Showing Posts For VOLKON.1290:

CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Role diversification.

I’m not that interested in player housing; it has no actual gameplay.

Role diversification adds to gameplay.

I disagree. Halls and Homes can add quite a bit to game play by giving people specific goals to work for. People may be drawn to areas hey normally don’t frequent for needed materials both mundane and exotic. Events could be created that tie into this as well. So to say is has no actual game play… I think the actual game play it provides could become quite extensive.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

-snip-

I love reading your ideas, but they make my head hurt sometimes. XD

There is the possibility of offering too many options to players too. Devs have to balance between underwhelming and overwhelming, and having huge varieties of ‘what if’ options could potentially be extremely overwhelming.

I’d rather be overwhelmed than underwhelmed. If overwhelmed, you can always catch your breath and get caught up.

Besides, I can’t help myself… when an idea like Halls and Homes comes up I can’t help but start branching out from there… OK, we have the structures, but how… are they built using materials? How does that affect material acquisition? Are they pre-formed purchases? What about furnishing them? Do we simply have items for purchase or do we expand it with crafting? If we go crafting, do we add things to existing professions where they don’t really fit or create a new profession? OK, if a new profession, does it make sense to have it be one you select to have active like the weapon and armor ones or does it make sense to have it as an aside to those and always active regardless? From there you’re back to materials… surely some basic things can be created from basic materials but more exotic things will need more exotic materials, where do we get those from? Then you dig deeper into the crafting and realize we need to flesh it out with enough potential items to be worthwhile, so we’ll need to create basic things like nails and glue for example. Threads and the like are already available. Of course this all adds up to someone having to create all the patterns and designs for players to discover and create, which requires man power. How can that be supplemented? Well, we have a creative community, perhaps players can come up with ideas, designs, lists of materials for the design etc. and submit those, and approved ones might be easier to add than ones that need to be created from scratch? So yeah… sorry about the headache… I’m just always stuck in big picture mode.

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(edited by VOLKON.1290)

What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Ergo, when there is a disparity between the manifesto and reality,

It appears so based on this wording, yes.

“When” being the important word. I’m not saying there is a disparity, just explaining the reasons behind a disparity.

So you’re explaining a potential reason behind a disparity that doesn’t exist? This certainly wasn’t clear and gives the wrong impression.

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Something big is coming in 2014

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Looks like they’ll be dragon out the secret for awhile yet.

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Dredge Mathematics

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

I love the dredge one to be honest when people actually slow down and take the time to make things go dead. So many bags from them! I also enjoy the mechanics of the boss fight. But, this is my own opinion. However I tend to see the most issues when people try and cut corners and run through or past things.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

…You’re making this assertion that there’s a disparity between the manifesto and the game…

Did I?

Ergo, when there is a disparity between the manifesto and reality,

It appears so based on this wording, yes.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

I have to agree with the sociopolitical as well… it opens so many avenues to go down that fit snugly in a horizontally progressive system. Things like Halls and Housing open up whole new areas of crafting (yes, Tinkering again ) which also opens up other areas to craft, such as personal (town) clothing. Halls and Homes also, if you really wanted to get creative and go crazy, could potentially open up the ability to do things like add personal jumping puzzles (could be purchased designed, could even, if the technology allowed for it, be items placed by the homeowner to create their own design), the ability to grow the Halls and Homes through investment of time and resources, etc.

Don’t let yourself be content with the idea of “yay, a house, I’m going to buy a chair”. I’d much rather see an empty house, think it could use a chair, then grab a bundle of wood, some hand-crafted nails, the Shatterers left toe nail and my trusty hammer and see what I come up with.

Now… admittedly that could be potentially a ton of work, especially for the people designing all these toys and goodies. So, let’s take that a little further. You could open up contests to the community to create their own designs for assorted things from a list of materials. For example, you have the above list of slightly comical mats… wood, nails, the Shatterer’s toe nail, maybe add a few other optional items (cloth, leather for example)… and say "design one of these five items (table, chair, wall hanging, statuette, bed) and incorporate the top couple from each category into the game, adding a much more personal feel eventually to the Halls and Homes. You could even have open an items submission area where the creative among us could come up with and submit ideas for approval.

