You see, everything you said is quite subjective. I personally think the biggest feature the game didn’t address at the patch are condition damage and the use of things like confusion in PvE. I rank having bigger parties and better squad command very low on my list because any time my server/guild does any serious WvW or world bosses, we go on teamspeak, which is better than anything you could place in a game because speaking is both clearer and more efficient than typing.
People have been calling for a wardrobe function since BWE as well, so it certainly isn’t exactly fluff.
Also, you didn’t consider that there’s a production cycle. Whatever is ready first gets released. Something not being in the feature patch doesn’t nessecarily mean it’s being ignored, it often just means it isn’t ready yet.
That’s really quite your opinion unless you got stats to back that up. Personally, I don’t really find numbers exciting at all, in fact, I turn off my damage numbers whenever I can because it ruins immersion.
I find numbers exciting, but not exciting enough. It’s much cooler when, instead of stat numbers, gear offers unique abilities that enhances or adds to your playstyle. Something that games like diablo among many others do. In GW2, that’s the purpose of runes or sigils – however, most (non superior) runes and most sigils only offer number buffs, which makes them pretty boring (especially to someone with your tastes). Especially for runes, most of the more creative effects are on the 4th and 6th bonus, and is extremely unlikely that you’ll gather 4 or 6 of the same (superior version of the) rune without mystic forge or the trading post. In other words, GW2’s current system only gets slightly more exciting at endgame, but by then, most of your progression experience is already done.
To give an example, let’s compare sigils and runes to FFVII’s materia due to similarities. In FFVII, the game is consistently giving you materia items with several creative effects, and the player is constantly tweaking their materia combos or slotting new materia in their gear. You don’t need to depend on RNG nor wait till end game to buy materia from a trading post. No, you’re having fun with the system the game brings through the entire game. The game knows how to keep you hooked with its systems from the very beginning to the very end.
Meanwhile, GW2 almost never gives us a reason to care – or have fun with – the sigils and the runes we obtain. Just like it doesn’t with its gear, and many other things. This ultimately makes GW2’s loot less exciting, because almost everything you get is either generic materials for crafting, general gold for trading post, or statistical buffs (that by your very own words, you admit it’s “boring”) that later turn into savage fodder. All dictated by RNG.
I tend to think that its because leveling in GW2 is a very trivial process compared to most MMOs. There just isn’t enough timesink put in to justify putting elaborate and interesting systems in place.
Leveling in FF14 even in ARR (which is a lot less grindy) took forever. It needs something there to keep you entertained, and you actually get to use the materia system in quite a bit of detail.
In GW2, I hit 80 before I even finished exploring the world, and I barely got past the orders part of the main plot. I kind of feel that its like why leveling armors look so bland: you’re past the stage where you would think about it too quickly to make it worthwhile elaborating on.
This is something we seem to disagree on. I feel that GW2’s progression starts at 80, because then you can start planning your build and get all the cool-looking stuff.
I do agree that we need more variety on sigils and runes, but, I tend to feel that it really comes down not to that there many with interesting effects, but that simply the numerical ones are just better in terms of min-maxing, due to the ones with interesting effects being more situational or restrictive.
Another problem with the loot is how unexciting it is as vertical progression.
People look at the term “vertical progression”, and they automatically think, “heresy! I hate carrot-on-a-stick gear grinds!”
But vertical progression is not only that. The concept of playing a rpg, kiling a boss or finding a treasure, and getting a new gear piece that is better than what you currently have is very exciting, especially when you can notice the difference by looking to combat’s numbers. This is one the biggest means of appeal of the entire rpg genre.
When we look at games like Diablo II, those games are extremely exciting at that. You’re always getting and updating your gear through three difficulty modes. There’s so many exciting gear abilities that you want to try out, there’s the occasional unique items you can get, there’s the interesting abilities synergies you can get and in turn combine specific types of gear.
In GW2, that barely exists. Leveing to 80 is very fast, and most of the gear you get is through crafting. There’s no exciting gear abilities to synergize or try out, except for runes and sigils, but those are almost always either low level or extremely rare. There’s almost no food drops.
Do you remember finishing a boss, having them drop a piece of armor with a very exciting rune with some very exciting abilities, and wanting to try them out? Yeah, I don’t. The likelyhood of receiving 6 superior runes of the same type is laughable, and even then, not all runes are that exciting.
