Showing Posts For TheDaiBish.9735:

Instanced Vanquishing

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Yes its open world,. it would only remove players from the open world to vanq that zone, look around right now, if your in part of the world that has no world event, you don’t have anyone in that zone to play with anyway, I do not see the problem.

You’re right. Right now, in some zones, there aren’t many people.

However, adding personal instancing for Vanquishing will just make the problem worse. Since doing the Vanquishing will have greater rewards that regular open-world play (you know this will happen), people will just stay in their instances Vanquishing.

Those require 4 other people. Vanquishing could be done alone.

Yep. I know.

Boo freaking hoo on being removed from the world. I’m sure the crowd of over nine thousand at the Shadow Behemoth will miss me SOOOOOO much.

Wow, you sound touchy.

The answer to this would be to give players tools to play alone, further fragmenting the community, rather than implementing things to strengthen the community and encourage interaction and teamwork, right?

Life is a journey.
Time is a river.
The door is ajar.

Instanced Vanquishing

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I can’t imagine the Fractals having this feature. The fractals are already pumped up with at least 6x the size of features of a normal dungeon. Adding more would make it sooner or later explode. For the other dungeons I guess that’s okay. (even though the arah version of this would be even worse than arah already is.)

Fractals don’t have as many features as you’re implying. Adding Vanquishing wouldn’t make it explode.

Not sure why it would make Arah worse?

Life is a journey.
Time is a river.
The door is ajar.

Instanced Vanquishing

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Would it be possible to basically create a new dungeon featuring this? I mean there are plenty of not yet released or created content and area’s that might freely be filled with a few more dungeons.

Why a new dungeon for it?

Just add Vanquishing (maybe Bonus Objectives as well) to the Dungeons and Fractals we have now as well.

Life is a journey.
Time is a river.
The door is ajar.

Instanced Vanquishing

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

From what I understand (unfortunately I did not play GW1) you talk to an NPC that then sends you or your party into an instance where you have to kill all monsters that are there. If you kill all enemies you receive a chest.

It’s kinda like a.. uhm how could I put it… kinda like a PvE tournament.
You could even put a time limit on it. Making it a challenge.

I kinda like the idea basically.

Nope. From what I remember, all you had do to is toggle to Hard Mode, and the Vanquishing bar would appear.

Since GW was more of a CO-OPRPG, rather than an ‘open-world’ MMORPG, the instancing was fine.

Considering that Anet are trying to strengthen the open world, creating more instanced content kinda works against that.

For Dungeons / Fractals, it could work though.

Life is a journey.
Time is a river.
The door is ajar.

Instanced Vanquishing

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Why not just implement it anyway? No need to talk to an NPC.

1) Go into Dungeon / Fractal

2) Slaughter everything.

3) Receive prize.

If you’re talking about open-world, I disagree, simply because it removes players from the world.

Life is a journey.
Time is a river.
The door is ajar.

In my opinion, GW2 is dying

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

I’m just advising Anet to actually listen the thousands of players out there trying to help them maintain their game.

One player says add mounts.
Another says don’t.

One says x class needs a nerf.
Another says that it needs buffing.

One player says do something.
Another player says don’t.

How can ANet listen to the thousands of people ‘helping’ when the people ‘helping’ don’t necessarily agree what they think is right to add?

Whatever they do, they’re going to appeal to some people (cue ‘fanboi’ jeers) and not to others (cue ‘hater’ jeers).

I personally think they should have brought a lot of things from GW into GW2 (in terms of systems [skill system, Vanquishing for dungeons, Bonus missions ect] and content [Nic, Filling in books ect]), and then built up upon that.

Life is a journey.
Time is a river.
The door is ajar.

Dark Souls and GW2 hard mode dungeons

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

A few issues:

  • The option to turn off other player spell effects would need to be implemented before or alongside this so that the guy isn’t covered in particle effects, thus reducing the chance you’ll see the attack coming.
  • Reaction time is all well and good, but it’d also need to take into account skill delay and lag.
Life is a journey.
Time is a river.
The door is ajar.

Should Story and Mapping Rewards be Scaled?

