If there was a fractal where everyone played as Trahearne and you had to explore Orr sneakily, everyone would start loving his character.
How do you know palawa’s intentions? Just curious.
I don’t claim to know his intentions, I predict his possible actions by examining his past ones.
Also, I feel like it should be noted that the undead servants of Palawa Joko retain their memories, self control and will to some extent, and he controls them much like a king or a commander would control an army of living.
Hmm, nope, did not misunderstand, though I did kinda leave my post halfway through. Just as Palawa Joko isn’t going to make an enemy of the Pact, the Pact, formed to fight the Dragons, wouldn’t wage war on an additional front, doubly so when they have a common enemy. And if there’s one thing Palawa Joko knows, it’s making deals that are advantageous to himself.
Phew, that was quite the read. And quite the off-topic, too! What a bargain.
Palawa Joko doesn’t want to destroy, he wants to rule. He’s no idiot, either, as stated multiple times here. Between Desolation and Tyrian lands there’s nothing but desert, branded and a big angry dragon. So, in other words, there’s nothing to rule. Directly to the north the mountains are impassable, and sea is no good either, because of DSD and Orr. There is no good way for Palawa Joko to invade Tyria in the current state of things, and he knows this. Now, since river Elon runs through Crystal Desert, it might provide farmland, but again, a big angry dragon is sitting there. If anything, he would help Pact deal with Kralkatorrik in order to claim the land for himself.
Note how Palawa Joko conquered Elona and when. Kournan army was destroyed, Sunspears fatigued from fighting it, and Vabbi had been ravaged by Margonites. Palawa Joko diverts River Elon, the lifeblood of southern Vabbi and most of inhabited Kourna, causing a massive famine where the people had no choice but to bend their knees before him. He clearly doesn’t take risks, and being a lich, he can bide his time. Sure, given enough time he might attempt to try and conquer Tyria, but not as long as Tyrian lands remain capable of defending themselves.
I’d like to point out that in Divinity’s Reach, the sun doesn’t rise or fall during the day/night cycle – it stays in the exact same position (unless it’s just a bug I experience). Can’t say the Tyrian astronomers who designed that orrery had very good observation skills…
I tried looking for it, but didn’t find anything… But, if I had to take a guess, Zhaishen Order would be my pick. I don’t think their sigil has ever been shown, and there are a bunch of Zaishen engineers nearby.
Well, the Stone Summit did ride Dolyaks and Snow Beasts… Both which are quite big. However, it would be a bit silly to ride them but not in combat, so your point stands.
+1 for coconuts. Also, if there absolutely would have to be mounts, make them only capable of walking (or trotting). Blam, speed issue solved.
There is an ingame clock. You can set it to show from your options, either on your local time or the server time.
Well, what I had in mind was more along the lines of a hunting party than a bounty hunt, and forcing a smaller group size might cause some trouble with setting up the party mechanisms, I’d imagine, especially when in my draft the hunt starts in the open PvE zones. However, I do see your point, content aimed for two players would be cool indeed.
Legendary White Bunny, I want to hunt it again.
This is an idea I’ve been spinning in my head for a few days when I’ve had the moment, which may or may not have been inspired by things.
So to get to the point, my idea is to implement a hunting challenge for groups of up to five, similar to guild bounties. Details follow.
-A hunt would be started by “buying” it with laurels.
-When you start a hunt, you have to complete it in a limited amount of time, say, two hours. If you fail to complete it in time, the bounty is lost.
-When you have a hunt on, you and your party members can see hints around the world that lead you to your quarry. These hints would include things like a trail of dead animals, special NPC dialogue and animal tracks. Where the hints start is specified in the hunt entry, which is a pop-up like personal story and events. The trail could run through multiple zones and would be partially randomized.
-Once the target has been found, the group can move to an instanced version of the imminent area (like in personal story missions), where a powerful foe or foes would be fought.
-Slaying the target yields a trophy item for each party member, which then can be exchanged for unique item skins, such as a bear pelt back item or a jade hammer.
This would allow for Anet to implement new interesting fights without doing hefty changes to make them fit, as with new weapon and armor skins. The laurel cost would prevent them from being overly farmed, and reward those groups who are well coordinated (as they’d have obviously less chance of failing and therefore losing their chance at the rewards). The reward items would match the trophy items they are exchanged for, and so would tell anyone just what someone who bears them has had to fight.
