Mad king head on a stick – which could make a torch, mace and/or scepter sin.
I’d change “does not encourage build diversity” to “discourages build diversity”, and that’s putting it mildly.
I’d also add “Not fun”.
I support both of these changes, especially the “not fun” part. It is less enjoyable leveling with these changes in place, and since this is a game, it being enjoyable is kind of important.
Just a thought on the scouting. Maybe you could add mounted telescopes that would improve the ability to see from the towers/keeps/castles, either as an always on thing at certain points, or as something that could be built at any location(even outside the towers) like siege. Then interacting with and/or building the telescope could somehow be used as a way to determine credit/reward.
Alright just trying to get all of these thoughts into a single concise list. (Please note this does not mean that any of these things will happen)
- First person camera
- Increase max dolly (camera distance) distance
- Decrease min dolly distance
- More finite dolly control
- Automatic camera height adjustment on /sleep emote
- Manual camera height adjustment
- Stop ‘random snapping’ from happening
- Look at camera
- Free orientation movement
- Fix automatic camera height so that the over the shoulder camera works as it would be expected to work
- Manual FoV adjustment
- Look acceleration toggle
- Keep drawing mouse cursor when right clicking toggle
Please let me know if there is anything else I’m missing.
Edit: Added more features to list.
This is it man! The most important things about camera control:
1. Manual FOV adjustment,
2. Manual camera height adjustment – Put camera orientation on the character head not on the character middle back. In current state when i zoom in, the character take whole screen and i can’t see anything – only his back. So please move camera up on head like in every other 3rd person game. I would be very happy if camera position and FOV are like in The Secreet World, or make this slider for manual adjustment,
3. Stop random snapping from happening – i think this is the thing when some item is standing between player character and camera, than camera goes crazy and zooms fast to character back., and again because camera position i cant see kitten thing. But if the camera is centered on character head or if we had FPS camera this would not happen.4. And ofc first person camera!
This are the 4 most important things you should do about camera fix.
On number 2, “The ability to put camera orientation on the character’s head…”
I like the camera further down, because I want to be able to see my character’s fancy stuff sometimes when I’m running around. I’d like the ability to move it lower.
I’d like this to be dye-able too, but is there anything on which the particle effects are dye-able? I can’t think of an item where you can actually change the particle effect color. Even on things you can change the color of the base item, the effects stay the same.
If changing particle effects via a dye is doable, then they could also sell items that allowed you to change the color effect of skills (or allow dyes to do so), so a red-and-black clothed thief could have black or red, rather than blue, skill effects.
I’d like to see more weapon skins that alter your skills the way Marjory’s weapons do (rangers throw her axe rather than a generic skin axe, for example).
Also more weapons with different sound effects, like the SAB and Ley Line weapons. Especially warhorns, there’s so many opportunities there.
I like this a lot.
If i do ranked PvP i will have the best possible PvP items.
If i do raids i will have the best possible PvE items.Which is an outdated way to do things. Some people don’t have the time to do raids, should they not be allowed to work towards the best gear in some other manner, or we just resign to the fact that those that have larger chunks of time to play will be the only ones who can get the best gear? This isn’t even a skill issue, it’s a time issue. Raids discriminate people on a time-basis, rarely on a skill basis, as raids aren’t difficult content, they are just really long dungeons.
Sorry but i disagree with you.When someone doesn’t have time to do something then he doesn’t deserve to be rewarded.It doesn’t matter is it only a cosmetic item like pet,mount,toy,tittle,skin(weapon,gear) or is it an item level upgread to your gear.The effort of doing something hard has to be taken in account.
When i spent my time in doing difficult and chalenging content i expect to be rewarded appropriatelly.In GW2 this means i must receive some cosmetic item that only a few people will have.If casuals don’t have the time to spare to do it.Then they don’t deserve the reward.It’s that simple.Not everyone must have everything.
Mostly agree with this, although I think it’s better to reward individual player skill instead of time spent i.e. lock exclusive skins behind hard encounters, not 3 hour raids.
I personally am a casual. I spend 4-5 hours per week at most in the game and read the forums once or twice a week. I don’t have that much time and I will never have a legendary, even though that spear is pretty sweet. I will never have that exclusive tournament SPvP armor. I will never have the wurm armor, even though it’d fit my style perfectly, simply because I have better things to do than throw a full hour per day away, as most groups require you to show up ridiculously early for a fixed spot (not even accounting getting locked out because of overflows).
