Showing Posts For Symph.8407:
Instanced Flexible-Size Challenging Group Content with Feasible, Unique Rewards
I’m sorry that it’s abit long, tried making it as easy to read as possible. Hope you like the idea
Proposal Overview
To have challenging content that can be completed (attempted) with more than just 5 players, while giving feasible gold rewards upon completion and occasionally a unique (to this instance) skin for your efforts.
Goal of Proposal
Challenging instanced content
Rewards feasible compared to time spent in the instance
Skins unique to the raid (instance)
Proposal Functionality
Encounter Scaling
By using the system used for scaling events in the open world, the boss ecounters (and trash encounters) could be scaled depending on the number of players in the instance.Chris said this could be a problem.
Group Size
From 10-25 man (flexible, not 10 OR 25!)- Instead maybe a few sizes (10, 15, 20?) – just give guilds a few options, so people don’t get left out
- Possibly also available for groups of non-guildies (not sure how it would work in the LFG at the moment)
Layout
- Resembling Fractals, continuos string of short levels
- With the huge difference, that the levels are focused on the boss encounters, and on making these very challenging (and requiring team cooperation), while the trash on the way to the boss should be a very minor thing of every level
- Room for control and support (we know you want to)
- Preferable with several objectives around the boss, that needs to be taken care of during the boss encounter (adds, levers, environment etc.)
- Difficult is the key word
- Should be hard enough to make people have to try several times to beat it (maybe except the first few levels)
- The boss encounters could be tweaked boss encounters from existing dungeons, modified with
- More abilities (or other ones)
- Adds that cannot be ignored
- Additional objectives that cannot be ignored etc.
- To ease development, the same few bosses could be reused in different ”tiers” (linked to the reward tiers perhaps), by simply tuning up the additional objectives and adds, and maybe adding more abilities to the bosses with each tier.
Rewards
- Every level gives a set reward (read: several gold, this is supposed to be hard stuff)
- Every few levels (3, 5, whatever the devs choose) gives a (real!) chance at the unique skins
- Several options here:
- First X levels with unique rewards instead give tokens (guaranteed) – this gives a broader (slow) accessiblity to the skins
- ”Tiered” progression
- Specific skin pieces tied to specific levels (in order of Gloves, Boots, Helm, Shoulder, Legs, Chest). Weapons as the very highest reward tier
- Several options here:
- The skin rewards should either be skin items or boxes with a choice of stats
- Gold rewards could be on a daily basis (as current dungeon rewards)
- Skin rewards on weekly basis (like guild commendations)
- This way, people can practice on the bosses several times a week (if they want), and still be rewarded gold, but only get a chance at the unique skins once a week
- Skin rewards should of course be account bound
- The only way to get them, is by beating the challenge
Associated Risks
Some players might not like the fact that unique skins are locked behind (too) challenging content.
This problem could be solved like it was done with the PvP Tournament armor skins, by simply having a ”lesser” version, that is more easily accessible.
I do, however, think it’s very important to have unique rewards for very challenging content, so that people can actually show off that they mastered that challenging content.
So the true skins should be locked behind mastering the challenge, and not be accessible through simple grind – that’s what the legendaries are for
Bumpy-post to see what’s wrong with the thread being empty for some reason..
You pick them, I believe if you do that, there will be a greater chance at results being shown.
This.
Mist Angels are still searching for active people to join our lovely guild
http://www.mistangels.enjin.com/recruitment
check it out and write us an application if you decide to join us.
-repair didn’t work for me either.
Guesting is working, but the connection when entering new areas is a bit shaky still.
I tried guesting on another server, that works for now for Gendarran Fields at least.
My problem was on Piken Square.
I get this too, trying to load any character I logged out from Gendarren Fields.
Characters in other zones I can load without problems.
I like Nike’s idea about a title/headline.
Having a title/headline on each proposal will make it alot easier to identify which replies belong to which proposals.
Each discussion post could start with something like:
=
Regarding [proposal] by [user]:
=
Think this will make it easier to follow each discussion.
I think the discussion is still good and valuable so I will keep the thread open.
I am still thinking about topic resolution based on the ongoing conversation.
