Showing Posts For Zone.1275:
The living story is about how the world progresses, not your character. Believe it or not the world keeps turning whether you’re around or not.
Is this a joke?
According to Josh Foreman, they wanted to do this but were unable to. Probably had something to do with the sickness you get to prevent you from going to the platforms too quickly.
(edited by Zone.1275)
I don’t think you’d have to make it a fractal. I think reusing the same mechanics for a permanent boss in the future would be good enough.
The new world bosses are staggered so they don’t overlap, and take time to complete. Let’s go with 20 minutes total for either event, on average. Assuming you logged in at the single most inconvenient time (one minute after one of the bosses depopped), you would then have to wait 39 minutes for the next spawn for one of the two new bosses.
I’m sorry you find that to be too long to experience any of the content. Perhaps instead of playing a genre that revolves around social interaction and a living world, you should stick to the single-player variety so you can make the most out of your 38 minutes of game time.
Ok at no point is I say I only had 38 mins to play. Second, I was asking if this was just a world boss patch. My criticism came from the in ability to do anything else to do with the living world between boss spawns. Unless I missed something. Hence me asking. Now back up and back off.
Between spawns you can hunt down those thumpers and get power core pieces to get inside Scarlet’s Hideout. Overall it’s really just a boss patch though.
WoW devs NEVER tell ya how to beat their bosses. The best groups do then publish videos and guides. Too much complaining, these fights are amazing.
But WoW has a beta test for those bosses. Those raid groups do the content weeks ahead of the actual release. GW2 has no beta testing. The patch goes live and in two weeks it’s gone again.
Do you have proof that GW2 has absolutely no beta testing? I’ve seen videos of people testing the new WvW map and it’s not even out yet. Also, the wurm is permanent, it’s not leaving in 2 weeks.
Did you try restarting the launcher? It sounds like a problem with the launcher, not the game itself.
Compensate for what? Every one who did crit dmg is going to do a bit lower unless you intend to build a condition guardian your not going to need to changes any thing. Crit dmg is still going to be ontop vs pure power dmg. Unless you think they are dropping vit they are not.
Its because Precision is becoming Ferocity and crit damage removed
those 18 points of precision I shifted to Vit, means about a 1.5% crit damage loss
Actually Crit Damage isn’t being removed it’s becoming Ferocity. You got Precision and Crit Damage mixed up. Precision is staying as it is.
This would lock people out of skills though, right? If this does ever happen like this the skills would have to be under powered like the racial skills and just end up being flavor.
I agree, the choices should probably have more impact but it would really suck to be in the wrong order, choose the wrong race, or have a bad option in character creation especially for characters that are already level 80 and completed the story.
However, new ways of getting skills has been discussed in the recent CDI thread on horizontal progression. I just don’t think the new ways of getting skills should be for specific choices only because then they’d have to be weak and not have much synergy, like the racial skills.
It’s the armor piece itself that has less color panels, not the race.
I’m not really sure why this wasn’t implemented but how about the light source moving with the time of day? At the moment all the shadows face the same direction all the time.
2 For that person it would indeed not matter. Problem is that the fact that people buy gems always effects the game in a negative way.
. . . always negative? Really?
Well the focus on cash-shop seems to be always negative yes. Never seen a game where a focus on the cash-shop has no negative effect.
And by buying gems you are supporting that focus.
By buying gems you are supporting the game. Anet needs to make a profit to keep the game up.
Most of what’s in the cash shop are vanity items and toys, so you can mark those off from being a negative effect. The rest are boosters and convenience items which can be obtained through playing the game without buying gems.
The gem store is fine, unless you want GW2 to be a subscription game.
Let’s put this into perspective:
Tick tock goes the clock
It’s almost time for time to stop
Something you all must understand
Your world is built on fog and sand
You’re out of time, your jig is done
It’s time for Scarlet to have her fun
She has some hard lessons to teach
To the people of Divinity’s Reach
So mark the date in permanent ink
The hour is later than you think
On the twentieth day she’ll start her games
And warm her hands over Kryta’s flames!That was the poem which accompanied the pocket watch ArenaNet’s marketing team sent out for Clockwork Chaos.
