Showing Posts For Xenon.4537:

After 350h I still can't decide on my class

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

If you want ranged aoe and mobility, you want ele. If you want durability too though… You’re gonna have to learn to dodge lol.

Seriously though, learn to use the ele’s defensive cooldowns at the right times and you should be just as hard to kill as a warrior. Ele is the king of ranged aoe + mobility.

I want this look for my Gaurd/War

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

This is a real man’s armor set. This should be added to the game.

Attachments:

Where are the good looking weapons/armors?

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

There’s like 500+ skins in the wardrobe… that’s not enough choice for you?

add 30 new skills per class in xpac

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

Don’t forget:

  • 80 new hairstyles!
  • 35 new legendary weapons!
  • 106 new maps!
  • 90 dances!
  • 18 PvP modes!
  • 5 new Living Story episodes per day!
  • 64 new races, including 28 species of elves!
  • all races divided into 6 different warring factions! all maps are now open-world PvP!
  • real-time deformable terrain and open-world Terraria-style sandbox gameplay!
  • zombie outbreak virus simulation for perpetual survival horror!
  • kart racing!
  • Occulus Rift integration, plus brain implants for total realism!
  • 75+ episode GW2 anime, plus three OVA movies, and eventual Hollywood movie trilogy starring Hugh Jackman as Logan Thackeray and directed by Michael Bay!

That’s in tomorrow’s patch right?

what do you do against pu mesmer?

in Necromancer

Posted by: Xenon.4537

Xenon.4537

Maybe I was just fighting a bad mesmer the other night, but I basically drop staff 2, 3, 5 on him, then scepter 2, dagger 5, drop a spectral wall in his way. By now he has a clone army up so I life syphon them down and doom (DS 3) the mesmer followed by DS2 and 5, then back to staff and continue to fear him and beat him into a corner.

I had an argument with a guildie that night too… Claiming Terror damage is useless after the nerf… It’s not. It ticks for 1k per second and my lowest fear is 2 sec… And I have 5 fears between skills, runes, and traits… Not to mention the damage still ticks through stability.

Guaranteed zero rewards

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

They could add little chests to find throughout the world. 10-20 chests at any given moment that appear in random locations at random times for random lengths of time. They could drop ascended mats and a chance for exotic.

One chest could spawn in Cursed Shore under water for 23 minutes, then move to Mount Maelstrom on top of the volcano for 4 minutes, then move to Frostgorge inside a cave for 38 minutes, etc.

They could even have an ascended chest that spawns once per day for 2 minutes in a random location at a random time. Guaranteed to drop an ascended weapon/armor. The person who finds it would be frantically telling their guild mates and friends. Mad rush to get there.

(edited by Xenon.4537)

Reporting Guild Names?

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I really want to know what the guild name is now lol.

New player LF dungeons.....

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

**-ESO, Wildstar both disappointed majorly which is why I picked up GW2. >^.^<

I love you. <3

I suggest you simply put something like “AC any path, all welcome!” to let people know you aren’t speed rushing or looking for zerkers. They can see what level you are in the window. People who are cool with running with lowbies will join. People who don’t like lowbies will stay away. You don’t want to force yourself into a speed rush group anyway. You can also say “I’m experienced” or something if you feel confident you are good even though you are low level.

The Juggernaut

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

Your armor is simply reflecting the surroundings. It’s a mirror. If you put a mirror in a dark room, what does it look like?

add 30 new skills per class in xpac

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

@ Azrael

Those are some good ideas. I think you could put that under a class mechanic. Give Warriors F2 and F3 “postures” that change the behavior of weapon skills.

For guardians you could do a similar thing with traits by having the skill be defensive while virtues are on passive and change to offensive when virtues are on cooldown. For example a guardian has normal shield skills, but when he activates Virtue of Courage, it changes the shield skills to offensive ones. This functionality would come from a GM trait.

Of course now that I write it, it sounds a lot like Ele attunements…

(Suggestion) Dwarfs

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I get the idea that dwarves in general are overdone, but what exactly about dwarves being made stone makes it impossible for players to play as them? If anything I would think stone dwarves would make them unique enough to warrant implementation. If they lifted the stone effect I think it would actually ruin any chance of dwarves being a good playable race because then they would truly be a tired rehash of dwarves from every other game.

Well. First of all, it is strictly known that all dwarves look almost the same, almost by rule of lore assuming they keep that intact from the constant joking in GW1 about the subject. This already makes it a null point as a race.
Secondly, their numbers are nigh close to gone as stated by Oghden; there are certainly a bunch of them still fighting, but not enough to be a representative race of the setting. (Same reason we don’t get to play a kodan, per example.)