Unlike games that are masterful at this, like getting a new piece of gear in diablo II, reading abilities like “mana drain 10%, +5 health regeneration, 5% of fireball triggers on damage” and saying “WOW, I want to try that!!”, you only get mostly boring statistical buffs, you level to 80 very fast, you craft exotic gear very easily, and boom! it’s over, the fun with loot has ended.
That’s really quite your opinion unless you got stats to back that up. Personally, I don’t really find numbers exciting at all, in fact, I turn off my damage numbers whenever I can because it ruins immersion.
For me, what’s exciting is the look of the new armors, and using new skills. I personally think gear tiers is just the devs being lazy instead of actually putting out real, meaningful progression.
I don’t really see the difference between sigils and gear effects, except that sigils are more flexible and allows better costumization.
The fun with loot only starts at 80. Because that’s when you can really start gathering the better-looking gear in the game, and plan out your build properly. It just sounds to me that the game just isn’t for you because a lot of things like getting to 80 easily, having easy access to base exotics are stuff that the game was sold on.
Deploying trinity affect the design of the game as a whole.
I don’t understand why more people don’t seem to get this. If you need a tanky person and a healy person and some DPS people and a CC person to do fulfill specific roles and certain levels, then the entire concept of allowing any number of random people with more or less any reasonable gear and skill level to jump in or out of world boss fights, and allowing most any group of players to be able to hook up and run a dungeon goes out the window, and with that the fundamental design criteria around which the dungeon and world bosses and their mechanics are built.
You’d basically have to re-design all the professions, skills, talents, dungeons, gear, and bosses around a whole new concept of how they should work.
This is actually the main problem I had on FF14. They have dynamic event ‘bosses’ as well (although their dynamic events are a bit of a joke compared to GW2’s).
At the start of the game, it was okay because people are everywhere and you’ll always find a tank and a healer. But after a while, you get a lot of events where there’s just no tanks or no healers around, meaning that if the event has a boss, it’ll just be impossible.
OOOO a new boss!!! TBD is the standard for To be determined. I could be wrong, but this makes the most sense to me. When the next living story kicks off, I’m sure we’ll find out what it is. Although there have been rumors floating around of a new Elder Dragon, which would make sense considering the ending of the last LS.
I dont think the boss itself will be an Elder Dragon. It might be the champion of one, but having players just killing an Elder Dragon as a single metaevent sounds rather …. stupid.
It can be quite immersion breaking I guess.
The overarching tone to the PvE in this game is that players are joining forces to protect Tyria and fight against a common threat, so seeing players beat the crud out of each other is kind of contradictory. Especially if it happens in the middle if a metaevent (and it will).
Mainly concerning 2 things:
1. What happens to people with duplicate legendaries. Will they get compensation in some way?
2. Is there a solution to the Eternity exploit issue? Is Eternity going to become account bound on creation?
It migh not sound like much, but the fact there was a thread with 14 pages of discussion on this and there’s still threads made pretty regularly means it really is quite a debated issue, and people would like some answers.
(edited by Xae Isareth.1364)
April 15 Patch does 2 things:
1) Legendaries become Skins, opens up “options for players” to apply the Legendary skin to any tier of weapon (white, blue, green, yellow, pink) === Legendary lost it’s “prestigous end-game weapon” status, any player at any level can be seen with a Legendary as long as he/she owns one already, no need to wait for end-game.2) Legendaries become Account Bound, not Soulbound anymore; opens up “options for players” to transfer Legendaries across to any of their characters === Legendary lost it’s value, no longer need to craft as many Legendaries as before. Precursor demand will drop a tiny bit. New PvP Reward Tracks also adds more Precursors into the game, higher precursor supply.
I’m excited to see Queensdale filled with “Legendaries” everywhere!!! Might be great to show new comers to GW2 what amazing items they could look forward to in the game.
What do you mean by no need to wait for endgame? I dont think anyone can get a legendary just casually levelling up unless the bust put the credit card. And frankly, not many people I know would use a transmutation charge on a levelling weapon, but that’s an anecdote.
I didn’t see much of an effect when they added precursors as possible items from rank up chests in WvW, because the droprate is so small, its doesnt add many to the game to affect anything. If another Karka event hits, that might, but I doubt rank up chests in sPvP is going to be much different to their WvW counterparts in terms of precursors.
Although I can’t back this up, I can almost guarantee you that very, very, very few people outside of dual wielding crafted multiples of the same legendary. Because people want more, not more of the same.
Why is this thread still open?
I’ve said it once and I’ll say it again: if this thread was proclaiming the superiority of Wildstar over Guild Wars 2, this thread would be closed in a heartbeat. However, because it’s in favor of GW2, the mods have allowed it to stay open.
