Time is a river.
The door is ajar.
Woah, what is THAT -
I’d guess it’s a hammer, since it looks like the weapon that the Aetherblade Thugs use.
LOL ships can have sex, didn’t really know that.
Where did you think little boats like canoes and tugs come from?
You people are keep saying this, like it’s the only reward.
And you keep saying it like Achievement Points are hard to come by.
I’m still failing to see how tying them to AP would be an issue.
10k AP rewards probably would be if the exclusive skin is really good looking. That is a hell a lot of grind.
That’s also assuming that’s what it’ll cost to unlock it.
Funset is talking about all of the rewards though.
Personally, I can see it being a hefty amount for the armour, since these are supposed to be a goal to aim for. Yes, you can grind for them, but you don’t need to. If you go off of your own back trying to rack the points up as quick as possible, rather than playing like normal, then you shouldn’t complain of a grind you put yourself through.
However, for all other rewards, we can’t speculate because:
You people are keep saying this, like it’s the only reward.
And you keep saying it like Achievement Points are hard to come by.
I’m still failing to see how tying them to AP would be an issue.
So now we need to farm and achievement points? Just great.
Wait…so you’re complaining because they’re tied to Achievement Points, which you can earn however you want?
Unless you’re referring to getting them as fast as possible.
Permanent account bonuses—permanent boosts to Magic Find, experience from kills, karma gain, and more. Earn achievement points on any character and get rewards for all of your characters.
Currencies – gold, gems, karma, and laurels.
I can see alcoholics being happy with this.
I want it all to be introduced at once. I want a whole new world to explore like in GW1.
Not just log in, do the half hour of content, and wait 4 more weeks to do it again.
Well, you ‘wanting it all at once’, and it ‘not happening at all’ are two completely different things.
Also, who’s to say these event will be like the smaller filler stories?
At the end of the day, at this moment in time it’s all speculation.
The past updates have given me little reason to have faith. I want to get on a boat to Elona and have a whole new story, new skills, and just new everything to explore. I’m starving and I don’t want to eat crumbs.
I think you’re being a tad unreasonable with the ‘I want it now’ schtick.
Content doesn’t produce itself. They need to produce a story, since not much is known about these places since they’ve been shut off. They also need to produce:
If they did a bad job of it, I’m pretty sure you’d get your beard and walking stick and start with a ‘back in the day in GW1…’ speech.
I want it all to be introduced at once. I want a whole new world to explore like in GW1.
Not just log in, do the half hour of content, and wait 4 more weeks to do it again.
Well, you ‘wanting it all at once’, and it ‘not happening at all’ are two completely different things.
Also, who’s to say these event will be like the smaller filler stories?
At the end of the day, at this moment in time it’s all speculation.
This just killed a bunch of my excitement for the future of this game.
We’re never going to visit Elona or Cantha now. Any future Dragons will likely be killed off cheaply if we even get to fight them at all.
I’m tired of fighting unrelated side stories that feel like filler. What happened to the other dragons?!
1. Why not? Southsun was introduced. If they got people working on things outside of the Living Story, there isn’t anything to say they can’t or won’t be working on these places.
2. I’d argue it’s better to try things out and gain feedback on unrelated filler than major world plot points such as the Dragons. I mean, look how well received the Zhaitan fight was.
South Sun was extremely underwhelming. And it doesn’t even hold a candle to how much we could get if we got an Elona or Cantha expansion.
Regardless of the quality of it, it was still introduced. As I pointed out, it’s better to try things out on unrelated filler. I must say though, I enjoyed the push onto Southsun. It was the follow up that was lacking.
And who says that it all has to be introduced at once?
Elona has been divided into 3 provinces, and no-one knows much about what’s going on in Cantha.
This just killed a bunch of my excitement for the future of this game.
We’re never going to visit Elona or Cantha now. Any future Dragons will likely be killed off cheaply if we even get to fight them at all.
I’m tired of fighting unrelated side stories that feel like filler. What happened to the other dragons?!
