed.
you all can watch those spread sheets, but that does not give insight to the way players really feel about doing said activity because those are assumptions at best.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I’ve recently started focusing on map completion, planning to get to 100% before too long. Then today I ran into this:
http://www.reddit.com/r/Guildwars2/comments/1uvnye/dolyak_express_first_answers_to_our_questions/
Achievements: Are you going to change the Map Completion to remove the requirement of WvW?
”We currently have no plans to do this. We’ve been doing a lot of work lately to try and bring our three core game types: PvP, WvW, and PvE more together in their systems of progression, rewards, and unlocking to try and give the game more of a sense of everything you do ties back into the growth of your character. We feel like WvW is a really good middle-ground between PvE and PvP and want to encourage people to think of the mists as part of our world they should explore and experience, we might consider adding the PvP lobby to world exploration for future characters for example to help give more incentive to visit there as well.That being said, we’re always looking at the systems and features we have in place, and as you’ve seen since we launched if we find something we think is better, we’re not shy about replacing a current system if we find something better for the players, but accomplishes our same goals. Our over-all goal is to encourage all players to experience WvW, to have goals that keep them there long enough they might fall in love with it and take that on as a separate game time; should we find other ways that are as effective as we’ve seen world complete is for encouraging play there to see the different maps, that is just as easy to understand and uses existing systems like world complete, we’ll certainly consider them. It’s something fun to brainstorm on our forums and see what kind of ideas players might!” ~Colin Johanson
Wait. Map completion requires WvW maps too? WTF? Okay, starting to get ticked off.
Googling around finds more threads on people unhappy about this. E.g.
https://forum-en.gw2archive.eu/forum/game/gw2/100-map-completion-not-going-to-happen/firstAnd this in particular stands out:
http://dragonseason.com/Front/tabid/124/EntryId/211/Lunch-with-Colin-Johanson-Part-II.aspxWhat are your thoughts on the PvE aspect of WvW, including jumping puzzles and world completion?
Colin: For the jumping puzzle, I would prefer that they not be in the WvW map and it’s a separate thing. Especially when there’s a queue like that and people are trying to get in. It disconnects players from the content that they are trying to play. How we answer that is going to be interesting. There’s a lot of different ways that we can separate that out, but in long run it’s very unlikely that that will stay in the WvW map where it’s eating up population queue. We’ll go somewhere else and we’ll have to figure out the best way to do that. “World Complete” is an interesting one. We’ve seen from our data metrics, that because [WvW] is on “World Complete”, there’s a bunch of people who play WvW because it takes them there to actually get to know it and they end up having so much fun, that they stay.
anet does what anet wants. that mentality will be the games downfall because each reasonable request that does not get worked on or changed will add up over time. the financials are a testament to that, hence why the renewed effort at communicating through the cdi and info gathering with the forum restructure. it’s not to late for them to make a decent turn around, but they lost a lot of momentum with players and I get the feeling they will make some big development mistakes and continue in the wrong direction.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
The drop rate would have to be severely nerfed to be able to choose the stats.
A very rare, 41+ only drop as an extra item, leaving the stat specific one in, would be fine though.
ascended drop rate is terrible enough so it shouldn’t be a problem.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Relating this to something said in the CDI thread . . . what if weather could act as sort of a difficulty modifier randomly happening in some zones?
High Winds – Reducing range of projectiles, makes burning areas larger by fanning the flames.
Frostbite – Chill duration increased 10%, chilled targets take 10% extra damage. Standing in a fire combo field will nullify this effect.
Dust Storm – Every 15 seconds anyone not standing still is blinded. Dodge roll will remove the effect.
Heat Wave – Stamina recovers 25% slower, players cannot recover health. Standing in a water combo field will nullify this effect while there.
Lightning Storm – Every 30 seconds a random target will get struck by lightning. Gathering nodes may be targeted to prevent lone players from being hammered over and over again.
Swamp Miasma – Stacks “Nausea”, one per 10 seconds in the area. Becoming Poisoned will add 1 extra stack of condition per stack of Nausea.