What was the result of that? No fog, no sand and Kryta did not burn. Just a bunch of clockwork madness.
Based upon this prior history, I’m going to assume the next menace will come up from the ground and we’ll have to fight it. Tyria will not burn, no dragon is going to suddenly pop up (not right away at least), and we’ll probably have to fight more minions.
blah. :-(
That’s too literal of an interpretation. Often poems are symbolic.
Is there any timeline to the changes we are discussing? The only other suggestion I have seen that the devs said they would implement was a precursor scavenger hunt. It’s been 14 months and we haven’t even heard a discussion on its final form.
If these changes are 14+ months off then they really aren’t worth it in my opinion as the people making them won’t be here by then in all likelihood.
Anet won’t discuss release dates or if they’re working on something or not because they want the freedom to stop if they feel like they need to.
What do you think the moon is?
Cheese.
Collaborative Development Initiative
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
I think special dynamic events could be one way. Currently some dynamic events open up special vendors to buy little knick knacks. For example, if in Brisban Wildlands there was a special dynamic event chain where you help the Skritt King in some way and after the events are over you can buy a new skill from him with skill points.
So a question for this, how would we message well to newer players how a system like this would work? One of the challenges of events is simply: they may not be running when you’re in an area. Is it ok to make people stand around waiting for an event to happen so they can get a specific thing from that event? How would they know what to do if the event wasn’t currently active, what form of messaging could help them understand the state of the world – while still being immersive and not requiring them to use a 3rd party app to progress?
That actually makes it feel like buying a skill anyways. I mean to be perfectly honest, it’s no different than having a trainer in LA sell the skill outright for money or skill points. Yeah you have to do a Dynamic Event in order to get said “trainer” to sell the skill after the event is over, but what’s preventing me from showing up after the event is over and just buying the skill? The work that was put into the chain was never there.
At the same time making the event harder than necessary, would completely prevent mass amount of people from getting said skill, once majority acquires it and the mentioned even chain is not being constantly done by group of people, and later on becoming abandoned until structured groups of people can take up on the task helping out their guildmates acquiring said skill.
I know I’m being overly critical, even though I think it’s an interesting way, but I am also trying to think far into the future when a new player is trying to get the skill long after everyone else had acquired it.
The trainer might be able to be client side for players that got credit for the event.
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
I think special dynamic events could be one way. Currently some dynamic events open up special vendors to buy little knick knacks. For example, if in Brisban Wildlands there was a special dynamic event chain where you help the Skritt King in some way and after the events are over you can buy a new skill from him with skill points.
So a question for this, how would we message well to newer players how a system like this would work? One of the challenges of events is simply: they may not be running when you’re in an area. Is it ok to make people stand around waiting for an event to happen so they can get a specific thing from that event? How would they know what to do if the event wasn’t currently active, what form of messaging could help them understand the state of the world – while still being immersive and not requiring them to use a 3rd party app to progress?
Maybe the event could be triggered by players, there’s already events like that. And to prevent players from having to wait maybe give the event activation a very short cooldown and let it be activated whenever the requirements for the event are up. As for allowing players to be able to know where to get the skill maybe NPCs could talk to each other or the player about helping someone and getting a skill in return, something that happens in RPGs a lot is getting information from characters.
Reading through a lot of the comments on various class diversification (or just stronger trait/skill diversification) concepts, one of the things that seems to be missing is a discussion on how you’d actually earn/unlock these additional abilities to make it a progression system.
One of the goals of progression, in this case horizontal, is to create an extended sense of game play and thus = reward for playing it.
For example, we’ve added more skills to the game recently, but those simply unlock with skill points, which basically means -> play any part of the game that gives exp, or kill champs to get skill point books. That’s ok as systems of unlocking horizontal progression go for the extended class diversification, but game play wise it generally means find the easiest place to get XP/champ-loot and do it over and over again for a large % of players, since folks most often gravitate towards the path of least resistance.
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
the current system works great and allows for progression on the individual players terms. no need to make “special” content that forces players to jump through hoops or do things outside of their realm of interest when you have a user friendly system in place. the main concern should be to improve existing content and adding more permanent content along the way.