Thoughts?
I agree with Dondagora and Tuomir, but I don’t think he intentionally misdirected anyone. And yes we have a mojor destroyer mouth in Mt Malestrom, but that doesn’t mean that will be where we face primordius.
My point was that the destroyer fissure near Rata Sum doesn’t mean that Primordus would be located there too, not that he’d be around Mt. Maelstrom.
That sounds more like food that the Skritt would eat, not food made of Skritt.
That aside, concerning food made of sentient beings, I hear Heket legs are a delicacy in Elona…
During my personal story, my character’s weakness was shown to me twice by having a friend die, first was Forgal, the second was Apatia. These tragic losses fuel the player’s hate for Zhaitan, but unfortunately for Trahearne as well. He never loses anyone, he never makes mistakes, the only time he ever has any doubt it when the Pale Tree shows him his future in Orr, which he deals with in what, five minutes? He’s shown to us as a character on an equal standing as the player character, but his story has no weight to it comparable to that of the player character. It’s like putting Mario as Batman’s sidekick and trying to make the story serious.
Indeed, that wouldn’t make much sense. I don’t see any point in intentionally misdirecting customers like that, so it’s in all likeliness a slip-up, either intentional or accidental.
Take note that a major destroyer outlet in GW2 is Mount Maelstrom, which is on the far side of the Sea of Sorrows from Maguuma. With how the depths of Tyria is connected by both natural caverns, caverns made by Primordus, and the old Asura gates, I don’t think the place where the destroyers are coming to the surface tells much about where the dragon is, save for that it’s underground.
The connection between the Sylvari and the Jungle Dragon(thankfully we have a dub for it now) is in the theory that the Sylvari were actually meant to be the JD’s minions, though the seed that made the grove was stolen and planted by the centaur and human, so yeah, that failed. So if it comes down to it, dragon-sylvari might come up and become the antagonist during the JD’s story. This theory is supported by the facts that it is unknown what happened to the other seeds, that the sylvari’s being happens to match the element of the dragon, and that they were born near the time the first Elder Dragon stirred.
No. In an early Sylvari storyline, you meet Malyck, who’s a sylvari not born from the Pale Tree (well, the same pale tree anyways). Now, if the seeds were to spawn dragon minions, wouldn’t Malyck then be a dragon minion? He’s impulsive, but also righteous and most certainly has his own free will. Not the traits you’d find in a dragon minion.
Also, the times don’t match. Eye of the North happens in 1078 AE, which is when Primordus stirs (but does not wake in another 50 years). By then, the pale tree has already grown quite a bit, which would have taken at the very least several years. The Sylvari first emerge in 1302, which is 32 years after DSD awakens, and 18 years before Kralkatorrik does.
The medium armor “Duelist” set kitten es me off for this reason, it’s this kinda cool coat for males, and ladies get leather bikini. Really, for males, there’s nothing but coats for medium armor. Variety is the key, isn’t that right?
If you want a legendary, you’ve got to work on it. You’ve got to do a wide variety of things, including WvW. If you can’t force yourself to work for the legendary so as to get those badges of honor, clearly, you don’t want it enough.
Funny how this is the 20th topic with the exact same name here.
We know where Primordus is, he’s in the depths of Tyria, which is why Asura and Skritt live above ground, and why the dredge are also moving upwards. Sure, he is known to be able to create minions out of fire and stone, but not limitlessly, as otherwise we’d be up to our shoulders flooded with destroyers. Zhaitan needs to feed on magic (which he does by devouring magical artifacts through a special minion), I’d guess Primordus needs to feed on magic as well to power it’s minions. And the more powerful the minion, the more it probably needs magic to keep up.
I once killed Tequatl with 4 other players. I could have done it solo, too, but it would just have taken ages. We simply got close to it and started shooting. Not very interesting fight, wouldn’t you agree?
Yes, those indeed would be welcome improvements. While some of those things are already in some dungeons, at least partially (blossoms in TA, for example, I’d count as dungeon specific feature), there’s a plenty of space for more.
There is a martial arts profession, it’s called Warrior using Rampage.