This thread is off-topic. Close it. Double standards OP.
I would hardly classify this post as Pro-GW2… you have about 40% of the people on here who proclaim GW2 as the second coming even though they’ve never played Wildstar, about 30% of the people saying they played wildstar and it was a good game but they don’t like the sub model, and 30% saying that wildstar crushes GW2 in every way.
I know personally I really enjoyed wildstar even in the lower levels. But holy crap, I hit level 20 last night and the first dungeon was SPECTACULAR. It was by far the best 5-man content I have ever played in an MMO and it was only the first dungeon. It was challenging, rewarding, well designed, positioning was actually important, you needed actual skill and gear.
GW 2 dungeons were considered hard at launch too. Some were nerfed quite serverely. If you think the dungeons in WS are going to stay hard, you’d be wrong.
People will complain and leave the game and in an attempt to keep them there, the devs there will do what the devs do in pretty much all games with hard content.
Because those guys that really want the hard content are actually a pretty small percentage of the player base.
Unlikely… the entire game of wildstar is built around the fact of a challenge not present in the current MMO landscape, it is specifically trying to draw in skilled players and not casual bads.
In GW2 nerfs were inevitable, the game is more casual than hello kitty online. The entire premise of the game is that you can get rewards for just hitting a single button. Wildstar is aimed at a different audience. Will it be a smaller audience? most likely, but that is what they were aiming for.
First of all, I really don’t think WS was aiming at a niche audience. I don’t think NCSoft even supports a game aimed at a niche audience.
Have you ever tried doing AC any path properly. IE, not exploiting any AI?
Dungeon design is one of the best I’ve ever seen in the mmo landscape. They blow the dungeons of Guild Wars 2 out of the water.
That’s the thing I’m looking forward to. Though let’s be honest, blowing the GW2 dungeons away is not difficult at all. A highly limited combat system, an unpolished release and 1.5 years of total negligence make no recipe for success.
I really don’t think it does.
I tend to feel GW2’s dungeons are very different to other MMOs. You have a lot of things besides kill trash – kill boss – kill more trash – kill final boss. The trap-playing bit of AC2 is some if the most fun I had in MMOs.
On the overall topic.
I personally think WS’s combat is just horrible. Its awkward and inefficient, and frankly, I still tabbed to aim faster anyways so it felt the same as other MMOs. I don’t really see why they hate the crosshair so much: it’s efficient, it’s intuitive, and most importantly it’s precise.
But I don’t think GW2 and WS are very comparable because they just are very different games. I compared WS to TSW, and other than optimisation issues, I just found TSW to be a superior game on every front.
The problem is that people will always go for the most efficient build. If the trinity was the most efficient, everyone will go trinity and leave the anti-trinity guys annoyed. And vice versa.
I think I’ll restate my point. What these players want is not necessarily trinity. They want to do things like like run support traits in Shadow Arts on a Thief and be considered an asset instead of a burden for it. They also likely despise the fact that the optimal way to play PvE in GW2 is to stack in a “safe” spot, as Dalanor’s videos demonstrate. They crave Active, Dynamic and Frantic combat and the game gives them the tools for it, unfortunately the enemies are too stupid to provide the challenge necessary.
^
This. Every fight boils down to stack on a point and dodge. The game has very high potential combat mechanics, but the fight design has been terrible. The sad thing is too many people still have trouble with the current fight design so I do not foresee the community reacting well to actual challenging content. Right now, even fights like Tequatl and Triple Wurm are not actually difficult; they’re just artificially difficult due to not being able to control who is (or isn’t) participating.
I think a lot of that is due to how exploitable the AI is. AC Spider for example. Before people found out about the AI exploit (idk why this isn’t fixed) it was a very challenging and fun fight.
In fact, the whole if AC is basically done by AI exploits these days.
No game can really FORCE true Team play. Forced grouping, using the Trinity, is NOT TEAM BASED-PLAYING. It is up to the INDIVIDUAL PLAYER to be TEAM based or not. I CHOOSE to be a team player, others do not. It is your choice in this game. At least you have a choice.
Games can, namely by having a complicated enough encounter where players need to communicate and decide upon actions together that will lead to survival and killing the boss in a timely fashion. WvW is a good example of forced teamplay, since if no one plays as a part of the team in that gamemode, they will all die.