Just random thoughts, but they make me giddy, and being as how I’m currently sober there could be potential merit in this.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

If you’re going to try and claim that the manifesto was somehow disregarded you should provide some sort of evidence backing it up. Arguing by assertion really isn’t good enough.

My argument is that a manifesto is not a contract, because it is written by the workers, not the suits who tell the workers what to do. Developers are like us, Publishers are not.

Ergo, when there is a disparity between the manifesto and reality, you can be sure that the Publishers in suits are behind it, not the Developers (who wrote it because they believe in it).

Ah, but there you go again. You’re making this assertion that there’s a disparity between the manifesto and the game yet providing nothing to back that up with. Just assertion.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Here is my standard response for any thread that contains the word “manifesto”:

Developers write manifestos because Developers are gamers. Because Developers are gamers, they want the same things we want.

Publishers bankroll games because games are profit engines. Because Publishers are interested in profit engines, they force Developers to disregard the manifestos if they think the ideas are too financially risky (i.e. not proven to be extremely profitable).

If you’re going to try and claim that the manifesto was somehow disregarded you should provide some sort of evidence backing it up. Arguing by assertion really isn’t good enough.

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Super Gear Grind?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

That’s because you’re doing it wrong.

Well… not doing it wrong… looking at it wrong. Combat in GW2 isn’t about what you can put out for damage (at least from a WvW perspective). There are also factors that involve damage reduction or prevention as well. That 14% perceived advantage can be negated with a single dodge for example timed well. When you look beyond the “perfect example against a dummy just standing there”, the reality is that even that 14% doesn’t mean squat in the grand scheme of things.

Getting real tired of the dishonest argumentation where people try to attach a zero value to a non zero advantage. You can’t dodge everything, of course. Want to try again?

Well, actually I can dodge everything, I just can’t do it forever. However I can also block, blind, cripple, knock back, disappear, etc. I can take your boons for myself and give you my conditions in return if I think they’d look better on you. There’s a ton more to mitigation and avoidance than just dodging.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

and..what’s your final idea about it?
mine is that every kind of grinding equipment is just a waste of time, a filler for the missing content…endgame or not.

also tiers in gw2 are illusory progress…still it’s a necessary progress if you want to compete on a par with top players (it’s not my situation) or in high level fractals.
as in other posts say, the best rational of your words would be that if don’t want any illusory progression, by the end of leveling you should instantly be able to face everything, and just concentrate on your knowledge of combat, best build, team tactics, and every tot. weeks on a new part of map, or a new event, or a new customization.
that’s horizontal progression.

everywhere there’s a BiS grind, it’s the same.

I’m perfectly fine with the time investment (what you’re inaccurately calling “grind”) involved for ascended gear. It’s necessary… if everyone got it overnight then the next day they’d be demanding more. If you wish to invest the time and effort you can get something marginally better by the numbers, your choice, no requirements or demands to do so. (Unlike a game like WoW, where you’re required to continually replace the gear you spent months acquiring in order to keep up.)

Now, if they turned it into an actual gear grind where we were replacing the ascended with a more powerful version every few months… that would lose me right there. I like the “finality” of ascended as far as power goes.

On the other hand, what would be perfectly acceptable is adding Legendary gear, provided it has the same stats as ascended. That can take a lot longer for all I care and will give another optional horizontally progressive path for people to take if they choose to do so.

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GW2 feels cold

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

To run with the bizarre analogy in the OP, I still feel like Norm when I log in. Maybe you just need a new bar… the one I’m in keeps adding new items to the menu, new beer to the tap and the patrons are as raucous and fun loving as ever.

I can see where you are coming from, and many people seem to agree with you. I don’t think the content coming out now is bad exactly, it just isn’t very satisfying. I don’t feel that the two experiences are mutually exclusive. Would you really be upset if the content added was a bit more meaty and a bit less achievement focused?

Different people find different things satisfying. Give me a big bowl of fresh chopped salad drizzled with olive oil, lemon juice and a little garlic salt and fresh ground pepper and I’m quite satisfied, even without the “meat” others may want.

Of course… now I’m hungry.

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Super Gear Grind?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

That’s because you’re doing it wrong.

Well… not doing it wrong… looking at it wrong. Combat in GW2 isn’t about what you can put out for damage (at least from a WvW perspective). There are also factors that involve damage reduction or prevention as well. That 14% perceived advantage can be negated with a single dodge for example timed well. When you look beyond the “perfect example against a dummy just standing there”, the reality is that even that 14% doesn’t mean squat in the grand scheme of things.