Coming from WoW, I never raided, just didn’t have the time. So naturally, I’d never have all the flashy armor and mounts that dropped exclusively in high end raids
and you know what?That’s alright. What’s wrong with stuff for people who have more time/skill/dedication than you? The sheer amount of entitled people on these forums is mind boggling.
Then level the playing field. Eliminate gold to gems. Make time items, acquirable by only those with time, and money items, acquirable only by those with money. The entitlement argument works both ways.
People who think others aren’t entitled to things they get for spending time shouldn’t feel entitled to the same things that other people get for spending money. Especially when that money pays for the content…
I have a level 17 human warrior and haven’t yet been able to find a heavy armor that will even protect my player’s crotch.
Stand behind an asura wearing a helmet.
After reading through the thread again, I’ve compiled a list of common things players want raids to be:
- 10-25 player instanced content (possibly multiple raids each with different party sizes).
- Less “do this at this time” mechanics.
- Clear objectives and mechanics that don’t require vocal communication or precise coordination.
- More importance given to defense, CC, and support mechanics and less about sheer damage.
- Multiple objectives and roles for players in the group.
- Condition stacking needs to be fixed.
- Appropriate monetary and exclusive rewards for the difficulty and scale.
- No vertical stat progression.
Can we all agree on this or is there something that should be added to or removed from this list?
Exclusive rewards, outside of titles, aren’t something everyone in the thread agreed on. Vertical aesthetic progression – a better skin than others who don’t raid can acquire rather than a different skin than others who don’t raid can get, is just as objectionable to some as vertical stat progression. And, as I alluded to previously, there really isn’t a need for more stuff that has a wide range of appeal, such as quivers, to be locked behind content that there is a split about.
So i wonder what A-net are going to do with EVERY years most important event, and i wonder what you think? Personaly, i hope we’ll see The Mad King once again, and not his kitten son.
Fixed that. Halloween is a pumpkin filled with awesomesauce.
I want more new Halloween weapon skins. Both sets the first two years were great.
Because the last game to focus on raids is doing great… oh wait!
Well at least the big guilds are going strong… oh wait!
OK, nvm.
Anyhow, if they introduce raids I will leave this game. I can’t event do teq or the wurm because people are beyond stupid so more “sorry, you can do this unless you find 100 players with an IQ above 0” is a total nope for me.
You shouldn’t feel forced to do either Teq or Wurm and if so. Maybe you should take a break from the game. Raids will not affect you at all if you do not make them do so. Just stay away from them when they arrive to the game and do what you’ve always done.
And open world raid is relying too much on individual skill while instanced raids in this game will most likely be better organized and eaiser to coordinate.
I wouldn’t put down my boot in the ground just yet. Wait and see what the future CDI has to offer before making the decision
ArenaNet has shown they are more than willing to “encourage” people to play content they don’t want to play by making it the only way, or a much more efficient way, of obtaining something. And they seem to take pleasure in doing it in regard to content over which there is a strong split between those that want/like something and those that don’t want/dislike something. If raids are implemented, it is almost certain that something desirable to someone who dislikes raids will require raiding to get.
Yes, the pirate in Sharksmaw Cavern in LA doesn’t talk now, either. And I don’t hear any buzz from the wasps’ nests in Bettletun. But let’s be real, we need to be patient – those are annoying, but they’re hardly breaking the game. This soon after the patch, the dev’s will be chasing much more critical bugs than a few missing sound effects. The best thing we can do is to try and collect a few more examples, so they have the best chance of working out what’s gone wrong.
EDIT – I rechecked, and the sound is back (or maybe wasn’t completely gone before) on the Chainsaw the Skeleton mini, but is almost inaudible. Same with the mini Wasp.
(edited by Thelgar.7214)
All of these characters were level 30 before the patch. It looks like whatever was used to determine what characters had unlocked looked for whether there was a skill in the slot rather than checking to see if the slot was unlocked.
because retaining new users at early levels wasn’t just a china problem we needed to solve, it’s a problem in the west too.
Then make the game more interesting, not more boring. You removed every unique heartquest in the beginner zones (golem chess, turning into a fernhound, dodging killer-rabbits) and turned them into generic “go there, click that” quests.
Did they remove the little droid (golem assistant?) that asks you to test the staff too? Or was he moved? I can’t find him now. That was one of the coolest things. I always made sure to do that one because it has/had cool animations.
It makes no sense at all to change the first 15 levels of stuff, especially in Rata Sum. The 1-15 zones were the highest quality content in the game. Maybe bringing them down to the level of the later zones is intended to keep new players from noticing the dropoff? Or maybe it is a bug, because the RC chess and golem assistant are still mentioned by the heart vendor?
