Blood Ruby Salvage Dialogue Box is Bad
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
Hahaha you should not salvage your BR :‘) Anet will probably release new items to get with those in another map so you should save them. And if they do not, you could just salvage them later, that’s the wisest choice !
You are probabely wrong mate next maps item will require blood boxes not rubies.
No, no. It’ll require blood bags and whoever collects the most becomes the Blood King and gets blood powers.
You’re not wrong. I’d also love the targetting mark over my head. It would allow me to react and actually provide an interesting game mechanic, instead of multiple cheap-shot projectiles that come out of nowhere. However, with the number of such projectiles coming our way the mark would be there all the time…
Maybe Trahearne isn’t dead at all, and we never defeated Mordremoth. Maybe we’re all trapped in Trahearne’s mind. We think we’re running around Tyria doing other stuff, but it’s all a Trahearne-induced Dream to keep us occupied while Mordremoth has his way with the world. Maybe the lack of any sort of ceremony for poor dear departed Trahearne is actually a typical Trahearneal blunder, and as a result we’re beginning to question our perceived reality…
This appeals to me (and makes more sense) than the official story.
Trahception?
Trehearne. Marshall of the Pact.
The first of the twelve Firstborn.
Wielder of the mighty sword Caladbolg.Hang on. I remember it was my mission to find that sword. Then I had to fight in a pit to get it back. Then Trehearne came along and said, “I’ll hang on to that. You won’t need it.” swipe
You can remember Trehearne fondly if you like, but don’t praise him for carrying a particular sword, especially one he pinched.
Well, nope. You returned Caladbolg to the Pale Tree who then gave it to Trahearne. Not really his doing, is it. Or do you mean to say that he spent nights and days whining to the Pale Tree “oh, mommy, I want that big shiny sword, pleasepleaseplease”?
How do you know he didn’t….?
True, I don’t.
To your other post:
Where does he get “credit for carrying the sword”? He just gets the greatsword, no special credit connected to it. (Might be wrong, though, so please explain.)
And seriously, is there anything really good about Caladbolg apart from it being shiny? You do remember the mission when you fight the risen with Caladbolg, right? The weapon sucks… And the two guys who carried it ended up pretty miserably.
That other poster was giving him credit for carrying it and going on about how it was a special sword. That’s all I was replying to. It must be a seriously shiny sword cause I’ve seen several posters mention him carrying it as though it’s some special character trait. It’s not T’s fault, really. He’s a teacher’s pet. And no matter how hard he tried to change his image to bad boy with that whole necromancer thing he’s always going to be the golden boy to many, no matter how many swords or CDs he borrows and doesn’t return.
To make it more inane, I’ve occasionally seen those magical white mantle hammers go sailing by as I’m flying. Those things don’t seem to change course to follow you… and they’re magical! But rocks..
It’s a nice map, but for the life of me, I will never understand why they think mobs sniping you in mid air and you plummeting to your death is “fun”. It’s just pointless, annoying and jest makes me angry.
You’re not alone in this… https://forum-en.gw2archive.eu/forum/game/lwd/Homing-Rocks/page/3#post6296088
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
No, Rytlock did not die (that we saw). He saw his sword, his best bet for ending the ghost infestation of his country, being pulled into the mists. He jumped in after it, and the portal closed behind him.
As a living being, there would be nothing to keep him from coming back, IF he could find a portal that would lead him back to the correct world.
(Fun side fact: We’re fighting other worlds, maybe even other versions of Tyria, in WvW. There’s nothing to say that the Rytlock that we get back is OUR Rytlock. He could be from “Tyria 2”, and when we find out we have to go find our Rytlock, which unleashes a Zhaitan from another world onto all Tyrias, creating a Crisis on Infinite Tyrias.)
Your watching too much Flash.
I like his take on it – it would explain how each of my toons gets to be commander of the PACT at the same time. They’re all in different dimensions.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
I will freely admit to being ignorant of all of the details of earning and using spirit shards as well as masteries and raids as I have not maxed my masteries, nor played the raid.
But, honest question here, is it possible to earn spirit shards through xp, without raiding, in core Tyria?
Yes, if you complete all of the Tyria Masteries.
