Please, stop abusing the farm options.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
No, you’re still just shifting the blame. Actually, you’re shifting it to something that has nothing to do with the farm. If there was somewhere else that allows engineers to semi-AFK with the same return as Lake Doric had, they’d be farming there. It almost seems like you’re twisting around the thread’s topic in order to inject your arguments about leather.
Your criticisms make no sense. This thread is all about blame and leather. The OP is blaming the players for what happened to the farm. Starlinvf is providing an opposing view. That’s the basis of a discussion. You can argue for whichever side you want, but it’s bizarre to argue against the very mechanic of having a discussion. If there’s any injection of agenda going on here, it isn’t starlinvf doing it.
I’m definitely not in the 10% raids were intended for, and this design decision caused me the most frustration I’ve felt in this game by far. It’s the only one that feels unfair, and it’s the only one that gave me no satisfaction when it was done. It turned a corner for me about how I saw anet. But I’m not here to rant. My advice is this, Mercutio. Don’t waste a second of your life arguing about this. It isn’t going to change anything and you’re only causing yourself stress. Believe me. Use the options suggested above, keep raiding, don’t give up. You will get this. Don’t think about how silly it is. Focus on getting past it and you will. Good luck.
This statement fills me with various emotions that can only be depicted with a suitable emoticon but I’m torn between O.o and XD and
and >.>
Which is the best (and most elegant) way to express my reaction to this statement?Also, on a sadder note – if this is the best solution possible, then it means it’s all downhill from here. Any future farming issues can only be solved with worse solutions than this, since this is the best and all.
The community had a problem with engi farm. The solutions were: cripple engis (turrets nerf), cripple the farm (reduce droprates/spawn), cripple Anet’s reputation and Lake Doric playability (do nothing) or cripple your playerbase (just ban all the engi camp). The trebs were the best solution, cause they solved engi farm problem without hurting anyone (exept engis that did that farm, and the “hurting” was a mild one “oh no I can’t farm here anymore, I’m getting killed”, not an account-wide ban for a day).
Okay, with your latest post, I see where the problem is. You believe the solutions you’ve suggested are the only ones available and if they are, then one of them must be more elegant than the others, and you believe that’s the one anet chose. If your initial premise were true, then your conclusion would have some basis.
The trouble is that your initial premise is false. There aren’t just five solutions to this issue (or any other). This is the ol’ false dichotomy. (Or is that heptotamy?)
There have been many other solutions for this issue presented by posters in these forums, many of which sounded better than what anet went with in terms of simplicity and elegance, not to mention your criteria of preventing suffering to players or anet’s reputation. Of the set of actual possible solutions (which is probably infinite) anet’s solution was …. a solution. Not the worst, not the best.
Of course, the main problem was the design of that leather farm. Just like Bitterfrost, it is not about reward (leather in case of Doric), it is about massive spawnpoints with little cooldown. As long as mobs are dropping blue and green armor and weapons and spawn in one place in a rapid succession there will be an opportunity for AFK farmers. THIS is the root of the problem. So… just dont do such spawn points. And fix all that were already created. For Bitterfrost you even don’t need trebs. Just make the spawn timer of berries mobs x10. Problem solved. You even get a kind word from players who were tired of perma-frosting mobs in BF.
See… you’ve suggested yet another solution anet could have gone with, and it’s still more elegant than their solution.
Engi turret farm was fixed the best (and most elegant) way possible – without breaking profession skills or destroying the farm.
This statement fills me with various emotions that can only be depicted with a suitable emoticon but I’m torn between O.o and XD and and >.>
Which is the best (and most elegant) way to express my reaction to this statement?
Also, on a sadder note – if this is the best solution possible, then it means it’s all downhill from here. Any future farming issues can only be solved with worse solutions than this, since this is the best and all.
The jump from that beam is the best part! Leap of Faith! Well… without a haystack.
Okay then. I was hoping there was a roadmap of upcoming features we could salivate over. Nvm.
As long as that means we don’t have to give up any of the currently-planned features, skins, QoL, UI, or any other changes, sure.
Where can I see the list of currently planned features, etc? Is there a list or are you speaking metaphorically?
He may have called legendary owners selfish
When you start out by throwing stones at people minding their own business, you don’t get to act like the victim when someone throws a stone back.
That’s a disturbing way to think for a number of reasons.