Finally, the dwarves’ mental state was heavily afflicted by the form changing. Most of them have literally no will other than to fight the destroyers, and while somehow Oghden is past this effect, the fact no other dwarf except him has made it to the surface is a likely indication that most of them are still in a similar zealot fighter state.

Well this makes sense from a lore perspective, but lore can always be retconned, reinterpreted, twisted, and rewritten. So I don’t think lore alone can or will stop them from implementing dwarves. They have already sort of been retconning some of the lore to do with the blood stone (seemingly).

I’m not saying I’m in favor of retconning the lore to make dwarves work, I’m just saying it’s possible.

As a final thing, and that’s more on a realistic application than in a “is it possible?” way; I believe the Guild Wars 2 community would implode on itself and become a blackhole of rage if they implemented any sort of resources on Dwarves, when the community has been fawning over Tengu/Largos/already present minor races(Skritt and Quaggans namely) since pretty much the launch of the game.

Indeed, I would much rather have Tengu than any other race, but I would expect them to add Tengu along with Cantha. I think IF there were any new races added, Tengu would be first because they are so well established compared to all the other options. If they add Tengu, I think it will be within the next year or so. However no one knows what state the game will be in 5+ years from now. Maybe stone dwarves will make sense at that point.

(Suggestion) Dwarfs

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I get the idea that dwarves in general are overdone, but what exactly about dwarves being made stone makes it impossible for players to play as them? If anything I would think stone dwarves would make them unique enough to warrant implementation. If they lifted the stone effect I think it would actually ruin any chance of dwarves being a good playable race because then they would truly be a tired rehash of dwarves from every other game.

Future Feature Pack Wishlist

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I love the idea for hard mode on the living story instances. I’d like to elaborate on it.

Have it so that once you unlock the living story content in the journal (by completing it once) you also unlock the option to do it in hard mode. Make hard mode designed for 5 players like a mini-dungeon. Enemies are scaled for 5-man and loot is also scaled up. Enemies gain new abilities to make them more challenging and there are new achievements mostly aimed at earning a title or something cosmetic to display.

(Suggestion) Dwarfs

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I’m kind of lifting this idea from WP, but I always felt this way since the day I finished EotN. I think it would be narratively pleasing to end the whole GW2 story about elder dragons with Primordus as the final dragon. Considering he is the most traditional idea of dragon being based on fire. He is also the first elder dragon to have awoken and the first we ever dealt with or learned about. I think it would be most fitting for the story to begin and end with him, like a great big circle neatly closing itself. Also Primordus is the “eldest” or strongest of the dragons if I am not mistaken.

What I’m getting at with this is that I think it would be awesome if Primordus was the boss of the final GW2 “expansion” and that the dwarves be released as a new playable race with it. And I have no doubt Anet can think up some silly Asuran invention to reverse the stone effect and turn it into a racial ability. Either that or simply allow us to play as stone dwarves. There’s nothing truly wrong with that IMO. In fact it would make dwarves in GW2 unique from playable dwarves in other MMOs.

please Break the Ascalon curse

in Living World

Posted by: Xenon.4537

Xenon.4537

I think that there are only 3 possibilities with this patch.

1. Anet has slaved night and day behind the scenes preparing to completely revamp all of the charr territory. They will remove the ghosts and replace them with gravelings, grawl, and other critters. AC will be revamped to only deal with gravelings and non-ghost stuff.

2. Anet worked hard and revamped all of the charr zones and AC. They still have ghosts in some places where it was too much work to revamp (AC story path for example) but 75% or more of the ghost stuff in all of Ascalon is gone and replaced with new stuff.

3. Anet took the path of least resistance. They teased us with the idea of breaking the curse, but in reality, Rytlock’s attempt will fail and we will find out how and why. We will then be assigned a new task based on this outcome. None of the content is revamped, the ghosts stay, etc. Instead we get a much much smaller scope release which deals with a new branch of story and does not really impact old content.

I think #3 is by far the most likely…

add 30 new skills per class in xpac

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

Thats not how engine work. Its not a bigger load. Its the same.

And Balance is something that will never be and never was 100%.

This is correct.

So why should that be something that hold future skills back from being added?

This is incorrect. There’s no reason to add new skills unless they are truly distinct and serve a unique purpose. Most of the skills I’ve seen suggested are just slight variations of skills that already exist. Many of the suggested skills are also incredibly overpowered. A 12-second knockdown that does aoe damage? Warriors already have Stomp and Earthshaker…

If you add a new skill called “Slam” and it is effectively the same as Earthshaker, then either “Slam” is weaker and useless, or you render Earthshaker obsolete by making Slam stronger. So you end up with the same number of skills in the end which makes the entire endeavor pointless.

Gw2 still bad??

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

You’ve come to the wrong place to find honest information, OP. If you really are curious I suggest you re-install the game and see for yourself if it’s improved. IMO the game is vastly improved from before.