EDIT – Wow, I just went through some more of Metrica Province. Everything in Lake Jetzt is gone.
(edited by Thelgar.7214)
I can’t hear his chainsaws anymore.
This is supposed to be a big picture change, so here is a big picture issue with it.
The change was made in order to keep new people who didn’t like the existing system enough to stay.
People who played the previous system liked it enough to stay.
Don’t those two groups of people like different things? At some point, there are going to be two groups of people who like drastically different things and ArenaNet resources aren’t unlimited. So if this new system works, and attracts people that like things the existing players don’t, the existing players are going to be getting less from the game at all levels because more changes will be necessary to retain the new players who don’t like the same things as the existing players.
I remember a lot of people leaving because the game wasn’t like WoW. Is the Unholy Trinity the next step?
It’s an unfair comparison. This change affects only a small percentage of the life of your character. It’s not a drastic change for most people because most long term players have most of the characters they’ll ever need. You bring the trinity in it affects everyone.
Anet is improving the game based on data they have that we don’t. Why would we have that data.
Anet needs to communicate why they do thinks better. I think that’s very important. I see this as by far their biggest weakness.
Not the point. If you had to change the beginning to satisfy people who want different things than your existing playesr, you’re going to have to change the rest to keep them happy as they advance.
This is supposed to be a big picture change, so here is a big picture issue with it.
The change was made in order to keep new people who didn’t like the existing system enough to stay.
Existing players played through the previous system and liked it enough to stay.
Don’t those two groups of people like different things? At some point, there are going to be two groups of people who like drastically different things and ArenaNet resources aren’t unlimited. So if this new system works, and attracts people that like things the existing players don’t, the existing players are going to be getting less from the game at all levels because more changes will be necessary to retain the new players who don’t like the same things as the existing players.
I remember a lot of people leaving because the game wasn’t like WoW. Is the Unholy Trinity the next step?
(edited by Thelgar.7214)
Look up resistance to change.
That doesn’t mean what you think it does. Resistance to change is a business concept and one of the reasons people are resistant to change include a change having a negative impact on them. That doesn’t make the people resistant to the change irrational or their reason for resisting change invalid. I
t can be a perfectly valid position that, for example, a change that forces someone to work 4 10-hour shifts rather than 5 8-hour shifts, even if beneficial on paper, is a change in their terms and conditions of employment that has a significant negative impact on their life. For example, a single mother that needs daycare services when none are available in the area that cover a 10-hour shift is negatively impacted by something others may embrace. Or, when a change saves the company money at the expense of the workers, for example making three people do the work of five people by laying two employees off and not replacing them.
If you’re trying to force a change on people, you want to use “afraid of change,” which is used in change management to stifle decent by attaching a stigma to opposing to the change, even for valid reasons. For example, saying “I understand that people are afraid of change, but…” or “I know there are a lot of changes going on and that can be scary…”
It makes people hesitant to speak up against a change because nobody wants to be seen as cowardly. And, it lets the initiator of the change frame the opposition’s argument as emotional rather than rational.
We’re upset because we would not have bought or played this game had it been like this on release.
If that were really the case…surely ‘we’ wouldn’t have known any difference?
While it is possible I might have been suckered into buying it, I certainly wouldn’t have played it for long, or spent additional money on the Gem Shop. I would have realized it was awful and not fun.
On the upside, the creators of this abomination have inspired my level 20 engineer to embrace their motto.
I can’t believe they didn’t grandfather in characters that were created before the change…
Megaservers have wrecked server identity. The trait system as caused current players to double think whether or not to buy a new slot. The changes for new players (becoming in line with China’s current system) has truly made me not recommend the game to others. Nerfs in farming, zerg mentality, nothing new to do… MMORPG has a great article today on the changes coming in September http://www.mmorpg.com/gamelist.cfm/game/473/feature/8879/New-Players-Will-Have-It-Rough.html/page/1 The whole new player changes are discouraging, will be doing experiments with a couple of my nephews (7 &
levelling now and after the patch (my grandson is only 2). Seriously Anet says rallying is too confusing for new player, and horizonal progression with traits encourages players to succeed and understand their chosen class. pfft. If I, a senior cititzen and neophyte to MMO’s (only played Spyro & Crash Bandikoot before) could figure it out and level 15 toons to 80, I’m sure that ANYONE could do so.
So, I’m wondering….do you think the Devs are being disingenuous when they explain why they chose this route instead of, say, adding a downed-mechanic tutorial to the intial starter instance? I mean, why would they say they tested several different ways of introducing the players to this mechanic, and found the results so surprising? What would they gain by flat-out lying about such a thing? Irritating the existing playerbase? Would that be their goal?