I don’t care about this subject one way or another but it seems like the OP is asking for a means to control the fx on his own machine, which is a common request here. He may have called legendary owners selfish but I don’t see him actually demanding they stop carrying legendaries. In fact, the scant few lines he’s written don’t amount to much and the ire he’s getting seems a little out of proportion. It may be time to take a breath and calm down.
Anet recently added an option to control the audio on other player’s backpacks. If they were to consider this, they would almost certainly make it a visual option each player can choose for themselves.
It’s ugly.
It’s an ugly farm. A CENTAUR farm! A farm hostile to life—-aaargh! (Killed by a centaur)
Give him a break. It’s his first day.
If Out-Of-Character-Balthazar turned out to actually be Menzies who just ran with people mistaking him for Balthazar, it’d go a very long way towards redeeming the last episode. That much is certain.
Unless it was actually Lazarus all along, pretending to be Menzies pretending to be Balthazar pretending to be Lazarus.
But wait… at the end Lazarus pulls of his mask and it’s actually Mr Rogers.
;p
Anet, please seriously consider at the very least removing the cast delay. Between (i) the cast delay, (ii) the delay while the vine projectile flies to its target and (iii) the lag sometimes here in Australia before skills even start casting this is a nightmare to use while flying. I want to love this gadget but it’s so awkward.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
On the subject of obsidian: The Unbound Magic merchant in Lake Doric sells obsidian for unbound magic. In addition to collecting free unbound magic lying around (which is also a daily in most new maps) you can use the unbound magic harvesting tools sold by heart vendors in Ember Bay, Bitterfrost, etc. It builds up quite quickly that way and you can buy a ton of obsidian. It’s a neat little ecosystem really.
That aside, as a collector of eaters I’d never say no to another one.
(edited by Zoltar MacRoth.7146)
As an avid home instance node collector, I agree with the above.
I’m pretty sure that “fires on the ground when out of range” is actually caused by “lock ranged indicator at max range” option, exactly like every other ranged attack skill in the game is.
Could be, but I don’t know. The vine’s indicator already goes red when a target is too far. I would presume that was max range. But if max range is shorter then that, then there’s something wrong with the indicator. Unlike ranged attack skills, the vine’s sole purpose is movement and firing at the wrong spot leads to frustrating, if not detrimental, consequences. We need the indicator to be accurate. In any case, it even fires when it’s red. I know this happens with weapons too, but again – it’s especially detrimental with the vine with it’s limited charges.
I tried Searing Ascent yesterday and couldn’t make any progress at the vine sections. Apart from the cast-delay and firing-delay, there was also lag before it even started to cast. Together, these three delays made any section where you’re flying and using the vine impossible. I remember gliding used to have a lag problem too in the early days, but that seemed to be fixed. Perhaps the vine needs a similar review so it’s not affected so much by lag? At the very least, remove the casting delay. This is a great mechanic. It shouldn’t be so awkward to use.
Here’s some more information on #6 – it seems that if you aim somewhere that’s out of range, and the indicator is red, the vine still fires into the ground nearby, pulling you somewhere unexpected and wasting a charge. Could this be changed to not fire at all if it’s out of range?
(Especially since it sometimes seems to decide that it’s out of range when you fire even if the indicator shows green – maybe related to #3)
(edited by Zoltar MacRoth.7146)
After several days of using this skill, I can provide some specific points to look into. Firstly, this concept is fantastic and I have enjoyed it greatly – when it works. It just needs some tweaks to iron out some kinks and bring out it’s full spooder-man potential:
1. First and foremost, the cast delay is a double-punshiment. There’s already a delay when it fires and extends to the target spot, which makes sense (thought it could be a little faster). Having the delay before it even casts complicates using this skill, especially while flying. By the time it fires, you’re no longer where you were when you started it. If nothing else, just removing the cast delay would make this skill immensely more enjoyable, at least for me.
2. The leap it does as it pulls you towards the target is a double-edged sword. If you’re on the ground, using the vine to accelerate forward, it’s great for getting over uneven terrain. But if you’re trying to navigate in tight spaces, like the jp or trying to collect the fire-stones, it throws you up to the ceiling, stops you in mid-air and drops you to the ground far from your intended target. I’d personally prefer if it just dragged you straight towards the target. This could be implemented as skill 2 on the vine (i.e. skill 1 stays as-is, skill 2 is a direct pull). You could even have us buy skill 2 like we did with the flying skills in BF.
