Showing Posts For afoot.6932:

[February] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

Armor: Outlaw medium pants and coat
Gender/Race/Class: female norn thief
Character name: Fejra Afoute
Where armor came from: crafted level 25 medium armor

Issue:
While standing still, the pants clip through the coat in five places in the front and in three places in the back (the third place in the back is tiny, but noticeable as the character shifts around in place). While my character is moving backward, the pants clip all the way through the coat in the back. Since these pieces are in the same armor set, clipping is unacceptable. The clipping issue is probably due to my character’s height/body type combination (she’s close to max height).

Thank you!

Attachments:

(edited by afoot.6932)

[February] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

Note that I added an additional image with more clipping locations to my post above on Seeker armor.

[quote=X]"quote"[/quote] bugs

in Forum and Website Bugs

Posted by: afoot.6932

afoot.6932

The quote formatting doesn’t seem to be working properly. See the following examples:

Can’t nest quotes >2 times

X

Quote 1

X

Quote 2

X

Quote 3

Quote 4

  • There are four quotes above, each further nested. Quote 3 and Quote 4 don’t show up, at all.

Names of people being quoted don’t show up for single quotes

This quote was written by X, but their name isn’t showing up properly.

Name of the top-nested quote always incorrectly takes name of person who wrote final quote in nest

Y

This quote was written by X, but their name isn’t showing up properly.

This quote was written by Y, but their name isn’t showing up properly.

X

This quote was written by X, and is labeled properly.

Y

This quote was written by Y, but while this nested part of the overall quote is properly attributed, the original quote by X is now incorrectly attributed to Y.

Names of people being quoted show up in un-nested quotes if a quote directly precedes them

This quote was written by W, but their name isn’t showing up properly.

X

Quote 1

Y

Quote 2

Z

Quote 3

I encountered these issues when attempting to use quote to format several parts of a reddit discussion. As a workaround, I used “_” as a dummy for long nested quotes, putting the actual quotee in parenthesis.

(edited by afoot.6932)

Reddit: “Ascension: story driven ascended…”

in Suggestions

Posted by: afoot.6932

afoot.6932

Also, a responder with absolute faith in ArenaNet (I never see enough of this kind of support:

bleedscarlet

I’ll be honest. I’ve been 100% this game, every step of the way. I have no doubt that whatever is coming with Ascension will be awesome, and what you’re describing sounds kittening epic so I hope you’re right, but even if you’re not I don’t expect we’ll be let down.

(edited by afoot.6932)

Reddit: “Ascension: story driven ascended…”

in Suggestions

Posted by: afoot.6932

afoot.6932

Other responses: mostly support for OP and nostalgia for ascension in GW1 (a few samples are included below)

TaCktiX

Ascending for the very first time by outplaying my doppelganger (I wasn’t running a safe build) has got to be one of my absolute fondest memories from gaming period. Hearing Glint tell me that my ascension was complete and arriving at Dragon’s Lair was a massive “whoa” moment.
That said, I totally agree with you. If it won’t be the primary way to get things, I don’t see why it shouldn’t be possible to have it as a “second option” for those who want that real connection between ascended gear and ascending. The concept is too close to original GW1 memories for a lot of folks for it not to be considered.

Mortons_Spork

The rest of the ascended/legendary items should be a part of a challenging player-driven monomyth, just like it was in GW1 and not cheapened by making us grind a time sink like it is in GW2.

timetowastetime

Really want to be able to upgrade exotic gear to ascended gear without having to purchase another piece of gear. And yes, having infused actually mean something would be great.

Reddit: “Ascension: story driven ascended…”

in Suggestions

Posted by: afoot.6932

afoot.6932

Response to OP: Hate not being able to switch upgrades for ascended

zp3dd4

Sounds good, but I hate the rune thing. I keep switching runes and if hate to having to redraft every armor piece on rune change.