So, just to clarify, Non Raiders are not blocked from earning spirit shards through XP? There is, apparently, more than one approaches provided, allowing people who do not want to raid an alternative approach to earning spirit shards through XP?
To clarify, it’s not about spirit shards. It’s about xp after mastery completion meaning something which some players, myself included, find satisfaction in. The issue is that core maps reward for post-mastery xp simply by finishing central masteries. However, HoT maps don’t reward for completing all HoT masteries – UNLESS the raid masteries are also completed. This disparity is the core of this discussion because it feels like an attempt by anet to herd non-raiders into raiding.
I think that it might be about spirit shards. This is what the OP, in his opening post, said in summation:
You have to raid to get free Spirit Shards.
He was, apparently, mistaken. You do not have to raid to get free spirit shards.
Fair enough. I was getting OT there. My apologies.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
I will freely admit to being ignorant of all of the details of earning and using spirit shards as well as masteries and raids as I have not maxed my masteries, nor played the raid.
But, honest question here, is it possible to earn spirit shards through xp, without raiding, in core Tyria?
Yes, if you complete all of the Tyria Masteries.
So, just to clarify, Non Raiders are not blocked from earning spirit shards through XP? There is, apparently, more than one approaches provided, allowing people who do not want to raid an alternative approach to earning spirit shards through XP?
To clarify, it’s not about spirit shards. It’s about xp after mastery completion meaning something which some players, myself included, find satisfaction in. The issue is that core maps reward for post-mastery xp simply by finishing central masteries. However, HoT maps don’t reward for completing all HoT masteries – UNLESS the raid masteries are also completed. This disparity is the core of this discussion because it feels like an attempt by anet to herd non-raiders into raiding.
After playing in a map with a lot of verticality. Can the loot that scrolls on the far right of the UI be moved over, or up, or move faster? When you have a fair amount scrolling because you salvaged your inventory or just harvested a node, it takes a while to clear. If you get an announcement of an event right then (but no waypoint given in map chat) you can’t use the slider to change the map level because it’s under the scrolling loot. If the waypoint you want is on another level of the map and isn’t easily visible where you are right then, you’ll either need to stand there and wait for the loot to stop scrolling or go to another waypoint and hope that that makes the waypoint you really want visible.
^ On this note, I suggest an option to choose whether the scrolling loot appears on the left or right side of your screen.
^ I had exactly that situation on Ley Line Run several times over. I gave it all I had to get that last second.
This highlights something that I think separates jps from adventures in terms of fun, at least for me. I enjoy jps because they don’t ..usually.. have that time pressure. Or it’s at least disguised more effectively. You get to stop and enjoy the scenery. You can choose to fight creatures, stealth past them or teleport. You have options.
Adventures take away your options and slap you with a blatant time limit. There’s no time to enjoy the view. No time to think of strategy. And no helping others. In fact, as someone pointed out, you’re often getting in others’ way. Jumping puzzles are bringing people together. Mesmers are porting people. There’s a sense of comraderie. Adventures are alienating people.
You might say adventures are the anti-jumping puzzles. Even when they involve jumping.
Actually it’s not entirely true. You can do adventures casually and sight see. You won’t get a mastery point, but then you don’t have to go for the mastery point.
For example, I never get a mastery point of the field test scrap item, well at least not till yesterday, but I had fun doing the achievement where you break all the eggs, without even trying to kill chak.
The experience is what you make of it.
Well, that’s true.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
we aren’t talking about iterative developmental improvement here because going back to giving shards without unlocking masteries is simply going back to the way it was prior to the change. There is no improvement here; they spent resources to get exactly zero …
What change exactly? The reward system for xp has gone through several stages and before the last change, there wasn’t a reward for xp past cap – even for people who have unlocked all masteries. What period in the game are you talking about going back to?
so yes, there is no strawman; the idea they go back to what they did before is rather ridiculous and DOES have a very strong business element to it because business don’t take lightly to wasting their resources. Furthermore, defending that change as an iterative developmental improvement is disingenuous.
The straw man is still there, in your claim that “the idea they go back to what they did before” is what’s being asked here, whatever that even means. That a complete reversal of the reward system is being asked for. Nobody is demanding what you claim is being demanded.
Here’s a reward system that gives spirit shards under certain conditions.
In central, the condition is that central masteries must be completed.