I use flamethrower all the time, I keep moving around the targets to line them up the best, and I run a condition/bunker build that profits from critical hits. Getting those on five enemies instead of three 20 pulses for each skill use would sure make me happy, but I don’t feel impaired without it.
The armor Logan wears is the human racial tier 3 heavy armor, and experience boosters are already in the gem shop.
I’m actually curious now about how you’d go about making them more fun without making them easier – I’m sure there are ways, I’m just interested to hear if you have specific ideas.
All I have to say to this is that it’d be horribly broken and will never happen.
I remember the T1 medium coat having some light glow in the waist area. Not sure, though, that armor has been in the past for me for a long time.
I’d actually it if there were actual bonfires within the cities, especially LA. I know Hoelbrak has some fires in the lodges, but no one hangs around Hoelbrak.
Verithyll, not bad, it doesn’t break immersion and sounds nice. I could even see it being a NPC name. 8/10.
My engineer shares the name with my account, Tuomir. It’s an old name that I’ve used a lot, and since I couldn’t come up with another name after thinking through it for a long time before the beta, I just stuck with it.
Add a Branded dungeon, and all will be perfect.
Ah, yes, I see what you meant now. However, that’s not the same thing as omnipotent, which by definition means capable of anything. Unrivaled would be a more fitting word, though it doesn’t carry quite the same impact.
Hence “omnipotent in their domain” – or in other words “all powerful in their domain.”
To quote Kerrsh: “How can beings be all-powerful and yet have more power than other all-powerful beings in one particular “facet” of their manifestations?"
http://wiki.guildwars.com/wiki/The_Cipher_of_Melandru
That’s where my basis comes from – they’re not omnipotent per say, but there’s no greater force when it comes to their domain.
“Your stories speak of extremely powerful, almost omnipotent beings who each specialize in one area of superiority.”
The previous line in the same dialogue. I’m not saying they’re not all-powerful in their own domain, I’m saying they are not omnipotent, as it’s not the same thing. Being omnipotent is measured in only 2 numbers, 0 and 1. If you’re almost omnipotent, you are not omnipotent. And the human gods (or any known being in Tyria for that matter) most certainly are not omnipotent. There’s no such a thing as being omnipotent at something but not in something else.
Though the Six Gods are said to be omnipotent in their domain (so I guess that means Balthazar could never be beaten in a physical battle? Probably why he got so angry when he lost in a game of Nui).
That can’t be quite true either, as in Nightfall Abaddon was defeated right in his realm (granted, he was chained and weakened, but if had been omnipotent in his realm, how could that have happened?) and Grenth and the seven reapers imprisoned Grenth within the Underworld. Both were part of the six gods at the time of their defeats.
Though by what I said that would mean that nothing’s smarter than Abaddon, Dhuum cannot be killed, Lyssa’s the most beautiful thing ever, etc. etc. By domain I didn’t mean realm but what they govern (Knowledge, Death, Life, War, Beauty, and Nature seem to be the prime aspects that they govern – though Lyssa’s less clear and may be Illusion instead, but every god seems to have a “primary” domain which isn’t elemental but metaphysical/action-based with addendum domains that change when gods are supplanted (Grenth governing ice, for example, or Lyssa taking water from Abaddon)).
So Abaddon being killed and Dhuum being defeated but unable to be killed by Grenth does not debunk what I said.
Ah, yes, I see what you meant now. However, that’s not the same thing as omnipotent, which by definition means capable of anything. Unrivaled would be a more fitting word, though it doesn’t carry quite the same impact.
On my Sylvari Engineer, I have trouble with the larger shoulder armors (which I use to alleviate my character’s extremely thin body build) floating too high, so that you can see under them when running.
If you’ve ever looked at the skill tooltips, you know how the range is told in numbers, but no unit is named. It’s a small thing, but it bothers me to tell me the range of a skill when I don’t know the unit, so, I’d like for it to be named. Wouldn’t even have to be anything that exists in th real world, just a name to refer to would be fine.
Though the Six Gods are said to be omnipotent in their domain (so I guess that means Balthazar could never be beaten in a physical battle? Probably why he got so angry when he lost in a game of Nui).
That can’t be quite true either, as in Nightfall Abaddon was defeated right in his realm (granted, he was chained and weakened, but if had been omnipotent in his realm, how could that have happened?) and Grenth and the seven reapers imprisoned Grenth within the Underworld. Both were part of the six gods at the time of their defeats.
