Actually, someone did have a copper pick on the TP last night for a couple hundred gold. It was listed on the main TP page as the most expensive listing on the market.
I’ve seen several suggestions already for Legendary armor, but as someone who likes to mix and match armor pieces from all different sets, I find the thought of having Legendary armor sets somewhat limiting. So, I propose Legendary Particle Effect Components.
Legendary Particle Effect Components would be soulbound on use, so that they can be traded. Recipes would be spread among the crafting disciplines, so that crafters finally have useful ultra-high-end craftables. There are already too many recipes given to the Mystic Forge that crafters should have had access to, IMO.
The components would act like the HoM skins, where you double click to apply the legendary particle effect to an existing piece of armor, except in this case it would not change the base appearance of the armor.
This allows people to have their legendary-style particle effects without diminishing the possibilities of mixed armor sets. The various recipes allow players to select the color and/or style of the particle effects they want for their armor sets independently of the armor skins they like best.
Imagine adding a red heat effect surrounding a set of Flame Legion armor…or a black mist aura around your Thief’s trenchcoat…or adding a colored aura on top of Juggernaut’s quicksilver armor effect.
TL;DR – Add crafting recipes for high-end consumables that add various particle effects to existing armor skins.
@ ANet: I suggest going back to the way events were handled in GW, where they happened once every so many hours. If you’re handing out loot that you don’t want people to farm (like the precursors), then lock the chest so you can only open it once per account. Literal one-time events, while a conceptually good idea for a ‘living world’ are a scheduling nightmare and only succeed in inducing rage.
I wish there was a staff in this set of skins. I’d actually put the effort into getting it. Most of the staff skins are so lackluster…
I haven’t been able to directly replace the sigils/upgrades in weapons by double-clicking and applying like you normally would (I don’t know if that’s a glitch).
But, I sidestepped the problem by placing the sigil I wanted on a cheap second weapon, and used a transmutation stone to overwrite the one on the main weapon.
GW2DB is a good basic reference site, but it tends to be inaccurate in the details until they fine-tune the database. Look for screenshots from in-game if you want to verify stats.
kiba, I think you may be reading too far into what ANet means by “best-in-slot.”
Right now, exotic-level stats are best-in-slot. Legendaries match exotics stat-wise.
When they’re implemented, Ascended-level stats will be best-in-slot, so Legendaries will match that tier.
By saying that Legendaries are intended to be best-in-slot, I believe ANet means that they will have equivalent stats to the highest-tier weapons in the game, not that Legendaries will be one tier higher. So, Ascended weapons and Legendary weapons will both be the best-in-slot weapon choices, as they will be equal stats-wise.
The Legendaries will be boosted to match Ascended gear, not exceed (source). And the other weapons are not legendary, and therefore are most likely not part of that automatic upgrade.
As everyone’s stated, having fun is key. Even if your main goal is 100% completion, let yourself do dungeons, meta events, and participate in other diversions as well.
One thing that I liked doing was not completing zones in order by level range. If you just did completion for a high level map, jump into a low level map to give yourself a break, and vice versa. It is also fun to vary the types of zones (e.g. jump from Ascalon to the Maguuma Jungle) so that you’re not continually fighting the same creatures, which tend to be regional.
Cool, where would you put this slot on the keyboard
It could really go anywhere, depending on the keybinds the player is using. ANet doesn’t necessarily need to assign a default, but it would be nice if they provided the option.
It’d really only need to be two slots: one for food and one for things like sharpening tools, tuning crystals, or potions.
I wholeheartedly support the recommendation that several others have made to enjoy the ride to 80. This game rewards a moderate-to-slow pace when playing through zones.
To answer your original question, you can get to 80 in 3-4 weekends if you’re pushing hard. But, again, there’s no rush.
check out www.gw2armor.com.
GW2 Wiki will eventually put armor galleries up, like GW Wiki has, but for now, gw2armor is the best site I’ve found.