1. Why not? Southsun was introduced. If they got people working on things outside of the Living Story, there isn’t anything to say they can’t or won’t be working on these places.
2. I’d argue it’s better to try things out and gain feedback on unrelated filler than major world plot points such as the Dragons. I mean, look how well received the Zhaitan fight was.
It’s based on Achievement Points, so yes, the LS ones would count.
Also, I’m pretty sure they placed a cap on the total amount of AP you can gain from the infinite achievements a few patches back.
Without expansions….does that mean we won’t get new classes or skills? My god the skills are getting really old by now. Especially when many classes have weapons that they all avoid.
Wouldn’t the solution to this be making all weapons desirable, instead of just adding more skills, 90% of which won’t be used?
Also, this may not be the case. For example, when they release an area, the culture or the race in that area (I’m looking at you, Tengu and the Dominion of the Four Winds) might have a profession that isn’t practiced in the game currently, and so the player might be able to ‘learn’ that profession to unlock it. Same with weapons and profession skills.
Is the extra white ok? I put it at the edge so you don’t notice where the picture ends.
1. I’d assume the node is Account Bound, simply because all achievements are Account Bound.
2. Whatever happens, not everyone’s play-style can be catered to (Alts miss out on extra Quartz if the node is Account Bound, while those who prefer to play one character would miss out on extra Quartz if it’s Character Bound) . In this, ANet need to balance the game around what is best for the game, not an individual’s play-style.
As long as there’d be restrictions on what characters can mine the Quartz, I personally wouldn’t have a problem if it was per character. Maybe something along the lines of: A specific tool must be used. This can be bought with a Character Bound currency (Karma) and, like other tools, have a certain amount of uses, and can only be equipped by level 80 characters. Those who have the Infinite tools can use them. Quartz mined on the second character and more would be Character Bound, and Character Bound Quartz would produce Account Bound Armour and Weapons.
This way:
So, basically a guaranteed rare/exotic for 10 minutes playing (which can be done at any time and repeated)?
Doesn’t really sound balanced now, does it?
If the suggestion was in line with the devs intention to make dungeons more challenging, then I think it’d be fair.
The new Aetherblade dungeon has a guaranteed 1 gold every run (when you compare this to the 8 silver of normal dungeon rewards), which the devs thought was fair because of difficulty of it.
Personally, I’d like to see all bosses have a chance of dropping a rare skin / recipe for a rare skin. For example, in AC story mode, you might have a chance of getting Nente’s Bow / Hammer, Kasha’s Stave, Ralena’s Lightning Rod ect.
While I understand the frustration, there is already a second chance mechanic if you use it; The Downed State.
You get 4 chances when in the Downed state to get Rallied / Rally teammates before going into the Defeated state straight away, so I’m not sure why you’d be ‘watching’ from Downed when you have abilities to raise yourself back up and / or help your team-mates get you back up. Try to save your CC for these situations so you can knock the boss off of the downed player while 2 others res the Downed player.
If you do have a timer, you would still have an issue you brought up; lack of DPS / support. 1 min 30 is a long time and this issue would still affect you, while on the other hand, having the timer too short would completely negate the need to survive since you could just jump back in whenever.
1. Build your team around each other to cover each others weak points and so you aren’t overlapping in anything (for example, there isn’t any point bringing 2 people who apply Bleeding because of the way it works, everyone bringing condition removal to a fight that that hardly uses conditions, or Stability to a fight that has no CC). Although the game doesn’t actually give strict roles, there isn’t anything to stop you creating your own.
2. If you’re having trouble, don’t go glass cannon until you got the fight down to a tee. Bring one or two support skills (condition removal, defensive boons [protection / aegis / stability]) to benefit yourself and the party. On the opposite note, Weakness is your friend.
You don’t get XP in SPvP.
You get Glory which is what ranks you up. You can also spend Glory to get cosmetic rewards and such.
However, in return, all skills, traits, weapons, runes and sigils are unlocked from the get go and you’re boosted to 80.
