Time is a river.
The door is ajar.
(edited by TheDaiBish.9735)
Just to clarify, you’ll no longer be able to use waypoints when a party member is in combat inside a dungeon. This is prevent people from using waypoints to rush and kill bosses or clear areas, which is not intended game play.
All other forms of res remain unchanged.
I only ask that when you rebalance the dungeon encounters you err on the side of too easy and building them up later.
From the Livestream:
We are nerfing some of the encounters that are a bit more challenging
Phase 2 – go back and look at some of the encounters – retune and increase difficulty if necessary.
From the Blogpost:
Expanded and re-designed encounters for bosses in dungeons and the open world.
If you also consider:
alongside the encounter reworks, the lack of waypoint zerging isn’t necessarily a bad thing.
(edited by TheDaiBish.9735)
Here be a transcript of parts 1 + 2, courtesy of Dulfy:
http://dulfy.net/2013/01/17/gw2-dev-livestream-jan-17-transcript/
Ex A: AC P2 defending charr fixing mortars. Ghost spawn: ele, necro, ranger. Me: huddle in feedle positions and take kitten beating
Ex B: CoF defending asura Me: huddle in feedle position and take kitten beating, respawn rinse and repeat.…. etc
so yes i feel i am “entitled” to a reward for getting my kitten handed to me on a silver platter… im not the best player but i understand my class and how to play it, in both of those encounters i listed none of that matters.
The more difficult encounters (where this is the only feasible tactic) will be nerfed appropriately.
People need to look at what they’re doing as a whole, instead of QQing about individual parts.
So the story mode dungeons are only to be played by elite players and only in the prescribed way? LOL.
Let’s put it this way:
You got an exam.
No matter how badly you do in that exam, you’ll still pass anyway. How is that a good test of your knowledge?
It’s the same with dungeons: They’re a test of skill. If you can just keep running to your death and still get your reward (“passing the test”), how is that good design.
As I said previously, you aren’t catering to casual players, you’re catering to the entitled who think it’s their God-given right that they should be rewarded.
this is more of punishing players than actually improving anything.
Nope. It punishes bad players who don’t work together.
The only reason I assume this though is because he specifically mentioned waypoint zerging to be an issue,
An issue for whom? This is PvE how can it be an issue except for more uncompromising players.
“only way to beat some of the difficult encounters at the moment is to have dead players run back from nearby waypoints while players that are alive kite the mobs)”
That’s the issue.
Really so what, if a group wants to do that who does it hurt?
It’s just plain poor game design, getting rewarded for playing poorly. It just brings the game down.
You’re not catering to ‘casuals’ then, you’re catering to ‘entitled’ gamers who think that they have the right to complete the dungeon, regardless of how poorly they play.
The only reason I assume this though is because he specifically mentioned waypoint zerging to be an issue,
An issue for whom? This is PvE how can it be an issue except for more uncompromising players.
“only way to beat some of the difficult encounters at the moment is to have dead players run back from nearby waypoints while players that are alive kite the mobs)”
That’s the issue.
For those complaining:
Philosophy on the dungeon
It also means if one person dies they get to waste their time on the floor while their group/guild/friends either take that much longer to win or take that much longer to wipe. Just replacing waypoint zerging with this isnt a solution.
You can go Down 4 times before instantly being Defeated. Each time you go Down you incur 1min of DP, which reduced Downed health by 25%. After a minute, the DP disappears. So it’s not like you are instantly dead.
I’d argue getting rid of that will encourage MORE teamwork to try and keep each other alive / in the game.
You overestimate my friends gaming abilities.
Ya, my mate is not going to be happy. We’ve even given him his own “Owned Count”.
I’d argue it’s a good thing though, since it forces you to improve, work as a team ect, instead of patting you on the back even if you played abysmally (i.e. You started the fight in full armour and by the end you’re naked).
Don’t worry tho, Orb of Resurrection will still work.
Just another clever ploy to monetize on gem store items!!
“Using this item causes a ghost to appear and revive you. You will be crippled and have one health after revival.”
Yup. Incredibly useful.
I’m not ok with no longer being able to res at waypoints in dungeons
Just draws everything out, and – more to the point – having to walk through the whole dungeon again because you missed one dodge is boring and annoying as hell.
You’d have to miss 4 dodges
(edited by TheDaiBish.9735)
It also means if one person dies they get to waste their time on the floor while their group/guild/friends either take that much longer to win or take that much longer to wipe. Just replacing waypoint zerging with this isnt a solution.
You can go Down 4 times before instantly being Defeated. Each time you go Down you incur 1min of DP, which reduced Downed health by 25%. After a minute, the DP disappears. So it’s not like you are instantly dead.