3. It fails intermittently – sometimes even if there’s no obstacles to impede you, it aborts in mid-pull and drops you. Maybe this is something to do with lag. Here is Australia we tend to get lag-related issues. Maybe it thinks it’s reached its destination. I don’t know. It’s just annoying. This would be an acceptable risk of using it if only the other bugs didn’t happen.
4. Replacing our weapon skills is also frustrating. The joy of using this mechanic is undeniably in feeling like the web-slinger, moving through the environment smoothly. That feeling of flow is interrupted whenever you have to stop, drop the vine, fight something then go-and-find-another-vine! This doesn’t help the game-play experience. Here’s a small change that allow you to keep the weapon-replacement method but make it a little less tedious: make the vine an item that appears in your inventory with three charges. After you drop it and fight, you can double-click it in inventory to use it again with whatever charges are left.
5. The limit of three charges is frustrating. If the other bugs didn’t exist, this may be an acceptable limitation but as it stands, it’s just another straw on the camel’s back. It would have been brilliant to have this skill permanently once the mastery is done, but for obvious reasons that isn’t possible with this design. Making the charges cumulative is clearly not possible for similar reasons. Increasing the number of charges, even if just to 5 or 7, would be awesome. Often I don’t use this skill with any particular destination in mind. I just like the flying through the air.
6. More seriously, there’s an odd glitch where it sometimes ignores where you’ve targeted (even though the target was green and looked like it worked) and pulls you straight down to the ground. It’s as if it decides that for some reason the target is invalid and instead targets the closest reachable ground. This is a difficult one as it cannot be reproduced reliably, as least not that I’ve been able to yet. I’ll keep an eye on it until some kind of pattern becomes clear.
In summary, thank you Anet. Very nice concept. Hope you consider some of these.
There might be a bug in the snowball-throwing cats you collect in the maguuma wastes. They start throwing snowballs at each other when you enter the home instance but soon after they seem to lose interest and walk away from each other. Sometimes it seems like this is caused by the snowball getting stuck somewhere they can’t reach, other times it lands in the open and they still give up and wander off. It usually takes a couple of go entering the home instance to catch them throwing their snowballs before they give up, as I found when trying to show them to friends recently. There’s enough cats just wandering about the home instance. The charm of the snowball cats was the snowball fight. If there’s any way it could be fixed so they never quit, I’d really appreciate it. And thanks for the cats. Always happy to get more cats.
Addendum: the unbound magic spheres on the ley line heading south/west from promotory are a little too low in the ley line. In the other ley lines you glide along collecting them, but in this one you have to drop down a little at each one and glide again quickly, hoping to grab them and stay in the ley line. It’s do-able but annoying. I end up just skipping and taking the ley line that goes the other way to collect the daily magic quota.
The ‘fix’ didn’t change my Bloodstone Visage, at all. But, then I have a potato, evidently, and keep my shaders on low. Lol.
I have a solution: swap computers with SkullProX. You get the fix, he gets the original. Everybody’s happy.
..what’s a class II active portal? O_O
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
I don’t think it makes you lazy, that’s for sure but I don’t understand where people get off thinking they deserve the bonus rewards for NOT doing the content needed to unlock it. Yes, I do think entitled is the correct word for that.
The funny thing is, ‘entitled’ has been thrown around so easily at those that disagree with this raiding requirement that not only has it lost any meaning, but it’s actually starting to sound like a badge of honor to me. (Mmm… entitled)
It’s a strange situation. Here’s this “challenging end-game” content. It sounds like something that should only be do-able by the best of the best. It sounds like something hard. But apparently, anyone can do it, and should. And if they don’t, they’re just being lazy/entitled. And, instead of building up to it and training your skills until you feel ready to tackle raiding, it’s really something you should do as soon as possible just so you can see your XP bar go up in some maps. And once it’s unlocked, you can go back to ignoring raiding. To me, that seems like it would trivialise the end-game content, turning it from something epic to a temporary chore you just need to get through. It seems to imply that raiding isn’t interesting enough by itself and anet needed a way to herd more players into it. That’s demeaning to raiding and players alike. Or whatever. I’m just your average lazy/entitled bum. And casual too! I have the trifecta!!
Could you have collected them already today? They take a couple of hours to reappear, I think.
I miss the BF gliding skills in EB. In fact, I miss them everywhere outside of BF.
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
The entitlement and arrogance in this thread is sickening and worries me. Everyone that has put the effort to reach to a state that they only need one raid to get full masteries, are capable of getting it.