(Serbaayuu) In my mind, it’s to set a precedent for keeping exotics valid – there’s no word one way or the other, but I think they might make it so that weapons and armor can’t use sigils and runes if they’re ascended, just like trinkets can’t use jewels. They’d get built-in stats.
So, if you wanted to take full advantage of a rune set, you’d stick to exotics. If you wanted a minor stat boost instead, you would go for ascended.
I hope this is the case at least. Even if getting ascended gear is easier by then, I don’t want to have to upgrade my currently-best stuff. That’s the whole reason adding new tiers sucks.

(edited by afoot.6932)

Reddit: “Ascension: story driven ascended…”

in Suggestions

Posted by: afoot.6932

afoot.6932

Response to OP: What about WvW?

_

(Celriot1) I dont think your idea can happen if the gear is to be accessible in both PvE and PvP, and they already expressed their intentions to make it available in WvW.

(My response) I think my idea could still happen, as long as they implemented a way for ascended items to be equally accessible in WvW. WvW is in the mists, where anything is possible. And surely conquering the mists merits ascension.

_

(Celriot1) Long epic quest chain to get item in PvE, simply bought in WvW? Will not end well, and it’s not too difficult to guess where most people would go to get them.
And if you suggest an equally long quest chain in a PvP environment, that would be worse.

_

(My response) It may sound a bit outlandish, but barring concerns for feasibility I’d really love to see the return of the Hall of Heroes, maybe as a new area to conquer in WvW. The feeling of going into those golden halls in GW1, winning, and knowing that at that you’re the best team in the game at that given point in time—one of my fondest gaming memories. I don’t think the 9-round elimination format is appropriate for WvW, but just some kind of epic battle between worlds to earn a place in the Hall of Heroes…it seems right. The place just looks epic. Actually, it even makes sense in terms of lore:
“In the center of the Rift, deep inside the Mists, stands the imposing walled fortress known across the multiverse as the Hall of Heroes. This structure is the pinnacle of the afterlife. When a hero dies, his spirit goes to one of two places: either it is buried with the deceased body, forever trapped inside the rotting flesh and rancid bones of the corpse, or it is released into the Rift. This latter honor goes to only those few whose deeds in life were legendary enough to be known across multiple worlds, and fewer still earn a place among the souls ensconced inside the Hall itself.”

Reddit: “Ascension: story driven ascended…”

in Suggestions

Posted by: afoot.6932

afoot.6932

Response to OP: Ascended items can’t be story driven because ascension is exclusive to humans

Monochrometrauma

Ascension won’t be a story element for one simple reason: Ascension is a gift of the human gods, and seeing as some other races outright dismiss their existence (Norn believe in SOTW, Charr hate religion off all kinds) only humans can ascend. Unless ArenaNet is planning to bring back the human gods (and screw over anyone who prefers other races) then there will be no ascension. It’s a tier name.

(Not part of quote—there’s some kind of bug where I can’t label quotes correctly. The following is my response to Monochrometrauma) Surely there’s some creative workaround. Ascension in the Crystal Desert at the Hall of Ascension seemed like a human rite in GW1, but humans also believed that their gods created Tyria and magic just for them. Humans in GW1 were ethnocentric. The elder dragons, Glint, jotun, seers, mursaat, dwarves, and even the forgotten all came before humankind, and maybe ascension and True Sight did too. The Temple of Ascension seemed human-built, but remember how the forgotten were really the ones running the show? They were the testers, and maybe they were just putting the test in terms humans could understand.

We know that Palawa Joko is in the Crystal Desert, that Kralkatorrik awoke there, and that the human gods have been sort of MIA for a while now. Also, look at where Kralkatorrik awoke on the GW2 map—it’s not far from where the Temple of Ascension was in GW1. The Temple is likely in ruins, corrupted by Kralkatorrik, overtaken by Palawa Joko’s army, or in the hands of the forgotten. For charr, going to the temple could be a matter of conquest, or even a slap in the face to humans who thought only they could ascend through their gods. For norn, what could be more legendary than ascension?

(edited by afoot.6932)

Reddit: “Ascension: story driven ascended…”

in Suggestions

Posted by: afoot.6932

afoot.6932

My ascension thread on reddit got a strong positive response, and so I’m copy/pasting the highlights of the conversation here for ArenaNet developers and for official forums players to continue discussing.