EDIT: Not sure why the link isn’t working, but the site is there…
These are the steps that worked for me:
1) talk to the NPC at the base of the tower and go through his dialogue
2) clear the event around the cowtapult (you’ll know it’s clear if the NPC has a merchant symbol above his head, although his stock is disabled)
3) wait for the NPC to finish his ambient dialogue and firing cows off
4) stand at the front of the cowtapult (this isn’t logical, but that’s where I got the interaction option)
5) select the cowtapult with your cursor and use your interact keybind
6) You should end up on top of the tower.
I only got the interact option after I had talked to the NPC at the base of the tower, but I’m not sure if that is actually required by the game, or if I wasn’t standing in the right spot next to the cowtapult. Good luck.
There are times when the mail takes days to show up. I made one of my guildies armor and sent it in two mail messages. The one message showed up immediately, and it took two days for the second message to show up.
Hopefully your mail to your brother is still on its way…although it’s still frustrating either way.
The cauldron can be summoned anywhere by anyone who has the witch outfit. The costumes are permanent, so you’ll still see the occasional cauldron here and there, even though the event has ended.
I think you will likely see something similar implemented in LA for one of the holiday events. There’s already a racetrack! It’s by the moa farm on the east side of LA’s map.
Also, check out what they had in GW with Rollerbeetle Racing during Canthan New Year.
I think at this point anyone who has played WvW recently has witnessed a perma-stealth thief using Cloak and Dagger to prevent capture of a given location.
I have no problem with the thieves using their skills creatively and in the best possible manner, and I don’t think a nerf is the answer. However, it doesn’t make sense to me for a single player, regardless of profession, to completely reset the capture by simply entering the circle.
All of that leads to my suggestion: I would love to see WvW’s capture location system changed so that it is similar to the way Alliance Battle capture points worked in GW. It was an ongoing comparison of numbers, including players and NPCs, where kills had an immediate impact on capturing the location.
Give us GW1’s capes!
They had a show/hide toggle, were customizable, and were a huge step above the horrid guild armor in GW2.
“a serious [sic] of obstacles we attempt to overcome voluntarily”
This is an incomplete definition, as it is missing a key concept: fun. I voluntarily overcome obstacles every day to attain a paycheck. That is called work, which is typically far from a game. Let’s amend it to the following:
Merriam-Webster online“activity engaged in for diversion or amusement”
Starting with this definition, the over-arching motivation for players to participate in games is to have fun. Then, the real question, IMO, becomes:
Why do players seem to consistently set themselves up with in-game goals that are not focused on having fun?
“I did not have fun doing this but I felt I had to do it for the achievement.”
“When I complete this, I won’t be happy – it will be more like having a tumour removed.”
If the process of attaining the achievements or the achievements themselves are not satisfying and/or fun, why is the person doing it?
“Quit whining. If you don’t like it, don’t do it.”
While this quote is rather brusquely stated, it holds more truth than most forum-dwellers care to admit. Games are not work. When they become work, the player needs to realize it and go do something else that is fun. Unfortunately, it is that step that typically fails. We, as players, fail to rectify that we are not having fun.
ANet has to include content that appeals to a wide variety of players, so there will be inherent dissent among what is or is not enjoyable. It is not fair for players to expect that every feature of every game is going to be to our liking. As players, it is up to us to play the game in such a way that the game IS fun, or to realize that there is no such possibility and to choose another game. We need to learn, as a wider gamer culture, to take advantage of those aspects of games that are fun, and disregard those that are not.
Dissatisfied forum posts generally do not help anyone, not because the opinions are not valid, but because they are expressed in ways that are not constructive. The prevailing negativity in game forums is appalling. Giving ANet feedback is great, but feedback is not just stating the problem, or worse, simply telling them they need to get their kittens in gear. Making suggestions means proposing a possible solution and expanding our point of view beyond our own.
It was infuriating, sleep-depriving, & eye-twitch- and carpal tunnel-inducing. Mission accomplished, ANet. Well done.
The two most frustrating aspects? Not being able to see your character through the mob of people (which I believe was intentional on ANet’s part) and the camera zooming in and out erratically, which is still the one major complaint I have with the game’s UI.
Despite those, it’s overall a very fun experience.