There is also WvW, which is 3 servers facing off. In that, you take your character as they are (skills and weapons unlocked, PvE gear), and you can level to 80 which will also carry on over to PvE.
Fractals don’t count as a permanent dungeon, otherwise you would get guild influence when you do them :P
I didn’t realise a dungeon was defined by the ability to get Influence from it
Did they say they’d be doing an expansion every year? I can’t remember that far back.
0 permanent dungeons? What about fractals?
What type of SPvP rewards?
Disagree.
It’d just trivialise the content.
Dungeons should be challenging and require a team effort. Not encourage zerging.
Just what we need more events where we zerg and auto attack while tabbed out
I’m guessing you didn’t read or understand the ‘improve upon’?
I’d wager it means, for most people who say it:
- Little to no level cap exclusive content
- No continual stat progression after level cap.
What would those things consist of, though? Raids? Gear grinds? Or something entirely different?
For most people, probably.
I’m still playing, and I’m still happy with the game. That’s not to say it’s perfect, and the game could do with progression after cap.
Instead of instanced raids, improve upon and add more large open world events, and instead of stat progression, maybe personal progression in the form or advancing in the world i.e. Racial rep, Order ranks, Area rep, skill advancement and modifications ect.
When I get to a computer, i’ll flesh these out more.
I’d wager it means, for most people who say it:
To add to that:
I think this thread is along the same lines as the thread that assumed we were getting mounts because of horses in a piece of concept art.
Not to be rude, but it sounds like you haven’t played a lot of mmo’s. That may or may not be true, so I’ll not accuse you of not knowing what you’re talking about. How many games with gear grind can I consider successful? Nearly every single game with gear grind has been successful. WoW, Runes of Magic, Rift, every korean mmorpg on earth, Everquest, Lord of the Rings online, Ragnarok, Star Wars the Old Republic, Fiesta online, Perfect World, and the list goes on. The point I’m trying to make is that you may pretend not to like gear grind, but it’s the only thing that keeps many, many people interested until end-game. Everquest was the first to implement this idea, and Blizzard was smart enough to go along with it. No current mmo has even tried to change that gear grind until Guild Wars 2, and a ton of people don’t like that the gear is so easily attainable. I’ll give you a percentage. About 82% of people in my guild say they want more gear that will make them better. (This is just a rough estimate of the guild percentage) That’s 82% of 500 people. Because of this, I can safely say that the majority of players want way more gear to obtain and they don’t want to so easily obtain the max gear so early on. Without boasting it’s dynamic events, fun dungeons, and meta-bosses bigger than life itself, Guild Wars 2 would’ve died awhile ago.
There are a number of issues with your argument:
> States that nearly every gear grind game has been successful.
> Points out that no MMO has tried to change the gear grind until GW2.
To say that something is a ‘failure’ based on one sample doesn’t constitute as accurate evidence.
Second, how are you measuring success? Do you have stats for every single game you mentioned there? And do you have stats to show that gear grind is a leading contributor to their success?
Third, some of us aren’t ‘pretending’ that we don’t like gear grind. Some of us genuinely don’t. Unsure where you got that idea from.
Fourth, just because 410 people in your guild agree with you, that doesn’t mean that the majority do. Unsure how you could even present this as a valid argument.
If there’s no payoff beyond doing it in proper gear, then yes, it is pointless.
To you, who needs an extrinsic motivator to do stuff, it will be pointless.
For other people who create their own goals (whether it be running dungeons in White gear, trying to solo dungeons, deleting their character if they die once, world map completion with all icons off) it isn’t.
To tell others what their doing is pointless, even if the persons themselves doesn’t find it pointless, is somewhat conceited.
I find doing something as completely pointless as doing dungeons in all white gear for no reason other than to cure your apparent boredom is quite laughable.
Who said they were bored? There’s a difference between setting a goal because of boredom and setting a goal for the challenge.
If it was a goal they set because they couldn’t find another goal in-game set by the devs, then it isn’t pointless. They’re aiming for something.