I also didn’t point to using the trinity, but at least providing a reason to be any other role than zerker DPS. There are support abilities in the game, there are support builds, there are tankier builds and condition builds, but most groups don’t want to see them or deal with them because it’s simply faster if everyone goes full zerk and stacks on every encounter…. which requires no teamwork besides the occasional rezzing and just pushing out damage: no communication needed, you can even go afk during the fight and still have the boss killed in a timely manner. Putting in a little bit more challenge and getting people to wok together in the dungeon environment would… make it more fun and less like farming events.
And when you go into group content, like a dungeon, shouldn’t a player want to be a team player? What’s the point in doing group content, with a team, if you would rather do solo content?
That IS NOT TEAM PLAY. Team playing is an attitude. When I played Rift, I was forced many times into a group and the other players were not team players. Also saying, I need DPS in X build, healers in Y build and Tanks in Z build or you can’t join is not TEAM PLAY – that is a group of individuals playing together. What is the difference with what GW2 and forcing? At least in GW2, you have a choice.
GW1 GvG and HoM was TEAM play. Dungeons under a Trinity game – sorry no.
Addressing the post above yours.
If you think about it this way. To you as a player in a trinity game, even if GW2 was just all about the DPS, how is it different?
If you’re a DPS, you’ll go full DPS. If you’re a healer you’ll go full heal. If you’re a tank, you’ll mostly think about survivability and aggro management, and might be a bit sneaky and add in a bit of DPS.
It really is the same thing. Its just very one-dimensional. Plus, just looking at the proportion of DPS to tanks/healers in MMOs, I really question if most people actually likes to think about healing or tanking anyways.
Sorry the Trinity is one dimensional as you have set roles – done. In GW2, depending on the mob, a Mesmer can tank, as can any other profession. It is the mix of skills and synergy in the build that is important.
That was my point. There is very little cross-aspect synergy on the trinity because there is very little cross-aspect anything.
^surely ‘paying’ a friend $100 is RMT and thus bannable but anyhow…
I’d say the number of people paying real works money for Legendaries is still a very small minority, and it’d be more beneficial for Anet to make them untradable because currently a lot if people just won’t bother going for a legendary because they’ve very much lost their prestige status because of being tradable.
If they change that in the long term we’ll have more players going for Legendaries, meaning they’ll player longer, meaning more gem sales from them.
There’s also an argument that if someone is willing to dump 600+ bucks into a legendary, they’ll dump that into gem store items/gold to buy mats to make a legendary anyways.
Besides all this, I’m still waiting for a response on what’s going to happen to Eternoty given now there an exploit associated with it.
Maybe I should have put untradable instead but my post did elaborate on what I meant.
^ I guess they did that to allow people to turn their gifts of battle/exploration/clovers/whatever into a profit but I think given so few people actually makes Legendaries for a living and how it wrecks their image and feel of prestige. Taking that method of money-making away is a worthwhile price to pay I think.
I’ve actually never understood why people sell Legendaries anyways. Every time I do the maths and check against prices, after tax you either make a loss or so little profit relatively that I don’t think it’s worth it given the risk of your item not even selling.
^ might be a bit early for that :p
Just wondering what everyone’s opinions would be if Anet made Legendaries account bound in creation.
Current existing items would still be tradable if they aren’t account bound (because some people might have crafted them to sell), but all future Legendaries crafted would be.
The biggest gain from this would be that Legendaries would be more ‘legendary’ than they are currently. Having one would prove that you explored the whole world, survived the RNG horror fest of getting 77 clovers, massacred enough people in WvW (well, EotM kind of ruins this but still) WvW for 500 badges, and etc.
It would also solve the Eternity exploit. But that’s a side point.
I always thought that if the endgame was the main focus of the game, why not just tart everyone at max level so they can get straight into the endgame?
I mean, making people go through content which has little value just to get to the ‘good’ bit of the game sounds as logical as writing a novel where the first 30 chapters are extracts from a calculus textbook.
The biggest problem with the LS for me was that you can’t replay past chapters. Which means if you’re a new or returning player, your only option is to read about it on the wiki, which really diminishes the experience.
This why I didn’t really care much about the second part of the story, took a 3 month break, came back and just went meh.
The other thing is that it seems under the LS, the game mainly only has temporary content, which basically forces you to do them by setting deadlines on it.
First of all, I got enough deadlines at work and the last thing I want is more deadlines when I get home.
Second of all, it doesnt add anything to the core game. The last major thing they added to the core game PvE-wise was fractals, so outside of the LS, there’s little variety. It gets old after a while.