Focus. Make some noise!!!

in Elementalist

Posted by: Xenon.4537

Xenon.4537

Reduce cooldown on air 5, earth 5, change the skills on fire, and modify the water skills to function better.

agree on everything but earth 5. earth 5 is incredibly strong, it is fine how it stands. however, still,
+1

Considering it’s on a 50 sec cd for only 4 seconds and that we can’t take the cd reduction trait, I’d feel better if it was at 40.

Of course, it seems a bit strong because of the number of cantrips we take to increase survivability. We also need to have utilities and traits revamped to make builds nore diverse and cantrips not an auto-include on anything that isn’t burst.

Why does everyone think this skill needs a lower cooldown? It’s functionally the same as mist form, but you can attack while it’s active. And it already has a lower cooldown than mist form and doesn’t take up a utility slot.

Possible Own Item Creation?

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I made a suggestion like this once. Basically have Anet hold contests every month or so where players create a weapon in 3D and submit it for Anet’s review. The winner(s) get their submission added to the game in some form. They had a contest like this before launch involving armor. I don’t know who or what the winner was though.

I also had a similar suggestion where the player would be able to craft “unique” weapons out of different parts like legos. Actually it would be like the morphing weapon system from Fable 3. You could craft a sword out of any combination of:

Hilt:
- A
- B
- C

Pommel:
- 1
- 2
- 3

Blade:
- X
- Y
- Z

And the pieces would fit together in different permutations. On top of that the weapon could be named after the player.

You Know You've Played GW2 Too Much When...

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Posted by: Xenon.4537

Xenon.4537

I know I’ve been reading the forums too much when I realize the guy I’ve been arguing with for 7 pages has been goal post shifting the entire time and ignoring half of what I say.

Mounts

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

@holodoc

Please stop telling people to more thoroughly read your posts as a counter argument. It’s a cheesy way of trying to discredit the other person and it’s annoying.

Now then, your original proposal was:

What’s wrong with speed boost? Equipping a mount could actually work like tonics do now – when you use one of them you get access to 2-3 specific skills and lose all your character’s skills. A temporary speed boost with a cooldown could be one of those skills.

Aside from potential problems with their implementation (mostly performance wise) I don’t really see a problem with adding mounts, the same way tonics were added.

And you followed that up with the idea that none of those skills would be attacks or have zero cooldown. Okay fine. With ALL the skills on the bar having high cooldowns, that would indeed lessen the skill data load, which would help the servers. That doesn’t mean people will sit in their mount all day. When it comes time to fight, people hop right out and fight normally. The only reason to be in their mount is to hit the swiftness skill or use the utility; activities they already do which means no change in the performance of the servers. People already hit their swiftness skills and drop supply traps on foot. Using the same skills inside a mount makes no difference. The idea that performance would be improved is far-fetched at best.

Furthermore, your suggestion was later stipulated that to avoid poly count issues, all mounts should be like vehicles which you get inside of. Fine, that’s a great idea. They could make golems for people to fight in… Wait they have those already, like you said. So why do they need to add new ones? They already have siege golems. Are you suggesting Charr tanks, or 4-legged golem things? You never actually said what exactly a new one would be. I daresay the vast majority of people read your post, see the word “mount” and assume it to be anything from a horse, to a dragon; something you sit on top of and can still see your player model (thus more polys).

I’d like to jump to the practicality if your idea. Where exactly in the game do you want these new enclosed, golem-like battle suits which have specifically tailored, high cooldown situational skills? What type of gameplay do they actually fit in to?

Super Adventure Box World 3

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

There was a thread about this two days ago… But sure!

MOAR SAB PLZ

Josh Foreman is the best!

[SUGGESTION]

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

My suspicion is that within the next few feature packs that we will see runes and sigils get the wardrobe treatment.

Oh dear lord… If we have to use transmutation charges to change sigils… I’m gonna pop a gasket…

What do you think about Controller Support?

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I’m gonna get the Steam Controller as soon as it comes out and try it on GW2.

Living Story Won't bring people back.

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

I don’t think it is. That is the point. In GW1, you had very specific trinity roles to play in GvG (unless you were using a flavor of the day team build). How can that be done? You can have some semi-specific roles in GW2 but they change depending on the situation. You would have to go back to the trinity game design to get the same GvG style and that will not happen in GW2.

You are using very poor analogies to talk about GvG but you never really explained how they can get the GW1 GvG flavor. Using asexual cloning (you meant reproduction) as an example analogy? lol Too funny and has nothing to do with gaming at all. GW2 is a game that plays so unlike GW1 as to almost be, dare I say, a game apart.