The truth is not that you’re “not capable of raiding”, that “you’re not good enough for raiding” or “that it shouldn’t be part of its completion process”.
The truth is, that you’re lazy and not willing to put the effort to learn an event. The spoiled kid mentality in this thread that if you want something, it should just be given to you makes my dog cry.
So if someone has completed all the masteries including raiding they’re just fine, but if they’ve completed all masteries except raiding they’re …lazy? Guess I know where I stand. Thanks. My effort to complete ALL masteries except the one “optional” game mode I’m not interested in apparently makes me lazy and spoiled. Is your dog sensitive to hypocrisy and elitism by any chance?
Ember Bay is a scary place. Covered in lava. Hybrid Destroyers. The other day, I picked up an egg. AN EGG! Needless to say, I screamed as I put it in my inventory. My heart is still pounding.
But you could just be yolking….
Sorry
That’s an eggspecially bad joke.
I don’t want a war with Lazarus at all. An uneasy alliance is far more interesting than an open war. And having him around gives us access to all kind of mursaat story possibilities, exploring their lore, their cities or whatever. Don’t make him a goodie or a baddie, but a little of both.
I have no interest in SAB. Bringing the 8bit monkey into play in this mission has taken me from looking forward to seeing how my various alts will play through the mission to instead feeling as if I will have to pass on playing this chapter of the LS with any characters other than the one already in.
I get it, AN has an 8bit gaming fetish, but there is no need to push it on others. SAB is great in its implementation. Completely segregated from core content so that those interested can indulge as they see fit while others can ignore its existence. Why the change? Advertising a game mode that isnt even available seems like a bad idea.
Not sure you can call it an “advertisement” when the content it would be advertising isn’t even available in-game right now.
Perhaps the fact that you have no interest in SAB means you’ve also missed why the Super Monkey appears in Taimi’s Game.
The advertised thing does not need to be available at the time of the advertisement for the act of advertising to be such. Movies are advertised as much as a year in advance of their release. Anet began advertising GW2 long before its release. Advertisements for stores run even during time periods when the stores are closed. And so on.
The Super Monkey exists in Taimi’s Game because Anet decided to import an element of SAB into a non SAB segment of the game. Of course they can choose to then use lore to explain it away but ultimately its there because they wanted to impose an element of SAB on the mission.
Unless you’re a mind-reader, that’s just speculation.
No, no speculation. By definition the monkey is there because Anet decided to put it, a SAB element, there, in a non SAB segment of the game.
Unless you are attempting to claim that it got in there without Anet’s approval or effort?
When I imagine the story without the gag I get something enjoyable.
I’m not disputing that anet put it there. I’m disputing that you know for certain that it’s advertising. It may be or it may not, but you don’t know and neither do I.
I’m sorry you didn’t enjoy it. To me it seemed like something Moto would do and gave the story more plausibility.
I never said that I know for certain that it was, or was intended as, advertising.
Not in those words, but…
Advertising a game mode that isnt even available seems like a bad idea.
Aaannyway… getting off topic. Who cares if it’s advertising. It’s a great easter egg and I second the OP’s praise on it.
I’d be fine with the NPCs fighting for real and upping the enemies to compensate. It isn’t satisfying seeing your NPC buddies phoning it in.
Hey, she may be monstrous but she’s no monster. She’s just misunderstood.
i dont know what is with this perception that pve has to be single player content.
Precedent.
Map completion has been single player content since launch.
Yes.
Precedent.
Have you tried solo endgame content in Orr, such as the champions at temples? I bet thats about as hard (or easy, depending on how you look at it) to solo as the post-endgame champions in HoT.
So your point is?
You can’t compare temple events to hero challenges. Because those are not parallel. Temple events are meta events, like VB’s night phase or Tarir’s defense. The actual hero challenges in Orr are fairly simple.
Not arguing for or against HOT hero points nerf, but the above point is valid. The Orr hero challenges are fairly simple.
Transport: can you make thermal transport happen in one smooth motion without interact? Just jumping in should be sufficient.
They already do that, although it’s a little flakey at times and I’m starting to find it easier to run up and press F rather rather than jump into the little hole. Reducing that time between entry and launch wouldn’t go astray. Some are really close and quick, others have you yawning while you burrow underground to the firing tube.
Ideally the other end should be ground-colored, as I constantly find myself accidentally jumping into the wrong end.
OMG!!! Me too!!