On a side note, if they choose to restart the PS again, please stop with the paper-cutout ‘cutscenes’ where two characters stand dude by side in front of a static background just talking to each other with minimal motion. I didn’t really get the story because I skipped every one of those, I just can’t help but find them boring.
If they really want up make more cutscenes with just people talking, watch some of The Secret World’s cutscenes of that variety, that’s how you do it right and make them interesting.
(edited by Xae Isareth.1364)
I think they should do an in-game poll on if people want the LS or the PS.
The top priority fixes most definitely is the Eternity bug, tell me I’m wrong and people who sell Eternity after soulbinding Twilight and Sunrise, gaining 4000-5000g and still able to use Twilight and Sunrise skins, are perfectly alright.
I do agree with you on that point. That’s a pretty serious oversight. Easily fixed by making any newly-forged Eternity account-bound on acquire.
This might actually give me an incentive to craft Eternity now
![]()
I agree this realllly needs to be addressed.
I think if they make Eternity account bound on creation, I would have a greater inventive to actually craft it. Currently, it’s more cost effective to just buy Eternity out-right, which I think is sustained by people using it as a way to liquidate Sunrise/Twilight.
But to be honest, I never understood why Legendaries are actually tradable at all. King Arthur didnt just buy Excalibur off Ebay, so why the heck can you buy Eternity off the trading post, that makes it rather un-legendary.
The precursors should be still tradable because people get duplicates and frankly we need a non-RNG way to get them, but I think they should just make all Legendaries account bound from now on. I don’t think anyone actually shells out 600 bucks for pixels anyways.
To be honest, I think every MMO ‘fixes’ their core systems constantly. If they stop improving and updating, you can be sure it means the servers are going to close soon.
No game can really FORCE true Team play. Forced grouping, using the Trinity, is NOT TEAM BASED-PLAYING. It is up to the INDIVIDUAL PLAYER to be TEAM based or not. I CHOOSE to be a team player, others do not. It is your choice in this game. At least you have a choice.
Games can, namely by having a complicated enough encounter where players need to communicate and decide upon actions together that will lead to survival and killing the boss in a timely fashion. WvW is a good example of forced teamplay, since if no one plays as a part of the team in that gamemode, they will all die.
I also didn’t point to using the trinity, but at least providing a reason to be any other role than zerker DPS. There are support abilities in the game, there are support builds, there are tankier builds and condition builds, but most groups don’t want to see them or deal with them because it’s simply faster if everyone goes full zerk and stacks on every encounter…. which requires no teamwork besides the occasional rezzing and just pushing out damage: no communication needed, you can even go afk during the fight and still have the boss killed in a timely manner. Putting in a little bit more challenge and getting people to wok together in the dungeon environment would… make it more fun and less like farming events.
And when you go into group content, like a dungeon, shouldn’t a player want to be a team player? What’s the point in doing group content, with a team, if you would rather do solo content?
That IS NOT TEAM PLAY. Team playing is an attitude. When I played Rift, I was forced many times into a group and the other players were not team players. Also saying, I need DPS in X build, healers in Y build and Tanks in Z build or you can’t join is not TEAM PLAY – that is a group of individuals playing together. What is the difference with what GW2 and forcing? At least in GW2, you have a choice.
GW1 GvG and HoM was TEAM play. Dungeons under a Trinity game – sorry no.
Addressing the post above yours.
If you think about it this way. To you as a player in a trinity game, even if GW2 was just all about the DPS, how is it different?
If you’re a DPS, you’ll go full DPS. If you’re a healer you’ll go full heal. If you’re a tank, you’ll mostly think about survivability and aggro management, and might be a bit sneaky and add in a bit of DPS.
It really is the same thing. Its just very one-dimensional. Plus, just looking at the proportion of DPS to tanks/healers in MMOs, I really question if most people actually likes to think about healing or tanking anyways.
No.
Your more or less asking for ppl to play the way you want and not let them have the freedom to chose how they play.It goes both ways you know. In games I love playing a healer. Can’t do that here.
I have to agree with Vexander here. I can’t help but feel as though Anet are really restricting their potential player base by limiting the extent to which a player can perform a given role. It really is denying a game style that a large proportion (look at WoW) of MMO players prefer to play. But then again, perhaps it’s just that Anet are deliberately looking to ignore those kind of players and I’m missing the point entirely.
Im not totally sure if everyone in WoW wants to play it the way it is or if some people just like the game enough to tolerate being forced to play a single linear role.