Again and again you repeat the part where GW1 is a different game, and again and again I agree with you. You keep ignoring the part where, with a little imagination, it is easy to envision GvG in GW2. They don’t need to bring the trinity back for that. I don’t have any idea where you pulled that idea from.

With your logic, it would be impossible for any new game to ever be created. Don’t you realize new games are derivative of old ones? That goes for ALL things. New things are always somehow derived from old things.

By the way, I DID explain how they could do GvG in GW2. You seem to have missed that post.

http://wiki.guildwars.com/wiki/Guild_versus_Guild

So here we have a PvP game mode where two structured teams face off on a unique map with unique mechanics.

Victory Conditions:
- kill enemy guild lord npc
- enemy team reaches 60% death penalty
- time runs out, and the more aggressive team wins

Map Mechanics:
- environmental effects
- NPCs
- Flag stand: a central point which grants 10% moral boost if held for 2 minutes

All of these things are easily possible in GW2. In fact many of them already exist in current sPvP conquest.

1. Enemy guild lord and NPCs already exist in Forest of Niflhel and Legacy of the Foefire.
2. Flag stand buff: this already exists in the form of capture points and buffs such as those on Temple of the silent storm. Also Spirit Watch has an orb which is mechanically the same as a capture the flag game.
3. Environmental effects: this is like saying all player’s have -50% endurance or move 25% slower in certain areas. The frost fractal has a health degen environmental effect before you kill the first boss.
4. Timer and aggression: this already exists in the form of each team trying to reach 500 points first, while having a hard time limit on the match.

So at the end of the day, GvG could be created by combining different elements of things which already exist in GW2 and have been proven to work. The only difference is that GvG would involve a matching system using guilds, and it would have significantly different objectives. Rather than focusing on holding capture points, GvG involves more attack and defense of the base and the guild lord. The capture point grants a buff rather than passively raising your team’s score.

Blinding Befuddlement ICD

in Mesmer

Posted by: Xenon.4537

Xenon.4537

Confusion is pretty terrible on a mesmer right now. My engie gets more use out of confusion in PvP…

I haven't played since release... Gearing up?

in Players Helping Players

Posted by: Xenon.4537

Xenon.4537

Since you’re a necromancer I highly recommend getting a full set of Rabid from the Orr vendors with all that karma. You can kick some major kitten in WvW with epidemic. Loot bags for days.

[Suggestion] Condition Criticals (stack cap)

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

My idea would be to remove conditions from all passive sources. Such as remove them from weapon skills and minor traits. Specific weapons keep their conditions, such as necro scepter. Those are deemed “condition weapons” and are only used specifically for condition builds. Also add conditions to only major traits so that it becomes a conscious effort to build for conditions. Then you make conditions into a personal application. There would be a 25 stack cap, but only for you. Each person could apply 25 stacks to a target. For example two necromancers can put 25 stacks bleed each on a boss, for a total of 50 stacks. Each person is responsible for their own stacks.

Essentially you remove passive conditions and make them only available if you specifically build for them. That way a zerker war won’t accidentally apply bleeds on crit when he has no intention to be a condi build.

Living Story Won't bring people back.

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

~Guild Wars (GvG)

So basically Arenas like WoW ?

They are nothing alike… Did you play GW1?

You can already do GvG in OS and in sPvP (5 vs 5). Why do we need something special?

What guilds do in OS is not “real” GvG. It’s community-organized zerg bashing. It’s interesting and all that, but “real” GvG was an official game type with matchmaking structure, rewards, and special maps. It involved specifically tailored game modes like capture the flag. Comparing that to the GvG in OS is like saying Halo or Counter Strike is the same as Gary’s Mod.

It is REAL GvG – sorry – just because it does not fit your GW1 definition of GvG. It istill GvG.

“My definition.”

Right. Because I made up my own personal definition out of thin air. Forget the fact that GvG in GW1 ever existed as a definition of “GvG.”

Here, I have an idea. Lets go grab a boulder. I’ll put it in the middle of Rata Sum. My team of random people starts at the Artificer station. Yours starts at the Leatherworking station. First team to get the boulder back to base wins. This will be the official Capture the Flag game! Now that we invented that, all other “definitions” of CTF are invalid and Anet should never waste time making a “real” CTF gametype…

Does anyone else see how ridiculous this is?

@Dusty Moon

Look I’m not trying to belittle your OS GvG. I’m sure it’s complex and competitive and all that. But it is simply…

Not

The

Same

…as GvG from GW1. We call that “real” GvG because it was an actual game mode developed by Anet, not an ad-hoc community-created activity. It’s like saying “real” football is what the NFL does as opposed to the football that your friends might play in the back yard.

But GvG will never ever be the same as Guild Wars 1 without dedicated healers. With the ability to dodge roll. This game is different because it’s built to be different. I’m pretty sure if GvG were duplicated and we dropped Guild Wars 2 characters into it, it wouldn’t be anything like Guild Wars 1 players would want it to be.