No, of course I do not believe Arenanet is being disingenuous about this. It does surprise me that others have had difficulties with rallying. Of course, each profession is different.
My suggestion would be either an in-game tutorial on how to rally, but more importantly that Anet would suggest GW2 wiki or You Tube for aspects of the game which may be confusing to new players (Those two resources were the best advice I’d ever received in this game – by other players). I am merely curious how my nephews will react to the game before and after the patch.
They could also list the downed skills in the weapon skills list so you could see what the skills do without being downed while in the game.
Here’s again my bullet points to take the best things from both systems:
- Start giving trait points at level 10. 1 point every five levels. Shouldn’t overwhelm anyone!
- Make ONLY grandmaster traits acquired with the new system. Give Adept and Master the same way as the old system, automatically. Additionally, you can make GM traits harder to acquire since they are meant to be powerful.Again, with the new system you more or less removed fun experimentation from traits. People get what they want to use and leave others.
This is the best, specific feedback that can be given in regard to making the system bearable again. It won’t be bearable simply by removing the most ridiculous of the tasks. That does no good when you have to wait too long to get the trait slot in the first place.
BTW, that feeling the current system creates is resentment, not accomplishment. As in I resent every second I’m stuck playing with kitten, less-interesting alts when the system was functioning perfectly well beforehand.
I’m actually kind of curious what the actual thing that’s happening is. It’s hard to piece together from “lol so op.”
Bird is useful, and calculating the actual value of the bird is more difficult than calculating the value of +5% damage, so bird is OP.
What would you think of instead of reverting it back they upgraded the animation to something more flashy? Like a large head of Rodgort or something? This is assuming they ever look back at Rodgort, which from what you said seems like a depressingly low chance.
I’m pretty sure you don’t want ArenaNet changing anything valuable you have if I have it on my account. So far, they’re three-for-three at downgrading valuable things – Greatsaw, Howler, Flamekissed Armor…
But, upgrading the effect to something flashy with sound, like the flames coalescing into a dragon that roars as it launches forward, would be awesome.
Unfortunately, it is more likely that any changes will be in the patch notes as stuff like:
Removed whooshing sound when drawn from Rodgort because some guy on the forums said it was too scary and made his gout act up.
Removed footprints from Rodgort to make people with Incinerator feel more special.
Changed base model of Rodgort to new art (that looks just like a Soft Wood Torch) so people who spent more gold on their precursor will stop complaining.
Fixed bug where Rodgort causes flames to circle a character’s arm when drawn. Flames now only circle a character’s arm for a fraction of a second when a skill is activated.
Is there a balance issue if Elementalists have the option to pick two weapon sets and designate which of them is used with each attunement? So if you equip daggers and staff, you could designate staff for water and fire and daggers for lightning and earth. So you’d still change attunements, but sometimes that would include a weapon swap. If it is a balance issue, is it an insurmountable balance issue?
Not a bug. This is how it works and has always worked. Sorry you don’t like it. But, it isn’t a secret Rodgort replaces that skill animation. I made Rodgort expecting it to have that animation and don’t want it removed.
As for thinking the tiny footsteps and the arm flame are underwhelming, welcome to the club. But when they revamped and upgraded legendaries nine months ago, they said they didn’t change Rodgort because it is good enough already. Actually, they said “awesome” or “pretty rad” or something.
If they weren’t opposed to fixing the issues, it would be nice if they made it so Rodgort (and other offhand legendaries) interacted with Aegis somehow so it didn’t look so ugly.
There were always what the OP referred to as stars associated with Howler, or sparkles or moon motes or whatever you want to call them. But with the moon and all, I don’t think stars is any worse description than any other. Regardless, I’d like them back along with the rest of the animation.
- Remove default warhorn sound file
- Increase volume/length of Howler sound file
- Permanent moon during nightAwesome again.
This. It isn’t a difficult fix.
My support ticket was blown off with an instruction to post this as a “suggestion” in the most appropriate forum because that is how they can best judge the "amount of interest.
So can a mod or someone at ArenaNet please let me know if this is the most appropriate place for such a “suggestion.”
1. New high quality permanent content.
2. New high quality permanent content.
3. New high quality permanent content.
4. New high quality permanent content.
5. New high quality permanent content.
6. New high quality permanent content.
7. New high quality permanent content.
8. New high quality permanent content.
9. New high quality permanent content.
10. Get rewarded for playing the game.Most defenitely this.
This (plus fifteen)
Megaservers solved the problem of not having anyone to do dynamic events with when you go to a zone by having all the dynamic events already done when you go to a zone.