In HoT the condition is HoT masteries and raid masteries.
Nobody is asking for the reward system to be completely reversed as you’re implying. The system is fine – it’s just that the latter condition should not include the raid masteries.
To get rewards in HoT maps you would still have to complete all HoT masteries.
This isn’t a request from laziness, as you also keep implying. It’s consistency between HoT and central, and allowing open worlders to choose raiding rather than being herded into it deceptively. That was the point of my original post here and I regret getting drawn into a long argument over what should be a simple point.
^ I had exactly that situation on Ley Line Run several times over. I gave it all I had to get that last second.
This highlights something that I think separates jps from adventures in terms of fun, at least for me. I enjoy jps because they don’t ..usually.. have that time pressure. Or it’s at least disguised more effectively. You get to stop and enjoy the scenery. You can choose to fight creatures, stealth past them or teleport. You have options.
Adventures take away your options and slap you with a blatant time limit. There’s no time to enjoy the view. No time to think of strategy. And no helping others. In fact, as someone pointed out, you’re often getting in others’ way. Jumping puzzles are bringing people together. Mesmers are porting people. There’s a sense of comraderie. Adventures are alienating people.
You might say adventures are the anti-jumping puzzles. Even when they involve jumping.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
this would require Anet to actually undo something that they decided was a better approach than the old way in the first place.* Seems rather stupid to make such a suggestion to me.
I’m sure you can see the irony in the bolded sentence.
Not really, but if you want to spell it out, go ahead. It’s generally bad practice to reverse your developments, especially if their isn’t anything wrong with their implementation.
Before the current wheel-style skill unlock system in our Hero panel, there was a skill tree system. Anet must have decided that was a good approach at the time since they implemented it yet they later decided to change it for something they consider an even better approach. You might say they reversed their development.
No one would call that a reversal … we haven’t gone back to that original tree system. #examplefails.
I’m trying really hard to believe you’re not intentionally misrepresenting what people say, but you’re not making it easy. You argued that:
this would require Anet to actually undo something that they decided was a better approach than the old way in the first place
I put it to you that they made the first skill system (tree) then undid it and made the second system. Your straw man that “we haven’t gone back to that original tree system” is my example can get in line with all your other straw men, like the one that this thread is about laziness.
For other examples, every time anet buffs something they previously nerfed or vica versa is another case of them undoing a previous decision. Frankly, I’m with General Health on this and wouldn’t call anything a ‘reversal’ – it’s all improvements. But you’re not going to accept any example, are you? You’re determined to prove some point, though honestly I don’t know what it is. The original point of this post was that lumping raids with HoT masteries was a bad design. I still agree with that. I don’t see how it hurts you if this is changed or why you continue to rail against it so passionately and, sometimes, disingenuously.
Not really, but if you want to spell it out, go ahead. It’s generally bad practice to reverse your developments, especially if their isn’t anything wrong with their implementation.
That’s not true. WoW does it. GW2 does it. It’s not even uncommon.
Not saying it doesn’t happen. I’m saying it’s not a good practice.
According to you. To others, iterative developmental improvements in response to changing needs are the sign of a healthy application.
It can be reigned in as needed for PvP, but more generous in PvE to help us explorers get around mappin’.
Eh what? All classes already have easy 25% and on top of that with sligthly more effort all classes has perma 33%. Superspeed is meant to be a fast in-combat boost, not something that “help explorers”. Thats why it dont stack. Its meant to be skill based, you are supposed to time when you trigger it in order to not waste it. Thats why it shouldnt stack. And thats also why other braindead stacking boons shouldnt stack either.
PvE, sPvP or WvW is irrelevant in this regard.
Uh..so what you’re saying is.. it’s “meant to be” this way and nothing can ever change? And positing “What if?” scenarios is forbidden?
Also, I have no idea why you took an exception to that one sentance. It kind of loses all context when you take away most of my post (see full post below).
I knew speed didn’t stack but I didn’t know it overwrote like that.
As an open-world devotee I’d love speed to stack, or at least to not overwrite longer durations with shorter. The question of separating game modes has been discussed before.. so why couldn’t speed work differently between PvP and PvE? It can be reigned in as needed for PvP, but more generous in PvE to help us explorers get around mappin’.