This was my exact point. GW2 IS NOT GW1 and will never be. Hence, GvG will not be the same nor could it ever be the same.

Want GW1 GvG – play GW1.

As I explained in an above post, it is possible for them to recreate GvG in the same spirit of the original. That’s what they call a spiritual successor. FromSoft did that with Demons Souls → Dark Souls. Acting like it is impossible to recreate something in a new environment is just unimaginative. For example, asexual cloning is not the only way to create new life. Plenty of species reproduce sexually by combining old material into new forms. However, those species don’t spontaneously generate new species. A human child is basically the same as it’s parents, but it isn’t a digital copy.

Living Story Won't bring people back.

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

~Guild Wars (GvG)

So basically Arenas like WoW ?

They are nothing alike… Did you play GW1?

You can already do GvG in OS and in sPvP (5 vs 5). Why do we need something special?

What guilds do in OS is not “real” GvG. It’s community-organized zerg bashing. It’s interesting and all that, but “real” GvG was an official game type with matchmaking structure, rewards, and special maps. It involved specifically tailored game modes like capture the flag. Comparing that to the GvG in OS is like saying Halo or Counter Strike is the same as Gary’s Mod.

It is REAL GvG – sorry – just because it does not fit your GW1 definition of GvG. It istill GvG.

“My definition.”

Right. Because I made up my own personal definition out of thin air. Forget the fact that GvG in GW1 ever existed as a definition of “GvG.”

Here, I have an idea. Lets go grab a boulder. I’ll put it in the middle of Rata Sum. My team of random people starts at the Artificer station. Yours starts at the Leatherworking station. First team to get the boulder back to base wins. This will be the official Capture the Flag game! Now that we invented that, all other “definitions” of CTF are invalid and Anet should never waste time making a “real” CTF gametype…

Does anyone else see how ridiculous this is?

@Dusty Moon

Look I’m not trying to belittle your OS GvG. I’m sure it’s complex and competitive and all that. But it is simply…

Not

The

Same

…as GvG from GW1. We call that “real” GvG because it was an actual game mode developed by Anet, not an ad-hoc community-created activity. It’s like saying “real” football is what the NFL does as opposed to the football that your friends might play in the back yard.

But GvG will never ever be the same as Guild Wars 1 without dedicated healers. With the ability to dodge roll. This game is different because it’s built to be different. I’m pretty sure if GvG were duplicated and we dropped Guild Wars 2 characters into it, it wouldn’t be anything like Guild Wars 1 players would want it to be.

You’re right. They can’t copy/paste GW1 into GW2. But they can develop GW2 GvG along the same lines from scratch. The way game design works is they set a goal and work towards it. They figure out what works and what doesn’t and change things accordingly, but they always have their eye on the goal. What was GW1 GvG?

http://wiki.guildwars.com/wiki/Guild_versus_Guild

So here we have a PvP game mode where two structured teams face off on a unique map with unique mechanics.

Victory Conditions:
- kill enemy guild lord npc
- enemy team reaches 60% death penalty
- time runs out, and the more aggressive team wins

Map Mechanics:
- environmental effects
- NPCs
- Flag stand: a central point which grants 10% moral boost if held for 2 minutes

All of these things are easily possible in GW2. In fact many of them already exist in current sPvP conquest.

1. Enemy guild lord and NPCs already exist in Forest of Niflhel and Legacy of the Foefire.
2. Flag stand buff: this already exists in the form of capture points and buffs such as those on Temple of the silent storm. Also Spirit Watch has an orb which is mechanically the same as a capture the flag game.
3. Environmental effects: this is like saying all player’s have -50% endurance or move 25% slower in certain areas. The frost fractal has a health degen environmental effect before you kill the first boss.
4. Timer and aggression: this already exists in the form of each team trying to reach 500 points first, while having a hard time limit on the match.

So at the end of the day, GvG could be created by combining different elements of things which already exist in GW2 and have been proven to work. The only difference is that GvG would involve a matching system using guilds, and it would have significantly different objectives. Rather than focusing on holding capture points, GvG involves more attack and defense of the base and the guild lord. The capture point grants a buff rather than passively raising your team’s score.

GW1 = more build diversity?

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

Forcing players to cut skills from their build and make choices neither strips diversity nor creates simplicity. Developers streamlining abilities into fewer core choices for each profession eliminates redundancy.

There’s still a ton of complexity and diversity that players fail to recognize.

Pretty much this.

In GW1 the complexity was weighted almost entirely on the skills. In GW2 the weighting is spread out into stats, gear, runes and sigils, traits, etc. Combat is also entirely different. It’s more like an ARPG like Diablo. GW1 combat was closer to KotOR imo.