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GW2 feels cold

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

To run with the bizarre analogy in the OP, I still feel like Norm when I log in. Maybe you just need a new bar… the one I’m in keeps adding new items to the menu, new beer to the tap and the patrons are as raucous and fun loving as ever.

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You never know what you had till you lose it

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

lol @ OP

I did the same thing but for a month, but what brought me back to GW2 is the Dodging. I just can’t play other MMOs without the ability to actively dodge attacks — combat is just never the same anymore.

Other aspects of a game like art, interface, etc are all subjective, but dodging is universal — it’s a must have in any combat…at least for me.

Even games like TF2 I try to dodge in and get frustrated when I can’t. So true, so true.

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You never know what you had till you lose it

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Try actually reading the post, you’ll see I said the exact opposite. I was talking about GW2 combat, not the WoW style of stationary, static rotation based combat.

Hell… the last time I did nothing but auto attack was when I first created a character and had only one skill. That only lasted until… well, the second and subsequent skill unlocks from there.

Now… it’s possible that you’re a bit confused because my combat experiences are primarily in WvW. That may make a difference… like every game out there it’s a different experience going against live players than going against NPC mobs. However if you choose to auto attack only against NPC mobs well… just because you can doesn’t mean you should or you’re doing it right. I know my skills. I know their secondary and tertiary effects, the target-no target effects on casting, etc. I change my utilities to suit the situations at hand (or soon to be). Auto attacking? Nah, I outgrew that by level 2.

Yeah, i’m sure Doors in WvW reacts quite differently if you tries other skill than autoattack… And in the middle of a zerg vs zerg even better…
And funny enough, in PvE it’s the normal mobs who one should use the different skills, because, you know, bigger mobs are immune to CC… “Oh look, this skill stuns, let me use it on that champion… Oh, wait.”

I’m talking about people. You counter with inanimate objects. OK. If all you’re doing is attacking inanimate objects… well… you’re doing it wrong. You can’t blame the game for that.

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PvD has to go

in WvW

Posted by: VOLKON.1290

VOLKON.1290

Gates are wood and metal. Give me an axe. I’ll hurt that sucker in time.

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please rework downscaling

in Suggestions

Posted by: VOLKON.1290

VOLKON.1290

So you’re saying that you should be down-scaled even further?

Not completely sure I agree with that… down scaling is a great thing, but if you’re being down-scaled 60 levels and still have level 80 gear against a level 20 mob it should be notably easier than if you’re level 20 wearing rags and scraps you picked up along the way. I think the balance is pretty good, maybe a slight bit more down-scaling wouldn’t hurt, but not so much as to completely negate the fact that you’re an 80 in a 20 zone (for example).

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You never know what you had till you lose it

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

What makes the combat so great, in my opinion at least, is the fact that, without the archaic trinity, you have skills with various facets and by knowing all the effects of the skills you can be a lot more effective in combat. As you know, instead of the hard roles of the trinity we have three different aspects of combat – damage, control and support. Now if you take a bit and look at your skills you’ll see they often have at least two of these aspects associated with them. What this means is that a more tactical use of the skills will almost always be more effective than the typical spamming. That, plus the altering effects of whether or not you have a target when casting, adds quite a bit of depth in combat.

I primarily use a mesmer, so let me use that as an example of what I mean. One utility that I personally always carry is Feedback. It creates a bubble around your target that reflects projectiles back to their source. On the surface, this sounds like a simple skill, almost spammable off cooldown. But let’s look at the depth of it. First of all, I have traits that affect my glamour skills to do a couple things… cripple foes and blind foes. Now Feedback becomes even more versatile… I can toss it over a melee group that isn’t using any projectiles and it becomes effective for a completely different reason, supporting allies with the blind and controlling foes with the cripple. Now for targeting. By definition the skill places the bubble around your target (if in range). However, if you don’t have a target and cast it will place the bubble on the ground directly ahead of you at a fixed distance. Think about that… you can now place this blinding, crippling bubble of reflective goodness at specific spots on the battlefield even if there are no foes there… yet. So, in WvW if the enemy group is about to pass a choke point I can position myself to place the bubble in the choke, reflecting projectiles passing through the choke, crippling foes passing through and negating an attack of theirs with blindness.