I have no interest in SAB. Bringing the 8bit monkey into play in this mission has taken me from looking forward to seeing how my various alts will play through the mission to instead feeling as if I will have to pass on playing this chapter of the LS with any characters other than the one already in.
I get it, AN has an 8bit gaming fetish, but there is no need to push it on others. SAB is great in its implementation. Completely segregated from core content so that those interested can indulge as they see fit while others can ignore its existence. Why the change? Advertising a game mode that isnt even available seems like a bad idea.
Not sure you can call it an “advertisement” when the content it would be advertising isn’t even available in-game right now.
Perhaps the fact that you have no interest in SAB means you’ve also missed why the Super Monkey appears in Taimi’s Game.
The advertised thing does not need to be available at the time of the advertisement for the act of advertising to be such. Movies are advertised as much as a year in advance of their release. Anet began advertising GW2 long before its release. Advertisements for stores run even during time periods when the stores are closed. And so on.
The Super Monkey exists in Taimi’s Game because Anet decided to import an element of SAB into a non SAB segment of the game. Of course they can choose to then use lore to explain it away but ultimately its there because they wanted to impose an element of SAB on the mission.
Unless you’re a mind-reader, that’s just speculation.
No, no speculation. By definition the monkey is there because Anet decided to put it, a SAB element, there, in a non SAB segment of the game.
Unless you are attempting to claim that it got in there without Anet’s approval or effort?
When I imagine the story without the gag I get something enjoyable.
I’m not disputing that anet put it there. I’m disputing that you know for certain that it’s advertising. It may be or it may not, but you don’t know and neither do I.
I’m sorry you didn’t enjoy it. To me it seemed like something Moto would do and gave the story more plausibility.
^ (I can’t help wondering if any other criticism of this game, of which there are many, is required to prove that it’s a valid criticism to some industry standard.)
Anyway, putting aside the tangent of whether it’s good/bad/lazy design, I present some ideas which would make an achievement like this more engaging for me personally. I’m not arguing whether it is or isn’t fun to a particular demographic, since that’s subjective, and I don’t expect anet to change Hal. This is some brain-storming for future fetch quests, using Hal as an example. I quite like fetch quests, and would like to see more diverse ones in the future.
1. Imagine the same quest, but now you only have to deliver one apple, and Hal is further up the cliff which is now a mini-jp. Maybe the apple has an limited shelf-life too, like the bomb in the Griffon run jp. Now you have more challenge, more variety and a good reason why Hal can’t get his own apple. He’s stuck up there.
2. Imagine the same quest, but Hal is suffering from a spell gone wrong and teleports randomly around the map every couple of minutes and you only need to get one apple to him in time to break the spell. Now you have teamwork, as players work together via chat to locate him, and challenge as you have to get to him in time.
3. Imagine the same quest, with the same number of apples, but the apples now cause various effects as you hold them. One might make you faster, one might turn you into a rabbit, one might turn you into a giant (like the Crystal Caverns jp does). Maybe Hal gives you a small map bonus according to the transformation, e.g. a bone if you’re a rabbit, a large scale if you’re a giant.
4. A pogo stick – when carrying an apple, the player rides a pogo stick, which has the horizontal speed of running open-world speed, but has a jump height that would allow access to Hal’s perch in about three bounces. The player would have to bounce across the map from the apple trees to Hal avoiding monsters as combat would bring you out of the pogo stick. Also, there would be no fall damage.
5. Additionally, on feeding Hal 50 apples, he could reveal the location of some secret stash of unbound magic, at a random location and only visible to the person who completed the achievement.
This would allow Hal to be repeatable, just like the new hearts. On the first completion, you get your cheevo and mp, but on successive repeats you get some minor bonus in karma or magic.
I have no interest in SAB. Bringing the 8bit monkey into play in this mission has taken me from looking forward to seeing how my various alts will play through the mission to instead feeling as if I will have to pass on playing this chapter of the LS with any characters other than the one already in.
I get it, AN has an 8bit gaming fetish, but there is no need to push it on others. SAB is great in its implementation. Completely segregated from core content so that those interested can indulge as they see fit while others can ignore its existence. Why the change? Advertising a game mode that isnt even available seems like a bad idea.
Not sure you can call it an “advertisement” when the content it would be advertising isn’t even available in-game right now.
Perhaps the fact that you have no interest in SAB means you’ve also missed why the Super Monkey appears in Taimi’s Game.
