Mobs don’t appear to be in places where they are not. Skill animation are abnormally fast or don’t work at all. Is this game in beta still?
It happens when there’s lots of players in the screen and server can’t handle the load. When is there going to be improvements in this situation? Once the game dies out and players leave?
You won’t see legendary armor any time soon, you will see Ascended Armor in 2013 for sure though, yes.
- Why would you do this? Is ascended going to be the last tier of gear? I hope so!
I got an idea how to make scouting valuable in a sense of having the game reward you for it. At the moment scouting is largely arbitrary. Some person stays behind and communicates on map/team chat what he sees.
So here’s the idea: make scouting a thing. In the map screen when you hover over enemy towers and supply camps there would be three things displayed in the tooltip:
- Time limit until the lord becomes vulnerable to attacks
- Supply count (e.g. 135/400)
Not displayed on tooltip, but rather as small icon on the map: - Broken walls
These statistics would update whenever an ally player has vision of the change.
Example 1: Red side’s trebuchet has broken down blue side tower wall (there’s no icon on anyone’s map). Blue side defender goes to check on the wall in the tower. Now every blue side player has map update that shows the broken wall piece and its location. Red side attacker goes to check on the tower and all red side players’ maps would get updated with the information of broken wall.
Example 2: Red side’s supply camp lord’s invulnerability has two minute timer left. Blue side attacker sees this and blue side players’ maps are updated with this information when they read the supply camp’s tooltip. Blue side attacker, who was the only source of this information, leaves the site. Now the map tooltip has ? as value for invulnerability timer.
Example 3: Like example two, but instead of having lord timers, information deals with location’s supply count. There are two ways to deal with lack of information here: either stop information whenever vision is lost, or mark the information veracity with color code: bright white for up-to-date information gradually fading to grey and disappearing as the time passes from last observation.
Tooltip could also feature information like what ‘tier’ the location has. This would allow for new structure upgrade that could hide the actual supply information.
How do you guys like the suggestion?
Ranger’s trait lines are easily the worst.
Well if they add challenging content, a lot of people will complain (like they did with Liadri) so the best way to add a little bit of challenge is through achievements.
- What about the achievements is challenging to you?
That sounds great on paper but real life so many would quit, servers would end and game would die.
- Am I the only one who is deeply worried that ‘getting loot’ is the major reason, or only reason players continue to log in day after day? What happens when you finally get the loot you’re after? Equip the shiny, turn up the graphics and take screenshots. A nice piece of equipment. Two minutes later you get over the amazement and look around for company. The only players left are the farmers. Some log in to do their dailies. Some are grinding living story achievements. Some are going for the latest champ farm. Some are farming WXP by running in trains from tower to tower. The enemies aren’t resisting – they’re playing the same game! You can’t show off your loot in PvP either.
If you’re farming ‘for’ something what is the goal you’re seeing?
This guy is really spot on and it applies to Guild Wars 2 too:
http://www.youtube.com/watch?v=K0kup_anLeU#t=16m20s
(edited by Zenith.6403)
You can read about them here:
http://wiki.guildwars2.com/wiki/Biography
It’s not for everyone. If you don’t like it, you’re not forced to buy it so I don’t understand why everybody is crying.
- Has there ever been something you’ve really wanted, but discovered afterwards that it isn’t what you thought it would be?
What if there was no loot? If you had access to every item available in the game what would you spend your time doing? What content would you choose to do if you weren’t concerned about rewards? How would this change your play style?
- Would you play a slot machine if there was no money involved?
Answer: No, you would not.
http://www.youtube.com/watch?v=SqFu5O-oPmU
We don’t need more power. Players will want to farm the advantages that exist because it deals with competence issue. PvP mode where one side has advantage in stats just because they have played for longer time is poor design.