That’s the type of inherent versatility in GW2 combat that, to me, places this well above the more archaic rotation based trinity role systems.

Lots of nice words to say that combat is just stacking and autoattacking, with no roles other than DPS…

Try actually reading the post, you’ll see I said the exact opposite. I was talking about GW2 combat, not the WoW style of stationary, static rotation based combat.

Hell… the last time I did nothing but auto attack was when I first created a character and had only one skill. That only lasted until… well, the second and subsequent skill unlocks from there.

Now… it’s possible that you’re a bit confused because my combat experiences are primarily in WvW. That may make a difference… like every game out there it’s a different experience going against live players than going against NPC mobs. However if you choose to auto attack only against NPC mobs well… just because you can doesn’t mean you should or you’re doing it right. I know my skills. I know their secondary and tertiary effects, the target-no target effects on casting, etc. I change my utilities to suit the situations at hand (or soon to be). Auto attacking? Nah, I outgrew that by level 2.

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You never know what you had till you lose it

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

What makes the combat here so great? Dodge? I tried this game and found it to be awful. What strategy is there? What optimization? You just run up and spam your tiny number of buttons because it doesn’t matter. And dodge once in a while, randomly, because you can’t see past the particle spam.

Solo PvE isn’t a challenge, in dungeons you pull to a wall and stack, and in WvW/world champ farming, you roleplay a zergling and spam 1.

What makes the combat so great, in my opinion at least, is the fact that, without the archaic trinity, you have skills with various facets and by knowing all the effects of the skills you can be a lot more effective in combat. As you know, instead of the hard roles of the trinity we have three different aspects of combat – damage, control and support. Now if you take a bit and look at your skills you’ll see they often have at least two of these aspects associated with them. What this means is that a more tactical use of the skills will almost always be more effective than the typical spamming. That, plus the altering effects of whether or not you have a target when casting, adds quite a bit of depth in combat.

I primarily use a mesmer, so let me use that as an example of what I mean. One utility that I personally always carry is Feedback. It creates a bubble around your target that reflects projectiles back to their source. On the surface, this sounds like a simple skill, almost spammable off cooldown. But let’s look at the depth of it. First of all, I have traits that affect my glamour skills to do a couple things… cripple foes and blind foes. Now Feedback becomes even more versatile… I can toss it over a melee group that isn’t using any projectiles and it becomes effective for a completely different reason, supporting allies with the blind and controlling foes with the cripple. Now for targeting. By definition the skill places the bubble around your target (if in range). However, if you don’t have a target and cast it will place the bubble on the ground directly ahead of you at a fixed distance. Think about that… you can now place this blinding, crippling bubble of reflective goodness at specific spots on the battlefield even if there are no foes there… yet. So, in WvW if the enemy group is about to pass a choke point I can position myself to place the bubble in the choke, reflecting projectiles passing through the choke, crippling foes passing through and negating an attack of theirs with blindness.

That’s the type of inherent versatility in GW2 combat that, to me, places this well above the more archaic rotation based trinity role systems.

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Happy New Year 2014 everyone!

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

A belated Happy New Year from Northern Virginia, US. At the time I was in Kitty Hawk, NC, enjoying a little beach house on the outer banks.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

The progression is false because it’s simply an illusion. They inflate your power and the raid boss power at the same rate, resulting in a net gain of zero.

I think that gaining in power so that you are capable of overcoming increasingly greater challenges is a pretty solid definition of progression in the context of a game.

That’s just it though… the gain in power has nothing to do with overcoming the new challenges. They could add the new challenges at the same power scale as the previous and you’d still have new challenges to overcome (without making obsolete the prior challenges). That’s the illusion of progression. ‘Congrats! You’ve earned gear that makes you 20% more powerful! Now meet Fluffy the Vampire Dragon Lich, who is 20% more powerful than the guys you just beat to become 20% more powerful! Yay!’

This illusory progression does two things. It deludes the player into thinking they’re more powerful when relative to the new content they’re not, and it funnels people through very narrow paths of content progression rendering prior content obsolete and barren. Neither of these is a good thing.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Show me where the endless gear grind is in this game and I’ll consider considering that they may have shifted from the ideas presented in the manifesto. Yes, ascended gear itself can be a bit grindy (read: Time consuming) to get. However there is no endless treadmill of tossing away old gear for newer, more powerful gear which is exactly what the manifesto was referring to.

