It’s part of a larger policy shift, which is simply “less talk, more action.”
LESS talk…? lol
So Jesse Eisenberg deserves an Oscar for his portrayal of “Alexander Luthor, Jr.” in Batman V. Superman?
I only joined the game a year ago and didn’t see Scarlett but I did see Batman v Superman.. and Jesse’s Lex Luthor appealed to me. And to my surprise, Afleck is a great batman. There. I said it. Now back on topic..
In addition to what fluffball said, don’t forget you can use stealth to sneak past enemies and reach those commune points without fighting. And make sure to level up your masteries. Advanced gliding, wallows, poison – everything becomes much easier.
Two things.. i) the thread title should be fixed to give some indication what the suggestion is, and ii) does donari’s suggestion actually do what you’re looking for? You didn’t say if you’ve tried it.
They’re kind of gaudy. Not saying that’s a bad thing neccessarily, it’s just not my thing.
This is a cool idea. I’d also like to see a home instance airship cargo. Airship parts are the worst to obtain.
They really should have home nodes for all the currencies, instead of just Aurillium.
Was just going to say something like that. Though I’m not particularly fussed about collecting the currencies, I did enjoy the collection quests to get my aurillium, wintersday tree, candy corn, found bandit chest and quartz nodes. And it’s nice to have them decorating my ‘home’, such as it is.
Guilds are incredibly cheap to level. If you disagree then you simply don’t know how to make/manage money, have a very small group that doesn’t qualify as a guild or are with people that aren’t willing to sacrifice for the groups greater good. My guild has maxed 2 guild halls so far. No drama, no massive gem purchases, no lack of sleep or martial law and with less than 100 people we had fun doing it.
How many people exactly? “Less than a hundred” is a bit ambiguous.
3. Put banks next to each of the proprietors kitten . (kitten lol) Its SO tedious to have to visit each of the proprietors to see what you need and then run over to the scribing station to get to your bank to get the stuff.
Or better yet, allow the proprietors to see your bank.
Oh, I see. Thanks.
Is that a different molten facility from the molten facility in the fractals?
Isn’t this more a problem of taste ? I can understand tangled depths (even though by the name I don’t think it should be anything open), but verdant brink and auric basic don’t really have this problem. At least not excessive – personally if feels reasonable to the concept of a jungle (and I think Tarir classifies as amazing)
I agree though that in the future it should alternate a bit. Open maps are also good. Somewhere along the lines of ‘hot was enough, let’s try something else next time’
Naval combat. No trees, no verticality. Just ocean from horizon to horizon. You finds your ship, fixes your ship, sails your ship, fights other ships, harpoons quagga..er, whales and sings sea songs.
Guild Wars 2: Black Flag
;)
Id rather see Raven leave my staff and fly along side me as I glide. It seems odd to me to glide and the Raven still sits on the staff.
That’s cause he’s bad-kitten . Why fly when he has somebody to do it for him.
Are you a psychology student? These questions you keep posing seem like psychology thought experiments.
“If a player just presses 1 all the time and you see he’s about to be rolled over by an arrowhead, do you interrupt it or not? And how does that make you feel?”
I agree with you wholeheartedly OP. Some variation of this request has been an almost weekly thing for the longest time. The last one was https://forum-en.gw2archive.eu/forum/game/hot/Gliders-and-jumping-puzzles/first#post6090989
(I’m not implying your reason is jumping puzzles. The last time it came up was about jps but there are many reasons for requesting this.)
I hate to tell you this but despite the fact that you’re only asking for an OPTION that won’t hurt anybody who doesn’t want to use it and will help those who have reasons (including physical impairements) for using it, you’re gonna get some L2P responses. Why? I don’t know. It boggles the mind.
It would be great to have an answer from the devs….
There’s an old Cantan saying, “Wait long enough and the question you ask on the gw2 forums will be answered on reddit.”
The ammount of players needing resurrecting is never very large in any event so I fail to see how it puts the progress at risk.
Have you ever done DS meta or Tequatl recently? The amount of defeated players not porting somewhere else makes it difficult to rezz those who are only in down state.