The advertised thing does not need to be available at the time of the advertisement for the act of advertising to be such. Movies are advertised as much as a year in advance of their release. Anet began advertising GW2 long before its release. Advertisements for stores run even during time periods when the stores are closed. And so on.
The Super Monkey exists in Taimi’s Game because Anet decided to import an element of SAB into a non SAB segment of the game. Of course they can choose to then use lore to explain it away but ultimately its there because they wanted to impose an element of SAB on the mission.
Unless you’re a mind-reader, that’s just speculation. It’s a far simpler theory that it’s there to bring a humourous twist to the story, which is a part of good story-telling.
Typically, a joke has a set-up and a pay-off. The set-up is a small piece of dialogue by Taimi that Moto had a hand in fixing the simulator. This will have the listener, if they noticed it, thinking, “Wait.. Moto? Wasn’t he the guy who…”
Then comes the pay-off: the monkey in the simulation, which leaves the player thinking, “Yup. That Moto. This is just like him.”
Imagine the story without this gag. It’s still good, but less charming. Less memorable.
2)Braham is, as described by Sartharina, bumb, has weird norn sunken shoulders and tiny legs that would put tf2 heavy to shame.
He is also bald, and before you flame me. Imagine Kasmeer and Majo had no breasts and the biggest female bodytype, dubt youd find them that sexy.
How is baldness in a man equivalent to a woman being big and breastless? Don’t get it. O_o
If we just take baldness as a sign of aging alone (though there are many factors) a far better comparison would be to imagine Kas with saggy breasts – and that’s not unattractive. Not to mention that woman can go bald too.
And you’re going to take Sartharina’s opinion of Braham? All he did was so no to her when she offered a quickie at his mother’s funeral and she’s been bitter ever since. It’s all on her facebook page. (I’m kidding. I don’t know who Sartharina is.)
There might be a bug with the third level of the Karmic Retribution booster you buy for 10,000 magic + 15g at the vendor at Promotory. It seems to deliver no karma from killing enemies, whereas the level before did. I’ll keep testing but I thought for the cost there would be a noticeably better effect.
I don’t know if there’s a way to see this already that I’m not aware of, but —
We have these three circles above our skill bar that represent our illusions. That’s fantastic. It lets me know how many are active, but I can’t tell how much health they have left. It would really help if the circles could somehow ..empty, either vertically or maybe like a pie graph, to indicate illusion health.
This would allow me to have them out as long as possible to use as tanks and shatter them at the last moment.
You have identified what you feel is bad design. What someone feels is bad design doesn’t mean that it is bad design.
And by that reckoning, what you feel about it doesn’t make it good design either.
It’s certainly lazy design, and I was one of those who said so earlier, and also one of those who suggested he could easily have moved around, allowing us to make use of all the wonderful travel options in EB. This isn’t bad design because it’s a fetch quest. As I pointed out, Simpson’kitten & Run had plenty of them and they were fantastic.
This is bad design because it’s obviously lazy. There’s no subtlety to it.
The legendary journeys were also a fetch quest but they were complex and made use of every facet of the game. This makes no uses of the map it’s in. Literally anything in its place could have had greater thematic, lore, storytelling, gameplay, enjoyability engagement value.
What boggles me is why you keep defending this so much? There is literally no harm to suggesting that it needs improvement. You’ve probably finished this achievement already, as have I, but my impression of it was that it wasn’t hard, wasn’t challenging and was eminently boring. Is that the impression we want of the game?
Most telling is what you yourself wrote four days ago:
It takes about two hours to do. Not exactly fun but you’ll eventually “zone out” after a dozen or so when it becomes automated.
Not exactly fun…. you’ll eventually “zone out”….
Does that sound like good design?
EDIT: typo
in Guild Wars 2: Heart of Thorns
Posted by: Zoltar MacRoth.7146
It’s only being wasted by a player choice. Sorry, not much sympathy. Everyone in this game is capable of raiding.
Are you saying that, since doing raids is just a choice, there shouldn’t be any prestige (and special, unique rewards like, say, Legendary armor) attached to them? Because somehow i really doubt that’s what you intended.
Nope, what im saying is if you want something…instead of complaining you’re being restricted from it (by choice) then you clearly don’t want the something bad enough.
And sometimes it’s worth pointing out if something is unreasonably restricted. Players have made reasonable (and yes, unreasonable) requests for change since the game started and anet have adapted the game where appropriate. In this case, the raiding requirement is unreasonable, and after reading some of your other posts it seems like you would agree.