Intense Heat – Every 10 seconds you will be given a stack of “Heat Stroke”; if you reach 20, you are automatically defeated. A healing effect will remove all stacks of “Heat Stroke”.
Jormag’s Wrath – An unusually fierce ice storm begins adding stacks of “Icy Grave” (one for every 5 seconds without protection) which continuously deals damage of increasing magnitude for the stacks on the player. A fire combo field will remove 1 stack for each 5 seconds of exposure to it.
Crystal Dust – Add one stack of “Crystal Dust” for each 10 seconds while moving. When hit with an attack which causes Bleeding, deal bonus damage (a % of maximum health; 25 stacks is instant downing on hit) for each stack of “Crystal Dust”; remove all stacks. Dodge rolling will clear all stacks.
the weather and darkness stuff are interesting ideas, but weather “conditions” (pun intended) and additional graphic effects will cause more server strain and lag. we don’t need more lag.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I’ve played since release. Not as much as many of you all, but I’ve got several hundred hours solely on my Elementalist.
This isn’t a rant on the SOG with regards to the Ele, or class balance at all.
I guess my question is, simply, is the game fun any more? Lately, I find myself logging in, doing the daily, maybe working towards whatever current LS achievements there are, and that’s about it.
PvP is a joke, WvW is still a zergfest, and PvE is for lack of a better word, uniform, despite the “dynamic” events system.
Perhaps I’m in the minority here, but it seems that the game has veered way off its intended promises. I thought I’d be playing a dynamic MMO, one that had interesting and unique content, not Champ Train farming, or grinding my eyeballs out to get Ascended gear (even just one prefix is ridiculous in terms of time/mats required), or any of the other boring, grindy things REQUIRED by the game to remain competitive with the rest of the players, especially in WvW content.
I mean, for over a year’s worth of play I think I had maybe 20 or possibly even 30 exotic drops, running the gamut from Zhed’s Gloves to Levvi’s Detector. Never a precursor drop. If I had salvaged every single one once Ascended crafting became available, I still might not have got enough Globs of Dark Matter for even one armor set. After a YEAR of play.
So yeah, I think I may be done. I loved playing my Ele, back before ANet jumped on the nerf train and made the class nearly the worst at everything, because it was fun to play a versatile character that evoked Aang the Avatar imagery. But even playing other professions (Mesmer, Thief, Guardian, Engineer) just hammered the point home that this game has become the mother of all grindfests, in direct opposition to the original goal. I had more fun playing WoW, because at least there you had a good chance at high level drops from bosses. I can’t count the number of times I’ve killed World Bosses in this game, or done dungeons and Fractals, and all my characters STILL are wearing either crafted gear or stuff purchased with Laurels.
Maybe I’m spoiled, or just unlucky. But GW2 has rapidly been receding in interest for me, and I think a large part of it is due to the lack of content in favor of achievement grinding, and the “sameness” of every activity in the world. I’d LIKE to keep playing, if for no other reason than that I enjoy the look and feel of the Elementalist, but that’s a thin veneer to draw one to a game.
solo pve leveling and exploring is kinda-sorta-like-but-not-like fun in a subpar kinda way. professions, and any activity that involves combat, are anything but a fun, rewarding, heroic, deep, fulfilling, exciting… graphics are great, and it’s a nice feature to move around and attack though. game has potential so I’m hoping the april 2014 patch is the start of some quality changes and additions.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
this might be promising folks! we could possibly get a choice between a full set of ascended gear and/or weapons or a precursor every month with a paid membership!
also, bi-weekly face tattoos might be tossed in as an added bonus!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
It’s been moved to the Archive Forum section for some reason, so now nobody can post anything more in there. Please bring it back. That forum is the only reason I ever post here. I’ve also noticed that a lot of the suggestions made in that forum end up getting implemented in the game, so clearly ArenaNet was benefiting from it by getting good ideas.
response to bolded text- no, there were not. not even a fraction of decent suggestions, some repeatedly asked for, were implemented over the past year. that section was like the junk mailbox for e-mails.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Welcome to soloQ.