Living Story Won't bring people back.

in Guild Wars 2 Discussion

Posted by: Xenon.4537

Xenon.4537

~Guild Wars (GvG)

So basically Arenas like WoW ?

They are nothing alike… Did you play GW1?

You can already do GvG in OS and in sPvP (5 vs 5). Why do we need something special?

What guilds do in OS is not “real” GvG. It’s community-organized zerg bashing. It’s interesting and all that, but “real” GvG was an official game type with matchmaking structure, rewards, and special maps. It involved specifically tailored game modes like capture the flag. Comparing that to the GvG in OS is like saying Halo or Counter Strike is the same as Gary’s Mod.

It is REAL GvG – sorry – just because it does not fit your GW1 definition of GvG. It istill GvG.

“My definition.”

Right. Because I made up my own personal definition out of thin air. Forget the fact that GvG in GW1 ever existed as a definition of “GvG.”

Here, I have an idea. Lets go grab a boulder. I’ll put it in the middle of Rata Sum. My team of random people starts at the Artificer station. Yours starts at the Leatherworking station. First team to get the boulder back to base wins. This will be the official Capture the Flag game! Now that we invented that, all other “definitions” of CTF are invalid and Anet should never waste time making a “real” CTF gametype…

Does anyone else see how ridiculous this is?

@Dusty Moon

Look I’m not trying to belittle your OS GvG. I’m sure it’s complex and competitive and all that. But it is simply…

Not

The

Same

…as GvG from GW1. We call that “real” GvG because it was an actual game mode developed by Anet, not an ad-hoc community-created activity. It’s like saying “real” football is what the NFL does as opposed to the football that your friends might play in the back yard.

Suggestion: HoM skins unlockable via gemstore

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Posted by: Xenon.4537

Xenon.4537

You can get the entire GW1 complete pack on steam sale for like 20 bucks. Keep an eye out for it. You would spend that much in the gem store anyway. Why not have an entire game full of content instead? It’s not that hard to unlock the skins the normal way.

GW1 have NEVER been on a sale on steam. You save some if you buy the complete edition, but don’t ever expect to see % taken off.

My friends and I bought copies of it when it was on sale for 50-75% off. This was a couple years ago.

Breaking the Ascalon curse already explained

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Posted by: Xenon.4537

Xenon.4537

Despite all this, I’m pretty sure this attempt by Rytlock will fail, and it will make things even worse for a time. Then in some later episode someone with Ascalonian royal blood in his/her veins will eventually lift the curse, truly freeing Ascalon from Adelbern’s madness.

People’s darkest fears realized…

Kasmeer: Hey! What does this sword do…
Marjory: Honey, I wouldn’t touch that if I were y….
Kasmeer: THERE CAN BE ONLY ONE!!

~Kasmeer runs over and beheads the ghosts of King Adelbern and Duke Barradin and absorbs their ghostly powers.~

Kasmeer: I am Kasmeer, Queen of Ascalon. The Cursebreaker. For I am the Special Snowflake!!!

I was imagining Marjory’s face during all of this and it was hilarious. xD

Living Story Won't bring people back.

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Posted by: Xenon.4537

Xenon.4537

Also the Living Story has been bringing people back. Returning player threads are a regular occurrence on this forum and apparently Reddit added a whole new section for them.

It may not be what you personally want but a lot of other people enjoy it. I’ve been playing almost every day since S2 started and my main character has left Dry Top twice, one of which was to do the Concordia and Fort Salma instances.

But consider the amount of people that left the game because of living story.

Im one of them.

Game has an amazing foundation, love the world, lore, even the combat and all is decent(when it isn’t tainted by zerging). I just wish they would focus efforts on content other than living story, like dungeon revamp, or encouraging us to participate in open world PVE not related to living story(i.e. the DE’s that launched with the game).

Still keeping an eye on the game hoping that Arenanet turns it around, but they keep on with a full head of steam with LS, so I stay away. And I keep my fat wallet with me.

Everyone thinks because they did something a lot of people feel the same way. But I think the living story has kept more people here than it’s lost. It’s a form of content you don’t see in many games. For each person who hates it, someone is going to enjoy it.

If Anet just started making raids, they’d have to compete with every game on the market. There’s very few people doing anything like the Living World. It gives them an edge. I’m here because of that content.

I would love to have raids but I see what you mean. I think cesmode just wants to see Anet really improve the DE system. Right now it’s just a sort of automated, cyclical quest system. The DE chains aren’t really “dynamic.” They just have two states: success or fail. If there was more branching and more complex mechanics (besides just killing enemies or collecting an item) it would be more interesting.

Also he has a point about dungeon revamps. The current meta of stacking in a corner and FGS rushing things down is terrible. The bosses need an overhaul with specially tailored mechanics and better AI.