You’re always making the argument that raids are hard, challenging content with prestigious rewards and have an intended target audience; i.e. not the entire player base. If that’s the case, how can you argue that everyone can and should do it? Where’s the challenge and prestige if every man and his dog is a raider?
^ I found it easiest on my condi chrono main. Just what you’re most used to I guess.
^ With the amount of invisible walls in this game, invisible checkpoints shouldn’t have been a surprise. :/
I don’t know about that as a weapon skin. I wouldn’t want something that looks like a black hole so close to my toon’s ….hip area. It …might be radioactive or something.
To me, Marjory’s defiance seemed more like… a sudden crush on a “bad boy”. Yeah, I know her history but sometimes a person becomes attracted to another person (..or, even skritt) they usually wouldn’t go for. Something about that person (or skritt) just …appeals, you know? It doesn’t have to be rational. Maybe anet is setting up an interesting love triangle.
His name is Supercalifragilisticexpialidocious, and they say the sound of him is something quite atrocious.
And i am sitting here, hoping to find out who is E.. Hope he is at least hot..
Everyone’s young-looking and hot in Tyria, even the old people. It’s probably all the magic. Better than botox.
I’ve commented on what I didn’t like about it, but I think what was good about it deserves highlighting:
1. The holodeck – brilliant. This needs to become a stand alone practice area somewhere, so players can pick an enemy and train against it. This would be an invaluable tool for beginners and vets alike.
2. Taimi being large in the holodeck – excellent twist on her diminutive size in gw2’s reality and a good metaphor for her intellect.
3. The “Destroyer of Bananas” – another brilliant touch. Taimi mentions Moto helped her fix the simulator but it’s easy to miss that until the monkey appears and you get the great pay-off.
4. The concept of magic as light, split into a spectrum – this is something used in fantasy before but somehow it works here. I think it might have seemed trite if it had been presented at the start of gw2 but now, having defeated the death dragon and jungle dragon, it ties it all together and makes the dragons feel more like forces of nature again, as they’re meant to be.
5. The remaining dragons inheriting the fallen dragons’ powers – I really like this. It’s another concept used previously in fiction (e.g. Jet Li’s “The One”) but it really works here. It allows for variety in the minions of the remaining dragons mutating in interesting ways (although EB didn’t do much in this regard, hopefully future mutations will be more impressive). It also raises the stake. Each enemy you slay makes the others more powerful. With the number of dragons dropping, the tension should be falling but this keeps ramping it up nicely.
6. Glint’s offspring – okay, I wasn’t expecting cute but making it look like Toothless from How to Raise Your Dragon was a clever reference. Questions that will need answers in coming episodes: what are its powers and does it inherit from the dead dragons too?
7. Rytlock’s summons to the BC – this was a good twist and very believable. The Powers That Be feel threatened by Rhytlock’s new powers. They probably also want to investigate any new military uses for it. Rhytlock’s become a loose cannon and in a society like the Charr that’s got to have repercussions. It’s good to see that reality check. The way it played out was good too, verging on the threat of violence but never overstepping the line.
8. The circus – as I said in another thread, it feels like a reference to the City of Baraboo and as such I can believe it being where it is.
9. Lazarus not being an outright villain – excellent move. Allying himself with the pact not only makes L a deeper character but opens up the exploration of the mursaat, which would have been lost if we’d just killed him. I don’t mind if he plays both sides, as long as he’s smart and suprising about it. He has so much potential. Don’t waste it.
10. Thermal vents – love ‘em. They’re flakey at times but so much fun.
11. Finding a new use for karma – excellent move. And the new boosters for karma in EB are satisfying.
12. Keeping unbound magic as a currency in the new zone – there was too much single-map currency in HOT. It’s good to see unbound magic get more use and it softens the introduction of the petrified wood, the new currency. Note – like the blood rubies, petrified wood should be salvageable in bulk, without requiring a confirmation for every member in the stack.
13. The dwarf’s head – that was a funny twist. I had heard the dwarves turned to stone but didn’t really think about what that meant.
A well thought post. I really like the dungeon reward track idea.
Not affiliated with ArenaNet or NCSOFT. No support is provided.
All assets, page layout, visual style belong to ArenaNet and are used solely to replicate the original design and preserve the original look and feel.
Contact /u/e-scrape-artist on reddit if you encounter a bug.