Chris
Can we have anything addressed with fractals? Specifically about reset and dredge fractals. The longer it takes the less importance it has and many have given up completely. Yet the team still makes nerfs to different parts of fractals making it harder day by day. The promise that dredge fractal will be balanced was completely left in dust as well. I don’t feel comfortable doing CDI on the topic because I know it’ll turn into something that will be quickly closed and forgotten because of people that want something to happen fighting with people that are denying them the right to ask about it. Rather, I’d love to hear you guys’ opinion on dredge fractal and the reset that happened and nothing was made right to compensate for that. Just addressing the issue would be something, because frankly I’m slowly joining the group that is giving up and forgetting about it completely…
Hope I’m not asking for too much.
I’d really like a CDI about fractals as well, there are many things that could be improved there, like the rewards and as you mention the dredge fractal (I think that’s the only part of the game at the moment where I always get angry when I play it).
About the reset, I think they reset everyone back to 30 since they introduced new mechanics to levels above 30, and it would be unfair to grant people completion of these challenges when they had completed a different challenge and not these particular challenges (don’t know if that’s the actual reason, but it seems fair).
Think they stated that your old skin would be converted to the new skin, and if you did not like the new skin, you could get a refund.
Arghore SNIP
Your posts definitely show the need for having a format. I would have a much better chance of finding your good ideas if your posts were concise, or if there were a bulleted list or a summary.
I am not sure why you quote the one ‘void of suggestion’ post I made, and request a structured approach to my suggestions, where, if you would have read my contributions were full of ways to have people skim the long reads… /shrug
I don’t think he quoted that post for any particular reason. I think he just quoted you.
I do agree with Aye though, your suggestions would benefit alot from being presented in a more concise form.
I don’t really like skipping posts, because I’m afraid I’ll miss a good suggestion, but seeing your first post, I just lost motivation to read through it (even more so when I realised there were more than one).
While it’s true that explanation(s) can be needed sometimes, I think it would be better to start with a concise description of your suggestion (and one at a time), and then let the people who have questions about the suggestion ask those questions.
This way I think you’ll get through to more people in general.
According to Anet before the game was even released, they said they didn’t want a gear treadmill. Well guess what, we got a treadmill.
We don’t have a gear treadmill. We just got ascended gear.
For it to be a treadmill, you would have to need the ascended gear to progress in the game, which you don’t. You would have to get new and better gear from that new content that you could progress to thanks to ascended gear – oh wait, that doesn’t exist…
You’re just making up problems and catastrophes where there are none.
Your purchase will never be obsolete, it works as intended, the way it was described to work when you purchased it.
Why should you get a refund for this, just because something new and shiny has come out?You keep on repeating this obvious falsehood but it is a lie. Repeating a lie doesn’t make it true.
The pick no longer works, as it can not be equipped and used anymore when you purchase the new pick. There is no reason to ever use the old one again if you have a new pick. It will simply take up storage space and you might as well delete it.
They should never ever have released a better pick. Especially not so soon after selling the previous version. 12 euros is already a lot of money for a best in slot gathering tool. If they keep repeating this behavior, you need to pay 12 euros every few months to replace it. And there may be others too. Where does it stop? Pay 3×12 euros every few months to replace your obsolete picks, axes and sickles?
If you buy the new one with the intend of using it instead of the old one, obviously the old one won’t be used. – meaningless argument
The point is, you don’t have to buy the new one, you don’t NEED it, because the one you already have still works. It does EXACTLY what it has always done, and that’s the reason you bought it to begin with. Just because there’s something new (and possibly better) now, doesn’t mean the it won’t perform the function you bought for, or that it didn’t over the past few months.
If I may, I would like to request some feedback regarding the summaries so far. (Not just on behalf of myself, I know that Bezagron wanted to get some feedback on this as well)
A few questions that came up while I was summarizing:
I think a separate thread for the summaries would be nice. At times during the horizontal discussion, it got abit heavy with several posts of summaries right after each other.
Perhaps a simple post in the CDI like:
“Now pages 4 – 10 have been summarised. Go here (link) to read.”
Other than that, I think the way you did it in the horizontal discussion worked pretty well. A midway between links and short descriptions. Do whatever makes most sense, I’, sure we’ll all appreciate it the effort once again
One idea/suggestion per post would indeed make everything better.
And finally, I don’t think the CDI should be paused, or parts of the discussion closed before the entire CDI is done. As you said, then we risk losing the suggestions from those who were not there from the start.
Hope this helps abit.