Well just passing off more content variety seems kinda lame. I think if it was really desired to not have to work to get new skills, then there could be two options: a way to get new skills from doing objectives or just buying them from your skill sheet, but the latter would have to be much more expensive.
What sort of systems of horizontal progression unlocking would you like to see that’d accompany a system like extended class progression?
I think special dynamic events could be one way. Currently some dynamic events open up special vendors to buy little knick knacks. For example, if in Brisban Wildlands there was a special dynamic event chain where you help the Skritt King in some way and after the events are over you can buy a new skill from him with skill points.
Procedural generated stuff gives up quality for quantity, and not even good quantity at that since the patterns become really easy to see after a while. A RNG can’t determine whether or not something will be fun, a person has to design something to be fun.
Fractals are fine though because they don’t rely on RNG for level design.
The leveling curve doesn’t go up too much in this game. Leveling from 10 – 20 takes around the same time as leveling from 70 – 80. It’s not really rushing you, it’s just keeping a consistent pace.
Tougher enemies are probably easier because you have more power and tools under your belt than you did in the beginning.
Instead of subclasses, what if you could unlock Postures. Postures would have options like Aggressive, Elegant, Brutish, Stealthy, etc. Postures would update your characters’ animations, dialogue, emotes, etc.
Once you unlock a posture, it can be enabled anytime out of combat, but you can only have one active at a time. Not all postures would be available on all professions. Elegant, for example, might only be available on Thief, Ranger, Mesmer, and Elementalist.
This would allow horizontal character progression without any vertical component whatsoever.
That sounds like something that should be linked to the personality system.
This looks like fanfiction to me, it doesn’t mention any official content hinting towards this and even outright says, “It’s entirely based on personal speculation, without connections to datamining or leaks of any kind.” So I wouldn’t really call it theory crafting. Also, there’s a link to the thread topic about this at the bottom of the page.
In my experience I leveled up faster than my crafting skill did. So right now you could make armor to use for yourself but you might eventually outgrow your crafting discipline if you don’t keep it up. Crafting gives experience too, so it’s a good idea to do crafting if you want some easy experience.
Won’t be big unless we get dyeable weapons imo. Should have had it right from day 1, like GW1.
Dyeable weapons and back pieces, and ability to hide chest piece and shoes. :o
Hide all my armor and dye my boxers as a skin tone.
My top from the three I posted is:
Guild halls, and player housing.
It was hard for me to decide but I picked this because it could be an anchor to add in more content, like a new zone related to player houses or guild halls, new drops and crafting, and a new personal goal to create the most rockin’ place to hang with your buds.
- They all have awkward camera’s that are not smooth, at all !
- character responsiveness is awful.
- reaction times are awful.These are all in GW2 as well. Try turning with A & D, and it’s like moving a truck on ice. Also, try jumping, and you’ll notice that your head hits a ceiling. The physics for GW2 characters needs to be adjusted.
Why are you controlling the camera with A & D?
Because certain gameplay requires it when standing still. For example, jumping puzzles; or being atop a keep in WvW, raining down AoE on players. The only way to effectively turn your character, is with the right-mouse button, but this can only happen while moving. Play any other MMO and try this out for yourself. Just about all of them allow us to turn our characters with right-mouse button. It gives the player more precision.
Move the camera to the direction you want your character facing using the right mouse button and tap a movement key once to have your character face that way. Quick and easy.
- They all have awkward camera’s that are not smooth, at all !
- character responsiveness is awful.
- reaction times are awful.These are all in GW2 as well. Try turning with A & D, and it’s like moving a truck on ice. Also, try jumping, and you’ll notice that your head hits a ceiling. The physics for GW2 characters needs to be adjusted.
Why are you controlling the camera with A & D?
It might’ve changed but I remember being able to transfer worlds if I had no characters. So if you really wanted to move to an active world and you really don’t want to use gems then you could delete your characters.
Edit: I checked the wiki and it says that it does on there too. I wouldn’t recommend it if you’re not going to play WvW because you can PvE in other worlds for free without deleting your characters.