Support Tokens still drop from jumping puzzles end chests.
i have to say if you think they add that much to a toon then you really need to stop and ask yourself how you even managed to play before these
- 2500 health, 100 power and 100 condition damage are pretty useful perks to have in a game mode that features player vs. player combat. You might even say that the person holding these perks has an advantage in combat that didn’t exist before these perks were added. Someone might even think that the classes had, somewhere in their development, inherent disadvantages like lower health pools to offset advantages in other areas.
(edited by Zenith.6403)
if you don’t want to rank up alts, don’t make them.
- This person is right. We should not make alts. We should not spend gems to unlock character slots either. We’re given 8 character classes, 5 races and myriad of personal story lines. Our job is to pick one unique combination of them and forever stay playing that one character. When you play only one character you can be the best. Unlock all the WvW lines while alt players are struggling to unlock even one of them. You can also have the largest collection of dyes, highest reward scale for Fractals, commander title, map completion medal and other perks alt players can only dream of.
If you make a second character, you’re playing the game wrong.
Q: Does Siege Might stack with the damage boosts in the cannon and ballista mastery lines?
A: Yes.
- Please do go into details! Does it stack additively or multiplicatively?
Why would you not use suggestion forums? Because this is what happens with suggestions.
“Suggestion: building siege weapons in World vs. World stops when you’ve spend 10 supplies. I suggest changing it so that is stops at when building is complete or when the builder runs out of resources”
This kind of reasonable suggestion would get replies like “meh”, “l2p scrub”, “it’s good that way no problem” or just ignored and quickly dropped to 10th page of the subforum. Then you have people making outlanding suggestions like…
“Suggestion: scrap the whole living story and make something else in place of it like ridable tyrannosaurus with lasers.”
This kind of suggestion gets lots of replies ranging from disagreement to agreement from annoyed players. It generates tons of views, “likes” and discussion and as a result stays in the top of suggestion subforum. Yet it’s doesn’t present any kind of actionable plan to Anet and makes the other players in suggestions subforum think why even bother.
I haven’t played dungeons since the patch. What has changed about dungeon tokens?
The official word on the subject is that the servers would require a very expensive upgrade to be able to handle the significantly increased load that personal condition stacks would add.
I think they should consider removing the cap on stacks.
- Sure if you want to send out individual packet for each individual application of condition. If you stack bleed to 10, you get bleed damage notification ten times per second, which is silly. Why not count all bleeding damage per second and then send it out?
So my question is can warriors be as good at other focused roles as any other class, or will a good support guardian always outmatch a good support warrior?
- What roles are you asking for? Look at the abilities Warrior has and compare them to those of Guardian. Each has its own flavour, but more importantly the classes themselves have certain skills that are must have. The skills define the role and not the other way around.
TBH I think those that are always saying “anet hates alts” etc are just too greedy….
You WANT to be able to do content more than once a day and get the rewards more than once a day when solo char players can’t do this.
- I don’t think that’s what OP is suggesting. He wants rewards tied to the player (i.e. account) instead of the character that player happens to use at the time. Every progression point that refers to character is timewise multiplied by the number of characters you want to progress, which is the core issue here.
Guild Wars 2 is not really a good game for streaming, lol
Exp boosts are only for monster kills. They do not affect events, hearts, or crafting xp.
- This is true, and it should also be mentioned that killing monsters is the slowest possible way to get experience, even with exp boost active. Best way to level up is probably running CoF path 1.
(edited by Zenith.6403)
As we know the Crown Pavilion is like WvW zerg with no culling, but there’s no way to turn down the effects like individual character models like there is in WvW. Constant barrage of graphical effects is very demanding on both CPU and GPU. I have my graphics set to lowest the game GUI allows me to set them (which were incorrectly reverted to previous higher setting in the patch!), and I feel I can’t participate in this content unless this ridiculousness is fixed.
Have you ever had your CPU fan going at 6000 rounds per minute? This is the price I pay for playing your game. Why would you think anyone cares to watch the fireworks when there’s 50 people firing them? You really need to separate functionality and eyecandy. Functionality goes first, always. Nothing is fun to play if it lags and kills your computer.