Original reddist post: Ascension: story-driven ascended items and upgrading exotic to ascended

I’ve been searching the forums (Reddit and Official) for posts discussing how Ascended items should be obtained when ArenaNet rolls out ascended weapons and armor, but I’ve had trouble finding anybody discussing my biggest concern. Will our characters get to ascend, and will we be able to ascend our existing exotic equipment with them?

As a Guild Wars 1 player, “ascended” means more to me than just hot pink stats. Ascension is (GW1 plot spoilers abound) going to the Crystal Desert, seeing clarity in your path at Elona Reach, gaining the blessing of the Gods in the Dunes of Despair, cleansing yourself of imperfections at the Thirsty River, and defeating your doppelganger in the Temple of Ascension. Ascension was gaining the gift of True Sight, allowing you to see the Unseen Ones, the mursaat, and fulfill the Flameseeker Prophecies. Ascended characters thereafter had to infuse their armor to protect themselves against mursaats’ Spectral Agony ability.

So if obtaining ascended/infused gear ends up amounting to randomly generated pink items from daily reward chests, or even if we can upgrade exotic items to ascended by plopping them into the mystic forge and stirring in globs of ectoplasm, mystic coins, and fractal relics, it’d be fairly anticlimactic by comparison. Now, the system of upgrading from ascended to infused-ascended, and the fact that the Crystal Desert is a yet to be explored area on the map, implies to me that ArenaNet might be planning ahead, to a point at which “ascended” will be more than a stat—it’ll be the result of Ascension. I hope this is the case, or something equally story driven, but I figure it’s better to put these concerns out on the forums before I end up being disappointed. Anyone else want this?

And while we’re on the topic of being able to upgrade exotic to ascended, I’d like to point out why I think it’s a good idea, whether story driven or not. Players would be able to keep the stat combinations they’ve already chosen. For runes, the rune can just become a built-in bonus or something. That way, ascended items wouldn’t devalue crafted exotics, since you could always ascend the exotics. Keep in mind that I mean for all exotic items to be ascendable, including trinkets and accessories. Finally, players could keep their item appearances without having to purchase transmutation stones. While new ascended items with cool appearances would be fun, I’ll most likely want to keep my hard-earned warden weapons. Maybe they can just make existing armor sets slightly shinier after ascension or something, to indicate progression.

(edited by afoot.6932)

[February] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

Armor: Seeker medium pants, coat, and boots
Gender/Race/Class: female norn thief
Character name: Fejra Afoute
Where armor came from: crafted level 15 medium armor

Issue:
The coat and pants clip in the back, and the pants clip just slightly through the front of the boots, even though they’re all part of the same set. It’s probably due to my character being close to max height, or maybe her body type.

On a side note, this is the second time this week that I’ve had clipping issues from armor in the same set, most likely due to some combination of max height and body type. What are the bug testing procedures for armor/weapon QA during development? Shouldn’t bug testers have already looked at extremes of character height and whether they cause clipping issues within the same set of armor?

On another side note, I hope there’s been progress on that female sylvari tier 1 cultural armor midriff skin texture bug I reported at the beginning of last month.

Thank you!

EDIT: found a couple more places along the hips where clipping occurs (see new attached picture) that were covered up by my weapons.

Attachments:

(edited by afoot.6932)

Daily Combo Killer - not working

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

Confirmed that daily combo does not function predictably. Character name Marshal Afoute. I just ran around for an hour, laying Purging Flames and Hallowed Ground to combo with a projectile thief, and even when the enemy died with burning created by the projectile/fire field combo, we didn’t get credit the vast majority of the time. Only managed to get 2/10 combo kills.

In my mind, the way it should work is that enemies exposed to any combo effect before being killed should count as a combo kill. So an enemy who was weakened from a poison field/blast combo should still count as a combo kill, even if it was no longer suffering from weakness when it died. Similarly, combo fields that strengthen a character, such as fire field/blast combos granting might, should still count, as long as the enemy was damaged from a player with might from the combo. In any case, I should be able to complete this achievement easily within 10-20 minutes, like any other achievement, not sit frustrated, timing my combos so that the exact kill is caused by combo damage. I sincerely hope this is simply a bug.