Also…
Fixed Bug where Howler displays an animation when used.
Fixed Bug where wielder of Howler leaves footprints.
Fixed Bug where water cascades off wielder of Howler when weapon is drawn.
Fixed Bug where wielder of Howler has a fog aura while weapon is drawn.
I wonder if this is also because they realized that everyone should get at least 1 shiny weapon for doing the Meta so they have to revise the ticket prices as well. As someone from Dragonbrand, I seriously hope this is the case. Seriously… no seriously. /cries in corner
I’d be happy if they solved this by deleting all tickets and giving everyone with the Meta 1 shiny weapon tomorrow. Then they can take until the next season ends to figure out who gets 0-200 tickets or whatever based on where they placed.
I had paragraphs of incredulity written, but realized I couldn’t do this one justice.
Unless someone made the change and never tested to see if it took effect, the fact that the entire night effect was gone had to have been noticed before the patch was made live. The howling was the same since release, so it isn’t like they couldn’t wait until they could “fix” it correctly before making the patch live.
The howling effect can barely be heard now because it is covered by the normal horn sound. They should either replace the base warhorn sound as is done with the Super Warhorn or loop the Howler effect a couple times more so there is actually something to hear.
And while they’re there, maybe they can fix the animation so it shows when characters are running, which is most of the time a warhorn is used and make the footsteps as visible and last the same length of time as other legendaries.
If they were willing to take the time to break it so thoroughly, it is only fair they take the time to fix it as thoroughly.
Level 20 scrolls are kind of awful now due to the trait changes. Birthday gifts should make you happy, not make you realize YOU STILL DON’T HAVE ANY TRAITS!
I want more Queen Jennahs, but they need to code it so that is the only mini you can have multiples of out at a time. In a couple years I’ll have a hundred Queen Jennahs following me around…
I wish they’d brought back more stuff, with the chance to play for it. All of the stuff that came back is stuff I already had or didn’t want. The only thing I’ve missed is the Mad Memories: Complete Edition which I’d really like the chance to get (preferably by playing through the content in an instance or something rather than just buying it).
This kind of thread pops up everywhere almost daily, so I’ll give my standard answer:
It’s this way because people found ways to exploit using them. There is no comment on changing it, although many players agree that they should at least be able to salvage Runes/Sigils from these items and receive NO Ectos etc. and leave them as un-toiletable.
I am one of the many players that agree we should be able to get our runes/sigils out of these things. Crafting ascended armor, then needing to buy a new set of strength or traveller runes is awful.
A new engineer.
Helm: Southsun Mask
Shoulders: Deathly Shoulderpads
Chest: Accursed Guise
Gloves: Drover Gloves
Legs; Krytan Leggings
Boots; Drover Boots
Colors are Abyss, Tangerine and Ivory. I need to make a few color adjustments to fix some issues with different items showing up in different shades.
“There is some guy from BG looking in my window….”
You can do 12 of the meta achieves by following the zerg while it kills each boss one by one and aggroing mobs into the zerg .
Then just watch the story, go to Cliffs, buy nine more sovereign boxes and open the 10 boxes.
Not much in the way of loot, but an easy meta. Then you can go do something rewarding for loot. It encourages you to zerg to get through the meta so you can move on to something else.
Zerg: 1
ArenaNet: 0
I’d support this just because the new trait system makes leveling a lot less enjoyable than it was. The increased speed and weapon recharge traits taking longer to acquire turned leveling into a miserable slog.
I’m sure ArenaNet will come up with a solution. They’ll probably make Sunrise, Twilight and Eternity into tonics…
VITALITY + Power/Precision
They need to address this problem by giving away free splitters in the shop under promotion. Yes splitters, more than 1.
By April 15th, the splitters will be useless to “ANET” anyways.
The money will be in selling the charges.
I believe I recall reading that people with transmutation splitters would be getting charges in return in the same way as people with transmutation stones/crystals would be getting compensated. This would make giving the splitters away problematic.
By the way, what will happen to toys? Will they become tonics?
The boxing gloves will, as they’re also a town clothing item.
All others (save the box of chocolates) will become useless at first. You’ll be able to take them to a merchant (I forget which one), and exchange the old toy for a new version that is double clicked from inventory to use (like the box of chocolates).
I loathe having to open my inventory to activate stuff. How can they regress to an interface this awful for toys over 18 months after release. Did they lay off the UI guy?
There is plenty of room on the equipment tab to put in slots for minis, toys and tonics so we can hotkey them.