We had exactly the same issues (NPC dead, invulnerable boss) last night trying to run through it on Stormbluff Isle.
We assumed we were missing something, so we looked up a guide online, and it’s definitely bugged.
I got so tired of the tables being set up on the jumping platforms that I exited the Costume Brawl and planted my character in front of the table, so the griefer would only hit me and get nothing out of it. Then, when they moved to another platform, I moved with them until they left entirely.
The fear effect wouldn’t be as bad if it didn’t have the possibility of running you into the water, which resets everything.
The GW Wiki was always updated with festival info pretty fast. I have no doubt that ANet and the community will have it posted in no time.
@ Darth Danny
I don’t understand the mindset wherein you are suggesting purposely excluding other players from ANet’s festivals that have always been focused on widespread accessibility and having fun. If you choose to overlook humanitarianism, the majority of the event needs to be available to everyone simply from a practical business standpoint.
ANet’s answer says that they have “very good coverage over a good range of levels.” That doesn’t say that everyone has access to everything. Even if they do have access to every single thing, because you’ve prepared for it, you’re going to see more of a benefit. Hopefully you can enjoy yourself without those awful new players ruining it for you.
I’m going to give my file naming OCD free reign for a moment:
As a screenshot addict, I rename my screenshots based on the zone they’re taken in, so that if I want to find a given area on another character, or want to show a guildie something that’s especially cool, the file name tells me the general area where I was. The character name, as MeSako mentioned, would be a good way to prevent duplicate file names when uploading. As one final note, a three digit ID number is definitely necessary at the end for those of us who create a ton of files.
TL;DR: Add zone name and a three digit ID number. Building upon MeSako’s examples: MeSako-Blazeridge Steppes-2012-10-17-001
IIRC, each class has starter items that cannot currently be reproduced once they’ve been deleted/transmuted. Necro face paints, the thief hood, the guardian glowy Ankh shoulders, or the Ele’s attunement gems are all examples.
I would love if there was a straightforward option to reproduce those items. If they could be made into something similar to the HoM items (self-contained transmutation stone function), that’d be even better.
(edited by Vick.6805)
I think the daily rewards are fine the way they are.
If the Mystic Coins are modified, I would hope that the tweak would be to make them more useful for lower-level characters, rather than making them yet another RNG-dependent item.
I think it would make the weapons with animations even more appealing if there was a dye slot to play with the particle effects.
I agree with all of the OPs points except #3. IMO, downscaling works perfectly as implemented.
Yep. It’d be really nice to combine the usefulness of invisible bags with equipment swap settings.
The feature you’re suggesting was implemented in Rift when it first launched, and in my experience, it just served as fuel for whining. IIRC, they ended up removing the feature because it caused more grief than anything.
Unfortunately, I think Kierlak’s comment is accurate as well, at least until ANet figures out a way for contribution calculation to balance out AoE tagging with focused single-target DPS.
Even if ANet doesn’t want to make hearts themselves repeatable, it would be cool if there were post-completion secondary objectives that would reward a player for hanging around while a friend is doing the heart.
For example: I think all hearts have at least one type of combat objective, so perhaps once the heart is completed, the heart NPC could offer a small bounty for trophy items that drop off of the same mob. That way, players returning to the area would have something to occupy themselves with while hanging out with and helping friends who need to complete the heart. This would also encourage participation in any local DEs that involved that type of mob (since DEs tend to correspond to nearby hearts).
I remember that area having a crazy-fast respawn rate. When I was doing it, there were a ton of us doing the event, so it actually made it more fun, but with fewer people, I can see why it would be very frustrating.
Sounds to me like the friendly fire from the mortars is unintentional, since there are other events that use friendly siege weaponry, and you can fire them right into a group of allies and only have them affect enemy mobs.
Hopefully ANet will add this to their to-do list.
I hadn’t heard the term Attunement Dancing until I found this thread, but I must admit, I like it.
The town clothes feature seems to be implemented on a very limited scope at the moment. The only options available beyond the defaults are from the gem shop (the GW2 ball cap, GW2 t-shirt, cook outfit, etc.).