I’d argue getting rid of that will encourage MORE teamwork to try and keep each other alive / in the game.
I think they mean that people won’t be able to res at way-points.
Kind of like Fractals are now, where you can’t res at the checkpoint while people are still in combat.
If this is true, then I am ok with it. I just hope it isn’t the other method I assumed it was.
The only reason I assume this though is because he specifically mentioned waypoint zerging to be an issue, and the new changes would bring existing dungeons more in line with Fractals.
Stupid change imo. This is one of the things i like from this game, makes it more dynamic.
I disagree. It just means as long as one person is up all of the time, you can just keep throwing yourself to the slaughter and win anyway.
I think they mean that people won’t be able to res at way-points.
Kind of like Fractals are now, where you can’t res at the checkpoint while people are still in combat.
My question is…
Will a feature allowing us to change our account name come in the future, is it being worked on at least?
I don’t think that’s the Game devs, rather the Forum developers.
1. The blog post mentions “new content (created) by a guild/s everyone in the world can experience.”
2. The post also mentions “WvW-only abilities”. Would it be possible to go into more detail, and maybe provide an example or two?
3. Nostalgia is a powerful tool. Are there any systems / content from Guild Wars that you are planning / be willing to bring over? For example:
The Gods were levelling their horses and didn’t press B. As a result, they evolved into Centaurs.
Slightly fabricated story.
Legendary weapons will be brought up in line with Ascended.
The only way they could really implement a ‘Hard Mode’ is to have a toggle that debuff your character in terms of combat ability and buff in terms of XP, Karma, Gold ect, for example:
Debuffs
Buffs
Numbers would obviously have to be balanced for appropriate risk/reward
Did you know??? There is a secret route to Canthan…. >=)
That’s a lie up there with Mew is under a truck in Vermillion City and Aerith can be revived.
Reading others comments I sort of understand, and agree with you.
GW had, and TSW has to an extent, quite a deep skill system based on setting to get the most out of your skills.
How about you just give every new character his legendary of choice at character creation? And then Anet will bake cupcakes and the devs will personally go to every players house and tearfully apologize for all their so-called mistakes and beg them to keep playing (while handing out the cupcakes of course).
The cupcakes are important here.
Psh, no deal. I’m more of a muffin person. Perfect on-the-go breakfast. Nom.
I’ll try and be as serious as possible here:
1) I can’t be the only person that read this as ‘I want a free precursor!’ as opposed as a genuine suggestion to get people back, can I?
2) Meh, no particular opinion on this.
3) Yup, make Fractals more lucrative and undo everything the coming patches are trying to achieve. It’s almost like you didn’t read the blogpost, amirite?
4) They’re already going to be introducing Ascended gear into the open world and WubVWub. I correct myself: Iamrite. You didn’t read the blog post.
5) See, I used to be one of those people who thought WTFOMGBBQ?! when they brought out Ascended, thinking it went against the manifesto. However, I couldn’t see where they said they wouldn’t be introducing Vertical Progression. Also, we don’t know what the future holds. One step up isn’t a gear grind.
on another note, what ever happened to that unkillable npc on pvp island in gw1? you give him all you got over 30 seconds or longer and he tells you your total damage and dps. that would be a good addition to have next to our training dummies/golems/targets
This is what I suggested a bit further up:
A ‘damage meter’ for theorycrafting, but it isn’t used in dungeons.
Dream you say that it is me being complacent, well complacency as i understand it is settling for something when something greater could be attained. So I ask you: in what way is this superior?
Complacency can also mean ‘taking for granted’.
The only reason that they haven’t had server transfer costs was because of there being no Guesting.
As is, how does charging for server transfers hurt regular players?
Also, the word is “probably”.
‘Prolly’ is actually a legitimate form of probably, informal as it may be.
If you’re looking for numbers, there isn’t a way.
General levels of population are on the server list though.
I can’t see how this would improve the game, to be honest. It’s basically palming off responsibility to make sure you keep it up.
And yes, one of the builds I run is a Vigourous Shout Warrior.
seriously the world got kilometers they got miles the world use centimeters they use inches the world got liters they use gallons i get it u wanna be special hahaha
this is cuz they kitten me off each time whit their usa times the world is biger then one country you know that i hope
Actually, here in Britain a lot of people still use the old Imperial system of measurement, as opposed to Metric.
But yeah, GMT is standard.
I read that entire thing and didn’t understand what you were complaining about, is it that you want more skills?
I dunno, the way he was going on about interacting I’d have guessed he’s on about virtual reality.
Joking aside, I think he’s asking for more character customisation in terms of combat style (i.e more viable builds)
I dunno. There was too much white noise in the speech, imo.