That’s why most people just solo-play teamQ.
I think you meant…
“Welcome to GW2.
That’s why most people just play something else for pvp."
:)
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
you both are highlighting and acknowledging that there are major flaws with the current professions and combat system.
No, we’re highlighting and acknowledging that there would be obstacles to overcome to implement this particular PvP mode given the current state of the game.
so do you want anet to continue to use secondary and gimmicky objectives and not address profession disparities or actually work on core balance and teamwork issues?
Healing/bunker builds aren’t a ‘core balance and teamwork issue’, they’re an integral part of conquest mode. Anet’s not going to get rid of them, reset the conquest meta and completely restructure every class in the game just to introduce a new game mode.
You mention ‘profession disparities’ and ‘core balance issues’ but don’t offer any actual suggestions in your self-described ‘amazing suggestion’. My impression is that you haven’t really thought this through. But do tell: how would you implement a deathmatch mode with respect to this issue?
team vs team death match mode without gimmicks, circles, trebs, npcs… observe matches and analyze statistics over time. make profession updates that balance things better according to observations and statistics. I summed things up nicely in my op, either you get it or don’t. I’m not sure why some of you just don’t get it and need 5 pages of explanations to understand some simple ideas and concepts.
also, do you have a better way to help develop professions and combat and improve spvp in the process? think introducing ballistas and golems that you have to collect lumber off players to create will make professions better? how about more circles to defend and capture? last time I checked the spvp population was laughable and no decent gamer takes it seriously enough or even plays. tell me your grand ideas to help this unbalanced mess of “heroic and deep” combat where you auto attack and dodge roll around while getting hit for 50% of your life by 1 attack and are plagued by conditions. professions and combat need major help, so by all means, come up with some amazing suggestions of your own and lead us to a brighter meta if you can.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Reference here.
http://www.reddit.com/r/Guildwars2/comments/1utx8p/data_mining_vip_membership/What are your thoughts on VIP Membership bonuses? Categorized into
-payment method (either subscription-based; time-based, or single-time purchase?)
-gameplay (how would this affect the gameplay?)
-sociality (how would this affect player v. player interactions?)edit:
We just wanted to respond to the image that has been data-mined from the Edge of the Mists testing branch.
This is a testing branch. We conduct internal experiments for various territories on our testing branches. This particular experiment is not being tested for the West.
As always, keep in mind that we test a lot more than we ship, so data-mining is no guarantee of anything. If we have announcements to make about future content, we’ll make them through the usual official channels.
don’t be surprised y’all, of course they are going to make optional payment models.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
500 Gems for a little face paint. Dont know if i should laugh or cry now.
As suggested by someone, 100 Gems seems a better price.
it should have been a holiday freebie.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Maybe not deathmatch but we definitely need a mode without treb/cannon/npcs.
I want to see pure pvp without annoying things like sieges etc.yes, pure death match. no circles. no nothing except for a map to spill our enemies pixilated blood over and rob them of leaderboard points!
I’m all for deathmatch maps, but they will still need some sort of secondary mechanic to avoid, as Florgknight describes:
5 bunker aoe heal builds on one team. Game lasts until someone falls asleep or the other team gets tired of mashing buttons.
you both are highlighting and acknowledging that there are major flaws with the current professions and combat system. so do you want anet to continue to use secondary and gimmicky objectives and not address profession disparities or actually work on core balance and teamwork issues?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Maybe not deathmatch but we definitely need a mode without treb/cannon/npcs.
I want to see pure pvp without annoying things like sieges etc.
yes, pure death match. no circles. no nothing except for a map to spill our enemies pixilated blood over and rob them of leaderboard points!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Any thief who cares about their class will stop replying and let this thread die. It’s not happening, OP.