“a small malus” – with the current flawed system of filling low pop maps there’s no guarantee you’ll end up in the same map after wp’ing, especially not in HoT maps, resulting in no reward and the malus becoming other than small.
If you use a waypoint in the same map, you are never sent to a different instance of the map. That has never occured to me or anyone I know in game.
“Don’t get me wrong, I don’t want to punish bad players.” – LOL
Well, if you don’t believe this, I can’t change it.
What if the game had been like I propose from the beginning? Everybody would say “down state is a short time where others can help you, after that… well, you died, so get back here”. Nobody would see a drawback because they had to run to the same place again (like it is in almost any other game anyways), nobody would be upset because they had to do that jumping puzzle again (maybe more people would rage about that awful camera collision system), it would not cause players to not go to more complex events.
And does anybody complain that SAB is like that? You’re dead, back to last checkpoint?
I personally find it a lost opportunity that we don’t have that.I want full control over what waypoint I go to after I die. I do not want the game to decide it for me. I may have decided that if I die one more time in Verdant Brink that I’m going to rage quit and have the character start playing in Orr and waypoint there instead of to the nearest waypoint. Or that I’ve played longer than a I should have and this is a good a time as any to waypoint to Lion’s Arch, deal with my inventory and log off for the night.
And don’t speak for everyone. I would be kittened that I had to run back instead of waiting the two seconds until the boss was defeated to be rezzed by kind souls so that I can get the boss chest before it disappears. No, I am not one of those who die two seconds into a world boss fight and then yell out for people to rez me. I waypoint out and run back should that happen. But if the boss is on the last sliver and will likely be dead before I can realistically WP out and run back, I’ll stay dead. Because by that point, my lack of DPS isn’t going to be the deciding factor on whether or not the boss dies before the timer expires.
Again, I do not want the game to decide where I get waypointed to. Sometimes I don’t want the nearest waypoint.
This is a somewhat pointless side-debate. This should be an option so people can choose auto-wp if they want it. New features should generally be made optional people can choose if they want them (cough visual nerfs cough)
The more important point made in this thread is how to prioritise downed players so if downed/defeated overlap, the downed are ressed first. Maybe the action links for downed should always be top-most. Maybe the defeated should not be ressable in combat. These are points that need discussion.
Not… another… mount… thread…
The WP system is all you need to travel. Mounts would render that system useless. It’s a better system.
Ignoring that part, the rope mastery idea is still an intriguing one, though it might belong better in the mastery suggestions thread.
There’s one mastery I want above all others: being able to run at the same speed in combat as you normally do in exploring the world. I know the whys and wherefores and that it would probably never happen, but I cling to the dream.
O.. M… G.. a grappling gun and a bat-wing glider…
Because I’m batma……
On the subject of the weapon preview alone, it seems like the preview window shows you standing with the weapon in your right hand by your side no matter what the weapon is, even if your toon would hold it entirely differently in real use. There’s only one pose for all weapons. For example, in-game you’d hold the staff upright when not on your back, but in the preview window it’s always held horizontally, just like a sword. Given that the animation is there to hold it upright, why not use it for the preview. Always wondered.
I would do this. Then I don’t have to map complete on classes I loathe.
How would this solve that issue? And why can’t you just keep creating toons of classes you like to explore?
I would think that I could keep the Gift of Exploration for completing the map and then I don’t need a net new character to enjoy the game my way either. I don’t want to be level 1 many times to get tomes for repeating the same task over and over. Just let me be 80.
Ah. yes. Don’t know what I was thinking.
I would do this. Then I don’t have to map complete on classes I loathe.
How would this solve that issue? And why can’t you just keep creating toons of classes you like to explore?
The poison mastery is the most blunt in what it does – you cannot go to X area without the mastery.
I found that I had to stop thinking about the masteries and just treat them as upgrades that need to be unlocked. Because thinking about them lead to awkward questions like how the heck does the poison mastery actually work?
So……..killing a whole lot of things gives me the ability to breathe poison?
EDIT: Yeah, I know. It’s magic.