[January] Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

Male asura Durmand Priory medium armor set
Character name: Fritz Afoute

Issue: Significant clipping
The priory chest piece clips with the priory shoulders, leggings, and boots, even when the character is just standing there. Armor pieces of the same set should not clip with each other. I just bought this set; can’t wait to see my character’s new armor fixed.

The issue may have to do with my character being max height.

Thanks!

Attachments:

Improvements for Collectors

in Suggestions

Posted by: afoot.6932

afoot.6932

The following post got quite a bit of interest on Reddit, so I’m copying it to this thread. It focuses on the same need for collectors, but with a different suggested solution.

“Title: The town clothing system should be re-purposed to the overlay from LoTRO

For those not familiar, Lord of the Rings Online had an appearance vs armor system, where you could have an overlay outfit that you could mix and match as you pleased. This was arguably one of my most favorite things from that game, you could make yourself look exactly as you wanted without sacrificing stats to do it. The system itself was very similar to the town outfit, you could tab between the two as you liked (Either you showed your armor, or you had the gear in your outfit showing)

Obviously, there are two big things that need to be accounted for here – Transmutation stones (Both fine and regular) and the cash-store incentive for people to buy town-clothes.

The middle ground solution for all this is a wardrobe system that allows you to bind armor and weapon skins to your wardrobe storage. Obviously, Arena Net wants people to at least consider buying cosmetics from the store, so the system would be similar to the bank or inventory slots. You have limited space to store your registered skins, you can mix and match any armor piece (Armor-classes and weapons obviously restricted) To “bind” gear to the wardrobe, you need transmutation stones. 79 and under gear would be bound via regular stones, 80 gear you need fine transmutations. Clicking your town clothes panel would open up your wardrobe box with clothes you’ve bound listed inside to be dragged onto the armor slots that would overlay your actual gear.
Why this would be awesome – It will create variety. In Lord of the Rings online, one of the best things was being able to hang on to armor that looked awesome that you found while leveling. In one fell swoop, people were able to customize how they look and developers could feel warm and fuzzy that they could have cool looking gear spread out across the entire leveling experience and people could keep the look if they wanted it.

It would give regular transmutation stones a value to people who already are max level on their characters, and also make people more likely to buy fine transmutation stones to bind a cool piece of armor to their wardrobe. The town clothing button would become your outfit button, your outfit would persist outside of towns and clothing bought from the black lion post would be mixable with clothing found out from questing / dungeons.
The current town outfit system is barely used, and I think its kind of annoying that many people (myself included) have dozens of regular trans. stones we have no use for. Overall, Arena Net could only benefit by giving people more incentive to buy cosmetics and stones off the auction hall for their oufits. Thoughts? I could definitely mix up some mock-up screenshots if this catches on.

*TL;DR – * Turn the Town Clothes into an outfit overlay that would give people a reason to buy/use transmutation stones and cosmetics off the B.L post."

(edited by afoot.6932)

Bug: Incorrect Pact Arc story branching

in Personal Story

Posted by: afoot.6932

afoot.6932

I’ve seen reference to this bug in this forum post as well as on the wiki, but I’ll go ahead an confirm that I got the story branching bug in the Pact Arc (levels ~60-70). I did Forging the Pact with a guildmate who was having trouble killing the boss at the end; my guildmate was the instance owner. Presumably in A Light in the Darkness he picked the fear “letting an innocent die,” whereas I picked the fear “being dishonored by one’s comrades,” because when I hit accept to progress to the next story quest, I ended up doing Tower Down instead of Shell Shock. Proceeding to the “letting an innocent die” branch wouldn’t have been as much of an issue if it hadn’t incorrectly gone back to my original branch after The Battle of Fort Trinity: instead of doing A Sad Duty and finishing up business with Ceera, I confronted Syska in Delivering Justice, my character speaking as if I had gone through the Shell Shock branch all along. The bug is confusing because of the lack of continuity, and disappointing because I now would like to tie up loose ends with Ceera, but I won’t get to.