What you’re really saying is, “I’d prefer professions, including thief, remain stagnant so don’t contribute to a topic that tackles real balance and growth preventing issues.”.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Yes please. Other classes that have attacks that do high damage (5k+) are on 10-20 second cool downs. Final thrust, hundred blades (6 seconds? dafeq), ranger LB channel attack, ele fire grab, and so on. This isn’t the case for thieves. Initiative does act as a pseudo-cooldown, but it’s much shorter, especially given all of the traits that boost initiative regen (opportunist, signet use, infusion of shadow, patience, quick pockets, quick recovery, klepto, preparedness, etc..). with the +3 initiative trait, you can use heartseeker 5 times in a row and then one or two seconds later you can use it again, before needing to rebuild initiative. This is ridiculous. Even more so that HS damage actually increases the lower the target is (the more you use it).
There are skills that can be buffed if initiative was removed (death blossom, dancing dagger (even tho it was nerfed), and some others.. really all pistol skills besides unload). Thief players are just so used to being able to spam abilities that it is literally inconceivable that they would ever remove initiative.
Perma stealth isn’t even the problem, it’s the fact that you can still deal ridiculous damage (at LEAST 8k in your usual c+d bs combo) reliably. Being able to do this more than once in at least 10 seconds isn’t okay. Initiative regen needs to be chopped in half or by 75% and the power of most skills buffed, otherwise it needs to go.
you are wise as you are spicy! my vote is that it needs to go so there can be some growth and development in other areas. each profession needs help, but specifically for the thief, taking away the initiative crutch is the best start.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Hah. How about we go on your forums and demand rangers DPS and conditions can only be applied through their pets, and to make every ranger skill a root?
There’s your answer.
I have a thief too, so I know first hand that it would be a good change overall and the first step to better balancing classes for our great horizontal progression journey. You’ll thank me later for this awesome suggestion.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
rangers should have access to stealth like a thief and do a lot more damage.
thanks and make it so!
If you wanna say Rangers need some unique combat techniques (Kiting and Pet sux!!1!), I agree.
If you want the Ranger to deal more damage, I agree.
If you want the Ranger to stealth himself all the time, I disagree.
We got enough classes (mainly Thiefs and Mesmers) who can stealth and use this as mechanics.
Rangers would be better balanced with stealth abilities. Besides, the devs believe that stealth is in a good state so it shouldn’t be a problem.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
If they put skills on CD they would have to majorly buff every single weapon skill thieves have
No they wouldn’t. A few more HP would be better.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I hope that if a “grand journey” to horizontal progression is introduced, the paths are equally offered to wvw, pvers and dungeon/fractal players or you’ll run into the same issues that we currently have with ascended vertical progression.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I have always supported stealth for Rangers. Very restricted though.
- It takes time to stealth. Say 10 seconds to complete the process. Can’t be in combat
- Can’t move when in stealth
- If you attack someone from stealth it breaks stealth.Fits the whole ‘scouting’ thing without being an offensive skill.
that would be boring and useless.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Lol arnt you the same guy on ranger forums asking for more stealth……….
not the swagger who posted on the ranger forums asking for more stealth. /waves hand like a jedi
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
- loot goes directly to bag so we can focus on combat better without having to worry about missing rewards.
I think the AoE auto-loot option solves this.
Mine would be:
-A sidebar notifier (right up there with the LS stuff) for world bosses and active temple events would be pretty useful.
-Leave CoE and CoF uncontested like regular dungeons.
aoe loot still requires pressing a button when you’re running around killing stuff. i say no to F to loot all together!
Lol! I’m ashamed to admit that I’ve become so used to spamming the F key that I just about entirely forgot it was still manual looting.
then come join me on my quest for great no F to loot justice!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Optimism is a rare find indeed.
yes, indeed!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
- loot goes directly to bag so we can focus on combat better without having to worry about missing rewards.
I think the AoE auto-loot option solves this.
Mine would be:
-A sidebar notifier (right up there with the LS stuff) for world bosses and active temple events would be pretty useful.