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Remember though, all of these rewards are one time only. It’s not like you can complete personal story missions or maps over and over again to get infinite rewards. And what’s really wrong with getting maximum rewards? Mapping an area, even a low level one such as Queensdale, still takes a fair amount of time at 80.

True, I guess.

It still punishes you for completing the story along the way though, which is how it’s intended to be completed.

Besides, it’d be another great way of getting people out in the open world.

There’d be people there, but with the one-track aim of completing the map as quick as possible to get their loot, especially given how lower level area events don’t yield as much gold / karma ect (and no, scaling this up wouldn’t be a good idea unless they made downscaling way harsher).

Life is a journey.
Time is a river.
The door is ajar.

Should Story and Mapping Rewards be Scaled?

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I’d say an argument against it would be that, given how loot-centric most players seem to be, most would wait until level 80 in order to do the story to get max rewards (that is, it would be punishing to play the story the way it was intended; as you level up).

Same with map completion; most earlier zones are a breeze to complete at max level (down to mobs being significantly easier), meaning people wait until max, then get easy loot.

Life is a journey.
Time is a river.
The door is ajar.

How Arena net can be more diverse!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Rather than add more trait points, ANet needs to:

  • Get rid of the ‘boring’ traits (straight up +DMG and +Stats [the +dmg and +stats when a criteria is met aren’t too bad imo] ect)
  • Add more interesting traits. These traits should have criteria that you need to meet before they activate to encourage smart play (control effects last longer if target is immobilized, pets aren’t affected by stealth if their ability is on cooldown, ect).
Life is a journey.
Time is a river.
The door is ajar.

Please consider mounts - Some ideas!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I haven’t got anything against mounts, but isn’t this your 20,000th thread on the subject (give or take a few)?

Life is a journey.
Time is a river.
The door is ajar.

Q about future of GW2

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I won’t comment on SPvP, because I don’t play that game mode.

Here’s a life lesson: Not everything is going to appeal to everyone. Just because it doesn’t appeal to you, it doesn’t mean it’s a failiure / rubbish ect. It just means it’s not your style.

1) Lorewise, PvP in the PvE wouldn’t make sense unless they introduced opposing factions (Separists, Flame Legion, Inquest, Nightmare Court, Sons of Svanir). Also, as long as there were servers for just PvE (no OWPvP) for those who don’t want to be ganked while levelling.

2) In a general response, Titles and Skins Collecting was something that was taken from the first GW. No need for higher and higher stats; titles and skins were for prestige.

3) Not everyone thinks that higher and higher stats = ‘rewards’.

Life is a journey.
Time is a river.
The door is ajar.

Heroes like gw1 in a future expansion?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

In the open-world? Nope.

Maybe for dungeons, but even then, given there’s more emphasis on mobility, I’d say they’d be more of a hindrance.

Life is a journey.
Time is a river.
The door is ajar.

Making GW2 More Like GW1 - Cross Class Skills

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Also posted this in General:

I’d say rather than dual professions, give each weapon slot a pool of, say, 3 skills (meaning you got a maximum of 9 skills on MH, 6 skills on OH, and 15 skills on 2H) that keeps with the theme of the weapon. I’d say it’d be also easier to balance cool-downs (say all of the skills in slot 2 have the same cool-downs, or marginally different depending on the effectiveness).

For example, Warrior Sword 5:

Riposte: As is.

Seeking Blade: Does damage. Also inflicts bleeding if the target is blocking (Sacrificing some defense for an attack against a defense).

Disciplined Strike: Does Damage. Also interrupts if in a Stance.

(Don’t take these as actual skill suggestions, they’re just examples).

Life is a journey.
Time is a river.
The door is ajar.

Making GW2 more like GW1 - Cross Class Skills

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

I’d say rather than dual professions, give each weapon slot a pool of, say, 3 skills (meaning you got a maximum of 9 skills on MH, 6 skills on OH, and 15 skills on 2H) that keeps with the theme of the weapon. I’d say it’d be also easier to balance cool-downs (say all of the skills in slot 2 have the same cool-downs, or marginally different depending on the effectiveness).

For example, Warrior Sword 5:

Riposte: As is.

Seeking Blade: Does damage. Also inflicts bleeding if the target is blocking (Sacrificing some defense for an attack against a defense).