I mean, I tend to play a DPS tank in most games where I have to use the trinity, not because I like tanking, but simply because its more engaging than other roles and gives me a bit more freedom to choose my build.
The top priority fixes most definitely is the Eternity bug, tell me I’m wrong and people who sell Eternity after soulbinding Twilight and Sunrise, gaining 4000-5000g and still able to use Twilight and Sunrise skins, are perfectly alright.
I do agree with you on that point. That’s a pretty serious oversight. Easily fixed by making any newly-forged Eternity account-bound on acquire.
But if they want to do that they should inform us as soon as possible. There’s very few people making Eternity to sell (for whatever reason) it but not telling them anything just won’t end well.
The better option (though possibly harder to code) would be to remove dusk/dawn/twilight/Sunrise skin unlocks on Eternity forging. You want the skins back? Easy! Just click on the weapon(s) that grant those skins. You still have them, right?
Oh, you sold Eternity? We’re so sorry, no skins for you.
Whatever it is, I think we just want an answer and most importantly won’t wake up on patch and saw they didn’t even address the problem.
I think the problem would be solved if Dynamic Events gets an unique currency (not karma, because other stuff gives it as well), and that currency gives you objectively desirable rewards.
I think they need to stay account bound.
I’m not a huge fan of having everything purchasable for gold, because of 2 problems:
1. Pay 2 win. There needs to be things that I can’t obtain via gem conversion.
2. The problem that arises when you make every piece of content directly or indirectly reward the same currency/reward (ie, gold) is that people start comparing which one is the most efficient to do. And since its impossible to balance it all you’ll have dead content everywhere.
I know that the market will balance itself out, but that take time, especially given that people have huge stacks of ascended materials stacked up ready to sell at the start. Even after that, you’ll go through periods of high (prices are good, people doing metaevents everywhere), and low (prices are at the bottom, no one does events because there’s not enough people). That’s a very disruptive effect.
I am in favor of giving them a mechant value however, providing that its a sensible value.
I never really understood why we have racial skills in the first place.
I remember them saying that they wanted your race to only have a cosmetic effect so you aren’t pressured into choosing a particular race, but if so, then racial skills would need be lacklustre by principle to allow for that.
The top priority fixes most definitely is the Eternity bug, tell me I’m wrong and people who sell Eternity after soulbinding Twilight and Sunrise, gaining 4000-5000g and still able to use Twilight and Sunrise skins, are perfectly alright.
I do agree with you on that point. That’s a pretty serious oversight. Easily fixed by making any newly-forged Eternity account-bound on acquire.
But if they want to do that they should inform us as soon as possible. There’s very few people making Eternity to sell (for whatever reason) it but not telling them anything just won’t end well.
Gw2 has no monthly fees
that’s what sells me on this gameI completely rufuse to support subscription based games as they are nothing more than a colossal rip off
Gw2 proves you can make a superb high quality MMO and not extort money from your fanbase every month
I would never have gotten into MMO’s or online gaming for that matter if it was not for Guildwars 1 and its no monthly fee policy
So glad sub-model games don’t have players like you, mmo’s cost money to run and be competitive, it’s just that simple. Please tell me all these employees should work for free for years so you can get your entitled playtime.
Enjoy GW2 WvW
http://goo.gl/oru1tW hd way to go
You’re argument might have come close to having a hope of making sense if GW2 wasn’t already the 400lb gorilla in the room proving you don’t need a sub to be successful.
In fact, looking at P2P games released in the last 2 years, only FF14 ARR managed to keep its sub fee, at least for now. So I’d say its becoming a unviable model in today;s industry, as I don’t think one can claim WS/ESO is better than every game released in the last 2 years.
There is a 14 (?) page discussion on this but no dev comments yet.
I really want to know this and if they’ll provide a solution to the Eternity exploit/loophole.
I was debating on whether to craft Bolt. I was originally going for it for my Guardian, but I’ve switched to a Warrior recently, which I won’t be using a sword much on.
Now that they made this change, I think I will definitely make it.
GW2 is a superior game to almost every MMO in the western industry atm and Wildstar/ESO are both average ones. People would like WS/ESO for a fresh experience however neither bring anything major to the industry.
Are you being sarcastic ? What did GW2 bring to the mmo industry ? Zergs pvp zerg pve and more zergs, zerker meta, lame storyline(traherne), repetitive combat, boring dungeons ( stacking,etc), hearts are not fun, unbalanced classes. Shall i go on ?