(edited by Zone.1275)
So, the vet bandit used a hammer, daggers and a rifle.
In all fairness, if we can only swap between two weapon sets then thats the max a foe should aswell.
The daggers were might be from the steal mechanic bandits sometimes have.
something interesting I found when looking for another source:
why there are no quests in GW2:
Why did we get rid of quests? We got rid of quests because it forced the world to not change. Every new player that comes into the game has to do the same quests in the same order. How do you try to do that and have the sense that a player’s actions can change the world? Sure my actions can change the world to a certain degree, but not in the sense of ever changing a quest or the circumstances that are causing a quest-giver to say they need your help. So we thought that the kind of content that you release into the world needs to be the opposite of that. It can’t be something that when players run out of things to do we give them more challenges that they need to grind out to do and that add another 100 hours to the game. It just doesn’t work. If you want to be able to have players impacting the world around them, not just progressing and leaving the old stuff behind, then all of your content needs to be about impacting the world." source: http://www.zam.com/story.html?story=32955&storypage=2
relevant because players suggested Order-quests
Well, I think that the reason people were asking for Order quests is because they want to progress their characters and not the world. Horizontal progression.
When you argue with someone who self-victimizes you just feed their ego.
I want either a Martial Arts book or a Yoga book.
Group downward dog pile.
1. Swappable weapon skills and skills acquired through missions.
2. Guild halls, and player housing.
3. More uses for character personality.
I guess I was wrong on that note, my bad. I still don’t think Scarlet is that bad of a character, though.
As for the next story being better: IMO there’s zero reason to believe that. The fact that the Scarlet story passed through Anet’s hierarchy tells me that Anet does not have the ability to tell good stories from bad. And as far as I can tell, that has not changed.
“Nothing ever changes. People don’t learn from their mistakes.” That’s a pretty shortsighted way of thinking.
She didn’t graduate from the colleges she just took classes. She didn’t stick around the graduate because she’d leave when she lost interest.
You know what the big problem is with that? It’s nothing more than a marginal note from some interview or whatever. They backpaddled with that and still, you have to dig very deep to find this note.
Do you have a source for that? I’d wager you’d have to spend some time to find one, don’t you? Can you honestly blame the author? If this is a serious part of the lore, I can’t help but feel, that Anet did a poor job communicating it.
It didn’t take long to find a source. Even if it did take a while to find it, this guy is writing an article and should make sure all his content is correct. Professionalism is something that game journalism lacks a lot, but allowing them to get away with anything that a normal journalist wouldn’t is just feeding the problem.
http://wartower.tumblr.com/post/60458277036/this-lorespecial-is-about-scarlet-briar-the-evil
Even in the short story it says she only completed the coursework.
But these are outside things, even the short story, and I think they should keep all the story in the game instead of in blog posts. The story wasn’t revealed well, we all know this, but Scarlet isn’t that bad of a character. Scarlet had a lot of potential but the reveal of the story wasn’t enough for players to get a feel for her. I don’t think it’s Scarlet’s, the writers’, or anyone’s fault that the story came out pretty bad so far since I don’t know anything about how they set up the Living Story, and there’s probably more variables than good and bad.
The next story will probably be better because they’ll have experience and will know what works and what doesn’t.
She didn’t graduate from the colleges she just took classes. She didn’t stick around to graduate because she’d leave when she lost interest.
(edited by Zone.1275)
I agree with Zaxares. Most people don’t speak out when they like something. It only looks like everyone hates the Living Story because they’re the ones giving feedback, but they don’t make up the entire player base. So there might not actually be an accurate way to tell for sure if most people like the Living Story or not.
I wouldn’t mind Living Story if they can solve two things:
Somehow make it relevant to the personal story.
Make the content permanent or at least accessible in one way or another.The idea of doing the dungeons through the fractals was a good start.
Actually inside the Tower of Nightmares you had to fight a character based on your faction choice in the Personal Story in one of the instances, if I remember correctly.
The Fractals of The Mist are an opportunity to let players replay old LS content and with the newest release, Fractured, it looks like they’re planning on doing something like that.