Disciplined Strike: Does Damage. Also interrupts if in a Stance.

(Don’t take these as actual skill suggestions, they’re just examples).

Life is a journey.
Time is a river.
The door is ajar.

New raid dungeon? can't wait...

in Fractals, Dungeons & Raids

Posted by: TheDaiBish.9735

TheDaiBish.9735

You’ve taken the word ‘raid’ in the wrong context.

They’re talking about ‘raiding’ as in launching an assault, not Raid as in larger group content.

“A rapid surprise attack on an enemy by troops, aircraft, or other armed forces in warfare.”

Synonyms – attack, invasion

Life is a journey.
Time is a river.
The door is ajar.

MMORPG Article Question

in Flame and Frost

Posted by: TheDaiBish.9735

TheDaiBish.9735

The dungeon itself will be available for a limited amount of time, as it is tied to the ongoing story. The possibility of revisiting the content is not out of the question, however. It just becomes a matter of determining where and when it makes sense to do so.

Play the video while reading the text in quotes for the full effect

“Having defeated and driven out the Molten Alliance, the Priory have moved in to research how they crafted their weapons, only to find something more sinister lurking…”

Then add three more paths to make it into an Explorable Dungeon.

That way you don’t waste the dungeon area you’ve crafted.

Life is a journey.
Time is a river.
The door is ajar.

Possible Dungeon Suggestions

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I like that Lodestone idea, that’s a great incentive (for me anyways) to keep me playing other dungeons! But I think 10 tokens is too cheap a price, lodestones are supposed to be hard to get, 10 tokens means 6 lodestone every run, and 2 every subsequent runs, far too much. It will encourage lodestone farming. Lodestones are supposed to be extremely hard to get, so maybe 100 tokens for a lodestone.

If you think that’s a bit much, some of my guildies have like 5000 CoF tokens, so 10 tokens… too cheap :P

In reality, it’d be more like 80 tokens, since it’s 10 tokens from each dungeon, not just 10 tokens. Not a single type of lodestone for each dungeon.

Life is a journey.
Time is a river.
The door is ajar.

How would you nerf CoF?

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Instead of Nerfing, reward players for exploring all of the dungeon and killing all of the trash.

Some Dungeon Suggestions

Life is a journey.
Time is a river.
The door is ajar.

Lets talk Progression

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Skills

I loved the skill system in GW. Hunting down Elites (as well as skins), playing around with my build when I got new skills. Cracking stuff.

I would love for them to bring that sort of thing back.

Maybe have ‘skill challenges’ but you have to use the weapon that the skill is for (I.E you can’t use a Hammer if you’re after a Greatsword skill). Maybe mobs have unique skills. Maybe Dungeon Bosses have skills that have a unique animation (but function the same way as an open-world counterpart).

However, I think part of the reason for the reduction of skills is Traits.

Before, we used to have skills that had additional effects (if Bleeding, also causes Poison). However, these sort of effects have been placed in the Traits.

Gear

IMO, statted gear gives a false sense of ‘progession’ (you can’t move forward on a treadmill unless you move faster than the treadmill), as well as a sense that gear is disposable.

You get Rare gear, and then when you get Exotic, you get rid of the Rare gear. When Ascended gear comes out, you’ll get rid of the Exotic, and so on. All the while, the encounters have to be scaled up in terms of damage, health ect to compensate. This is what happens in GW2, WoW and practically every MMO ever (even GW to a lesser degree)

The problem with profession-based armour (and weapons) is resources. The resources to design and create sets of armour for each profession now, and professions to come, where they (although maybe one set for each profession wouldn’t be so bad based on certain criteria i.e. Elementalists have to master the four elements and beat Firelord Oz…ahem, imbue armour with them. Engineers have to create theres out of stuff, Warriors have to kill stuff ect).

Maybe having certain armour tied to Achievements as well to give a sense of progression in gathering gear. I.E Giant Slayer armour would have to be pretty epic, while doing all Jumping Puzzles nets you Explorer armour. Doing Boss Achievements nets you armour (I say mostly armour, because it’s less resource consuming than weapons).

Zones

I had the feeling of ‘danger’, simply because I go into these zones earlier than I should. However, I understand what you mean.