(edited by Zenith.6403)
- Difficult and expensive to change character build
- Performance issues in WvW and big towns
- Living story related loot everywhere makes no sense and takes space
- Loots bags dropping on ground instead of being placed in player’s inventory straight away. Without autoloot option it’s actually that you move your character on top of the loot, then press F, then get the pop-up of items, then select the items. Who actually uses horribly cumbersome system like this?!
- Unnecessary character-bound restrictions everywhere
Alright, I understand it now. Thanks for explaining.
The kind of characters that benefit from partying most would be those that have low damage AoE abilities.
You still have to do some damage, but the threshold is shared across the entire party. IINM it was something like 5% of HP total is required for tagging. Outside a party, you have to do all that damage yourself. Inside a party, the 5% can be spread across all members of the party, and anyone who did any damage gets credit.
- Your statement is contradicting itself.
Let’s take a concrete example. I’m in a party with my friend. My friend deals 5% of target’s maximum health damage to target. I don’t deal any damage to target. Target dies. Do I get credit for the kill?
Someone told me being in a party affects the way you get credit for kills in big fights. I rarely party up when I’m in a zerg and I get credit for kills where I did a significant (~1k-2k) damage to enemy players. I do not get credit if the target gets swarmed and I delivered only one non-critical hit.
How does being in a party affect getting credit for kills, if anything?
I keep hearing in the latest interviews constant mentioning of the word “reward” and very little about making the game more fun. This reminded me of an Extra Credits video I posted back discussing the nature of extrinsic and intrinsic gameplay, and the focus on rewards leads me to believe that intrinsic gameplay is taking a backseat to making players feel good about grinding. However, I also believe that the intrinsic vs extrinsic debate presents somewhat of a false dilemma when it comes to rewards and progression in RPGs.
- I think the distinction between intrinsic and extrinsic rewards is academic. There are tons of games loaded with all sorts of extrinsic reward systems that don’t interest me. Farmville is one of those games, have you played it? I tried it and played for a couple of days but got bored because the game lacks depth. That game didn’t reward me or satisfy any need I have.
Anet’s goals are to keep people playing the game and buy stuff from cash shop. It’s a real problem when you see that your playerbase is moving away from, say, WvW games and forum posts complaining that there’s “no point to play it”. Very cost-effective solution is to add some small progression without breaking balance, like having +% damage vs. NPCs or being able to carry a couple of supplies more. This makes it so that players have extrinsic rewards for playing WvW and solves the problem of players leaving.
There are players that feel their intrinsic reward mechanism doesn’t match what is being offered by the game (have you actually listened to what every single NPC has to say? There’s a ton of content) and leave the game because of it. I think this is natural.
I’m aware there are ways to get the skillpoint, including asking your level 80 guildmate to accompany you. However the point of this thread is that the difficulty of getting this skillpoint is off the scale compared to other points of the region and should be balanced accordingly.
Skill point in Kessex Hills part Meremoot Hills is way too hard to get. It’s a channeling type in a centaur-filled cave that contains 5 harathi normals and a veteran right next to it. On top of that there’s a group event that spawns in the cave that contains champion grade monster. Difficulty for getting this skill point is way off the scale compared to other skill points in zones of similar level.
Warrior is very straight-forward class which doesn’t meet your criteria of having high skillcap.
I think the idea is that they wanted to get away from that type of gameplay. Not really what I would’ve like but I’m sure plenty of people here will tell you that it’s great.
- The contrast is quite hilarious. So much effort and attention to details that hardly matter, yet letting the major picture go as it pleases. I liked how the character creation goes so deep as to lets you customize the width of your character’s jaw, but yet you have no control which armor sets happen to have the stat combination you want. When it comes to looks, armor definitely matters.