(edited by Zoltar MacRoth.7146)
Not enough mastery points in a wide enough area of content. Being forced to do Adventures for mastery points means that you directly couple in the flaws of the Adventure system into the mastery system. You look at the Adventures system and you see the problems like overtuned content, bugs, over-reliance on RNG and timed content with mechanics where lag will destroy your score. Instead of this just being a problem with optional content it becomes a problem with your core progression mechanic when you tie to masteries. I got enough points to max out my masteries and then never touched Adventures again.
XP becomes worthless after you max masteries. Which is completely bonkers for a progression system. Players should continue to gain experience after completing masteries and receive something for filling an experience bar. I don’t care at all what the player receives but it should be something. One of the best suggestions I’ve seen was Mystic Coins since there’s so few ways to get them in game. But again, I don’t care what the reward is, just that there should be one.
Many of the masteries aren’t actually good. They generally act as gates in two senses: The first that they gate off content that you may or may not care about. For instance, nobody really cares about being able to fight the ally champions beyond the collection items they give. “Yeah! I get to fight Potoni the Massive,” said nobody ever. The other kind of content they gate off is in regards to where you can go in the environment. Unlocking Itzel Poison Lore and having new areas to go to was actually kind of neat. I wouldn’t like to see this concept over-applied but the way it was done in this instance, I actually enjoyed. The second way that they act as gates is in regards to other masteries. There are a lot of interesting masteries locked behind masteries that nobody cares about. If players were given the option to choose which order to unlock masteries then you know that there are a bunch that would just never get unlocked at all. So from the perspective of a progression system this isn’t great. Your progress should be meaningful, you should be excited, like, “Yeah! This new thing I’ve unlocked is awesome” instead of “Okay, so I’ve unlocked this thing nobody cares about and now I’m one step closer to the awesome thing I actually want. Yay.”
The primary take away is that as a progression system it’s heavily flawed. Trying to force players to do things they don’t enjoy is a great way to create disgruntled players who burn out and quit your game. Having a progression system that makes one of your currencies irrelevant is a great way to make players avoid content related to that. If I have to sit down and ask myself, “Do I really want to go play in the open world and do events that grant me no experience and pathetic loot when I could be doing more rewarding content like SPvP or Fractals” then you’ve created a system that devalues your own existing content. But considering what Anet did to dungeons, maybe that was their intended goal here. The final thing to focus on is that with meaningful progression the keyword is meaningful. It shouldn’t feel like a chore or busywork or unrewarding. Every milestone achieved should actually feel meaningful instead of feeling like filler that takes you closer to something actually worth having.
Agree with all of this. There’s so much potential to the mastery system but there are some clumsy aspects to its execution and some strange choices in the masteries on offer. Now that I’ve almost completed them all I’m enjoying the jungle as it should be enjoyed, but getting there was tedious. Rather than feeling like leveling up new abilities, it felt like unlocking things that shouldn’t have been locked in the first place. I’m looking forward to future masteries to tackle. I just hope they make more sense than some of the current lot.
So you’re saying guilds should band together to form… a PACT?
Something like that.
So it would ultimately be the same, but the chats of 5 guilds would be merged into “Alliance chat”So who gets to be the … Alliance Commander?
On a serious note, the chats of multiple guilds are already displayed together in the chat window, depending on which guilds you have active. How does that differ from your concept of merged alliance chat?
The player can’t choose which guilds get shown in their guild chat window.
The guild leaders do. So the guy in the specialized guild for hardcore PvP that only PvP’s gets to see the chat from the PvE guild that’s allied with the hardcore PvP guild he’s a part of even though he has no interest in that guild at all and is not even remotely interested in being a member of that guild.
Currently, he does not have to see the guild chat of other guilds which he has no interest in joining.
I’m not sure what you’re saying. That long sentence needs a little punctuation. It sounds like you’re advocating forcing players to see the chat of guilds … they are not interested in…? That doesn’t sound very appealing and a little draconian. But maybe I haven’t understood you.
What the game is really guilty of is ignoring the fundamental economic and geopolitical upheaval that would result from the existence of a waypoint network.
Border security would become a joke. Transportation would collapse overnight; dolyak guards would be made redundant in scores. Crime would soar as bandits stole goods in the Silverwastes and fleeced them in Ebonhawke only moments later. Separatists could transport bombs directly into the Black Citadel. Obesity would skyrocket as nobody would need to walk much anymore. Risen would flood into the major cities…..
