Because Assassin outfit meant Cantha confirmed, am I right?
You’re a day late, a dollar short. They’ve already told they’ll be adding an option for a custom amount.
Which was more or less what I was referencing with the joke – but enough of that. If we look at the Into the Jungle teaser text, it mentions “the very heart of Guild Wars lore”. I really don’t think this refers to the Guild Wars of tyrian history, but instead refer to the series – so, game lore, not necessary lore known to characters or factions.
Which raises the question: what is at the very heart of Guild Wars lore? The only things I can come up with right now are the mists – pretty much all major stories can be traced to mists, though that might sound obvious as it is the protomatter. It is very much universally relevant as a plot element – and Tyria itself. While we don’t know very much deep detail about the world and it’s inner workings, GW2 has expanded it’s importance quite a bit from GW1. Quite possibly we’ll learn more of what exactly Tyria is, and about it’s significance.
Moment of clarity #showerthouths is anet/ncsoft only releasing new items and skins behind gambling chest And “raffle’s” so ppl would have a reason to play? I mean they must know there’s no content worth playing anymore so having us grind like mindless drones would retain interest in the game!?
You do realize none of the actually new skins an items are in the raffle? All the raffle skins are old halloween skins, and the raffle acts as a controlled new injection of supply of those skins to the market, to make them somewhat more available, but not destroying their value.
Consider this – it’s an instance that you are only supposed to visit once. Not once per character, once per account. By repeating the start to farm you are exploiting a loophole, and by using the balm on the massive amount of critters there, you are exploiting the oversight of the creatures in the instance dropping loot (which doesn’t happen in any story instances).
Perhaps I should add that t’was but a joke – didn’t think people here would take it for serious lore speculation.
This seems like a decent idea. I’m in favor of this.
Which would have been fine, if it had been built as such – but it wasn’t. It was built to be a chapter in the halloween storyline, and then got copied to this year.
It does leave a bad taste in mouth, after they started building halloween story last year, and this year letting it down and just putting out the exact same content, without continuing the story or making it a proper repeating holiday event.
I’m planning on holding my own little hide&seek sideshow when nothing else is going on, if you don’t mind. Mostly out of longing for the time I did it daily… but yeah, that’s my plan.
There’s been a lot of speculation about the idea that the Mursaat city might be hidden with magic. They are called the Unseen Ones after all. Maybe the whole city is cloaked, and right underneath our noses?
Under our noses… getting on the ground in Rata Sum sends you to prison… Rata Sum is an anagram of Mursaat…
…I smell a conspiracy!
I’d consider this an exploit – you are exploiting what seems to be an oversight, because in no way should such gold gain in an unrevisitable instance be intended or acceptable. That would be just terrible design.
Simply put, we don’t know. No sylvari is older than 27 years (any sylvari from the pale tree we know of, anyways), so we don’t know if and how they age.
They used to be able to pick up some stuff, such as cakes from the birthday blaster, but that no longer seems to be the case.
While the cause for the events of the Jade Wind was within Abaddon, the power, as far as assumptions and stories go, was from Dwayna – therefore, those who died in it, didn’t have to end up in Realm of Torment, as the trail went cold with Shiro (eventually) ending up there. However, those killed directly by Shiro with these dark arts… now that’s a different story.
Very convincing screenshots, bruv.
I hear other dialog just fine, I just find the singing to be rather quiet for… well, public singing.
Great, moved to audio. I guess I can consider this thread buried.
I can barely hear him singing standing right next to him, up the volume of his beautiful voice!
A sketch for a friend, might still make some changes before proper shading and coloring.
We have no implication of any sort that the elder dragons are able to breed. Without that, I’m unwilling to call them a proper species. And even then – Dwayna gave birth to Grenth, and Balthazar has family relations, and as far as we know, the human gods are ascended beings rather than a single all-powerful species.
I’ll take any number – the name is Tuomir. I’ll definitely be there – who knows, I might even bring something of my own to the metaphorical table!
Ahh, yes, my blunder forgetting those points. And another known place for spirits to go to would be the Hall of Heroes – “the pinnacle of the afterlife”.
So – when a human dies, the spirit or soul goes to underworld to be judged, from where it is redirected elsewhere. However, Factions implies that the spirits need to be guided by Envoys – Envoys, who were forced to do so by Oracle of the Mists. We can assume that a large portion of ghosts seen in the game were spirits that failed to make their way to the mists.
Now it gets complicated. Human souls may or may not find their way to the mists, and must be sorted in the Underworld. Human Gods also have the power to sort the souls of non-humans, as seen in Realm of Torment. However, it seems extremely unlikely that they would do so to every dead soul belonging to non-humans. So, those few must have been specifically selected. That means the souls aren’t automatically sorted to the right receivers.
So, what guides a soul to the right place to be judged? Burial? Will? Some attribute of the soul? And not just for humans – for all the other races, too.
And this, as a conjecture, can be seen as revealing to us more about the nature of the mists and souls. This would mean the Underworld is not the only natural final destination of dead humans – and that, at least to Orrians, another realm was more desirable. The realm of the god of life, instead of the realm of the god of death. Now, what if Underworld was the final destination only for the humans who didn’t die in peace, who weren’t ready to face their death, and for those who dedicate themselves to Grenth?
Of course, this is veering heavily to speculation, so I won’t go further on that – not yet, anyways.
However, the phrase sounds like a sharp contrast to Underworld and to Grenth, which is rather curious. If we read the passage as a reference to a sort of day of rapture, such belief hasn’t been documented elsewhere in Tyria.
Another way to look at it would be that the “day break” would refer to the soul of the deceased leaving Tyria and arriving in Underworld. But given the general themes of Underworld, that choice of words seems… strange.