One more suggestion: more consistency in the information mechanics across the game. Or a review thereof. For example, some creatures display an icon above their heads when they notice the player – not unlike the assassin’s creed games. This theme could be extended to more types of creatures.
Also, the coloured shapes on the ground that indicate attacks – some creatures display these, some don’t. It may not be appropriate for all creatures, but extending it to a few more would be good.
These mechanics develop over time, of course, so later concepts won’t appear in earlier creatures, but I think gradually they could be retroactively introduced a little at a time, especially the attention icon.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
No. He’s not coming back. They burned his remains with a flamethrower, then salted the earth for a mile around.
Trehearne. Marshall of the Pact.
The first of the twelve Firstborn.
Wielder of the mighty sword Caladbolg.Hang on. I remember it was my mission to find that sword. Then I had to fight in a pit to get it back. Then Trehearne came along and said, “I’ll hang on to that. You won’t need it.” swipe
You can remember Trehearne fondly if you like, but don’t praise him for carrying a particular sword, especially one he pinched.
Well, nope. You returned Caladbolg to the Pale Tree who then gave it to Trahearne. Not really his doing, is it. Or do you mean to say that he spent nights and days whining to the Pale Tree “oh, mommy, I want that big shiny sword, pleasepleaseplease”?
How do you know he didn’t….?
Trehearne. Marshall of the Pact.
The first of the twelve Firstborn.
Wielder of the mighty sword Caladbolg.Hang on. I remember it was my mission to find that sword. Then I had to fight in a pit to get it back. Then Trehearne came along and said, “I’ll hang on to that. You won’t need it.” swipe
You can remember Trehearne fondly if you like, but don’t praise him for carrying a particular sword, especially one he pinched.
Well, nope. You returned Caladbolg to the Pale Tree who then gave it to Trahearne. Not really his doing, is it. Or do you mean to say that he spent nights and days whining to the Pale Tree “oh, mommy, I want that big shiny sword, pleasepleaseplease”?
First of all Caladborg wasn’t sword, but greatsword. Riannoc was the first wielder of Caladborg and he had to kill Mazdak but his “friend” left him and took Greatsword.
*SOMETHING MISSING HERE*
Pale Tree gave Caladborg to Trahearne during chapter of Personal Story “A Light in the Darkness” and he saw his future as Leader.
You missed a part of the workflow there, bud, between Riannoc’s friend stealing his sword (oops, greatsword) and the pale tree giving it to Trahearne. Specifically the part where we do all the work retrieving the thing and Trehearne gets the credit for carrying the sword (sorry, greatsword). Why didn’t Trehearne fight in that pit anyway? Can’t he go get his own sword (oops! Why do I keep doing that? I meant greatsword, of course).
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
this would require Anet to actually undo something that they decided was a better approach than the old way in the first place.* Seems rather stupid to make such a suggestion to me.
I’m sure you can see the irony in the bolded sentence.
Not really, but if you want to spell it out, go ahead. It’s generally bad practice to reverse your developments, especially if their isn’t anything wrong with their implementation.
Before the current wheel-style skill unlock system in our Hero panel, there was a skill tree system. Anet must have decided that was a good approach at the time since they implemented it yet they later decided to change it for something they consider an even better approach. You might say they reversed their development. Or you could say they adapted the game to changing circumstances, as they do constantly, and rightly so. Ideas change and develop. What seemed like a good approach at one time may not seem so at another. Anet can, and have, undone something they originally did if it makes sense to them to do so. Nerf this. Buff that. It’s an evolving game.
“there isn’t anything wrong with their implementation” is clearly subjective. You don’t agree with this and that’s okay. That doesn’t make changing this wrong or impossible. Requiring only the completion of HoT masteries to earn rewards in HoT zones would make some players very happy and wouldn’t hurt you in the slightest.
I kinda liked Fate’s Razor better too, but I’m not crazy about either name. A more appropriate name for the guild would be: Why Do These Things Keep Happening to Me?!
Aha! I have the perfect name for the guild: The Die Hards!
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
if someone is going to suggest something need to change , it better be a really good reason to do so. Reasons like “I want it, but can’t be bothered to do what’s necessary” don’t cut it here.
Why do you keep touting this straw man?
