If possible:
Sanctum Sprint: Players standing behind the finish line should be completely immune to the AFK timer.
Bell Choir: The AFK timer should deactivate after the final song. The free play period should not result in a player being kicked.
Those are the only two instances I can think of where the short AFK timer is annoying/inappropriate.
that aside, i agree there should be more activities scattered around the map. keg brawl used to be in hoelbrak. not quite sure why they removed it from there, other than simply “it’s more practical to have them all on one npc”
Wait…you want people to have to leave LA?!?
/s
@Arghore: Unfortunately, going by that view, nothing new would ever be added. Yes, content eventually becomes stale, but if they gradually add small permanent things to do in the empty corners of the maps, the world becomes much more vibrant as a result. The important thing is that the additions be permanent so that it entices new players, too, rather than making them feel like they’ve missed out on the whole game before they even start, like the Living Story does.
I almost wish they would add small activities like this without announcing them so that people could stumble across them, similarly to the way they hinted that something was happening in Kessex Hills by silently changing the landscape. That was one of the few times the Living Story actually had a glimmer of life, and it easily created its own sense of excitement.
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-snip-
250 private guild bank slots all for yourself
While in general I agree with you, people following your advice should keep in mind that if they have any chance of switching servers, the collections expander might be a better option, since guild upgrades don’t transfer with you.
Hopefully, if they implement the Legendary Dye suggestions that have become popular in the CDI thread, we’ll be able to create effects similar to this on any armor set.
And many players were able to finish Fractured. Some players were not able to finish Fractured just as some players were not able to finish other living stories.
That argument is entirely invalid, as the only way to complete the full set of Fractured achievements was relying on RNG. It wasn’t just a question of time dedicated like other achievements.
I’ve seen this suggested many times and repeated it myself once or twice. I think it’s an excellent idea.
I think it might need to be based on how long it’s been since a given event was successfully completed, rather than how long the event has been active (since some have short timers), but it’s the same concept.
The game already has the workings behind exp scaling based on mob existence, so events could do the same thing.
Off Topic: Honestly, I think “The Problem” is a cop-out, because the only zones I see heavily populated as the game stands right now are LA and WvW, and maybe the Living Story zone-of-the-moment. PvE players who like exploring the world as it is will eventually start aching for something new, and the Living Story is just not a substitute for new zones that use the original DE, heart, and exploration system that the rest of the open world was designed around. Frankly, I think ANet is intimidated by the problems that they’ve encountered with Southsun Cove. I just hope they learn from it and try again.
I’m not complaining. Frankly, I didn’t mind the old 4-week schedule. I’m quite capable of entertaining myself without this 2-week quick rinse cycle.
I kinda wish they wouldn’t even adhere to a schedule and, instead, just surprise us when a new patch is ready.
I’d honestly be fine with this as long as they give us at least a week notice before the new patch, like they do now with the release page.
Some of us procrastinate achievements occasionally. :P
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haha. She wants you very, very dead.
“Return to sender” stamp ftw
My personal favorite is the sparka (charged) tonic + kite.
The sparka’s arms are so ridiculously small that the kite is scaled down to adorably tiny proportions.
Legendary Dyes would be amazing. Weapon dying would be incredible.
I also like the Tomb Raider idea someone mentioned. You have a PvE utility skill (like Light of Deldrimor) that can open up randomly generated mini-dungeons in PvE zones with scaling boss fights for a treasure chest at the end. It would certainly introduce a little incentive to revisit zones after world completion. For that matter, they could do the same thing in WvW and it would create new focal points for opponents to fight each other over loot.
I know I’m dreaming with the next one, but:
Player housing, guild halls, and the home instance also have huge potential for customization. Let us design our own houses and create our own furnishings using the crafting disciplines. Let us design and furnish our own guild halls. Let us commission blueprints from players known for making cool designs. The player’s house and guild hall should also be part of the home instance. It could determine which guild hall to show based on which guild you’re repping when you enter the instance.
*scourge
/15sylvari
That set doesn’t look ridiculous OR stupid. It’s actually much nicer than many of the armor mixes I see running around, and I applaud you for not resorting to white and black. The gold and purple looks nice
If you’re looking to tweak the look a little, Locoman raises a good point with the curves vs squares in your current set. You could try previewing the CM or WvW/Heavy Plate leg pieces. I can’t really see what boots your character has, but if you match them to the gloves, they should be fine.
The Rogue set is also somewhat similar to Sir Aaron, if you’re looking for something simpler.
EDIT: the two best resources I’ve found for dyes are this dye chart and this dye preview code list. Hope that helps.