In GW, the higher level areas had mobs that exceeded the level cap in which the only way you could beat them is by being careful. Mobs would walk around in patrols, as opposed to just standing around.

Maybe they could have a few Champions roaming around with a group of Vets. Maybe they could have mobs in higher levels that exceed the level cap. Maybe have other threats, such as Environmental Effects (maybe certain areas of that map inflict poison, or chilled, or cripple. Maybe there’s earthquakes that periodically knock you down).

Also, one form of progression you’ve forgotten; Achievements

When done right (and not simply awarding for playing the general play-through of the game), these can give a sense of progression in that you’re discovering more and more of the game.

You’ve got an achievement for a Jumping Puzzle Bob over there doesn’t? Or maybe a hidden mini-dungeon? You’ve progressed, in the sense that you’ve discovered more of the world than Bob, therefore getting more out of the game).

Unfortunately, what with the Internet, it kind of cheapens these sort of achievements a little, since you can just find the location.

Life is a journey.
Time is a river.
The door is ajar.

To much money to transfer servers

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Not really. In that other game, it’s around that much just to transfer one character.

The fee is also there to discourage people from server hopping for WvW.

Remember, you can also trade Gold for Gems as well, which is probably why the fee is also that high.

Life is a journey.
Time is a river.
The door is ajar.

Dungeons and jumping puzzles? How about no!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

What I tryed to explain is that the dificulty level is much grater when you are doing anything solo in this game and its not really needed. The game have scalable dificulty – why punishing players for playing solo… And btw – don’t get me wrong – I really had to help a player level 80 in full necro dungeon gear to finish the Cove… He/She died (not get downed – died!) like two times in a row just in front of me. How smart that is? Its really punishing – like 2 ghostly gunners are in group so once you hit one of them the other one jumps on you. You do recall the mesmer duelist phantasm? Well the gunner is much stronger. Just a single voley will lower your health dramaticaly, and they are mele fighters as well. After you lit the torches a veteran appears. If you have the bad luck (as the necromancer in question) to have the guners respawn on you – you are dead! No, don’t try to convince me that you are not… You could go like 0/0/30/30/10 with a guardian just to prove me wrong… but whats the point? You are not doing your clases just to farm puzzles are you

I honestly haven’t got a clue what event you’re on about.

In a few words plain and simple – the game have issues with solo players as its too hard for them, and its just like a breeze when you have a party. Even one person on your party makes all the difference.

My problem is that there is no such person… I have noone to play with. Dont get me started on that – im serious player. Playing like 5-8 hours a day…

I play mainly solo (unless I’m doing Guild Missions or Dungeons).

I don’t have many problems

Also, if you don’t have anyone to play with, why not join a guild?

Life is a journey.
Time is a river.
The door is ajar.

Dungeons and jumping puzzles? How about no!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

And yes give them all the same rewards.

Disagree on this.

If doing things solo give the same reward as doing them in a group, everyone would do the content solo.

Path of least resistance, and all that.

Life is a journey.
Time is a river.
The door is ajar.

Re-make all the story cutscenes

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

One word; resources.

Life is a journey.
Time is a river.
The door is ajar.

Dungeons and jumping puzzles? How about no!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

Not entirely sure what you’re on about the Jumping Puzzles; they’re soloable.

Let me get this straight. You’re dissatisfied with the structure of a multiplayer game not catering specifically to solo players?

Please, read that again and explain the logic in it.

Don’t expect a game that’s build around the multiplayer aspect to have everything available to solo players. If that was the case, everyone would just solo everything, since it’s quicker than teaming up.

Life is a journey.
Time is a river.
The door is ajar.

Still no forge recipes for ascended stuff

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

What about back-piece?

Life is a journey.
Time is a river.
The door is ajar.

Hire Gamers and Play your Own Game

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

“I also understand you have to hire the money man’s family”

False. Not entirely sure where you got that idea from.


Playing and playtesting are two entirely different things.

Playing – you are there to play the game. To consume the content for enjoyment. This almost always yields little useful feedback because 1) fun is subjective, and 2) unless the bugs are glaringly obvious, you’re unlikely to pick up on the smaller bugs.