Not to be a Negative Nancy, but I think that’s just part of their marketing. ANet always get’s really talkative if a new event or update is ready to be released, and disappears into their coding lairs as soon as the news have settled. I’m not complaining, I’m just saying that you shouldn’t expect them to stay this communicative all the time.
I dunno, I don’t think we’ve had as much communication in previous updates.
CJ and that smile of his has been pretty kitten active the past few days clearing up any queries.
I want a new class of weapons; Boss Uniques (B.U’S)
This class would have same stats as exotic, but it would be teal color and would only drop from certaint Bosses which could be in open world pve (in enemy bases where its hard to get sort of like mini dungeons, or like cenatar keep) In mini dungeons, and perhaps new instance areas.
These would be a reward for VERY hard bosses / Getting to Bosses would be hard and which should only reward the player for skill, now they wouldn’t ALWAYS drop after a kill but it should be a nice high chance, just make them elite hard encounters perhaps scaling to how many people are their. This would add a whole new layer to the game, and wouldn take too long to implement either!
Hell, they could just come up with unique skins / recipes and add them as rare drops to the current Dungeons / Mini-Dungeon / Meta Event bosses.
For example:
Yeah, thumbs up to them. Communication has improved a lot these past few weeks. Hopefully they’ll keep it up
I agree.
Hopefully as they start putting more reward systems in, it’ll provide a counter to the RNG in terms of getting rare crafting mats (i.e. Lodestones, Ecto’s).
it kinda does lol but im saying then that they have a set armor or they can play to the players likes if it has arch types then so they appeal to everyone or they can play like anything not have arch types but can play versatile so they will not appeal to just the frontline bruiser type player but guild wars already does that kinda but it could still have arch types maybe
You don’t seem to understand what I’m saying.
As is, all professions have a theme, a combat style which them goes on to decide the Profession’s unique mechanic, skills, traits, weapons, armour type, ect.
Let’s take the Engineer for example:
The theme of the Engineer is gadgets and inventions.
Around that, the Toolbelt profession mechanic was developed.
Alongside that, they then chose the weapons:
Then you got the Utility Skills:
In short:
I don’t think they’re going to create a completely new race and a lore behind them when they got:
- Largos
- Kodan
- Tengu
- Centaur (Zhed, for eexample)
- Dwarves
That they can use.
ok how about a class then where it is an elite skill to turn into drag they are a race still shunned that study dragon magic to become more powerful they were heavy armor or there is a tree where you start as half dragon and then at level ten can chose between dragon mage dragon knight dragon thief for the tiers of armor or players can build them into what ever type of armor they can possibly have they still fight the dragons they just want to be dragon enhanced i guess
No offense, but it just sounds like you’re throwing random ideas out with little to no thought of how they’d fit into the current game’s lore and mechanics, simply because you like the idea of a half-dragon race/class.
Not to mention:
I don’t think they’re going to create a completely new race and a lore behind them when they got:
That they can use.
1) The only Magic available to the Races is:
- Denial (Mesmer)
- Aggression (Necromancer)
- Destruction (Elementalist)
- Preservation (Monk, now Guardian)
2) The Dragons don’t care for cursing people and such. All they want is destruction. They’ve shown they have some measure of intelligence, so they aren’t going to go giving anything (aside from their Champions) their powers.
but the thing is the destruction would happen either way because half dragons destroy and they destroy them by cursing them but if that does not work then make it so the curse followed din doing the magic so they were cursed but not by the elder dragons if that does not work but it should
Which brings us back to where do half-dragons come from, if the Races can’t become them, and the Dragons don’t care for stuff like that?
No, this does not need to be in the game. The ability to stay alive in a dungeon is what we rate people by, not by what numbers they can do. I don’t see how this would add any challenge into the game other than a unwanted competition between players.
Making things more challenging and more fun involves improving the dungeons. We need more mechanics rather than the boss having a big health pool and a one shot skill. That’s what we’re missing, not a damage meter.
seconded, thirded, fourthed … anything else?
Infinity plus oned.
1) The only Magic available to the Races is:
2) The Dragons don’t care for cursing people and such. All they want is destruction. They’ve shown they have some measure of intelligence, so they aren’t going to go giving anything (aside from their Champions) their powers.
Maybe you want to go read the lore first, and come up with a back story to explain:
A damage meter for theory-crafting i.e. not in use during dungeons? Sure.
But when it comes to dungeons, because there isn’t a guy standing there taking all of the heat, everyone has to focus on things other than damage as well.
EU and NA are separate in overflows
Questions:
How would an international server solve anything if it’s an issue with the data centers?