There is no treadmill, as promised. The fact that they’ve stuck to the manifesto in that regards is commendable.

false. it’s a treadmill. and they broke their manifesto. period.
i don’t care if without dailies or monthly there would be less players online.

it’s not daily itself the problem for me.
if a guy needs grinding, do it yourself.
do it for a new color or skin or just to make money.
that’s ok.

that’s not ok: with dailies (or any other grind) you can craft ascended weapons and stuff.
it’s 5perc stats a very little advantage? or AR?
i don’t care. there is a difference with exotic.
(and AR is quite important for fotm.)

cosmetic upgrades are still allowed and aligned with manifesto.
but not gear treadmill.

You call things a treadmill yet show no indication of actually knowing what a treadmill is. Let’s put it this way… games with actual treadmills (like WoW for example) don’t need to have threads like the CDI currently open now. Why? They have an inherent treadmill to keep players hooked on a false sense of progression.

How is that progression false? How do you define true progression?

The progression is false because it’s simply an illusion. They inflate your power and the raid boss power at the same rate, resulting in a net gain of zero. Look at the older raids and gear… people blow past them these days with generic drop loot and don’t even bother going in them anymore. Only the latest dungeons and raids are valid, and only the gear from them matter due to inflated numbers all around. Net gain will always be zero. The illusion of progression and power. Actually, all that does is obsolete content that once was fun and challenging, leaving it wasted space in the game sitting dead and idle.

True progression (my opinion) is when you grow outwards. You can learn more crafting professions as an example. See more of the world. Take on and beat new content because your abilities with your character grew, not because of an artificial inflation of numbers that ultimately add up to zero. Maybe it does include building a place of your own, then building it up to be something you’re truly proud of. Maybe it’s learning all skills and weapons no matter how long it takes or what paths you follow to get there.

It’s certainly not adding numbers to both sides of the scale and saying “there you go.”.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

The game needs some type of progression to be rewarded for playing or it wouldn’t even be a game. If not everyone would start at level 80 and have max gear. Sorry there needs to be some type of challenge and progression in a MMO, you cant always have everything here and now.

You don’t need progression, you need an objective. For example, chess, checkers, bridge, baseball, backgammon, Life, four square, volleyball, euchre, hearts, Settlers of Catan, Rook, Sorry, Boggle, Apples to Apples, Uno, Clue, Monopoly, Mousetrap,
Yahtzee, Bejeweled, Peggle …

What horrible examples. Those games have hard ends. Reach objective, game over. MMOs don’t “end” in that regards, therefore you need progression instead of “an objective”.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Show me where the endless gear grind is in this game and I’ll consider considering that they may have shifted from the ideas presented in the manifesto. Yes, ascended gear itself can be a bit grindy (read: Time consuming) to get. However there is no endless treadmill of tossing away old gear for newer, more powerful gear which is exactly what the manifesto was referring to.

There is no treadmill, as promised. The fact that they’ve stuck to the manifesto in that regards is commendable.

false. it’s a treadmill. and they broke their manifesto. period.
i don’t care if without dailies or monthly there would be less players online.

it’s not daily itself the problem for me.
if a guy needs grinding, do it yourself.
do it for a new color or skin or just to make money.
that’s ok.

that’s not ok: with dailies (or any other grind) you can craft ascended weapons and stuff.
it’s 5perc stats a very little advantage? or AR?
i don’t care. there is a difference with exotic.
(and AR is quite important for fotm.)

cosmetic upgrades are still allowed and aligned with manifesto.
but not gear treadmill.

You call things a treadmill yet show no indication of actually knowing what a treadmill is. Let’s put it this way… games with actual treadmills (like WoW for example) don’t need to have threads like the CDI currently open now. Why? They have an inherent treadmill to keep players hooked on a false sense of progression.

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What happened to the manifesto?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Show me where the endless gear grind is in this game and I’ll consider considering that they may have shifted from the ideas presented in the manifesto. Yes, ascended gear itself can be a bit grindy (read: Time consuming) to get. However there is no endless treadmill of tossing away old gear for newer, more powerful gear which is exactly what the manifesto was referring to.