Playtesting and Bug Testing – you are there to test the game. This means going through everything to test that it’s working as intended (note; this process isn’t guaranteed to get rid of all bugs. The testers are still only human). ANet has playtesters, and the developers also have allotted time to test (for balance purposes). Also, everyone will have different points of contention; Bob might think Fractals need working on, Fred might think DE’s need work and Jim might think the big boss fights. There’s only so many hours in a day, and so many people working on PvE, so they can only do so much.

Also, developers don’t necessarily fix bugs. Coders create tools for developers, meaning developers might not necessarily have the skills to debug the problems.

On your comment about the money man; the money man doesn’t dictate and allocate time-frames. The Producer does. He keeps everyone on track, allocates tasks and time-frames to ensure that stuff gets done, otherwise that coder could work for weeks on fixing small bugs when there’s bigger stuff to take care of, thus nothing ever getting done.

Life is a journey.
Time is a river.
The door is ajar.

(edited by TheDaiBish.9735)

April Monthly Achievement too easy

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

“The Monthly doesn’t cater to casuals / forces you into certain content.”

“The Monthly is too easy.”

C’mon guys. Make up your mind.

Life is a journey.
Time is a river.
The door is ajar.

Some nonsense design principals

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

There is story tied to the Hearts, if you speak with a Scout. They tell the story of the area.

Are you serious?! Those dialogues are plain simple and they DONT tell any worth reading story.

And traditional quests do?

The text is practically the same.

“Oh, we’ve been having trouble with so and so, can you thin their numbers out?”

“Oh, the camp just North of here is having trouble with so and so, and the camp to the West is a bit short on hands to help gather stuff. Maybe you can help them out?”

Please explain how these are any different?

Life is a journey.
Time is a river.
The door is ajar.

Quick Question

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Do you see the portals that look like new zone portals by the crafting stations? They’re sort of embedded into the arches?

Through there. Alternatively, there’s a ramp by the entrance of Divinity’s Reach

Life is a journey.
Time is a river.
The door is ajar.

Some nonsense design principals

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

1. Keep number of buttons at a minimum – I imagine that this has it’s benefits. But to some degree! Why there is no quick use bar yet? (for miniatures and consumables) How is that helpful?

This isn’t a design principle; the design principle is to keep a certain number of skills, not buttons.

That being said, I wouldn’t have anything against this.

2. No standard MMO Quests – so my issue with this is tied directly with answer to the following question:

What do you like more: Quests or Hearts? Objectives and mechanics are similar… Problem is that there is no story or lore tied to the hearts (or it’s at minimum). And that makes them so horribly boring. Also the world feels so empty with just a few hearts there and no one that you can talk to.

There is story tied to the Hearts, if you speak with a Scout. They tell the story of the area.

Also, I’d say it depends on what the quest is being used for:

For general things (gathering, killing ect) I prefer Hearts and Events; Hearts because they give you multiple ways of being able to help the NPC out, and Events because they’re more immersive than ‘kill 10 bandits who are causing us trouble by just standing around’.

For long, over-arching storylines and mini-storylines, I prefer the traditional questing system (without the arrows and markers telling you where to go).

Life is a journey.
Time is a river.
The door is ajar.

pvp thoughts

in PvP

Posted by: TheDaiBish.9735

TheDaiBish.9735

Define ‘better rewards’.

If it’s better statted gear, then no.

Life is a journey.
Time is a river.
The door is ajar.

Put Heroes back into the game!

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

The difference between GW1 and GW2 is GW1 was, for the most part, entirely instanced. If you chose to take a party of Heroes, you wouldn’t be affecting anyone else experience in-game.

Secondly; UI. Given the current state of the UI, do you really want a bunch of NPC’s that are going to ramp up the difficulty of events (which they’ll have to take into account, otherwise events will become more trivial) that are dumb as, consistently dying, and not helping much? Given the differences in terms of combat (GW2 focuses more on movement), micro-managing is going to be difficult.

Thirdly; the social aspect. If everyone has the convenience of having the ability to complete content without waiting around for anyone else, why would anyone group up with anyone else? Humans are hard-wired to take the path of least resistance. Bringing out your heroes is a lot easier than trying to get a group.