Because it’s not … it’s in fact a VERY real factor when you have finite resources to do things with. It’s the same reason I believe they dropped developing more Legendary weapons … it’s not worth the return on the investment to do so when those resources can be put to better use to bring content to more people. This isn’t any different. If people want spirit shards from XP and NOT having to do raids, this would require Anet to actually undo something that they decided was a better approach than the old way in the first place. Seems rather stupid to make such a suggestion to me.
I’m sure you can see the irony in the bolded sentence.
I wonder if he’d have preferred “Mirror’s Edge”?
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
if someone is going to suggest something need to change , it better be a really good reason to do so. Reasons like “I want it, but can’t be bothered to do what’s necessary” don’t cut it here.
Why do you keep touting this straw man?
I’ve completed the central masteries.. that seems to be “what’s neccessary” to earn rewards in central.
I’ve completed the HoT masteries which, based on the above logic, would seem to be “what’s neccessary” to earn rewards in the HoT maps.
Except it isn’t… because it also requires completing a separate game mode.
As I said in my post, I’m going to complete the raid masteries. I’m willing to do what’s required, even though I don’t agree with the requirements – for the reasons I outlined in my post. Whether those are “really good reasons” for suggesting the change is arguable, but you’ll notice those reasons don’t include the laziness you’re implying and it’s disingenuous (a word you seem to like using) of you to keep straw manning that laziness is the reason behind this issue.
One thing I LOVE about BF is being able to jump off the airship and plummeting down to the ground level before opening my glider at the last second. There’s few really long falls in the game. I think this one might be longer than Mt Maelstrom. The diving ach is also good for the length and scenic nature of the fall. The fly in the ointment is, of course, the homing rocks which somehow manage to hit us even as we’re falling.
I like the ominous scenery of BF. The gliding skills are fantastic and I find myself yearning for them in other maps. The bloodstone node was a welcome addition to my home instance.
The part of this thread that discusses the economy and the effect of the AB multi-loot on it intrigues me.
But the part of this discussion that’s just a kittening contest over the definition of “exploit” is just tedious. Is it an exploit? Probably. Is it emergent game play? Probably. Does it matter what you call it? Nope. You’re all correct. Everybody wins. Let’s move on.
EDIT: typo
As a completionist, there’s plenty that I could use gold on; buying every miniature, every dye, getting the last items for the treasure hunter collection that aren’t dropping…
Fortunately, I’m a patient completionist. I make little advances here and there as the gold comes in through normal play.
You didn’t mention if you harvest the nodes in your home instance. Just curious if that was overlooked or intentional.
I’m a bit hazy on the details of home instance node farming, I’ve never been to my home instance. Don’t you have to buy the nodes for ludicrously high amounts of gold/gems. My guild is lvl 64 so the guild nodes are quick and easy.
According to the wiki page, there are some 36 nodes available, some of which are indeed purchased from the gem store. Others come from black lion chests, vendors or even come free from certain achievements. So far I’ve collected the nodes for candy corn, aurilium, quartz, bloodstone, the wintersday tree, the bandit chest, and the three HoT chests. The tree is helping me finish the wintersday drinking ach. The others are useful too, apart from salvaging/selling. I’m a bit of a node collector but even if you’re just looking for gold, I’d say it’s worth getting a few of these. Or you can find somebody who has them (maybe in your guild) and get them to let you into their home.
https://wiki.guildwars2.com/wiki/Home_instance
EDIT: I’m not online as often as I used to be, but if you want to see what these nodes look like in a home instance, email me. There are home instances for each of the races but I find DR to be the most efficient for getting around and finding your nodes.
I have those, plus Sprocket and Cloth, and I use the Grove as easiest to access the nodes. @OP, I didn’t purchase any, except Cloth (on sale once), and find them to offer a decent amount of Gold.
It’s interesting that you prefer Grove. I started with that but found it annoying to go up and down the ramps and sometimes the bandit chest would be inside a wall.
DR is more open plan, man of the nodes are in the plaza and it’s mostly flat. Now, if I could just place all the nodes where I wanted, I could make a nice artistic arrangement in the plaza and admire them all together.
You didn’t mention if you harvest the nodes in your home instance. Just curious if that was overlooked or intentional.