…..but clearly the Asura architects of the waypoint network already thought of this and implemented a SEP generator (“Someone Else’s Problem”) into every waypoint terminal. That’s why npcs don’t notice the waypoints or act the least bit surprised to see players materialise in or out of thin air. OP, you don’t need slow travel. What you really need (though you don’t know it) is a towel.
So you’re saying guilds should band together to form… a PACT?
Something like that.
So it would ultimately be the same, but the chats of 5 guilds would be merged into “Alliance chat”
So who gets to be the … Alliance Commander?
On a serious note, the chats of multiple guilds are already displayed together in the chat window, depending on which guilds you have active. How does that differ from your concept of merged alliance chat?
So you’re saying guilds should band together to form… a PACT?
Why not just make waypointing automatic and to the nearest non-contested at zero cost? Solves all problems.
If that were an option we could use at our discretion, then yes.
I’d also love a “DO NOT RESS” flag I could pop up sometimes when I don’t want people to waste their time on me (e.g. at Teq).
But I believe a dead character still raises the difficulty, or “scales up the event” or however it is said, right?
Not sure. I wouldn’t be lying around long anyway. I’d wp out as soon as I can find the wp on the map (sooner if your auto-wp idea were real
) but while I’m in the map mode trying to find the wp I hate to see that “Some noble soul is reviving you” message and know they’re wasting time on someone who’s just going to wp out. It could get them killed for nothing.
You’re probably helping them by WP’ing out asap. They probably meant to get the downed player that died right next to you thanks to the lovely priority system choosing the dead player over the downed player.
Indeed. And sometimes when rezzing I have this dread that some random npc will run up and get in the way with his Talk action like at banks and crafting stations.
Why not just make waypointing automatic and to the nearest non-contested at zero cost? Solves all problems.
If that were an option we could use at our discretion, then yes.
I’d also love a “DO NOT RESS” flag I could pop up sometimes when I don’t want people to waste their time on me (e.g. at Teq).
But I believe a dead character still raises the difficulty, or “scales up the event” or however it is said, right?
Not sure. I wouldn’t be lying around long anyway. I’d wp out as soon as I can find the wp on the map (sooner if your auto-wp idea were real ) but while I’m in the map mode trying to find the wp I hate to see that “Some noble soul is reviving you” message and know they’re wasting time on someone who’s just going to wp out. It could get them killed for nothing.
Why not just make waypointing automatic and to the nearest non-contested at zero cost? Solves all problems.
If that were an option we could use at our discretion, then yes.
I’d also love a “DO NOT RESS” flag I could pop up sometimes when I don’t want people to waste their time on me (e.g. at Teq).
They would like to !!!! adventure !!!! with 3-4 of their friend NOT zombie zerking with 50 others. People want adventures and exploring back not close combat on purposely tiny areas.
That describes what I’m looking for in this game.
1. I’m sure there are lots of things they could do that wouldn’t add a huge effect in and of themselves but collectively create a more rich atmosphere.
2. Are you talking about player housing? While within the confines of a guild it would be much more manageable, but wouldn’t be entirely different than what they already are. If you REALLY wanted to there are plenty of spacious rooms in both guild halls that you could decorate and claim for your own. The one thing I would add would be more decorations including a bed, for sure. More guild hall specific themed decorations that aren’t gated behind scribe.
Would also add that it would be nice to place your home farmable nodes in the guild halls instead so they could get more use out of them and wouldn’t require you to go to your home instance.
I’ve found a place of my own in our guild hall. It’s out of the way so I don’t think anyone else will even find it. But is there any way to make a sign or something that says “Keep Out”?
Actually, what I’d like for the update would be to be able to designate WHERE in the guild hall I appear, then I can set it to my room.
what could help is to ADD a slower way to travel, so those of us who enjoy traveling around could be happy too.
more options are always good, less options is mostly always bad.
add flying ships and regular ships that travel between strategic points, maybe a few asura portals here and there and fixed! those of us who don’t want to be constantly clicking waypoints get to enjoy traveling.