Just because you feel it’s pointless, it doesn’t make it pointless.
Let me tell you this. In every single successful mmo out there, the developers have made a goal once you reach the max level. Can you guess what that goal might be? Getting armor.
I’ve been playing mmo’s all my life, and I know that any successful mmo will need an armor grind to keep it going, and doing dungeons for armor or forever searching for better armor is a necessity.
To say that armour and stat grind is a deciding factor on what makes an MMO successful is fallible. There are other games out there that have been less successful that also feature a gear treadmill. Not to mention I can’t personally think of another MMO that hasn’t featured a gear treadmill in some way, shape or form.
Yes, players need a goal. Some players need the goal given to them in the way of a treadmill, while other players create their own goals (I remember seeing one guild who tried to do dungeons all in white gear).
Ever increasing stats to gate content isn’t the only way to do that though. It’s just a mechanic used to gate content to keep people playing while devs create new content that has been replicated in games so many times because of WoW’s success (which wasn’t down to the gear treadmill, funnily enough), and because so many games have featured it, players have become accustomed to it.
That’s not to say that there aren’t people who enjoy it, but to say the only way to create a successful MMO is to have an stat grind is laughable.
(edited by TheDaiBish.9735)
Meaningful rewards that give you a sense of character/gear progression is a key component to keeping players interested.
Why gear progression? Why not other forms of character progression:
You don’t need ever-rising stats to have a sense of progression.
It’s an OK suggestion, but is merely a band-aid for the problem of dungeons being tedious to run over and over. Not to mention if you can craft it without setting foot in a dungeon, it kind of defeats the point of having dungeon armour / weapons.
It’d be better for ANet to come up with a solution to make getting the armour / weapons from dungeons engaging, and not simply a grind.
Just because they don’t reply to or implement all suggestions, doesn’t mean they don’t listen.
However, what a lot of people may think is a ‘good idea’ may not necessarily fit in with their plans for the game. For example, Gear Inspect. There are people who think this is a good idea, but it doesn’t fit in to ANet’s idea of PvE being co-operative.
At the end of it all, ANet decides what they want to put in, and what they don’t.
And this is exactly how it should be.
The problem with a lot of suggestions is that they’re ideas taken straight from other games, as opposed to the content being broken down, looking at what concepts of that content are engaging, and then reworking it to fit into the game while keeping them engaging concepts.
(edited by TheDaiBish.9735)
Of course diversity can be a great thing. But unfortunately I don’t think this is viable. Guild Wars 1 was releasing huge balancing updates 6 years after release, the more skills you have the more complex balancing becomes. I think more weapons is a better solution to the variety problem. When you allow people to select skills you just make it overly complex for new players and elitists become even more adamant that there is a meta and everyone should follow it.
The thing is though, adding new weapons causes the same issues: more skills to balance, and the elitists adamant that one weapon is better over another.
Selecting weapon skills wouldn’t be any more complex (how difficult it is to learn) than selecting skills 6 – 10, or selecting traits, but it would add depth (the number of viable choices out of the skills given); do I want to take Riposte on my sword for extra defense, or shall I exchange it for Disciplined Strike, which has the additional effect of extra damage and Adrenaline when in a Stance? Or maybe instead of Hundred Blades, I could take Finishing Blow, which deals massive damage if the foe is KD and has x stacks of Vulnerability?
Not to mention if Anet bound the skills to each slot, this could help towards easier balancing, as opposed to GW, where you could pick any skills, as well as have a secondary profession (meaning each character potentially had access to every skill in the game. Not at the same time, but of 2 professions at any given time), which was one of the factors that led to balance issues.
(edited by TheDaiBish.9735)
OP, you do realise it’s around 9pm in Australia while it’s about 4am in NA right now?
I don’t care about steampunk Mole-People.
I don’t care about crabs attacking sunbathers.
I don’t care about silly murder mysteries in Lion’s Arch.