I wonder what kind of player this game is really made for. I realize that players have different reasons to play, but what is the thing that this game really does better than its competition?
The RPG genre is heavily based on rules. In the olden times you’d have to read a bookful of rules to even be able to play a game. Guild Wars 2 is the exact opposite. You still have a bunch of stats and effects, but they’re all strangely alien.
I’ll give a concrete example to get the discussion going:
My Ranger has 930 toughness. Mousing over the stat it says “increases armor”. Alright. There we have 1,994 armor. Tooltip for armor says “combines defense and toughness; reduces incoming damage”. What am I supposed to think about this? It doesn’t even say how much the damage is reduced, let alone explain the formula for doing it. I could spend my hard-earned laurels to buy an infusion that graciously add +5 toughness, but I have no way of knowing is that a better deal than 5 vitality infusion. Should I even care about 5 toughness when another consumable could give me 100, or in other words twenty times more. And yet what 5 is to 100, 100 is to 2000. What’s the big idea?
It’s not hard. Living World is just the concept that the world is evolving and changing around you. As simple as that. How does that not make sense?
- It’s not organic. Organic is when the game evolves on its own. NPCs change their lines, events progress from one point to another. It would be incredibly difficult to do, as it would require artificial intelligence. The current system looks like NPCs you’ve never heard before appear from thin air (update), offer their quests and achievements and then disappear again when the parade is over. It’s hard to have immersion, especially if you’re only in it to get some achievement points.
Purely PvP games are niche games. Just look at EVE Online and Darkfall. GW2 is a great game for all types because it’s a blend of all types having it’s sPvP, PvE, and WvW. The ‘obsession’ with raid-for-gear grinding that WoW/EQ had as a their key designs as being the only method for content needs to die. It’s not. There are many other ways to have content out there, as GW2 has proven with it’s Living Story system.
- I’m not sure where you got the idea that games where you play against other players are unpopular.
Just standing around in Lion’s Arch doing nothing causes significant stress to my CPU. During summer my room temperature is commonly 26.5 degrees Celsius (80 Fahrenreit for Americans). Ambient temperature and heat generated from CPU work causes the CPU fans to go nuts. This problem isn’t nearly as bad with other games or while watching videos. Guild Wars 2 just hogs CPU like crazy. I’m afraid this will shorten the life cycle of my computer and increase energy consumption.
Is there anything I can do to solve this problem? I’ve set graphics to lowest possible and capped framerate to 30. Is it possible to edit more variables than what the GUI options allow?
the bank in hero pannel would be good as long as you cant take stuff out of it
- What? Why? Do you people actually enjoy these loading screens and map travels just to get your inventory sorted? If you could have anything you wanted, you would want to have the current system just the way it is?
Paying to get rid of articifial limitation. The way I view the use of money is that I buy services that benefit my well-being. I go to grocery store to buy some food. I go to barber to get a haircut. I pay my electricity bill to have electricity in the house. I bought this game to have entertaining pastime. Frankly I don’t care how Anet handles their finances, but I notice bad quality when I see it.
What are you here for exactly? Did you just come here to insult me?
theres nothing immoral about it.
- About what?
… theres nothing wrong with trying to make money off of what youve spent hundreds of employees and tens of thousands of working hours not to mention the money it takes to build this game over a period of 6 years without them making a single dime from cash shop purchases.
- Monetizing out of inconvenience you caused is immoral, not the want to pay your employees.
Some companies have adopted this immoral idea that by making the game deliberately inconvenient you can later sell convenience to the player for profit. Short on storage space? Buy a bank tab (600 gems). Not yet short on storage space? Here, have these small stacks of loot you should collect 5… nah 10 stacks to get the thing you want. This is certainly what happened with Fractal Relics. Running out of harvesting tools? Get infinite gathering tool (800 gems) for limited time, character bound.