To be completely explicit, my personal story flowed incorrectly as follows:
A Light in the Darkness, selected “fear of being dishonored by one’s comrades” > The Priory Assailed > Retribution > Forging the Pact, accept story progress from instance owner who selected “fear of letting an innocent die” > Tower Down > Munition Acquisition > Breaking the Bone Ship > The Battle of Fort Trinity > Delivering Justice

Ideally, my story would have followed the correct fear branch, like so…
A Light in the Darkness, selected “fear of being dishonored by one’s comrades” > The Priory Assailed > Retribution > Forging the Pact, accept story progress from instance owner who selected “fear of letting an innocent die” > Shell Shock > Fixing the Blame/Volcanic Extraction > Marshaling the Truth > The Battle of Fort Trinity > Delivering Justice

But I would also be satisfied if, for continuity, I could have correctly finished up the incorrect branch, like so…
A Light in the Darkness, selected “fear of being dishonored by one’s comrades” > The Priory Assailed > Retribution > Forging the Pact, accept story progress from instance owner who selected “fear of letting an innocent die” > Tower Down > Munition Acquisition > Breaking the Bone Ship > The Battle of Fort Trinity > A Sad Duty

Finally, I included a screenshot which demonstrates the incorrect flow order. Also, the character the bug occurred on is Fritz Afoute.

Attachments:

The Queen

in Community Creations

Posted by: afoot.6932

afoot.6932

Jennah, The Queen of Divinity’s Reach

I started this painting before GW2 was even in beta, before anyone knew what Queen Jennah looked like in-game, then put it on the backburner until I finally made some time today to finish it up. Originally I tried making it more colorful, but sepia ended up looking better. Anyway, this is how I imagined her—as a symbol of her people and her city.

Notes:

  • Her feathered shoulders and braid are meant to be reminiscent of a griffon, which is featured on much of the iconography of Divinity’s Reach.
  • Her mantle is inspired by the map symbol of Divinity’s Reach from the alpha version of the game. Also, the book Edge of Destiny mentions Jennah wearing “The Mantle of Divinity’s Reach,” although she doesn’t actually wear a mantle in-game.
  • The design on her back is inspired by the Shining Blade Emblem. The Shining Blade are, of course, her royal guard, and played an important role in preserving the royal line in Guild Wars 1.
  • The crystal dragon figment is inspired by (plot spoiler) the scene in Edge of Destiny where Jennah and Countess Anise summon an illusion of the crystal dragon Kralkatorrik.
  • The background, setting, and especially the mirror are inspired by a 1940’s Vogue old Hollywood vanity photograph.
  • The chair and table incorporate Seraph and Lion’s Arch motifs.
  • The tiara hails to Jennah’s ancestor, Queen Salma.

Edit: the highest-resolution version of the image can be downloaded from my deviantart.

Attachments:

(edited by afoot.6932)

Snowflakes - Outrageous Overreaction

in Guild Wars 2 Discussion

Posted by: afoot.6932

afoot.6932

Oh please. Only the top offenders were banned according to Anet’s replies here on the forums. Those were players who used the exploit not ten times, not a hundred times, but thousands of times.

Some were banned for only participating in the exploit hundreds of times. I’ll give the guy the benefit of the doubt, and there is plenty of doubt to be had under these circumstances.

Snowflakes - Outrageous Overreaction

in Guild Wars 2 Discussion

Posted by: afoot.6932

afoot.6932

Based off of how he’s told his story on Reddit, it doesn’t sound like he did anything worth being banned over. Are we missing anything, ArenaNet?

Aside, if it is unclear whether an exploit is actually exploit, maybe it’d be a better idea to send players an in-game warning asking them to cease and desist instead of permanently banning them? I appreciate that you’re dedicated to fighting exploits, ArenaNet, but it’s more important to communicate and be transparent with your stakeholders.

Issues with character art, weapons, or armor?