-Leave CoE and CoF uncontested like regular dungeons.
aoe loot still requires pressing a button when you’re running around killing stuff. i say no to F to loot all together!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I like the general idea, but it would require massive reworking of dungeons and Fractals to account for puzzles that require more than one person to solve (e.g. the Thaumanova fractal). I’m not sure why you said that reward tables would be scaled accordingly though; if a dungeon has to be made easier so that one person can complete it solo, I don’t think they’re entitled to a greater reward than if they ran it with 5 people. Likewise, a 10 man dungeon may be more “difficult”, but at the end of the day each player is still contributing the same effort.
solo mode would have the lowest loot table while 10 would yield the greatest. difficulty and rewards would go hand and hand with the amount of players in the instance.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
and put weapons on cool down like everyone else.
thanks!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
What’s your view on the changes. Personal I raised an eyebrow when suggestions was pretty much scrapped.
the changes are awesome!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Heard it here first? Lol
yup
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Reduce the range at which /say and emotes can be “heard”. Especially emotes.
good idea!
also, extend the indicator range for active events.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
allow players to run dungeons and fractals solo and up to groups of ten. reward tables would be scaled accordingly.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
rangers should have access to stealth like a thief and do a lot more damage.
thanks and make it so!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
- increase camera zoom out so we can save our eyeballs more and lessen the chances of headaches and seizures.
- loot goes directly to bag so we can focus on combat better without having to worry about missing rewards.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
you heard it here first folks! I think it would be a great idea to have a death match mode so we can analyze professions better and come up with stronger suggestions by highlighting how inadequate professions and combat currently are. win-win!
amazing suggestion huh?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Less than a day ago one sold for only 2280g. The current one up there someone thinks they can get 3000g for. It’s like showing up on Pawn Stars and think you can sell them your item for a huge amount of money. A couple times before that it was 2500 and 2600g (well a copper or two under that). When there were 6 up at one point the price was down to 2000g.
That’s the trade off. If there are multiple sellers, price will be down. If your the only seller, you can set the price and see if someone bites.
I like your sig.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I think we should all take a moment to thank Chris Whiteside. Whether or not our ideas or suggestions see the light of day, hes been on these forums almost every day during the holiday/vacation. Its good to see that type of dedication with an employee of any company.
So thank you Chris for your hard work during this CDI!
I would like to thank you all for spending your time and rocking it in making GW2 the very best game it can be!
Chris
Thanks Chris and Colin too!
Hope you all had a chance to check out the links I posted in this thread and are inspired for the new year! Can’t wait to see all my amazing suggestions implemented in April 2014!
Yours Truly,
Swagger
Postscript, You all are very welcome! Also, don’t hesitate to give me a unique in-game title in honor of my contributions!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Come on. I’m not complaining the 500 gems because I myself already purchased ton of useful things in this game.
But this new Mask in trade post?? I don’t even remember what the name is..
500 gems is so horrible, for fact that it changes nothing on my charr toon aside of putting some random black speckles around it’s eyes.Buy this often and we’ll be fed with more lazy arts~
Please anet. Make something that actually worth the price and looks lol
yeah, $10 min gem purchase or 40 gold exchange for a smudge on your face. pathetic cosmetic offering that is probably a taste of what’s to come in 2014 for all the loyal fans. great way to thank and welcome us to a new year anet!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
I got this game really early on, I played in the pre-order betas. But when the game came out I only made it to level 22 before losing interest. The game art and graphics are amazing so is the ambiance of the world and I really loved the Asura, but I couldn’t find a class with abilities that I thought were fun to use and all of the classes sort of felt the same. So now after about 1 and a half years, has anything changed? I’m gonna level up an Asura guardian for now, but any info about major changes since the game started would be nice.
profession design has not really changed. this year of development was filled with trait number reshuffling that didn’t tackle main flaws and issues with the core design. your experience will be different at level 80 if you keep playing because you will have more access to abilities, but that experience does not change all that much for the better. you will hit a wall again and think to yourself why bother or start on the trek of grinding for best in slot gear which will cost you a lot of time, gold and/or money to even outfit 1 character. even with better gear it is still the same ol’ same ol’. there will be some mmo competition coming this april and anet plans to drop a content patch, so I’d wait until then to see what has changed for the better. alternatively, if you plan on leveling up your guardian, I suggest doing so without purchasing gems or making a real investment in your character until you see the direction/state of the game after april.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Cool thats your opinion, I take this opportunity to see things like League of Legends and within the first TWO years they added one game type…aka 3v3 treeline….tribunal system….and a number of heros….thats it….and they didnt have PvE or WvW to work with….I’m quite content waiting for a game to ripen myself =)
Its interesting that people quote LoL a lot, a game that had a good design for a game mode, and the matches tend to last 45 mins. Do you see the HUGE difference? they offer a longer more overall package (short term play, long term plans, set ups, attrition, lots of ways to win (I only play DoTA 2 and I assume its much the same). The ways in which a single game can be played and the huge amount of different set ups (char sets etc) mean the game has an awful lot to do in a single match.