Fourth; immersion. How do you explain 3 or 4 of the same Heroes running around?

Rather than this, suggesting that ANet make it easier for people to play together, incentives to go to lower level areas and dungeons ect would be more healthy for the game, IMO.

Life is a journey.
Time is a river.
The door is ajar.

excessive pve grind

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I read that as ‘give me an insta-level 80’.

Life is a journey.
Time is a river.
The door is ajar.

People getting more laurels than they should?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Some very dedicated players might have done April’s monthly already?

Life is a journey.
Time is a river.
The door is ajar.

A specific feeling, for Guild Wars 2

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

no LF healer blah, blah, blah(was tank mostly in other MMOs)

Guess you won’t be playing ESO Or will be making your own class team comp around no healerz

Ok…


Yeah, there’s a lot of things in GW2 that I miss from other MMO’s:

  • DE’s (So much more immersive than ‘kill them bandits who aren’t doing anything)
  • Moving while casting
  • Instant travel
  • No gear grind (note: I personally don’t feel the need to get Ascended, so most of the time I just hunt skins)
  • Scaling
  • No strict group requirements (No need for Healer / Tank / DPS)

At the same time, GW2 could take from other MMO’s:

  • Quests – Not the ‘go fetch some zebra hooves’, but the long quests that take you all over the place (Wayfarer’s Reverie I enjoyed very much) with little to no hand-holding (arrows, markers ect).
  • Skill Gaining – A la GW1 (Skills aren’t just rewarded; you have to hunt them down. I liked the sound of the first iteration of gaining traits)

There’s prolly a few more, but they don’t come to mind at the moment.

Life is a journey.
Time is a river.
The door is ajar.

Remove the suggestions sub-forum

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

1. I’d argue that the Suggestion forum gets too clogged with similar suggestions (read: use the Search bar people!) that the good suggestions get lost. If anything, the Suggestions section needs sub-sections (Profession, Content, Dungeons ect).

2. See above.

3. The only people who can use the forums are people who have paid for the game, and so have every right to suggest improvements. Also, consider that what someone might consider is an improvement, other people might not.

Life is a journey.
Time is a river.
The door is ajar.

Any Patch Notes for Apr 1st?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Not because I want to know what’s changed, but because I miss the GW1 April Fool’s Patch Notes. For example, from the 2012 notes:

  • All magic damage is now based on rank in the Friendship attribute.
  • Magnetic Aura: How does it work?
  • Thunderclap: changed skill type to shout. Renamed to “Thunder, Thunder, Thunderclap! HOOOOOOOO!”
  • Minions have formed a union; you now pay 1 gold per second per animated minion.
  • Activated traps now cause the player character to shout, “You’ve activated my trap!”
  • Added new shouts: “Objection!” “Take that!” and “Hold it!”
  • Kurzick Duelists now properly send defeated foes to the Shadow Realm.
Life is a journey.
Time is a river.
The door is ajar.

Are you addicted?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

No, and that’s not necessarily a bad thing imo.

Life is a journey.
Time is a river.
The door is ajar.

Paid name changes.

in Players Helping Players

Posted by: TheDaiBish.9735

TheDaiBish.9735

Name Change got implemented in the latest patch.

Life is a journey.
Time is a river.
The door is ajar.

Gw2 soundtrack same as Kotor 1 ?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Yeah, Jeremy Soule composed the music for KOTOR as well.

Life is a journey.
Time is a river.
The door is ajar.

Can we design new weapons?

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Am I right in thinking this was something that happened once or twice in the first game? Maybe I’m thinking of lotro..

Anyway +1 for an excellent idea..ah screw it +2

:)

Yup.

http://wiki.guildwars.com/wiki/Design-a-Weapon_%282005%29
http://wiki.guildwars.com/wiki/Design-a-Weapon_%282007%29

Life is a journey.
Time is a river.
The door is ajar.

The Carrot

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

Do you play the game for the reward, or for the gameplay itself?

Life is a journey.
Time is a river.
The door is ajar.

No Gear Treadmills = Endless Grind

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

That list is way wrong.

Look how many copies they are saying WoW sold.

It’s entirely possible, since in Korea, they get the game for free, and only have to buy the time.