Upper one:
“Grave of the scrybe [sic]
until the day break
and shadows flee"
lower one:
“Here lays Tirzah
she sleepeth with
those she loved
until the day breaks”
I wonder if “Until the day break/breaks” was a common grave inscription in Orr.
That’s exactly why, your rebreather replaces your headgear, so in effect, your headgear (and the rune in it) is not equipped underwater.
I’m afraid it’s not a good idea – this kind of system would only encourage mindless farming of mobs as weak as possible at maximum pace.
Good day, I’m here to provide you with some rough pencil works I occasionally draw.
…Not much else to say, is there?
…and here’s one for my ranger.
Will post more as I draw more.
You are beating a dead horse at the wrong subforum.
Moral of the story, don’t dye all white. It never looks good.
The way clothing reacts to in-game lighting is very strange.
I made a pinky-purple Sylvari to match the Mesmer theme color. In most lighting his skin looks consistent to the overall color shift of the environmental lighting. Clothing, however, is a crapshoot. In the dye window I can find dyes that will make parts of his clothes match his skin, and in some areas of the game they will continue to do so, but in others they will become drastically more blue or pink. I can redye to make the item match his skin again, but then in another area they will skew off into another color.
You’d think lighting would shift most materials in the same color direction, but apparently not.
Yeah, skin is barely affected by lighting at all, which looks pretty bad with paler characters in dark areas, which creates a bad looking lighting contrast between the armor and the skin.
Jack’s thread (https://forum-en.gw2archive.eu/forum/game/gw2/Issue-with-the-new-shard-closing-system/first#post4484407) is about the very same case, feel free to merge this to that, mods.
While doing our weekly server Teq killing, the map got closed right before the last DPS phase. I believe the purpose of closing maps is to free empty servers, so pray tell me, why was a map full of people closed, right in the middle of a Teq fight? Not cool, Anet, not cool.
I once got 69 creamed bananas through mail. Not from a stranger, though.
I’m against making an option only apply to characters of one sex.
Sylvari bury their dead, in the early personal story chapters, you can come across several grave markers for relevant characters.
Well, that looks crazy, I’m willing to give that 9/10.
Here’s my necro:
GW2 Soundtrack is great. However, sometimes you just want to hear something different when playing, which is why the custom playlist feature is much appreciated. But, as it is, it’s quite lacking in depth. So, I suggest thus:
- Regional Playlists. Allow us to make separate playlists for each region by adding the name of the region into the playlist name, “KrytaBattle” or “OrrAmbient”.
- Allow us to set whether or not the playlist randomizes the order of the songs, by adding a suitable tag to the name.
- Add more specific playlist possibilities, such as “CityNight”.
- Support metadata for loops.
These changes would bring a whole new level of personal customization and enjoyment to a portion of the playerbase.
I don’t know where you get that the cataclysm would have made the undead – everything implies it just made the orrians, well, dead, and that Khilbron raised them as his army. They are attacking White Mantle specifically even before Khilbron has the Scepter. Similarly, Zhaitan didn’t need undead to make risen, it needed dead. Dead bodies are everywhere there’s life, especially where there’s civilization, and Orr was already plundered of bodies by Khilbron. I’d reckon Ascalon would have been a more bountiful body pile for Zhaitan, if it wasn’t for the Foefire.
I feel the mordrem and the karka are actually quite well designed, and provide the right amount of challenge in high level open world content. That said, what you wrote is true. Most of the mobs are bland, have bad AI and are as vicious as a bean bag. Especially in dungeons, mob AI should be more group oriented, and well, smarter – as it is, it feels as if their AI consists of the aggro formula and then just getting in range for attacks and using them on cooldown.
Some examples of what the AI could do:
- After receiving a lot of damage in a short time, switch to defensive measures that vary by the mob – boons, evasive movements, blocks, what not.
- When an ally of a mob is heavily damaged, the mob switches to use more control on players.
- Mobs (not all, but many) get an active, telegraphed condition cleanse skill that can be interrupted, that they won’t waste on stuff like a stack of less than five bleeds or vulnerability.
- If an ally of a mob is targeting a player, the player receives bonus aggro from the mob, that way the mobs are more likely to naturally focus on single targets.
- Give mobs simple combos (like a skill that immobilizes, and a guardian symbol type AoE attack that’s scripted to be used on immobilized targets), both within the skill sets of single mobs, and to be used across multiple mobs in a group.
- If a mob is attacking a low-toughness target and is not subject to heavy damage (that would switch it to defensive set), it switches to offensive measures, attacking aggressively with highly damaging attacks.
- Mobs with ranged weapons should attempt to stay at their optimal range and not stand in melee range at a corner. If a mob finds itself too close to the target, it will attempt to make distance.
As for some other changes to mobs…
- Give them less HP, and way more toughness. I know, some people like to see big numbers, but let’s put good game design before that.
Yeah, I guess that’s the biggest thing besides the combat AI.
It’s been a long while since I played with custom playlists, but assuming it wasn’t changed, PvP uses boss battle playlist.
Not that the change is noticeable unless paying attention to it specifically… Could do with just a bit darker nights.
I wonder, does this affect potential precursor drops? Would hate to have lessened chance at the highest valued precursors because of my profession.
To prove a point, I’d assume.
Might as well post this here, despite the lazy screenshot and sloppy cropping.
I use a thumb stick for moving, having four fingers from my left hand freed from movement is nice. With two modifier keys on my mouse (and dodge & weapon swap), I can use any of my skills and open any window without moving my hands.
I am definitely in support of a non-specific pet memorial.
Not long ago we lost our dog as well – it was painful to see him be put down, but in the end, that was the best that could be done for him. It’s a terrible thing to lose a friend like that, but it does get better.