And that is my main point, this game has so little to do in the game. You dont even need a healer tank dps, just kill things, cap a few points, kill some more, maybe die, spawn, cap a few more things, kill some dudes, kill a few more. Some specs will alter on that, like a thief might cap and kill more, but more running as well. Something tanky just stands their and waits for a fight then backup, or no backup and just die. Then come back and recap with backup. Thats it, its so utterly simple and boring.
Not to mention this mode promotes tanks and bursts. Death match (which for some reason ANet hate, cannot blame them though, it would be so much hard work for them to do, it would be like building a huge game all over again. Not just remove caps or have one (king of the hill, capture the flag, I will happily play football with char if thats what they want just something other than the same god kitten mode over and over again)
Oh and lets talk about the “meta”. Its such a silly term as it implies that someone is trying to steer the ship, it really isnt. The “meta” or as I call it “who got nailed in the nerfs and who got bummed in the buffs this time”.
Thats all this so called meta is, who is currently broken again and which of those makes them more powerful. Thats all it is going to be from now and on forever, no new modes, nothing interesting, just the same old story.
I swear down, in a few years all classes will just have GS and it will be two attacks. Damage and More Damage. Would it really be such a drop in skill to play the game? one mode, one player, one attack. They even pad out the maps with PVE elements, because PVP players love NPC bosses in PVP. You never see it go the other way, imagine if for no real reason in your dungeon group you just started beating each other to death for some copper ore or something. Just plop that around the dungeons and see how long people will say they love it.
Seriously: cry me a river. What a huge pile of nonsense.
Seriously. Go cry somewhere else. Tired of people whining about nonsense. Its so childish. “Oh Anet, you promised me this, and you didn’t give me it.” Meh.
pop and cush, is there a healthy spvp and wvw population?
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Yeah to be clear, my point was in saying the skill point version isn’t very interesting, it lends itself to degenerate game play (play the fastest way to earn skill points, not the most fun) which is generally true of most systems of progression in basically any MMO ever made.
The veteran hunt is very similar to the Gw1 style skill collection, and certainly one of the systems we’re well aware of and talk about regularly when we consider systems of horizontal progression acquisition for the future.
What other systems would excite you that don’t fall into the “sitting in front of your keyboard” pressing buttons options? Keep in mind they need to be easy to learn so we can teach them to new players, accessible, and not overly complex/tedious, and hopefully not something with a path of least resistance that leads to degenerate game play.
I missed this previously, so I’d like to comment because it’s related to all my other posts.
imo the “play your way” to level up and gain skill points to purchase abilities is perfect. the core problems are the way professions were designed, not so much the content. professions are not very interesting or engaging because of the factors that I mentioned in earlier posts. essentially you created a profession system that is severely limited in grand design with a reliance on gear stats for the main form of customization. yes, we have traits and a few skills to interchange, but that is not enough to create an interesting professions and combat system for long term retention. currently, the way professions, weapons and skills were designed, many players are sitting in front of their keyboard pressing a few buttons to get through most content. sure, you can get more depth if you really want by playing a profession with more swaps and long cool downs to manage, and about really caring for being a twitch and swap manager pro, but you don’t have to. you could say the skill level required for small engagement wvw and spvp can be “deep”, but for most it is an exercise in frustration and the numbers of players participating in pvp are a testament to that.