If the Pale Tree got corrupted by the nightmare court, that’d leave non-nightmare sylvari without a) home city and be b) means of reproduction. So, no.
[Wild theory with nothing to back it]
When I thought of what would happen to the world that only had an influx of magic that stayed in the world, a thought came to me. What if the “realms” in the mists, where for example the gods reside, were once worlds like Tyria that got over-saturated with magic and got swallowed into the mists?
[/Wild theory without anything to back it]
That aside, it doesn’t take the dragons to remove roaming magic from the world – the seers made the bloodstone for exactly this reason, to seal off the magic from Tyria. While there might not be any seers left (we don’t know of any, in any case), if coming destruction from over-saturation of magic would threaten the world, the bloodstones would be studied and possibly replicated in order to seal off the excess magic.
It’s in total profession balance, scholar professions have other means of survival (Death Shroud, Earth Attunement, mesmer clones), whereas Soldier professions have less in that, and have to rely more on their armor. Adventurer classes fall somewhere between the two.
The racial gear is bought soulbound, and transmuted items are soulbound. Therefore, it is not possible. Also, I’m afraid the racial gear has no models for other races than the one they are made for, so even if you’d manage to equip a piece of another race’s armor, it’d only result in a glitch. And creating these models takes time, especially if the design is complex as most racial armors are (perhaps just because they don’t have to fit other races, less attention must be spent for having the armor fit different body shapes, leaving artistic freedom). It’d be no small effort to recreate the racial armors (three armor classes, on three tiers, four races without those particular three sets, two genders for each, save for Charr. That’s 63-72 sets of armor that would need to be fitted and tested, on all the body types available for all the races) for the rest of the races.
EDIT: Fixed my calculation to include the different tiers of racial armor.
Still hardly relevant, as whether the vegetation of the area constitutes for a jungle or not is besides the point.
Ah, my memory failed me then. And here I was sure I got them the right way around… Oh well, my notion about the saurian beasts still holds, and the swamp doesn’t cover the whole area, but is surrounded by tropical forests.
Interestingly, in GW1, the southern Maguuma and the Tarnished Coast (which is the name of the jungle covered area between the Steamspur Mountains and the sea) share the same saurian beasts that can’t be found anywhere else. One would assume based on this that once Kryta, too, was as temperate and covered by jungle like these areas were 250 years ago.
While I appreciate your effort, that is not quite what I’m after. I’m after the kind of information that answer how and why, instead of what. How does one learn to use magic in Tyria? Why do the Skritt like shiny things? How does a lingering spirit turn into a ghost? What is the level of consciousness of dragon minions?
I just don’t think you’re going to find that kind of information in the game, nor do I think ArenaNet should be expected to provide it. Some things are just cumbersome – how people learn magic could be explained, but they’ve preferred not to tie themselves down to a solid explanation so far, and unless there was some kind of heart or event chain about it, I see no reason it would come up in-game. As for questions like “why do the skritt like shiny things?” – the vast majority of people living in Tyria would not know the answer to that question. Why should you?
We experience Tyria through our characters. If it wouldn’t come up for them, we don’t know. Omniscience is not part of the deal, even if we lore geeks like to strive for it.
It’s a story. Not every blank will be filled.
Well, I don’t expect to find them in the game, but I’d like to find them in the game. It’s kind of hard to explain, but knowing the inner mechanisms, logics and rules of the world would add a whole new level of immersion.
Oh, and the skritt example was mostly just for comic effect. A more relevant question would be “what kind of role do shiny things play out in a skritt’s life?” or “What is the method of how a skritt judges things shiny?”. Though neither is still very in-depth world opening question.
Ah yes, I had forgotten about that one personal story step… Well, had to come up with examples.
Oh, and regarding destroyers, what we do know is that they appear to have some kind of hive mind, what with the Great Destroyer controlling them in EotN.
While I appreciate your effort, that is not quite what I’m after. I’m after the kind of information that answer how and why, instead of what. How does one learn to use magic in Tyria? Why do the Skritt like shiny things? How does a lingering spirit turn into a ghost? What is the level of consciousness of dragon minions?
It is that kind of information I’d wish to find in the game.