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

Armor set:
Tier 1 female sylvari heavy cultural armor chest and leggings (Arborist Coat and Arborist Leggings)

Problem:
The armor set is supposed to show the midriff, but there’s a hideously obvious seam between the upper body and lower body models, at least for my character’s skin tone. From the pictures of this armor set on the wiki, it is clear that the midriff is not supposed to have this seam dividing it in half; instead, the entire midriff is supposed to show the character’s bare skin. The lower part of the midriff reflects light differently than the upper part of the midriff, and is a much lighter skin color, which significantly detracts from the aesthetic of this armor set.

This is such a glaring error, right smack dab in the middle of the armor set. It’s probably not even that difficult to fix, since it’s only an issue with the coloring of the armor’s skin model. Please fix my favorite armor set.

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All crit-hit sigils become 100% nonfunctional

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

Under the following conditions, ALL critical-hit sigils are rendered completely nonfunctional on a two-handed weapon:

  • Character has a two-handed weapon in one weapon set and two one-handed weapons for other weapon set
  • All three equipped weapons have the same crit-hit sigil. It might also be true for if only one of the one-handed weapons has the same sigil as the two-handed weapon, but I didn’t consistently get the bug for this scenario (whereas the bug is consistent if all three weapons have the same sigil).

Bug testing notes:

  • Tested using superior sigils in sPvP and PvE. Not tested using sigils of generosity, strength, purity, nullification, or water (but tested with all other sigils). Not tested using major or minor sigils.
  • True for multiple professions (tested with both guardian and mesmer) and on two accounts.
  • Doesn’t matter which types of two-handed and one-handed weapons are equipped (e.g. greatsword, staff, wand, sword, etc., they all exhibit the bug)
  • The sigils do work if each entire set has different crit-hit sigils—e.g. a greatsword w/ sigil of blood, then a wand and focus both with sigils of air.
  • I’m unsure if either of the two one-handed weapon sigils becomes nonfunctional, but I don’t think they do.
  • Maybe the bug is due to some glitkitteneeping track of the cooldown time for the sigil?

(edited by afoot.6932)

Change in loot parameters or a bug? [Merged]

in Guild Wars 2 Discussion

Posted by: afoot.6932

afoot.6932

I’d just like to add my name to the list of people who feel that loot quality has decreased. I haven’t gotten a single exotic weapon or armor drop in the past month, though I usually get at least 1 rare a week. Given, I only play maybe 1 hour a day on average.

Bug with champion drop update from november?

in Bugs: Game, Forum, Website

Posted by: afoot.6932

afoot.6932

I can also confirm champions not dropping loot. I can’t recall a single instance of getting a rare or exotic from a champion since the November update, although I consistently get more masterwork items from champions.

Issues with the trading post: please post here [MERGED]

in Black Lion Trading Co

Posted by: afoot.6932

afoot.6932

I JUST found out that there’s a 10% tax applied when items sell on the trading post, equaling a total 15% tax. I’m not here to complain about the tax, and I’m sure this issue has been brought up before, but exactly when and how the taxes are going to be applied is not at all clear. I had NO IDEA that there was a 10% tax being applied on sale—I had to learn the hard way, after seeing the amount I was getting back from sales wasn’t what I expected.

Please MORE CLEARLY LABEL in the Black Lion Trading Post interface *exactly when and how the system works. Consider adding a “FAQ” or “Beginner’s Guide” tab to the Black Lion Trading Post; I shouldn’t have to look up on the GW2-wiki that there’s a misleading 15% tax that has been applied to everyone sale I’ve made over the past four months.

This is a kittening ridiculous issue, and I can’t believe it hasn’t been rectified yet. Seriously disappointing, ArenaNet.

"Ascending" the exotics we already have?

in Suggestions

Posted by: afoot.6932

afoot.6932

This is a great suggestion. It also makes more sense from a lore standpoint to be able to ascend/infuse your existing armor, since that’s more in line with how it worked in Guild Wars 1.

bring ascended, but keep exotic

in Suggestions

Posted by: afoot.6932

afoot.6932

While some of these suggestions are a bit too detail oriented, I agree that obtaining ascended items should viable for all methods of gameplay—crafting, dungeons, PvE/karma, or WvW. By the same token, ascension should also ideally have a story component, as per this suggestion thread.