I absolutely loathe the idea of Pirates in a fantasy mmo.
I don’t care about temporary content.The living story fails on so many levels. The player should always be the protagonist of the storyline and not made to feel like a common grunt/footman who’s sole purpose is doing the bidding of the NPCs.
Personal opinion aside, while this is true for single player games, in an MMO where you’re supposed to be part of a world. How is every single player supposed to be the protagonist of the overarching story of the world?
Although you may not be the main protagonist of the story, you’ll still have your own stories as you do the content. The experiences you have as you play. I remember one night me and five of my friends held off a zerg from a siege camp for about 10 minutes until one of our zergs come and flanked them.
Temporary content is a waste of developer time and resources. Those resources could be better spent developing lasting, permanent content that actually changes and expands the game world.
Depends on what they do with the content after removing it.
If they merely just don’t use it anymore, then it’s a waste.
If, however, they’ll use the assets, content (like putting the dungeons in the Fractals) and such again in the future, then it isn’t a waste. Even if they gain something in the way of experience, it isn’t a wasted experience.
And, please, developers….make the player the focus of the storyline. The story makes me feel like I am a 5th wheel who is merely witnessing events rather than shaping them. If I wanted to simply witness the events, I can do that on YouTube.
The player can shape events without being the focus of the storyline. Not saying it has been done, but it can be.
Crab Toss doesn’t exist anymore, but the Southsun Economists still exists (does he require all 4 settlements unlocked to sell the potion?)
It can’t be used in sPvP, but can be used in WvW.
Supply crates ARE still available, I get at least 1 every day depending on how long I farm Southsun.
Huh. My apologies. I got my info off of the Wiki -.-
Potion of Karka Toughness – From what I can see, the only way to get that now is playing Crab Toss (since the Southsun Economist and Supply Crates aren’t around anymore). Unsure how this is P2W.
Can’t really argue about the other one, although I fail to see how you ‘win’ by having it. Can it be used in SPvP?
I can’t see the issue, personally:
Wasn’t it 6 months? I thought their plan originally was to fund the game through expansions every 6 months (there was no cash shop in GW1 until much later).
Nope.
The first was a year after release, the second was 6 months after the first, with EotN being a year after the second.
New dungeon -Temporary
New Jumping Puzzle – Permanent
Scavenger Hunt – Permanent
As well as skill and trait adjustment and reworks.
I’m also pretty sure I read somewhere that temporary dungeons (F+F) may be added to Fractals. Not necessarily this patch, but in the future.
Strange. I remember mobs actively getting out and avoiding AoE. This was back in Beta though.
It saddens me to hear things like this. Makes you wonder if they’ve forgotten they were beginners at one point.
In the Mists, there are a bunch of NPC’s you can fight (red circle), as well as a dodging trainer.
Other than that, if you can’t find a helpful guild, read up on tactics before hand as well.
I’ve never seen the appeal of outgrowing content, to be honest, but each to their own.
There’s a few problems I can see with this:
Participation of events – A level 80 would only have to sneeze in the direction of a bunch of mobs to kill them while in a lower level zone. This opens up the opportunity to grief these events for lower level players, and while in an ideal world they should be able to be ignored, they can’t. Not to mention; how quick do you think the events would be completed if a few unscaled level 80’s were participating? Wouldn’t give the lower levels who needed the events a chance to participate.
Dungeons – Get to level 80 > faceroll and farm dungeons for easy loot. Not saying you’d do it, but there are people who would. Not to mention this could potentially have an effect on the economy (buy dungeon Exotics > chuck Exotics in the Mkittenell what comes out). Even if the loot in the dungeon was scaled down to the dungeon level, this could still cause an issue.
Workload – Given how the game was built with the level-scaling as a core component, it would depend entirely on how many people would want this feature in comparison to how much work it would take to remove it (time is money after all), and could it be justified. Realistically, I also can’t see this bringing players back if this was one issue that led to them quitting.
4.) Zero personal progression and a severe lack of “Reward”.