There is no treadmill, as promised. The fact that they’ve stuck to the manifesto in that regards is commendable.

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Issues with target priority

in Players Helping Players

Posted by: VOLKON.1290

VOLKON.1290

Since my mouse pointer tends to be in the area of my screen where the enemies I’m worried about often are (for ground targeting and the like) I’ve found it much quicker and simpler to click the enemy directly.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

I let the flamesticks poke me into oblivion for saying;

“I’d rather have a top 3 list of things that could actually make it in the game with existing technology and not having to do crazy amounts of extra coding, than having a top 3 list of things people want in the game just so without any further thought.”

°bracing°

Maybe if Chris tells us his three things, that will give us an idea of where to direct the discussion?

Are you willing to share, Chris?

Hi Videoboy,

I am still thinking through all the ideas and suggestions so my list may change but currently it is:

— Role Diversification: New skills/traits, new weapons, access to inaccessible existing weapons, infusions and hybrid professions.

— Sociopolitical Diversification: Player housing, Guild Halls, and Faction Alliances leading to new game play opportunities, rewards and content.

— Hero Recognition: Unique Skins, Titles, Rewards, followers and NPC reactions/opportunities based on the players individual feats in the world of Tyria regardless of how he/she chooses to play the game.

Please note these are just my personal thoughts on what I think would be cool. I am also still thinking about the ideas presented in the thread and therefore like anyone else reserve the right to change my top three (-:

Chris

Any thoughts on tinkering ? I think it could fit in the second nicely.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Oh, and Polymock.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Three, eh? Hmm…

Well, first I still am fond of the personal area we can modify and grow, and how that opens up something like tinkering as a crafting profession.

Secondly… a long time ago I posted a concept for fishing, which would have things like new skills on the bar (cast, jiggle bait, reel in, etc), craftable fishing poles, etc. It may not sound like horizontal progression to some, but it opens a whole different direction for your character to grow if fleshed out. (Imagine accidentally hooking the big toe of a Champion Krait and the chaos that a simple cast of the line could cause…)

Third would be getting around to what Colin had mentioned about all characters having access to all weapons, but I’d add the additional weapons through various means and not a simple “pick it up and use it” because they’re not core to the professions to begin with. Perhaps an event chain leads to a item you return to a great sword trainer who in turn teaches your necromancer the fundamentals of great sword use and how to adapt them to necromancy, things of that nature.

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(edited by VOLKON.1290)

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Trinity sucks dude. You’ll find no sympathy here.

I couldn’t have stated this more eloquently if I tried.

#TeamJadeQuarry

CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Merry Christmas all!

I think today is worth a mental break… Christmas dinner at some friends house soon, new Doctor Who Christmas special tonight (I’ll miss Matt Smith..), and general family stuff, so hope you all have a great holiday and I’ll reinsert my genius into the thread tomorrow! Unless I don’t.

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Open world Duels [Merged]

in Suggestions

Posted by: VOLKON.1290

VOLKON.1290

In a PvE world designed for cooperative play (whether you’re partied or not), any form of competitive PvP is best left to a PvP area, be it a permanent place in the Jubilee grounds, in the Mists or a separate arena designed and coded with that in mind. It makes the most sense too.

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GW2 hates me I think

in Players Helping Players

Posted by: VOLKON.1290

VOLKON.1290

wow toughness bad, good to know that you all.

Just think of it as “tough love”.

I’ve had times on my mesmer where I suddenly seem to become the “favorite”… it appears the mechanics vary depending on the mobs. It’s not that big of a deal, though, because I’ve chosen a more balanced build with some survivability to it as opposed to a glass cannon for example.

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Gems via Daily/Monthly

in Suggestions

Posted by: VOLKON.1290

VOLKON.1290

Just a crazy thought… but what would people think of the idea of getting one gem for completing the daily and ten for completing the monthly?

Yes, it isn’t a lot, but over time it could add up.

You could also create an incentive to complete all the daily options if you added an extra gem or two for doing that.

Just a thought, not saying it’s a great one, but from a business perspective it may get people to dabble in the gem shop that haven’t so far.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

By tinkering, I mean a new crafting profession that would be for non armor or weapon type things… cosmetics. Say for example we had an instance we could develop with items, furnishings, etc. That’s where tinkering would come in… Crafting tables, chairs, wall hangings, etc. You would always know tinkering plus the two armor / weapon ones, but all the recipes would be discovered from using items you get in the world. A scale from Tequatl plus some wood plus some nails (made from iron or mithril for example learned earlier) combine to make a table. That’s what I mean by tinkering. You could also add to that personal clothing items as well, shirts, glasses, etc.