If they cared about the player-base and did give refunds to people or made the old infinite tools just as good, it would certainly solve the problem about being worried that what you purchase will ever be obsolete. That’s what I’m getting at.
Your purchase will never be obsolete, it works as intended, the way it was described to work when you purchased it.
Why should you get a refund for this, just because something new and shiny has come out?
So if I buy a makeover kit, and change my appearance to something I like, and I play with that for a few months, and then Anet adds new faces/hairstyles/whatever to the makeover kit, should I get a refund too, since these new options were not available when I bought my makeover kit?
Was I suddenly not happy with my purchase the past few months after all, was it all an illusion?
Come on guys, get real, get over it.
1) Anything that gives another player an advantage over another no matter how small is still a “win”. Whether it be 1 point or 0.000001 point, it is still more than the other person.
2) I was using the skills as an example of what Anet CAN do since with this new pick, it raises the vertical progression higher. So by making the same skills but with say a higher dmg or longer duration and by selling it on the gem store, it would be a vertical progression also.
3) And again another player who missed the point. Coming out with a new item is no big deal and is to be expected but adding vertical progression to an item which has been equal to those bought from vendors and considered as a cosmetic or convienence item is the argument since this one item opens the door to other items being sold in the gem store as vertical progression thus widening the gap between players aka skills for example in my answer #2.
4) See answer 3.
5) Again see answer 3.
6) While GW2 at the moment is not full on P2W, the direction they are going again with the vertical progression leaves it very open to a P2W system. Again they can add a new tier of class skills and sell them on the gem store. They could put new recipes in that add more rune or sigil slots and sell them on the gem store. They can release new axes that reward maybe an ecto or something or a new harvest tool that rewards something or in a couple months when sales on the new pick flatten, make another pick that gives sprockets AND quartz crystals. Regardless they can do whatever and all those examples would lean more and more towards a P2W system.
And finally you do know GW2 is actually run by NcSoft and if you have ever played Lineage 2 or Aion, you know that their cash shops were their main focus.
And yes I know what P2W is. Ever play EQ1? Or EQ2? Neither of those games had a cash shop and you had to earn everything you got. Later though SoE did add a cash shop to EQ2 cause they saw that most people are lazy by nature and would rather spend cash for stuff than earn it. This happened in EQ1 too but it was a 3rd party site called Playerauctions and Ebay.
1) Pay to win doesn’t relate to convenience. Pay to win means having a statistical advantage head to head with another player who did not spend the money you did.
Where in the world does someone getting a freaking sprocket out of a mining node with a 20% chance translate to statistical advantage over another player?
2) Again, a gathering tool has nothing to do with vertical progression.
And no, Anet won’t start releasing “high tier” skills with better modifiers or durations.
They most likely only added the sprockets to this pick simply because at the end of this living story, the only other source of sprockets will be the nodes from this patch’s meta achievement. They’re simply trying to make sure there will still be sprockets around to those who want them.
3) Again, not vertical progression.
Also, the only similarity between the vendor picks and the molten pick is that they can mine the same nodes. The molten pick is a one time investment, and now you can make a one time investment that also maintains sprockets in the market.
4+5) Smooth said it.
6) “..GW2 at the moment is not full on P2W..” GW2 has NO P2W at all, and they’re not taking any direction with vertical progression other than them adding ascended gear, which we’ve known would come since Fractals was introduced late 2012.
Ascended gear was made to serve the purpose of adding infusion slots, they chose to make a full set of ascended instead of just accessories.
If those 2% stat increase bothers you, then that’s your issue, I personally don’t care about that minor stat increase.
As many people have (more or less) said before me:
You made a purchase of your own free will. You got what you paid for. You still have what you paid for. The item hasn’t changed. It still works as intended. End of story.
The fact that they released a new item of the same type that does something more (different maybe), doesn’t mean that your item is obsolete or doesn’t work anymore. It works EXACTLY as it should.
So seriously, get over yourself and stop whining about this absolutely insignificant feature in the new pickaxe.
If and when they add a gathering tool that gives a chance of some actually significant (valuable) material, then we can talk about a problem. This is not a problem.
Also, talking about vertical progression in a gathering tool doesn’t really make any sense.. the tool doesn’t have any effect on your ability to perform within the game..
Headline
Short summary (a.k.a. TL;DR)
This is an example of what a structured post could look like.
It is easy to navigate and you can see what the person is arguing about directly without reading it.