I would like if some are added as crafting options, although I am anticipating that ANet will use town clothes as an additional draw to the gem shop. I’m hoping for a good compromise between the two. As Onineko mentioned, it is likely that the holiday celebrations will offer some as well, carrying on the hat tradition from GW.
Yep. The jumping puzzles are very fun, and definitely along the lines of what I was thinking of, but the OP’s suggestion was specifically for an instance (i.e. dungeon).
And, honestly, this game is all about rewards. You get rewarded for anything and everything you do. This game just ignores the never-ending gear escalation in favor of aesthetic rewards. Either way, I play for the challenge and fun, so a reward would not necessarily be required for me to play through the content, but it’s always a nice incentive.
I wouldn’t mind mounts, provided that they do not increase movement speed and they are all ground travel.
That makes them purely cosmetic; they have no purpose other than collectors’ value and aesthetics. It prevents them from making the Waypoints obsolete, and means that people will still have to travel from A to B at ANet’s intended pace.
As a side note, it would be nice if the mounts didn’t simply appear out of thin air, unless it makes lore-related sense for doing so (perhaps for an undead stallion rising from the ground or conjured elemental). That’s something that has bothered me about mounts in many other games.
Good suggestion. ANet did something similar with Tihark Orchard in Nightfall, although there was some combat involved. That mime was a pain!
I’ve always wanted a maze-like instance that used puzzles and riddles (kinda like Dr. Brain or Myst) to grant progress. The problem with it is that once all of the riddles are documented on a wiki somewhere, the instance becomes a joke and easily farmable. Not sure how to fix that, unless ANet creates a database of riddles that’s so vast no one takes the time to document it. That’d be a gigantic project by itself.
I don’t think Champs should be nerfed, tbh, because they act as single-mob events, even if there’s no linked DE. If you can’t kill him solo, it’s because ANet doesn’t intend for the mob to be killed solo.
With that said, soloing Champion mobs is indeed possible as an Elementalist, but it is not likely when you are at the correct level for the zone.
As far as his HP bar not moving, that’s simply because Champs have a ton of HP. You’re still hurting him, but it’s going to take you a long time to take him down. Even as a level 80 fighting level 20ish Champs, it takes a few minutes to finish them off solo. Admittedly, I didn’t set my Ele up as a glass cannon, so that affects it as well.
I would love to be able to explore the tower in any capacity, but a dungeon or arena concept would be great.
A bo staff style weapon skills set would be fantastic, although I personally never really liked the Dervish.
All of this would be incredible, especially if combined with town clothes options.
infinite +1
It’d be awesome if the already-extensive dye system would encompass weapons as well. I had a lot of fun playing with weapon colors in GW1.
Would be a very nice addition.
Elementalists would definitely benefit from a separate underwater trait setup. The skills are set up differently than land weapons, so I often find myself wishing for a different trait setup to go along with them.
If you’re looking at the dungeon armor vendors in LA to determine additional armor options, it seems you may have missed the second tab, which has all of the exotic armor options.
You may also want to check out the various leatherworker armor sets and the cultural armor vendors in your character’s home city (blue helmet icon on your mini map).
For your first point, I think epic NPC mobs are one aspect that’s missing from WvW. The NPC populations need to attack keeps, rather than just hiding in their respective corners of the map (centaurs, skritt, etc). I realize that the Quaggan already do, but I feel it could be expanded upon. Regarding PvE, you may be thinking of something similar to what is being discussed here.
The MOX, War in Kryta, and Winds of Change quest lines from GW were along the lines of what you’re suggesting for your second point, and it was indeed very fun, with unlocks upon completion. I won’t be surprised if ANet adds quest lines like this as they go.
+1 OP
I think soulbound-on-use permanent gathering tools would be really nice, but ANet seems to be dead set on everything being a gold sink.
A Mystic Gathering Tool recipe (similar to the Mystic Salvage Kit) with a ton more uses than the normal tools would be awesome. And, as Hael mentioned, it may already be in-game. I haven’t seen any posts about anyone trying to put gathering tools in the forge.