I think that’s a bit weird as what mmo doesnt have repetitive combat?
For me, GW2 brought a sense of adventure I havn’t felt since the old days of RuneScape. I actually wanted to explore, to see everything, do quests not for the exp but for the sake of doing them, and gear was a second consideration instead of the main point to do anything.
You’re on an adventure instead of a themepark ride between A and Z.
In almost every MMO I’ve played in the last 10 years, the pattern of play was get max level ASAP, get raid gear ASAP, raidraidraidraid. I can safely say that wasn’t just me, it was how the game encourages you to play. That’s what I felt when I played WS.
It’s not a bad thing, but just personally for me, for what WS is, TSW just has everything WS can offer but its less restrictive, has a much better plot, more immersive and the combat has far more depth. So it was an obvious choice to drop the game.
And regarding WS’s artstyle. Its not that its cartoony, its more so that its just so bland. Looking at everything there seems to be a distinct lack of texture. everything just seems like models which the developer kind of just went halfway on and went ‘eeehhhh, looks good enough to be acceptable, I’m not paid enough to finish it.’
(edited by Xae Isareth.1364)
This would be heavily discouraged via the TP anyway. Ultimately, if this creates more Eternities than people are willing to buy, it will keep the value of Sunrise and Twilight high and just reduce the value of Eternity, meaning you’d be paying 1000’s of gold for the skins anyway.
The market will adjust. This needs no special handling by ANet.
You can’t always rely on th market to adjust. Even if the market is fully informed, it might take time.
Even if the market is fully efficient, it might not adjust because a small number of people have the money to be able to do so (but that doesn’t mean it can’t be done).
Also, how would the market adjust? If the price of Eternity lowers, the price of Sunrise and Twilight would as well, as you get both skins when you equip Eternity, and Eternity is considered a ‘better’ sword by most people, ie, a superior substitute.
The skin is almost the entire purpose of crafting a legendary. The ability to change stats is just a nice-to-have.
So, you’re telling me that IF they decide to up the max level (and they said they’re considering it, so it’s not out of the blue), and they decided to make lagendaries stay at the current lvl 80 and release new legendaries for lvl 90 or whatever the next max level will be , you won’t be mad? Because you crafted it for the skin, not for the BiS part of it. Right?
Personally, I won’t be mad no. When I was making my Ascended weapons, I could make 40+ ascended greatswords at the price of a Sunrise, so obviously I didn’t make Sunrise as future BiS protection, because I don’t think the next tier of weapons if there would be any would be 39 times more costly to make.
I understand. But where/what is the loophole?
My sentiments exactly. Let the kids have their colors, I say. I’m not sure why anybody cares to exclude others from their club of legendary skin owners. I would not do this, as I don’t care for the looks, and I only envy legendary weapons for the bag saving function of stat switching.
Does it hurt you in some way? What’s the issue?
It hurts us because we worked hard for a legendary, and this would devalue it. You may not think of it that way, but frankly, achievement and progress is a pretty big thing in MMOs.
@above first of all, the biggest point of Legendaries are the skins. That’s what they were at the start of the game, and it still hasn’t changed much because you could make Ascended weapons for every single stat setup multiple times over and still have money to spare at the cost if a legendary.
Second of all. This is clearly a loophole because the system obviously didn’t intend for you to just unlock skins by just having them, and that’s what this almost is.
(edited by Xae Isareth.1364)
I started playing GW2 recently. Originally, it was just to kill some time until WS released, but I’m finding I like this game much more than I thought I would.
Both games have their things that I like and things I don’t. I detest WS’s questing system and much prefer GW2’s living world/story (though pretty sad there’s like a years worth of content I’ll -neeever- see…)
I prefer WS’s defined roles in combat opposed to (from what I hear so far anyway) GW2’s DPS only style.
What I’ve heard of GW2’s dungeons has me bit worried, (Is it really stack mobs and kill only?) whereas the dungeons I’ve done is WS have been really fun IMO.
I appreciate both game’s graphic styles, but GW2’s draws me in a looooot more.
I am a big fan of WS’s housing system. I’d love to see something like that added to GW2.
I’m mostly a PvE player, and WS seems to have a bigger focus on that.These are all just my general thoughts so far comparing the two. GW2 has made me really rethink what I’ll be playing come summer. At this point, I’m honestly not sure.
The dungeons are by and large stack in a corner and draw mob in so you can res, and ignore the mechanics completely. While you don’t have to do the fight this way, it certainly is the norm on the vast majority.