Enhancing this idea just a wee bit… I’ve seen mention of town clothing, and as imagined this could be a means to craft your own clothes… but going further, imagine having “ascended” town clothing? No, not with any special stats or powers, but real ornate stylish clothing that could use those excess stored up ascended materials. Just a random thought as the coffee dilutes the blood first thing in the AM…

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Do something about movement in wvw

in Suggestions

Posted by: VOLKON.1290

VOLKON.1290

No, I want the game not to be effected by quirky mechanics, and be able to play it without having to worry about details that make no sense whatsoever

There’s nothing quirky about it. If you damage something (non-aesthetic) you go into combat. You slow down in combat. This is very reliable.

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CDI- Character Progression-Horizontal

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Posted by: VOLKON.1290

VOLKON.1290

Subclasses will inevitably lead to pigeon-holing, and that’s never a good thing. If elementalists ever had a subclass that enhanced healing would there ever be any other elementalists welcome in dungeons? WvW would require them as well.

Subclasses terrify me as to how detrimental they can actually be for the overall health of the game. Sir William of Ockham probably twitched uncomfortably in his grave at the thought, poor fellow.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Not sure how well this would work… but imagine a class of weapons where you could choose from a variety of options (say, for a sword, hilt guard and blade) with an added visual effect, craft (or acquire by other means) the components then combine the pieces in the forge for a customized looking weapon?

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Is the blobbing really intended?

in WvW

Posted by: VOLKON.1290

VOLKON.1290

It doesn’t matter if it was intended or not. In PvP, you can count on two things guaranteed.

1. People will settle into things that seem to work best.
2. Other people will complain about it.

I can definitely see why some would consider wanting to change the mechanics to limit blobbing. However, if they did that, we’d be right back to “1”, shortly followed by “2” again.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Colin had mentioned that one of the things they’d like to do is open the possibility of all weapons being usable on all professions. If we roll with that idea, I could envision something where you start with the current weapons we have available, but after time can unlock new ones through various means… for example unlocking all skills on all starter weapons, getting ‘n’ number of kills with each weapon, etc. After going through a battery of conditions you could unlock the new weapon for your character, which would in turn start a new set of conditions towards unlocking the next weapon. Ultimately, once you’ve unlocked all weapons and met a set of criteria following that, you could earn a new title (“Grandmaster of Weapons” or something…) and possibly a new set of armor skins for that character. Maybe even a minipet or the like.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

You know… Polymock would be lovely…

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Email changed? Not by me.

in Account & Technical Support

Posted by: VOLKON.1290

VOLKON.1290

I just noticed that on Wednesday I received an email saying my email address was changed. I certainly didn’t change it. I don’t trust the links in the email so I thought I’d come here directly. Could someone please verify that my email isn’t changed?

I suspect phishing… In which case I may need to change it for real regardless.

Did you sign up for and/or receive an email for Edge of the Mists? Many people received an email about a changed password after/at the same time as their invitation to EotM.

Here is some information: https://forum-en.gw2archive.eu/forum/wuv/wuv/Edge-of-the-Mists-Testing-Update-Updated-12-5/page/4#post3403622

And some more info: https://forum-en.gw2archive.eu/forum/support/account/Different-phishing-scam-email/first#post3403530

Oh would you look at that. You nailed it, thank you greatly.

Ferb, I know what we’re going today!

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Operative word… Yet. Just an idea for something new. Having Tequatl drop a recipe seems a bit weak. I’d find it more satisfying if Tequatl dropped assorted items and there were a few choices of things to make with them.

This could result in a new crafting profession (sub-profession that is always unlocked but not part of the two now perhaps?) as well. You could, for example, have armor smithing, jewel crafting and a third, tinkering, open. Tinkering would always be active where the current professions would remain ‘two at a time’.

I don’t quite understand what you mean with tinkering yet, but I do think that assorted items to work into new discoveries would be cool. That has always been the one thing I loved most about the GW2 crafting system: discovering new recipes.