Rytlock voice actor changed?

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Posted by: Xenon.4537

Xenon.4537

He does sound a bit different in that trailer to me. Glad to hear it’s still Steve Blum though.

By the way I do hope that Anet doesn’t let voice actor issues get in the way of including the characters in the story. I miss Zojja.

Content Update for Guild Wars 2 [SUGGESTIONS]

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Posted by: Xenon.4537

Xenon.4537

I saw “mounts” and stopped reading.

No thanks.

Addressing a misconception about AP

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Posted by: Xenon.4537

Xenon.4537

AP is only a measure of how long you’ve been playing the game. You might get better if you’ve been playing a long time, but some people are still terrible after 10k AP. The problem comes when groups demand a certain amount of AP for dungeons. It shuts out new players who might be naturally good at the game. There’s no law of physics stopping someone from picking up the game and being skilled enough to run Arah before they reach 1k AP.

Suggestion: HoM skins unlockable via gemstore

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Posted by: Xenon.4537

Xenon.4537

I’m not that much of a fan of pvp and wvw, so the world tournament-weapon skins become buyable too? Or the balthazar carapace backpack?

Honestly, what’s even the point of “unique” rewards and achievements when they become buyable?

Here’s an idea:
A new, large quest-chain woven to the events of GuildWars 1. Maybe exploring old dwarfen or asuran ruins, finding remains of Mursaat-magic and what else there might be. Players with no HoM-skins can unlock some of them, players who already got all HoM-skins get a nice quest-chain and the possibility to unlock the radiant-/hellfire-armor or other neat goodies.

I would much rather they continue the current living story and give us new rewards. There’s nothing stopping anyone from picking up GW1 and earning the HoM rewards the way they were originally intended.

Suggestion: HoM skins unlockable via gemstore

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Posted by: Xenon.4537

Xenon.4537

You can get the entire GW1 complete pack on steam sale for like 20 bucks. Keep an eye out for it. You would spend that much in the gem store anyway. Why not have an entire game full of content instead? It’s not that hard to unlock the skins the normal way.

The complete pack aka Trilogy, does not come with EotN, which is pretty much essential if you really want the HoM rewards.

Well like I said, you can get the trilogy pack and EotN on sale sometimes. I got the whole thing for around 20 bucks.

Living Story Won't bring people back.

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Posted by: Xenon.4537

Xenon.4537

~Guild Wars (GvG)

So basically Arenas like WoW ?

They are nothing alike… Did you play GW1?

You can already do GvG in OS and in sPvP (5 vs 5). Why do we need something special?

What guilds do in OS is not “real” GvG. It’s community-organized zerg bashing. It’s interesting and all that, but “real” GvG was an official game type with matchmaking structure, rewards, and special maps. It involved specifically tailored game modes like capture the flag. Comparing that to the GvG in OS is like saying Halo or Counter Strike is the same as Gary’s Mod.

Would Anet consider a race change feature?

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Posted by: Xenon.4537

Xenon.4537

They’ve said in the past that race changes will never happen, due to the personal story actually being fairly important to the game.

They never said that in the past. They only said it is highly unlikely at this time because of the way the system is set up. Nothing is impossible. Anet would implement this feature in a heartbeat if they thought they could make a serious profit out of it.

Living Story Won't bring people back.

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Posted by: Xenon.4537

Xenon.4537

~Guild Wars (GvG)

So basically Arenas like WoW ?

They are nothing alike… Did you play GW1?

Very Impressed

in Living World

Posted by: Xenon.4537

Xenon.4537

Season 2 has been outstanding so far. The trailer today with Rytlock has me more excited than ever. Anet really slammed their foot on the gas pedal with this season. My only wish is that we could somehow get more than 2 or 3 hours of content out of each release. They nailed quality, now we just need quantity!

SPOILER Living story ripped from Mass Effect

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Posted by: Xenon.4537

Xenon.4537

player housing

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Posted by: Xenon.4537

Xenon.4537

I never understood the obsession with player housing. What the hell are you supposed to do in it? Just afk?

My thoughts exactly. I would really rather Anet spend their development resources on more meaningful things.

Yes, “just afk”.

Everquest 2s most well known player home.. and it is tip of the iceberg as to what can be done besides AFK http://kotaku.com/5893313/dying-boy-gets-his-own-personal-virtual-wonderland-built-by-a-game-community-in-just-four-days/

This home is a bare island from KOS when purchased. Everything on it was created by players, using in game items and assets. The roller coaster is fence sections. Think of a GW1 guild island with no structures and the freedom to create whatever you can think up.

Ignorance of what is possible/existing in the MMO Genre is no excuse to stick thumbs in ears and scream no. Make an effort to know what you are screaming NO about, please.

Dude….