Cool! Can you post a screenshot?
No more dailies, please.
More Order quests or quest lines? Sure, just please make them based around a legit mini-story.
I agree with the idea of an auto-use miniature slot. That’d be nice.
However, I’d really rather get some ‘real’ content (like new zones to explore and expansion of game lore) than have ANet spend time on things like Polymock which was a truly awful addition to GW. There has already been far too much attention paid to mini-games over the past year, with noticeable neglect in expanding other areas of the game.
In any case, IMO, mini-games should be set up on a level playing field, not dependent on an item the player has, unless the matchmaking system is somehow going to take into account what miniatures the queued players have in order to balance matches.
- Lack of visual customization options
- Remodelling of dozens of existing armor sets
- Their starting area is level 70+
- Very specific lore / behaviour / communication / naming, sure to be ruined completely by the playerbase on the first day
I admit that the customization issue isn’t something I’d thought about before. That alone probably means you are correct in that the Kodan won’t become playable. However, the rest of those points are questionable.
Remodeling armor sets would need to be done for any new race, even if they’re similar to an existing race. The Kodan don’t seem to be more complicated than the Tengu. In fact, their body type might be less complicated.
Saying that their starting area is level 70 is assuming that Kodan characters would be a member of one of the tribes that is in Frostgorge. Judging by the “scattered in all directions” part of the lore, their starting area could be anywhere cold. The most likely place, IMO, would be having their racial “city” just N of Drakkar Spurs, with a starting area stretching down along Frostgorge’s W edge, between Frostgorge and Harathi, and connecting into Snowden Drifts as its 15-25 zone. That is even assuming that ANet would only open up one new zone, as there could also be a whole string of Northern Shiverpeaks zones.
The lore/behavior/etc argument could be made for any of the non-human races that are already playable. And honestly, it could even be applied to Tyria’s human culture as well (ex: human character running around named I Like Big Butts).
The customization issue, though, is a very valid point. If that does prevent them from being playable, I hope we at least get to explore more about the Kodan eventually.
My understanding is that you can transmute any back piece skin onto an infused fractal backpiece the same way you would with a piece of armor: use the transmutation stone, put both items into the window, select the appearance you want to keep, select the stats you want to keep, and done.
If you’re asking if the Light of Dwayna back piece can be infused on its own, I don’t think there’s a recipe for that yet. Hopefully there will be.
…I am 100% sure if she was a male asura this threat would not exist.
If the villain was asuran, players would just have to set out a mouse trap with a circuitboard as bait. :P
This isn’t breaking the game…this isn’t hurting anything… you don’t wind up with 500AP and your next AP Chest…
My concern isn’t the current implementation, necessarily. I admit I don’t care for the recent trend of AP being awarded for currency removal, but ANet using this as a parallel of RL holiday charities is at least a creative way to go about it (instead of the Big Spender and Karma Spender dailies, for example…).
With that said, my objection is that the suggestion the OP made, namely making the achievement infinitely repeatable, has the potential to be extremely broken.
You may as well insert a direct gold-to-AP conversion rate and add it to the gem store interface.
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Velmeister makes a good point.
Thinking outside the box is all well and good, but successful follow-through and implementation of those concepts is much more difficult.
A quote from a friend of mine:
“As it is being handled right now, GW2 is a beautiful B2P stereotypical Korean-style cash shop cosmetics grindfest.”
I have to admit that he’s essentially correct.
That isn’t to say that parts of the game aren’t fun, and it definitely still has all of the potential that got the masses stoked over the Manifesto video, but it would take a massive shift in direction to meet that potential at this point.
I’ve stuck with the game because I still have faith in ANet from years of being a GW fanboy, but I certainly understand why my friends wouldn’t have that reason to stay.
I was excited for the Flamekissed armor on my Charr…finally a light armor set that looked good on Charr!!!
…and then they discontinued it because it was a human cultural reskin…
…D’OH
Bring back Light of Deldrimor, GW2-style!
I’ve never attacked the chickens in any map, except Orr. Legend of Zelda traumatized me to never attack them.
lol. You would appreciate the Ebonhawke breed of chicken, then.
I love these armor challenges, I just wish someone would make an app for previewing armor combos from outside the game.
What race is your light armor character? From your post, I’m thinking she’s human, but it doesn’t say.
If she’s Human:
WvW hood helm
hide the shoulders (so the skin doesn’t matter)
Shadow (crafted) / Dry Bones (karma) chest
Arah gloves
(there are also several options for open-finger brawl-style gloves, like HotW)
Cultural T1 pants
Arah boots (maybe…I don’t remember exactly what they look like, but I think they were mummy-style)
Actually, that basic set might work for any race (obviously need a substitute for the pants).