I’m a bit hazy on the details of home instance node farming, I’ve never been to my home instance. Don’t you have to buy the nodes for ludicrously high amounts of gold/gems. My guild is lvl 64 so the guild nodes are quick and easy.
According to the wiki page, there are some 36 nodes available, some of which are indeed purchased from the gem store. Others come from black lion chests, vendors or even come free from certain achievements. So far I’ve collected the nodes for candy corn, aurilium, quartz, bloodstone, the wintersday tree, the bandit chest, and the three HoT chests. The tree is helping me finish the wintersday drinking ach. The others are useful too, apart from salvaging/selling. I’m a bit of a node collector but even if you’re just looking for gold, I’d say it’s worth getting a few of these. Or you can find somebody who has them (maybe in your guild) and get them to let you into their home.
https://wiki.guildwars2.com/wiki/Home_instance
EDIT: I’m not online as often as I used to be, but if you want to see what these nodes look like in a home instance, email me. There are home instances for each of the races but I find DR to be the most efficient for getting around and finding your nodes.
EDIT 2: Also, farming in a home instance counts towards the daily gatherer achievement if you’re in the right zone.
(edited by Zoltar MacRoth.7146)
You didn’t mention if you harvest the nodes in your home instance. Just curious if that was overlooked or intentional.
Trehearne. Marshall of the Pact.
The first of the twelve Firstborn.
Wielder of the mighty sword Caladbolg.
Hang on. I remember it was my mission to find that sword. Then I had to fight in a pit to get it back. Then Trehearne came along and said, “I’ll hang on to that. You won’t need it.” swipe
You can remember Trehearne fondly if you like, but don’t praise him for carrying a particular sword, especially one he pinched.
It’s gotten to the point, at least for me, where I accept it as a fact of nature or an act of god. It’s something that happens when you fly. Sometimes you fall, sometimes you die. Waypoint and try again. I don’t bother evading or stealthing anymore. They’re pointless activities. I don’t even notice the rocks anymore. Rather than being some kind of mechanic that would bring some challenge and more fun to gliding, it’s become a background cost to flying in BF. I don’t think that’s how anet envisioned this working.
Jogging, like escort events do. I want to be able to jog with them not run a few feet then stop.
Or.. maybe the escorts could just go a bit quicker.
I wrote in another housing thread (of which there have been several recently and should perhaps all be merged) that I’d be very happy with just two little changes to the home instance:
1. Allow me to place my nodes where I want, similar to the guild hall placement technology, although maybe not as clumsy when it comes to erasing.
2. Allow all my toons to share one home instance, e.g. DR. Maybe via an option on each toon’s hero panel – “Preferred instance”.
That would make my wintersday. Alas, I don’t expect it to happen.
I’ll add my thanks too. This game gives me almost everything I’ve wanted in a game. If I ever whine in these forums it’s only because I want to see it get better and better.
I knew speed didn’t stack but I didn’t know it overwrote like that. As an open-world devotee I’d love speed to stack, or at least to not overwrite longer durations with shorter. The question of separating game modes has been discussed before.. so why couldn’t speed work differently between PvP and PvE? It can be reigned in as needed for PvP, but more generous in PvE to help us explorers get around mappin’.
My secret dream is a build which focuses solely on speed so I could zip around like the Flash, or at least ten times faster than a centaur. It would, of course, have no toughness or attack power. You would have to use your speed to avoid or dodge attacks.
You might have to explain what abilities/weapons you think are unused or what numerical adjustments you’d like to see.
This reminds me of that Quake game (Quake4?) where you get Stroggified partially and fight the rest of the game as a cyborg. xD
Hated the event a few days ago, it never worked and there was little information out there and lots of misinformation too.
Did all of them today and it worked perfectly. Shows when dead too which was my biggest complaint so that’s awesome. I know a lot of people complained and whined the 1st day but seriously great job fixing it all so fast.
There was some whining, but there were also a lot of people rightly pointing out some very obvious flaws in the design that should have been spotted in testing. It was a real step down from the previous device which worked well and very clearly informed us when there’s an anomaly in some other map. I just hope the next device isn’t a step down from this one.
It really shouldn’t be surprising that our toons can break into an instant-run at the drop of a hat.
After all, they can out-run a centaur.