Do you have… any idea… what you’re talking about….

Or do you think that the ability to custom make stuff out of assets just magically materializes from The Mists?

Anet has to devote significant resources to develop a system to let players do all of that. Like I said, I would rather they devote those resources elsewhere.

Can we just stop ?

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Posted by: Xenon.4537

Xenon.4537

I think there needs to be a comprehensive “why we don’t need mounts” thread stickied. That way whenever there’s a mount thread, we can link the sticky and close it.

Mounts

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Posted by: Xenon.4537

Xenon.4537

@holodoc

Earlier you said that you thought mounts would somehow reduce lag in the game because magically mounts having fewer skills makes them less transmit less skill data. That is the part of your post I was addressing.

Yeah yeah, every GW2 player is obviously an expert on software performance I say if anything mounts would actually reduce the performance hit because instead of having access to at least ten skills mounts would provide three to four skills at most. That’s at least 50-60% less interaction with other players which needs to be calculated and then transferred to the server.

Right here. You make the following assumptions:

1. Mounts would have skills.
2. Mounts would have less than 10 skills.
3. Those skills would not include an autoattack or low-cooldown.
4. That mount skills would not be cast as frequently as normal skills.
5. That mount skills would magically transmit less data than normal skills.

What actually happens when 60 necros spam their minions I don’t know. You know why? Because I’ve played in all WvWvW Tiers (including Tier 1) and never saw a zerg which had more than a couple of necros. And for good reason. Using MM builds for WvWvW is pointless because such builds are selfish and aimed completely at 1 vs 1 or sPvP. Essentially I would be glad to meet a 60 player MM group in WvWvW, that’s free loot

And right here I really don’t know what you are getting at. Earlier you claim that mounts wouldn’t impact performance, yet right here you give a perfect example of when more character models on screen causes lag. I’ve seen a 60 MM necro zerg. It’s laggy as hell. It’s pretty deadly too. There’s 60 players, but each of them has 4 or 5 minions, meaning it’s close to 300 bodies on the field. Mounts would have a similar impact.

And again, I’m only clarifying your assumption that mounts would somehow cause less performance impact. They wouldn’t change anything server-side. They would definitely impact client-side negatively.

Mounts

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Posted by: Xenon.4537

Xenon.4537

@ dusty and holodoc

Take this from a game design student: the performance of the game would be negatively affected across the board. Holodoc, theoretically less skills means less server lag because it means less data transmitted, but this is inaccurate. If the mount has an autoattack, that skill could be spammed all day just like a normal player, thus the same amount of data being transmitted. Server lag would basically remain the same, only now it would have to contend with new types of skills and such.

On the flipside, the client would experience a performance hit for sure. The rendering of all of the character models and particle effects are done by your computer. If you now suddenly have to render a bunch of mounts on screen, that impacts your performance greatly. It doesn’t affect server lag, but it does affect personal frame rate.

At the end of the day, mounts would add performance hits to people without high end PCs, there’s no arguing that. Whether it affects server lag is beside the point.

Those are all assumptions and essentially not the proper way to make good/complex software. If you want to see how a new feature would behave you need to make real test cases, get some profiling data and then decide if eventual performance bottlenecks can be optimized or not. For that purpose you simply create a new branch of code, change the code to include new features and test it independently of the main build. You’d be surprised how many times the results are quite the opposite from what you would expect them to be. If everything clicks the new feature is seemingly merged into the main build.

Dude you’re not hearing me. I’m not making assumptions. There’s literally no reason for the game servers to process and render 3d model data. That stuff is handled by the player’s computer. The data the server handles is stuff like what XYZ coordinates are you at, how much damage did your skill do, what is your current health, how many targets did you hit, etc. That data is transmitted back and forth constantly. Mount skills would have this data and it would impact the game servers just as much as any normal skill.

The client-side, that is YOUR computer, is the one responsible for rendering the 3D world you see. That means YOUR computer has to handle rendering textures, environment models, character models, animations, sounds, etc etc. If you add mounts into the game, that’s just one more thing your computer has to render. It has to render the model of the mount, the animations it does, the sound it makes, and the character that is riding it.

Lets say you have a zerg all riding horse mounts. Lets say the typical player poly count is 12,000. Lets say the mount polycount is 10,000. Lets say everyone in the zerg is using their mount. You’ve just nearly doubled the amount of polys that your computer needs to render. That is a performance hit. End of story. I don’t need to write my own code for test cases to figure that out. There’s decades of released video games to look back on for data.

The Dragon's Reach Trailer

in Living World

Posted by: Xenon.4537

Xenon.4537

I’m wondering if somehow Rytlock is trying to use the sword to hit a leyline now that the world knows about leylines. Maybe he can break the Ascalon curse by disrupting a leyline?