I agree. Fast travel should stay as-is but it would be spiffing if there were some more leisurely scenic route options. We already have the airship models. Pop a drinks bar on one of those and have it do a round-trip somewhere. You’d get on at a dock but you can get off anywhere by jumping ship and gliding down. Maybe have a guide that occasionally (not too often) spouts some comedic banter like, “If you look to your left, you’ll see the majestic shiverpeaks and ..yes, we’re just passing over the famous Claw of Jormag. Doesn’t he look small from up here? Isn’t he adorable?”
Or a train. One that does a big circuit around kessex or something. When it passes through bandit territory they shoot at you and try to board the train. There’s an event – stop the bandits from boarding the train. Maybe it could pass by that town east of Cerebroth canyon and the guide could make some joke about that floating castle being a “school for wizards”.
Of course these rides wouldn’t be free. You can’t expect the Tyria government to subsidise everything fully. Maybe there could be a Tyrian GO card for trains, dirigibles and other public transport.
You want a conspiracy? Try creating a male human toon, then remove all the facial hair. Most of the faces look feminine or at least androgynous. Why is that? My tin foil hat is tingling.
Just out of curiosity – are you asking this after progressing your first toon to 80 and what method did you use to level up?
In fact, I’d assume most people have gotten quite used to hitting, tapping and even holding down spacebar when falling from the skies of VB, so why change that?
You said in a later post that you realised why this was frustrating, but I just want to take a moment to discuss this strawman because it’s one that seems to pop up again and again. The fact is, nobody’s asking for the existing controls to be removed/replaced, just for the option to assign jump and glide to different keys, or some kind of toggle for the glider. The point is not to take anything away but to make the interface more inclusive for all players. A “play it your way” sort of thing.
changing the way or time a glider deploys for everyone now, after 3 years of jumping and 6 months of gliding is a waste of anets time.
There’s two problems here. The first is a strawman: “changing the way or time a glider deploys for EVERYONE”. It’s really the same strawman as above. Nobody’s asking for a change to be forced on everyone, which btw is exactly what happened when gliding was introduced. Suddenly EVERYONE’S jump key became a jump/glide key. We’re not asking for a change that affects everyone. We’re asking for an OPTION that anyone can use if they want.
Secondly, who’s to say what’s a waste of anet’s time, except anet? Gaile herself has asked other posters not to make guesses about how much development work a feature would take. This isn’t something that matters to you. I get that. But list for me what you consider important and I’ll guarantee there will be something I would call a waste of time. So it’s a pointless argument. Leave it to anet to decide. We can only make the request and hope.
Thirdly, come to think of it, anet can be very lenient about wasting time. They can spend a year implementing something then cast it aside. They can spontaneously implement a feature because one player on a live stream asks for it. For all we know, they could just as easily decide to implement a key binding for the glide key or some kind of toggle. Again, all we’re asking for is options, and little ones at that. We can make the request and hope.
One thing I believe is that we have to focus on the core game first before taking on additional responsibilities.
xD
Or it’s like Fast and Furious 7 and you know the street always wins!
Food-related gliders are a fascinating idea but we’re getting a little off topic and glider designs do have their own thread.
Gaile – would you be willing to take this issue to the developers and let us know, without any specific deadlines or promises, whether they’d ever consider letting us disable the glider when we choose, or allow binding it to a different key or perhaps provide a slider to let us choose how long the jump key must be held to activate the glider, as was suggested in another of these threads? Any option will do. I don’t want to turn this into another of those threads, but it would be nice to know that the devs are at least aware of this issue, as you are, since a couple of threads about this keep popping up every week? Gliding is such a fun part of the game. It just needs a little more control.
Also, since it’s a FESTIVAL now, the odds are extremely high it’s going to come back next year.
Like Dragon Bash was a festival and it comes back every year, except no it does not… the only guaranteed yearly festivals so far are Halloween and Wintersday. They have said it is now an yearly festival, yes… but seeing is believing at this point at least for me.
While I can’t say I am a huge fan of paying for access to SAB, I would do it without a second thought if it meant some guarantees about its future. I mean, if SAB being a free festival means it will no longer get any development time outside the bare minimum which seems likely, yes I would absolutely pay to enable them to finish SAB if that’s what it took.