If you place the International server on the NA data center, it’s still locked out to the EU, and visa versa.
Vanquishing
Call To Arms
The Story of Destiny’s Edge
Lodestones for Tokens
Bonus Mission Objectives
Note: These suggestions should only be implemented alongside similar open-world suggestions, so that players aren’t funnelled into dungeons for the best rewards
(edited by TheDaiBish.9735)
Ok then, if you feel that you are correct, you are too stubborn and obviously not open minded to any conversation that proves that GW2’s content is insufficient and again no it’s not just me, read it on IGNs forums too.
What I read from this was “You don’t agree with me so it proves I’m right.”
Gear Treadmill =/= content. In fact, you’re just running the same content over and over.
I have to say, I literally get angry reading and watching that… the amount of non-information and marketing-spin is so thick it’s sickening.
Seem to be lost in their own reality distortion field….
I’m not going to bother copypasting the bulletpoint list.
So yeah, no information whatsoever, given that it was an overview, and not a detailed insight into individual parts.
no, thats not every game
which is the main reason im feeling that the current sPVP is all about luck
as i see it,
it took a COD-like FPS game mode(where players freely join and leave, and you might get hit from nowhere) when it has the fighting.dueling mechanics of dota or RTS games(to kill or be killed is not based on a fps-like reflex of nerve in half a second so both wont feel as rewarding as in a fps game), which is why it’s such a mess and needs despartely a big change of mechanics,,
So you’re saying in no other MMO ever, in terms of larger scale fights and battlegrounds:
- Running into a zerg or low level player is down to luck i.e. you know exactly where they’ll be.
- People can’t join and leave as they wish
I’d also argue that the combat system is a tab-action hybrid, where timing matters.
If you can get a serious SPvPer to agree to your suggestion, I’ll bow out. If you can beat an organised SPvP group with a rag-tag bunch because, as you said, it’s down to ‘luck’, I’ll bow out.
As it is though, it sounds like you want the mechanics changed because you can’t adapt to them.
u must never played any dotalike games and unfimiliar with RTS games..
and,
i can adapt to the game now fine,, but cant help but feel it’s a shame the potential for a better game it has,,,
sometimes i get on the top of the scoreboard but dont feel as rewarding or have made contribution to the victory as a whole as i should have, and as i do have in other games when i happened to be on top of the scoreboard,,maybe the game play and fun youre looking for and satisfied with are different from mine
DoTA? RTS (Real Time Strategy?)
I’m not seeing how GW2 is anywhere similar to RTS games, where you’re micromanaging a number of units at a time.
Also, DoTA is like League of Legends, no?
I’d consider GW2 to be different to these, since you’re reacting then and there by evading, interrupting ect.
no, thats not every game
which is the main reason im feeling that the current sPVP is all about luck
as i see it,
it took a COD-like FPS game mode(where players freely join and leave, and you might get hit from nowhere) when it has the fighting.dueling mechanics of dota or RTS games(to kill or be killed is not based on a fps-like reflex of nerve in half a second so both wont feel as rewarding as in a fps game), which is why it’s such a mess and needs despartely a big change of mechanics,,
So you’re saying in no other MMO ever, in terms of larger scale fights and battlegrounds:
I’d also argue that the combat system is a tab-action hybrid, where timing matters.
If you can get a serious SPvPer to agree to your suggestion, I’ll bow out. If you can beat an organised SPvP group with a rag-tag bunch because, as you said, it’s down to ‘luck’, I’ll bow out.
As it is though, it sounds like you want the mechanics changed because you can’t adapt to them.
whether i bump into a whole group of enemies and to be killed in half a second or meet a low health player and get one easy free kill for me is just all out of luck(which is exactly what happens now)rather than my skill
That’s every game ever. That point is moot.
Profession icons? Fair enough.
But having one weapon adds nothing. It limits your ability to turn around the fight in your favour.
I don’t use L2P often, but I’ll make an exception in your case, since you want to alter a game mechanic because you can’t adapt.
No offense, but if you took this suggestion to the serious SPvPers, they’d probably laugh.
I would very much like this.
It’s what awed me when it first loaded.
exactly as i said the same disadvantage also applies to your opponents,
making winning depends almost all on luck and random factors, most of the time you wont know why your team won and your enemies died to you only because you were luckystrategy will come as an important factor(also when the game will be fun and rewarding that youll want to play again) when you can know what to expect from your opponents and that untill the game ends it stays the same
There are no random factors (aside from Crit and Mesmers):
The only luck involved is:
Go spend some time in the SPvP forums and learn which builds are currently meta, so you have some idea what to expect.
As a side note: man, you would have hated GW PvP.
(edited by TheDaiBish.9735)
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