you don’t want players “sitting in front of your keyboard” merely pressing buttons? then make profession interesting, flexible, diverse and balanced enough to engage players by profession design merits alone. doing so will make content more interesting and increase the replay value tremendously because the character a player controls can perform multiple roles well and explore different ways to play.
you want “easy to learn so we can teach them to new players, accessible, and not overly complex/tedious”? then streamline profession controls by add more buttons at hand to the bar for weapons and powers to be placed, and lessen the reliance on swap and cool down management of a few powers that have multiple effects jam packed into them. make more of an effort to design better teamwork skills and counter play with abilities and put them “up front” not hidden behind taps and swaps. balance profession performance and stats, while still keeping a uniqueness to them…
so far it seems as though you have taken the “path of least resistance that leads to degenerate game play” by not making a strong reinvestment to profession development and that is clear shown by only trait number reshuffling over the past year. also, there were 4 teams hired for ls content while we only had a few heal skill introduced despite your players begging for more on these forums. you wanted to change your development philosophy so review the meta and make healthy profession changes regularly that target problematic issues such as stealth, conditions, over the top burst capabilities, hp disparities, lack of role diversity… make a profession system that is easy to pick up play and alt friendly so gamers are willing to play many different professions and roles. increase the ttk in pvp formats so players can try to learn and be encouraged as opposed to staring at the log out button…
tl;dr, reinvest and fix the profession core first before you add content, currency and new systems on top of existing systems that already work.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
A traditional option would be tying the skill behind quests, but I think the tech behind quests isn’t that available in-game, not to mention that it’s not really that homogenous with the overall perceived game design. Tying the skill unlock as an item reward during the personal story also work, but the problems you encounter is that it’s a mostly a hierarchical unlock (how far are you in the personal story to unlock x items) meaning that on older players creating new characters it’s just probably going to be extremely repetitive.
On the side of informing the players for the skills, adding a location list for skills in the trainers would be nice, but I’m not sure if the tech implementation is present in-game. The current book-reading implementation in-game isn’t exactly good, so it will take a while to do so.
while this is interesting, it would be a bad idea for anet to force wvw and spvp players to pve for progression or vice versa. you would need to create a path for all types of players for this to work. that’s why the current system of leveling up to gain skill points for purchasing skills is the most reasonable way to do it.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
the current system works great and allows for progression on the individual players terms. no need to make “special” content that forces players to jump through hoops or do things outside of their realm of interest when you have a user friendly system in place. the main concern should be to improve existing content and adding more permanent content along the way.
Which current system do you think works great specifically? In theory, we have a lot of systems already
For me, I think some our current systems of horizontal progression and their earn systems are:
- Collect skins: Purchase them for currencies (which becomes play the fastest way to earn currency X), get them as rare drops (play fastest way to kill mob/content type X), or purchase them off the trading post. (Play the fastest way to earn gold)
- Skills: Collect skill points. (Which becomes play the fastest way to earn XP, or skill points.)
- Achievement Horizontal Rewards: These are things like achievement point skin unlocks, titles, etc. This is more just sort of play everything that gives achievement points, since very little of it is repeatable.
- Legendary: This one doesn’t really have a totally clear path to acquisition other than earn crazy amounts of gold, which goes back to play the fastest way to earn gold. (note legendary is only horizontal if you already have ascended)
- WxP Abilities: Complete objectives worth points in WvW. (Complete objectives as fast as possible, find a group to help you do this. Of all the above this is basically just telling you to play WvW, and though it is as some degenerate aspects is probably the least so)
- PvP Skin Locker & PvP Ranks: Play PvP. (This is basically just play PvP since the latest release.)
Not everyone plays the way I described above, but many of the systems above encourage you to want to play the fastest way possible to earn the rewards, sometimes at the cost of not playing the way you’d find the most fun. The upside of Gw2 is you can play the things you enjoy most and still be rewarded for them in most cases, even if it’s not at the fastest rate. The downside is because almost everything can earn you most of the same rewards, this becomes a matter of choosing to do the things you enjoy the most, but getting rewarded slower because of it.