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There’s no reason why the Kodan couldn’t become playable. I honestly hope they do.
I would much prefer a new race rather than the Dwarves, whose lore was explored pretty extensively in GW. I have no doubt that we will run into some remaining Dwarves when we get to Primordus, but I really have no desire to play as one.
Right now, I’m hoping for the Tengu because they have the potential to help with or be related to opening up Cantha, and the Kodan just because I would love to find out more about their culture.
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@OP: The artwork is gorgeous, but I would rather ANet work on new legendary skins for all weapon types than spend even one more minute messing with the existing greatswords, which are arguably
Off topic:
give me the stormbow or the voltaic spear back o_O
The voltaic spear is already in the game, it’s just an underwater weapon, so many people don’t even realize it’s there. It isn’t quite as flashy as it was in GW, but it’s pretty close.
It’s a named exotic: Al’ir’aska
Getting an updated storm bow would be really cool. I could see them making that the next longbow legendary, with effects similar to Bolt.
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There’s absolutely nothing there that makes it more convenient than LA, other than NPCs being closer together, and instant access through the Heart of the Mists makes LA far more convenient than any of the other cities.
Honestly, it surprises me that ANet re-released the passes, as by all appearances the Royal Terrace seemed to be a total flop the first time around.
They probably won’t release that, specially after our CDI feedback about vertical progression.
I certainly hope you’re correct.
I would also like a response as to why the achievements for that release were entirely RNG-based. It would have been fine if they were permanent, as you’d get all of them eventually, but RNG AND time restrained?…not cool.
While I admit that I didn’t spend the entire two weeks trying, as I was busy with finishing the WvW meta achievement, I did run through the first round of the fractals more times than I care to say trying to get Snowblind as the second round, with no luck.
It’s the first LS achievement I’ve ever missed, and having it happen because of ANet’s gods-forsaken love of RNG is still extremely upsetting, even weeks after the fact.
@OP: /notsureifsrs >.>
That “achievement” is the very opposite of an achievement by any definition I’ve ever seen, and removal of currency from the game, while necessary, is not something that should ever be worth achievement points.
The dungeon offers fun to me. So I visit it from time to time.
oh its fun don’t get me wrong. If anything that is the reason I’m so disappointed in it this year. No real motivation to visit it.
If it’s fun, then there’s motivation to play it. o.O
for the guild roster: ability to sort by character name or account name separately, with offline players sorted after online players automatically.
Make sure the credit card you’re trying to use is one of the credit card types shown (the gem store does not accept all of the major ones). If it’s a credit card type that isn’t supported, or if the information provided has any typos, the next button won’t do anything.
@FootDive: lol, I knew that comment would be in here somewhere.
On topic: Yes, the fight needs to be revamped, and ANet has said they’re working on it. Unfortunately, it’s one of the items with no ETA. In the meantime, I find that I have no desire to take any of my alts past the beginning of the Claw Island quests in the personal story.
All they’d have to do is create two separate instance queues: one for pre-made teams and the other for solo join.
However, that process is probably far more complicated than we realize.
Unfortunately, when achievement points become the sole incentive to participate in content (which it is for many people), this is what happens.
Luckily, we have this content for over a month, meaning that once the AP-sponges are saturated, the rest of us who enjoy the activity can hopefully actually play it as intended.
When jumping down from the spawn in Snowball Mayhem, occasionally the player’s skills will be randomly changed to one of the other two skill sets. This effectively removes that player from the initial rush for the first gift. It happens often enough that you should be able to reproduce it relatively easily, but I’m not sure what causes it.
I have noticed that if I put one of my skills on cooldown before jumping down, it prevents the skill set from changing.
Hopefully there’s a way to fix this. It was an issue during last year’s Wintersday, too.
I’m hoping they do add infusion recipes for both the Dwayna and Grenth back pieces.
EDIT: Actually, considering how expensive they are to craft, it’d be nice if the items came with the AR slot.
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Has this been fixed yet?
Pretty awful bug. Not only is it causing trade spam in LA map chat, but it’s allowing people who get one of them to scalp them via exclusive access to the supply on the TP.
VOLKON…
…you made me miss GW even more. * sniff * Q_Q
His video shows that he’s actually getting more AP beyond the listed cap at 15, though.
Hopefully they’ll fix this before it gets abused too badly.
This happens occasionally outside the jumping puzzle as well, although I’ve never been able to determine exactly what causes it.