I would make the following changes to the game:
- Bank is part of the hero (H) panel
- Crafting resources in bank would stack up to 999
- Dungeon tokens have their own slots in crafting resources and would stack up to 999
- PvP armor is unlockable rather than one physical piece you put to PvP locker
- Other actions have priority over triggering NPC “greetings”, like taking supplies from supply depot
- WvW repair progress bar would be solid in width and measure progress from current amount of resources to the point where resources can no longer be used
- 1 supply can be used to repair so that if you spent 20 WvW points to increase your supply count to 11 you won’t be left with 1 supply
- I would realize that players play this game for different reasons and question the policy of telling living stories by having every mob in the game drop loot related to that current event
And based on the countless other threads I’ve seen over the last year most people prefer not to have to spend potentially hundreds of dollars for one skin. This isn’t about opinions, it is about thinly veiled gambling systems being marketed to (in some cases) impressionable children.
Yeah; I said it.
Not only is this RNG crap a rip off, it is marketing a gambling system to children. It may as well be a virtual slot machine.
- Yes, you’re probably right. Now saying bad words about business doesn’t make it a bad business, does it? Your quest for reasonable pricing and guaranteed rewards falls to deaf ears as long as the cash is flowing.
I still haven’t found a reason why I would PvP in a MMO game when there are actual games in the market that are built bottom-up to be PvP games, such as League of Legends or various shooter games. Think outside the box, people!
Optimization of game code is the thing I’m most looking forward to, along with bugfixes. Nothing takes away enjoyment of the game like laggy, buggy, bulky and choppy gameplay.
I’m having a hard time getting interested of any of the Ranger traits save for the following: Steady Focus, Piercing Arrows, Eagle Eye, Quick Draw, Strength of Spirit. Other traits are in wrong trees and not very useful. Would you give up your 300 power or +30% Critical damage to have your greatsword skills recharge faster? It’s all about maximizing damage when your safe from harm with ranged character.
Perhaps even worse are the Ranger slot skills. The only skill that complements ranged gameplay is Quickening Zephyr. If you’re in 1500 range away from your enemies, do you need things like Protection or traps in the place that your enemies won’t reach?
Laurel is the most important currency since it’s time-restricted. That being said, look for the cheapest and most effective use of your laurels here at the wiki page:
http://wiki.guildwars2.com/wiki/Ascended_equipment
First buy amulet from WvW laurel vendor. I think it has higher stats per laurels than rings, you should double-check that. Next you should get the rings. It’s up to you if you want to spend your precious laurels for that or go for the Fractals route.
I recommend getting accessories with guild commendations. The laurel route is just absurbly costly. Ascended backpiece is ridiculously time-consuming either way. It’s probably better to go with crafting route for that, but be prepared to spend a fortune for crafting materials.
A lot of you don’t seem to understand what I’m talking about. Perhaps I wasn’t being explicit enough.
Have you guys played a game called League of Legends? In that game you have champions that can get money by killing neutral monsters, minions and enemy champions. Using that money you can buy items, which improve the character’s stats in different ways depending what items you buy. Buying items presents a decision for the player: what kind of character you want to be? Items help the champion in fights and successful team wins the game. Itemization is interesting part of the game and it makes sense.
In Guild Wars 2, however, the items don’t make sense. What is the point of all this stuff you haul to the merchant? Did ArenaNet not have players playtesting the game with critical eye and questioning the decisions? Was it the kind of default impression that these types of games generally have tons of stuff to carry around so why not we do the same? Achievement rewards, loot boxes, daily chests, special event items. When I logged in from one month break I was flooded with all sort of event stuff. Where do I put these 250 baubles, 4 Bauble bubbles and 1 continue coin that I can no longer use? Give me a break!
Materials and mystic forge items are part of the itemization. There’s gathering nodes that allow you to gather materials for gear that is suited for level 40 character, but once you reach level 80 on your character you’re going to stay level 80 forever. These nodes are still serving you crafting materials you don’t need. There’s lots of examples like this to be found.