Fractals level?
PVP Rank?
WvW Rank?
Achievement Points?I find it pathetic when people try to make a point with things similar to this. Clearly the OP is trying to explain that there is no enriching variety of endgame play.
Nope. The words the OP used were ‘Zero personal progression’. I really can’t see how you can construe ‘zero personal progression’ for ‘lack of variety at endgame’.
Now, it might not be the OP’s idea of progression, but to say there is none at all is wrong.
Grinding for achievement points or a higher rank/level in the exact same thing over and over does NOT count as a good variety of endgame. That makes no sense. Some people are completionists, most are not. If you decide to post your two cents, think about forming a proper rebuttal next time, this is juvenile.
I can’t say I’ve seen an MMO that doesn’t revolve around repeating the same things over and over again regardless of whether it’s PvE or PvE, gear, reputation / faction, achievements, dungeons, dailies. Their all repetitive tasks, and usually don’t amount to variety.
If you’re going to post your two cents, try to back up your points with some valid examples and arguments in context to the point, instead of telling the guy, who did make a valid point, that they’re wrong because you decided something meant something different.
1) I can see the issue here. However, define ‘exciting and meaningful loot’?
2) I don’t have a problem with this, personally.
3) Agree and disagree to an extent. There are mechanics there that are potentially interesting, but aren’t made important enough so you can brute force through them.
4) Leveling, Crafting, Personal Story, Achievements, Unlocking Skills, Fractal Levels. These are all forms of progression. Unless you mean constantly bigger stats, then I’m glad to agree with you. That’s the reason I bought this game, to get away from that.
5) I personally don’t see an issue with this.
6) This is what the Meta-Events and big boss open world battles should be.
7) As above. Also, define ‘exciting’ loot. I personally don’t play for loot, so I don’t get what you mean by this.
8) I personally don’t get excited at the idea of having to constantly be gearing up in order to content, so this is a non-issue for me.
In short, I don’t see the need for a constant gear treadmill (it adds absolutely nothing to the game short of making players play longer and gating content), or instanced raids (big open-world fights should be improved to fulfill this)
Charr are full on athiest, they would never ever bow or pray to any of the human gods.
Well… except for the few that aren’t, the flame legion to name a few…
Flame Legion don’t worship human gods; they worshiped the Titans first (when they were known as the Gold Legion) and then the Destroyers. They’re currently looking for a way to rez their god.
They don’t have much luck in picking their gods…
http://healbotblues.brainflush.com/healbot-blues.html
Anybody remember these?
Never read them before just now. I must thank you for posting these
A Norn walks out of a bar…
(edited by TheDaiBish.9735)
Sure some secrets are okay (like the way to get into the southsun dungeon without starting the instance) and etc.. Eastereggs and secrets are awesome but honestly there shouldn’t be an achievement about those. It’s supposed to stay secret ;P
This I disagree on.
Achievements should be used for things like this.
In no way are they needed, but they allow the player to get more out of the game. Achievements for things like this encourage players to play off the beaten path, as it were. Just have the Achievement hidden until you actually do it, so it stays secret.
arrow pointing where to go ect.
oh god no! ^^’ Keep the current style just change the content and make the quests have a greater impact.
I’m confused…Oh god no because I want to get rid of it, or because you misread? :P
Oh god no because I don’t want an arrow pointing at where to go ^^.
The best about events, quests and jumping puzzles is trying to figure things out yourself. There are some quests and skill points that actually require thinking. Not every game includes this.
Then that we agree on
Yeah, quests should encourage thinking, reading, and paying attention to your surroundings. It’s mostly why I love the Investigation, Faction and Sabotage Missions, and some of the Storyline Missions in TSW.
Unfortunately, even if the game didn’t do this, people would still go to a walk-through site and then complain it was over too fast.
arrow pointing where to go ect.
oh god no! ^^’ Keep the current style just change the content and make the quests have a greater impact.
I’m confused…Oh god no because I want to get rid of it, or because you misread? :P
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