Shouldn’t this be in the suggestion forum?
shrugs
A lot of the things I dream about for this game would be incredibly complicated to implement, but since the OP didn’t list any restrictions:
1. Compromise between the current weapon-based skill system and the GW skill system: Create a pool of available skills for each weapon skill slot that the player can choose from and truly customize a build.
2. Revamp loot mechanics: mobs no longer drop random armors, weapons, potions, etc. that make no sense (“Oooh, this rabbit just dropped the staff I wanted!”). Instead, the mobs drop raw materials that can either be traded to heart vendors for loot unique to the given area, or used in crafting for the player to create their own gear. The dropped raw materials would actually make sense for the given mob (maybe instead of a staff, you get a rabbit skin for armor lining, or a rabbit’s foot to make a trinket). Mobs that should have weapons and armor, such as bandits, will drop their possessions, which can be salvaged for raw materials, used outright, or sold.
3. Revamp crafting: with the changed loot mechanics from idea #2, crafting would need to be more robust. Make town clothes craftable, make armor stat combinations more versatile, and make crafting have more possibilities for customization. For example, instead of crafting a greatsword outright, the crafter first creates a pommel, a hilt, a blade, and a sheath. Each of the four items has its own appearance and stats that, when combined, creates the exact look and stat combo the player is trying for. Simpler, streamlined recipes should also be available for players who are less interested in crafting or cosmetics and just want to kill things. Nothing made through crafting should be account bound.
3. Hard mode for dungeons that would randomly generate a path from a small selection of available boss encounters, similar to Torchlight and many other games. It would reward a second-tier dungeon token that could be traded for the first-tier tokens (for the exotic armor/weapons) or used for ascended armor and weapons.
4. Customizable player housing and guild halls as part of the home instance. A full housing editor similar to Skyrim’s Hearthfire DLC or the proposed Wildstar housing would be very fun. It could even potentially be an expansion for crafting, with tradable blueprints for rooms (the feast version being the entire house).
5. Revamp the encounter with Zhaitan. Then, adjust Orr: before a player has completed their personal story, they are placed into overflow-style instanced versions of the three Orr maps that are fully explorable and overrun with Risen. After completing the personal story, the player is placed into the end-game Orr zones, where the vast majority of Risen are replaced with alternate mob types. Dynamic events, temples, and world events are unchanged, as the remaining Risen are still resisting the Pact’s movements despite Zhaitan’s defeat, but the mobs wandering the zones are altered to suggest that the Risen forces are dwindling. In select outposts, an NPC should allow the player to reenter the instanced maps to play with friends that have not yet completed their personal story.
6. Split new cosmetic skins between the gem store and rewards for actual content. Perhaps have individual armor pieces as meta achievement rewards for the Living Story, so that if a player completes the entire multi-release arc, he/she has a new cosmetic armor set instead of six backpieces that are unrelated to one another.
7. Revert WvW to ranking-based match-ups.
It really doesn’t matter to me with the first three examples, but it does with Sanctum Sprint and Southsun Survival.
Sanctum Sprint is especially bad, because it’ll often start you all the way at the beginning with enough time to get to the end, but you still don’t get a reward, even if you run the same race as everyone else. IMO, you should just get placed at the beginning no matter how late in the race you enter. If you don’t make it to the chest, you’re not going to get a reward anyway, but if you DO make it, you SHOULD be rewarded.
With Southsun Survival, once the death protection buff drops, the match should be closed to additional players until the next match. It is a waste of the player’s time to spawn into the game as a wisp and have the reward withheld.
Another example of what ascended armor COULD have been…
And yes, ANet needs to start making sure that Charr especially actually get armor that doesn’t look like it was just stretched across their body model.
Asura armor doesn’t generally look bad, it’s just hard to see the details because of scale, and the bobblehead-style helms often look totally disproportionate.
I would absolutely love to see some of the skins brought forward from GW, both armor and weapons. I don’t see any reason why GW2 couldn’t capitalize on what was previously created.
However, I don’t think it should be done through the HoM. Limiting some reward content to the HoM is fine, but expanding on the HoM now that GW2 is live would just place an unnecessary restriction on new content.
I think the skins that would be brought forward would be much better used as in-game rewards for new dungeons, karma vendors in new explorable maps, or, best of all, crafting recipes that might actually make crafting worthwhile.
The same way the Personal Story allows the players to make choices, but still forcibly funnels everyone to Fort Trinity and Arah eventually.
The Fall of Abbadon would’ve been a different theme and story, but it would have been a means to the same end.
IMO, that’s precisely why they were able to give the players the choice in the first place.