They also don’t count each separate expansion as a copy of WoW sold.

Life is a journey.
Time is a river.
The door is ajar.

No Gear Treadmills = Endless Grind

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

This is a great video someone showed me once about the difference between extrinsic and intrinsic rewards playing video games.

Author did a mistake there… In WoW your grinding not to just get the items but to get items powerful enough to overcome next challenge. What’s wrong with that?!

Because the grinding in itself isn’t intrinsically rewarding (unless you like the grinding).

Basically, you’re grinding for the outcome, and not for the activity itself (again, unless you like grinding).

And you say no gear treadmill = endless grind? What about a gear treadmill? A treadmill, by design, is endless (unless you get off).

In this game, I personally don’t feel like I’m grinding. I got all of my Exotics, and I don’t feel the need to get Ascended. I play in whatever zone I want. I play for playing, not the rewards, and this makes the game infinitely more enjoyable than when I need to do something I don’t enjoy just to get to content I do enjoy.

Life is a journey.
Time is a river.
The door is ajar.

Need to fix this RNG based skin deal

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I’m pretty sure if the standalone skins (Wintersday) were more profitable than the RNG chests (Halloween / Fused), they’d go for the standalone skins.

Right now it might be but in the long run it will kitten people off to the point that they dont want to spend anymore money, where as putting the items in the shop and charging for them at least will give people a sense of trust with the company that they arent trying to totally rip them off.

Yeah. Don’t get me wrong, I won’t touch gambling.

But as long as they make more money, they won’t take notice of the people who don’t like the model.

Not to mention, ANet isn’t in charge of monetization (Firefox is telling me this isn’t a word? -.-).

Life is a journey.
Time is a river.
The door is ajar.

Need to fix this RNG based skin deal

in Suggestions

Posted by: TheDaiBish.9735

TheDaiBish.9735

I’m pretty sure if the standalone skins (Wintersday) were more profitable than the RNG chests (Halloween / Fused), they’d go for the standalone skins.

Life is a journey.
Time is a river.
The door is ajar.

Fused Weapons

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

I don’t understand.. i think A.Net would make more money if they just made the skins available in the gem store. I would pay like 20 dollars for a skin or two, but I’m not going to gamble when I had no luck with skins in chests during any of the other holiday/events. :\

Please consider putting these skins in the gem store, even if it’s a high cost, thanks!

They had the Halloween Skins in the chest exclusively (as well as TP sell-able), and the Wintersday ones in the gem store.

I’d wager that they made more money on making them BLC exclusive. Otherwise they’d have made it so it was like the Wintersday weapons.

Life is a journey.
Time is a river.
The door is ajar.

PvE Leaderboards - Latecomers have no chance.

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

No, it could also be made up in those other games if those players play less. Contrast with dailies, which are more about frequency of play, rather than duration. I mean, that is kind of the whole point of dailies (but not necessarily of achievement points).

Touche.

But even if the top players play less, you’re going to be hard pressed (if not down right impossible) to catch up to someone who has been playing 7 months before you in any reasonable amount of time, regardless of if they increase the time they play, or the guy at the top reduces the time they play.

Life is a journey.
Time is a river.
The door is ajar.

PvE Leaderboards - Latecomers have no chance.

in Guild Wars 2 Discussion

Posted by: TheDaiBish.9735

TheDaiBish.9735

No, the difference with those games is that a deficit could always be made up by playing for more hours. There is a hard cap on achievement points, and some of them can only be earned for a limited time. That does not apply to any of those other situations you described, as far as I can tell.

The deficit can only be made up if the people at the top of the leader-board stop playing. There’s no way you’re going to catch up to someone who has racked up over 100,000 kills in CoD or TSW just by playing ‘more hours’ if they continue to play.

Same with GW2. If the people at the top of the leader-board stop playing, you got a chance to catch up over time, since there will still be limited time events that’ll award Achievement points. If not though, then you don’t have a chance. Exactly like every other game with a leaderboard that doesn’t reset.

And sure, you could say reset all achievements, but you’ll get the same situation of someone who is playing now, to someone who’ll start playing 7 months from now.

Life is a journey.
Time is a river.
The door is ajar.