Of MMO games I have played, this has the lowest difficulty curve for dungeons in general, largely because of the lack of a healer. How hard can the content be when it has to be balanced for a group of any makeup?
I wouldn’t stay with this game for PvE, it would lose my interest in a hurry, though some people enjoy the concept of speed running dungeons quickly, the two open world raid bosses that require some-lots of coordination (though you take with you anyone else who happens to tag along in the zone for better or worse), and high end Fractals have some interesting mechanics and a gate system for gearing.
Of course the return for all your hard work in the higher end/more difficult things is going to be completely RNG. The cool skins, and really sought after gear are all a random drop chance.
I’d say stacking is more of an exploit Anet hasn’t fixed than an actual tactic. Take the spider boss in AC for example. Stacking on it for done reason stops it from using its AoE poison attack. If you did that fight without stacking, it’s actually a very challenging boss fight. Same with Kholer, I remember co-ordinarily stability and CC-ing the adds to be able to get through the fight when the gane first came out.
I wouldn’t say dungeons have a low difficulty curve. It’s a different difficulty curve. Even in games like FF14 ARR, which has some of the most ridiculous and unforgiving mechanics I’ve see in a raid, they are very scripted so after you mastered the script, it’s not that hard.
GW2 is more like say, Monster Hunter or Vindictus. The mechanics aren’t made to very very difficult to grasp, but even after you’ve learnt them inside out, things like Lupi and Molten still remains just as challenging because they aren’t very scripted.
RNG is really a problem in all MMOs. I’ve done the New York raid enough times in TSW to tank it in my sleep but I still havn’t gotten a very coveted raid drop. Don’t like it but the devs seem to love it.
The skin is almost the entire purpose of crafting a legendary. The ability to change stats is just a nice-to-have.
This is discussion of what will happen to the prices of Sunrise and Twilight if the potential loophole/exploit with crafting Eternity goes live with the wardrobe function.
In terms of how this works:
1. You craft/buy Sunrise and Twilight.
2. Account bind both to get their skins in your wardrobe.
3. Craft Eternity from the soulbound legendaries.
4. Sell Eternity (as it won’t be account bound), reap most of the costs back.
This way you get the skins for both Sunrise and Twilight ( which is mostly the point of getting a legendary) for a fraction of the cost of crafting a legendary.
So what happens if this isn’t fixed?
On one hand, it puts downward pressure on their prices because:
1. Demand for them might decrease because they are seen as less valuable because you can do this.
2. The price of Eternity might drop because of more people selling it (note that the market is probably quite supply-sensitive because of very few sellers), thus dropping the price of Sunrise and Twilight.
But on the other hand, the prices of Sunrise and Twilight might end up becoming more of a deposit for some buyers, thus they might be prepared to ‘pay’ more.
So, any speculations?
[quote=3822620;Substance E.4852:]
I really wonder what goes through the heads of people who works in markeying sometimes. Did they really think this was going work?
Guardians are so stable there’s mold growing on them >.>
No more monies from me, ANet.
GW2 I’m divorcing you, it’s not me… it’s you.
Good grief just go away already then. Enough with the drama. No one cares that you are ‘divorcing’ GW2 because of lack of player housing.
But….. think of the kids!
Well, I do believe aNet will do the right thing as well, but clearly the “right thing” is subjective.
Well, there’s some ‘right things’ that are quite objective.
Like providing a solution to the Eternity exploit/loophole is a objective right thing, because that’s objectively (very) bad and will get people objectively annoyed if it gets carried to the live release.
Can you guys do a summary of the feedback and suggestions you’ve been forwarding to the devs and show it on the forums?
Like the summaries Chris and co does at the end of CDIs.
I got 3 alts of rings. Just let me convert them into 2 pristine relics each. I think that’s a fair trade.
Make fractal skins available to purchase using relics, something sensible would be say, 1500 relics and 30 pristine relics for a fractal skin.
The new blog post regarding Legendaries is interesting and welcomed for sure.
But WHERE DOES IT MENTION anything about a change to their initial Wardrobe skins plan?
So now it seems to me it’s even better, players can not only transfer a Legendary tier item across an infinite number of characters, but also pull out the skin itself from the wardrobe an infinite number of times.
The discussion is about people’s concern over it and exploits which could arise out of it if they aren’t considered.
I think the first time I broke all my armor was when I was doing a (very difficult) JP with a Charr. I didn’t know Swiftness existed back then, and I was a a Charr in a JP.
That left me with several emotional scars.