If we ever get to the crystal desert, we’re going to need a mount to cross it. Probably a horse. With no name.
I don’t think there’s any option to disable it. It can be quite funny if you’re already fully zoomed out and the boss arrives, zooming you out even further. Gives you a new perspective. Sorry to hear it’s dizzying though. That sucks.
The home instance… is almost good enough. If only you could select one home instance for all your toons (I like DR) and position the nodes for artistic effect.
I remember encountering several close nodes in inconvenient places in the personal stories in HoT and core. I don’t think they’re even needed when the little exit door icon is so much easier. I’d be happy not to have them, if only the exit door icon appeared consistently in every instance.
Are we really talking about worship or just respecting a foreign custom? I can see a charr politely kneeling to a human god shrine to get some boon, without feeling any particular worship for the god, just as a human might salute a charr deity if that was the custom.
When in Rome…
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
In response to this paragraph which you added subsequent to my first reply..
You don’t get to say “oh, I did these things, that’s good enough for the reward I see I want”. I mean, what is that? When has that ever been a reasonable argument to change something, ESPECIALLY if Anet has already implemented that reward in a way that accommodates EVERYONE. /shakeshead
There’s an inconsistency in the things that are required. In central, completing all masteries gets you a reward. In HoT, completing all masteries doesn’t unless you also complete a separate category which relates to a different game mode. This inconsistency is at least questionable.
Suppose there was a mastery for PvP and you couldn’t get rewards in central maps even with all your central masteries completed unless you also completed the PvP mastery. And suppose you’re not interested in PvP. Would that requirement seem reasonable?
ESPECIALLY if Anet has already implemented that reward in a way that accommodates EVERYONE. /shakeshead
As you’ve said yourself in other posts, it’s impossible for anet to accomodate everyone.
And what constitutes a reasonable argument to change something is a whole separate discussion in itself. I don’t have any expectation that anet will change this design. I’m just voicing my personal opinion on a design I don’t agree with. As I said, I’m going to satisfy their requirements eventually, but their methodology is leaving a bad taste in my mouth when it comes to raids, and that’s a shame.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
why should there be a reward for people with XP who haven’t completed their masteries?
What about people who have? I’ve completed the central and HoT masteries but I only get rewarded in central maps because I haven’t complete the raid masteries.
What about em? You want extra shards, you need to unlock the raid thing. I don’t think you can exclude them just because they can be categorized differently than the ones you have completed. That’s a pretty cherry picked argument.
Like several other posters said here, it’s not about the shards. I don’t care about the shards. I just like my xp bar going up. It’s satisfying to me. I earn xp through effort and want something to come of it. You seem to be overly fixated on the shards for some reason and I think it’s biasing your perception of what people are saying. You also used cherry picking in a really strange way that doesn’t make sense. I agree that I can’t exclude the raid thing, because that’s the design. I just don’t like that design. It smacks of coercion. I think anet can and should change it.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
why should there be a reward for people with XP who haven’t completed their masteries?
What about people who have? I’ve completed the central and HoT masteries but I only get rewarded in central maps because I haven’t complete the raid masteries. Raiding is a different game mode with its own mastery category but for the purpose of mastery completion, it’s lumped with HoT. This is design with an ulterior motive.
I will openly say that I enjoyed completing the central and HoT masteries. I’m working with pugs to unlock the raid mastery so I can enjoy completing it, even though I don’t actually want to raid at this time. This design will not stop me for long. But that doesn’t excuse it. It’s a not very subtle and rather insulting trick to lure more people into raiding, even if they have no interest in it. Perhaps it drives up the numbers in some statistical analysis anet have and they can point and say, “Aha! See! Raiding is growing in popularity.”
I have nothing against raiding. I’m glad others enjoy it. I intend to get into it one day when I’m ready. And that’s the trouble with this design. As others have pointed out, rather than letting people get into raiding when they want to and thereby feel more passionate about it, it’s coercing people to get into raiding now if they want to complete the entirely separate goal of making XP mean something post-cap. That’s going to turn some players from being on the fence about raiding to actually disliking raiding. This is a case of using a stick instead of a carrot, and even more sadly there are plenty of good ideas coming from players about how to make raids more attractive to non-raiders, to draw them in willingly. Just my two coppers.
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