Potential different systems would create more diverse game play, but the challenge is making it not overly complex, and running the risk of driving players to force one specific type of game play they may not enjoy since they can’t earn it other ways. These are some of the challenges we face we looking at any form of horizontal progression, and some of the discussions that come up when looking at new potential systems as well.
your original post was about earning and unlock new abilities, not any other forms of progression.
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
the current system to unlocking new skills is perfect. that same skill point system can be used to unlock new weapons, cross class skills, secondary/sub class abilities, new trait lines… or whatever other class specific progression you put in.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Reading through a lot of the comments on various class diversification (or just stronger trait/skill diversification) concepts, one of the things that seems to be missing is a discussion on how you’d actually earn/unlock these additional abilities to make it a progression system.
One of the goals of progression, in this case horizontal, is to create an extended sense of game play and thus = reward for playing it.
For example, we’ve added more skills to the game recently, but those simply unlock with skill points, which basically means -> play any part of the game that gives exp, or kill champs to get skill point books. That’s ok as systems of unlocking horizontal progression go for the extended class diversification, but game play wise it generally means find the easiest place to get XP/champ-loot and do it over and over again for a large % of players, since folks most often gravitate towards the path of least resistance.
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
the current system works great and allows for progression on the individual players terms. no need to make “special” content that forces players to jump through hoops or do things outside of their realm of interest when you have a user friendly system in place. the main concern should be to improve existing content and adding more permanent content along the way.
Well just passing off more content variety seems kinda lame. I think if it was really desired to not have to work to get new skills, then there could be two options: a way to get new skills from doing objectives or just buying them from your skill sheet, but the latter would have to be much more expensive.
i’ll drop my edit from that post here…
“the last thing this game needs is another system for a system on top of a system for the last system that is filled with new currency, bits and drip drops of rewards while forcing players to filling up a new xp bar for +1%- +5% increases or new skills.”
this game has a streamlined and user friendly system to level up and gain skill points. there is absolutely no need to convolute the system or force players to do specific content in one area of the game to progress their character.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
Reading through a lot of the comments on various class diversification (or just stronger trait/skill diversification) concepts, one of the things that seems to be missing is a discussion on how you’d actually earn/unlock these additional abilities to make it a progression system.
One of the goals of progression, in this case horizontal, is to create an extended sense of game play and thus = reward for playing it.
For example, we’ve added more skills to the game recently, but those simply unlock with skill points, which basically means -> play any part of the game that gives exp, or kill champs to get skill point books. That’s ok as systems of unlocking horizontal progression go for the extended class diversification, but game play wise it generally means find the easiest place to get XP/champ-loot and do it over and over again for a large % of players, since folks most often gravitate towards the path of least resistance.
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
the current system works great and allows for progression on the individual players terms. no need to make “special” content that forces players to jump through hoops or do things outside of their realm of interest when you have a user friendly system in place. the main concern should be to improve existing content and adding more permanent content along the way.
edit- the last thing this game needs is another system for a system on top of a system for the last system that is filled with new currency, bits and drip drops of rewards while forcing players to filling up a new xp bar for +1%- +5% increases or new skills.
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.
(edited by Swagger.1459)
Cdi is great, but I think there should be in-game surveys as well so y’all can get a better finger on the pulse.
Eh, I dunno.
I mean, if I’m in game, it’s because I want to play, not write a paragraph on what was good and what wasn’t, and if it’s just a rating system, it doesn’t really go into ‘why’ the player feels that way.
You can check my edit as well.
Regardless, there are more ways to gather information and stats that reach the majority of players. Example… Click box in-game survey reveals that players would like the next forum cdi discussion to be 1. Professions, 2. Housing, 3. Mounts. So the monthly topics become those three. Same could go for forum surveys.
Ahh, I get you now. Not so much a full feedback, but an indicator as to what the key issues are for a more focused discussion.
What I also think would be useful is a feedback thread after every release. Not only does this give a place where the discussion is focused, but it’ll also (hopefully) reduce 10+ threads of the exact same issue.
That’s a great idea!
221 hours over 1,581 days of bank space/hot pve/lion’s arch afk and some wvw.