The post is visually short and easy to look at and easy to skip looking at.
Then if you’re interested you can expand it and look at what the person is talking about.You can also combine it with Malchior’s type of writing so that here in the short summary you can write that:
As a <role>, I want <goal/desire> so that <benefit>
And then expand on it in the spoiler tags.And you write about the first topic here.
And the second topic goes here.
And so on.
This is perfect. Would be awesome if we could get everyone to use such a template.
If you can deliver your core thought in a couple of one-liners *&(#$^!@ LEAD WITH THAT.
This exactly. To me it’s all about visibility.
If people really want to be able to include their walls of text because they feel they need it to explain their ideas properly, please make some sort of mandatory format with:
- Headline
- Short concise description – the user story “As X I want Y” could be included here
- Long version
The short version serves its purpose best at the top along with a title to catch your attention.
If the poster has more than one point to his/her suggestion, each point could be given a number and there could be a corresponding numbered short description in the start.
Also, one suggestion per post would be nice.
(edited by Symph.8407)
I see alot of people saying it will do no good to limit how much people can write in their suggestions, both because sometimes you need more room to explain something, and because some people will simply just make several posts at once, as we saw in the horizontal CDI.
Couldn’t it be a solution, if we decided on a specific form for the suggestions. Like a template.
It could be something like this:
Headline
Short description of the suggestion.
Short example if needed.
Link to external thread for more indepth explanation and/or discussion of the suggestion.
This way, everyone can catch the attention of the others without making the CDI thread a massive wall of text page after page.
I think this will also make it more likely that the more “casual” forum readers might join in on the CDI, if they don’t have to read through 50+ pages to check if their idea has already been suggested.
In short: Keep the CDI posts short (like a teaser) and put the specific discussions in other threads.
(edited by Symph.8407)
1) I think a word limit would work quite well. It’s demotivating to have to read through thousands of words to keep up.
Keep it short and concise, maybe with a short headline – which would also make it easier to make the summaries.
Whoever posts an idea first, could possibly make a separate thread about that suggestion, and put a link to it in his/her post in the CDI, and people could go to that thread to discuss that idea specifically.
2) I think a mix of the two could be used.
Either Anet could put forward a list of things they think needs discussing, and then we could vote which one we would like to talk about first.
Or we could “vote” which things we want changes in, and Anet could pick from the most wanted things.
(edited by Symph.8407)
Well, new personal story arcs could send you off on paths that lead to unlocking something specific from the Order you chose at the beginning of the game (which would add more substance to the Order you choose mattering)…
Also just want to quickly add, I think this would be really cool and is an example of an approachable system for all players that’s relatively easy to message, understand, and could be available to everyone.
I was thinking something in the same lines as this, although not necessarily tied to the personal (at least not beyond the choice of order). With an npc from each order serving as the messenger link between the game and the player, and in this way informing the player of their options of further class progression.
The npc could guide you to a remote place in tyria to find an old master of “X”. Maybe 3 different masters per class, or a few more “universal” masters shared between classes.
To avoid having to repeat the same challenges on all characters, specific class masters would probably work best.
These masters would, through a mix of events, scavenger hunts etc., teach you how to alter your skills (or whatever it’s gonna be) in the way you desired.
The alterations earned through these challenges would be permanently unlocked for the given character, and could be activated either in bulk (all skills get affected in the same way at once), or on a skill by skill basis.
This way you could earn all the specializations and change between them depending on how you wanted to play your build.
Hope this makes some sense, and that someone did not already say something similar. My mind is a bit loaded lately because of approaching exams, and I don’t have time to read all the posts in this thread, but I try to keep up with what’s happening.
Pretty much since the start of this game, I have been missing a decent slim sword skin. The only one really available is Infinite Light (or whisperblade for that purple feeling), but I don’t have the time to earn enough for a sword of that value, so I always felt I didn’t have a good sword skin, since I don’t like any of those weird looking big “swords” that are otherwise available.
And now in the new Aetherblade Retreat, I see Mai Trin’s sword, and I think; “Please Anet, for the love of god, add this sword skin to the game, so those of us who don’t like big strange looking swords can get a decent skin too.”
TL;DR
Please add Mai Trin’s sword skin to the game for players to get.
In the spirit of hopefully gainging the attention of Anet on this matter, I support mainhand pistol for mesmers (shameful bump).