I’m not sure even paying for it is any guarantee of reliability.. given recent events. :/
Hi – is that the same skritt that leads to the Tarktun achievement?
It’s rough in the mushroom jumping puzzle in TD as well. I got locked in a cycle of engaging my glider during a long jump to a mushroom cap, which than soared me over the mushroom before my disengage command took hold.
It’s not fun looking like an idiot as you deploy your glider, soar two feet over the same mushroom cap and drop to the floor 5 times in a row before you get the long press pressure right to make the jump without engaging the glider.
The struggle was real.
I was exactly the same. It’s a struggle against the interface and that’s no fun. Somebody pointed out to me recently it’s possible to make the glider descend vertically on a spot if you have the lean mastery, to help with tricky landings. Haven’t tried it yet but it sounds like it might help us with the TD jp, at least until anet hopefully give us better options for controlling when the glider opens.
All the confusion about lag aside, more control is what I think is needed and I hope the OP gets it. Anyway, time to get back to practicing.
EDIT: Lol. Another thread on the same issue just popped up: https://forum-en.gw2archive.eu/forum/game/gw2/Base-game-Toggle-Glider-Option-please
(edited by Zoltar MacRoth.7146)
Oh, Zoltar, on the tapping to close the glider — try hitting back peddle instead, if you have lean techniques. That has you slowly go straight down while still gliding. It’s very useful for landing on small spaces and gives you more time to steer to make sure you don’t miss your mark.
Haha! That’s brilliant. Thanks.
This standard response ignores that there are lag issues that affect both the opening AND closing of the glider. This may be related to living in Australia, at least in some cases. A number of times I’ve over-shot a tight landing spot because I’m tapping the key to close the glider and it doesn’t respond until a second later. I say this as a person who completed Troll’s Revenge and six other jumping puzzles every day for weeks, so I can objectively say I’m pretty focused on my jumping puzzles. And yet the glider catches me out regularly. This is a case of not playing the game but fighting the interface. People are justly asking for the option to disable or reassign the gliding key. It wouldn’t affect those who want it to work as-is. It would just help those of us where the glider isn’t as consistent as yours.
That’s a completely different issue. The original question is 100% an L2P problem; just don’t hold the jump button for as long. Lag causing a delay in opening/closing the glider is 100% unrelated.
You’re right that it’s getting off-topic to the question as the OP asked and I won’t pursue that any further in this thread. But it’s not “100% unrelated”. Sometimes you do want to open the glider but because of lag it doesn’t open promptly, even if you’re holding the button. That’s why these threads keep popping up. Regardless of the wording, people are asking for more control of the glider. That’s all. The repeated admonishments to L2P aren’t offering anything, not even as comedy. People like the OP and myself are already aware that they need to press quicker and practicing to get better. But we’re still fighting an interface that gives inconsistent results.
Edited: typo
(edited by Zoltar MacRoth.7146)
So perhaps a slider setting to tell the game how long we want to have to hold the bar to get that deploy?
That’s an excellent suggestion. It’s been a mainstay of Windows for as long as I can remember that you can control what constitutes a double-click of your mouse; i.e. a slider that tells Windows how far apart two clicks can be to be considered a double-click. It’s a standard feature of many OS UI’s now.
Then again, some of the posters here would probably say the mouse slider feature is unnecessary and everyone should just learn to double-click faster.
inb4 Tequatl accidentally kills all of his own adds
I’d pay to see Teq kill his own fingers.
I like the idea of developing some more glider skills. We have leaning, stealth, etc so the precedent is there.
Some could be cosmetic (e.g. the ability to do a barrel roll) and some, as you noted, could be more offensive. I suspect some difficulties with this, though. We’re already hampered from attacking enemies from places they can’t reach us as some form of sportsmanship, although strangely the opposite is not true. We can’t hit a griffon when it’s flying but a mordrem sniper can hit us. I’d love to be able to bomb enemies from the sky – it makes tactical sense – but I wonder if anet would ever allow that.
Personally, I’d also like a ‘batman’ skill where you can freefall until at the last possible moment your glider automatically opens to prevent you from splattering on the ground, making for a truly dramatic entrance. But that would negate all the falling damage runes/traits/etc so probably unlikely for a mastery.