(A joy which is for many players killed by dulfy, but available to those that enjoy the puzzle as long as it makes some sense)

Besides, it would be rather odd to have Tequatl carry a recipe on how to make a shield of his scales with him. At the same time, it would be odd to unlock crafting recipes based on killing him… perhaps we need to channel a source of power at his corpse to gain knowledge of the dragons anatomy, and discover which parts are useful?

By tinkering, I mean a new crafting profession that would be for non armor or weapon type things… cosmetics. Say for example we had an instance we could develop with items, furnishings, etc. That’s where tinkering would come in… Crafting tables, chairs, wall hangings, etc. You would always know tinkering plus the two armor / weapon ones, but all the recipes would be discovered from using items you get in the world. A scale from Tequatl plus some wood plus some nails (made from iron or mithril for example learned earlier) combine to make a table. That’s what I mean by tinkering. You could also add to that personal clothing items as well, shirts, glasses, etc.

#TeamJadeQuarry

Email changed? Not by me.

in Account & Technical Support

Posted by: VOLKON.1290

VOLKON.1290

I just noticed that on Wednesday I received an email saying my email address was changed. I certainly didn’t change it. I don’t trust the links in the email so I thought I’d come here directly. Could someone please verify that my email isn’t changed?

I suspect phishing… In which case I may need to change it for real regardless.

#TeamJadeQuarry

CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Alrighty, here’s one crack at a horizontal progressive idea that I mentioned in another thread… accomplishments in the world resulting in the unlocking of new items to Crete through crafting. (Having a place to display things would open this up tremendously!). For example, killing Tequatl could result with assorted items being dropped that are Tequatl specific… a scale, a tooth fragment, etc. Possibly getting scales unlocks a means to craft a new skin for ascended gear with a dragony twist, or (with a place to put it) perhaps the means to craft a table, wall hanging, etc for decorative purposes. Sure, people have ascended gear, but how many have the “Tequatl’s Bane” set, or perhaps a unique shield skin made of dragon hide and has teeth shards sticking out of it around the perimeter?

One idea at a time for readability, so there you go. Unlock new things to craft via accomplishments (and associated drops) achieved in the world.

As far as I know there is no system yet that would unlock crafting recipes through achievements. But I suppose that Tequatl could drop a recipe? Perhaps it would be a one time drop from a seperate bouncy chest upon completing the meta-achievement?

And would it need to be a skin or a complete item? Personally I’d lean towards a skin, because that could more easily use completely different materials as ingredients.

Operative word… Yet. Just an idea for something new. Having Tequatl drop a recipe seems a bit weak. I’d find it more satisfying if Tequatl dropped assorted items and there were a few choices of things to make with them.

This could result in a new crafting profession (sub-profession that is always unlocked but not part of the two now perhaps?) as well. You could, for example, have armor smithing, jewel crafting and a third, tinkering, open. Tinkering would always be active where the current professions would remain ‘two at a time’.

#TeamJadeQuarry

Psst! Hey you... let's get horizontal.

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

The official thread is up, grab your ideas and cut and paste them over!

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The Makings of a Lawsuit?

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

Just a prototype for Asura Gate security… You can’t be too careful these days.

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Changed server, guild bank lost

in Guild Wars 2 Discussion

Posted by: VOLKON.1290

VOLKON.1290

As long as the guild exists on that server you should… try guesting there and seeing if it works.

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CDI- Character Progression-Horizontal

in CDI

Posted by: VOLKON.1290

VOLKON.1290

Alrighty, here’s one crack at a horizontal progressive idea that I mentioned in another thread… accomplishments in the world resulting in the unlocking of new items to create through crafting. (Having a place to display things would open this up tremendously!). For example, killing Tequatl could result with assorted items being dropped that are Tequatl specific… a scale, a tooth fragment, etc. Possibly getting scales unlocks a means to craft a new skin for ascended gear with a dragony twist, or (with a place to put it) perhaps the means to craft a table, wall hanging, etc for decorative purposes. Sure, people have ascended gear, but how many have the “Tequatl’s Bane” set, or perhaps a unique shield skin made of dragon hide and has teeth shards sticking out of it around the perimeter?

One idea at a time for readability, so there you go. Unlock new things to craft via accomplishments (and associated drops) achieved in the world.

#TeamJadeQuarry

(edited by VOLKON.1290)