Allow ascended rings in mystic forge!

in Suggestions

Posted by: afoot.6932

afoot.6932

This is a great suggestion. I don’t imagine this would be too difficult to implement, either.

Make finding legendary/Ascended a Adventure

in Suggestions

Posted by: afoot.6932

afoot.6932

YES.
I know ArenaNet has mentioned introducing a adventure/story aspect to legendary items, but I would love to see ascended items get the same treatment. Ascending in Guild Wars 1 was always tied to the story, and I’d be disappointed if it wasn’t the same in Guild Wars 2. For me, there’s just nothing exciting or epic about ascended items being another random loot drop, or a material gathering grindfest that ends in a mystic forge dump.

I understand that there’s a balance issue, but I’m not asking for Ascension to be easy. I just want it to be able to say, “I Ascended my character,” not “I plopped 1000 blobs of grindy goo into the mystic forge and received an Ascended item.” In other words, I want the option for Ascension to be an active process that makes sense from a lore standpoint. I’m not opposed to there being an alternative option to create ascended gear using the mystic forge, but I don’t want that or random loot drops to be the only way.

Improvements for Collectors

in Suggestions

Posted by: afoot.6932

afoot.6932

I would also like for more affordances for aesthetic collections, and I like that the proposed system takes the transmutation stone system into account. However, I think that the Skin Extractor Kits suggestion has some issues. They would create additional inventory space clutter, and they don’t make sense from a lore/immersion standpoint. I know that there are already “skin” items in existence, like the Greatsaw Greatsword Skin, but if we’re going to develop an expanded system to allow aesthetic collections in PvE, why not do so in a way that contributes more to the roleplaying/lore aspect of the game?

I suggest some slight improvements to the OP’s proposal. Technically, it’d function similarly, but it’d be more immersive, reduce additional inventory space clutter, and also make use of the largely under-utilized home instances:

  • The collections should be located in the player’s home instance, as actual armor and weapon stands sorted by set (Seraph, Aureate, Steam, Malign, etc.). It’d be a bit like the Hall of Monuments in GW1. You’d actually be able to see the weapon and armor models within your home instance as you add to the collection.
  • Instead of a Skin Extractor Kit, there’d be a “Replica Maker” NPC who makes replicas of items to add to your collections, in exchange for transmutation stones (like how dungeon vendors use dungeon tokens as currency, or Lionscout Tynuli uses karka shells as currency). With the Replica Maker NPC, there’d still be an incentive to use the gem store, but players wouldn’t have to buy yet another type of salvage kit to clog their inventory. Furthermore, you wouldn’t have to destroy your item to create a replica of it.
  • Instead of the Skin Vendor NPC, you’d just have the Replica Maker, who also vends item skins in exchange for transmutation stones. At least that way, the process makes some kind of sense from a lore standpoint—the replica maker is using the transmutation stones to create the “skin” item, which is like a specialized, one-time use transmutable replica of an item. Or something like that. At least there are dots for players to connect. Note the advantages that using transmutation stones as currency could have. Numerous players simply stockpile their stones—the collection system would encourage them to spend them. Also, adjusting the cost in transmutation stones of producing a skin could help preserve item rarity by making more common skins cheaper and rarer skins more expensive. Perhaps the rarest of items could use fine transmutation stones instead.
  • Players could show off their collections to other players by taking them to their home instance, and while there, the other players could right click items in the collection to preview them in the preview screen. Or better yet, there’d be a “try on” feature for collections, where players could simply equip the replicas to see them in the real game (without using the preview screen), like a costume that disappears when they exit the instance. This might provide more of an incentive to bring other players to your home instance, and the try-on feature would make it easier to see what different weapon/armor combinations look like together in actual game, since the preview screen is a bit limited, especially in previewing item special effects.
  • Completing collections would make good Achievements.

(edited by afoot.6932)

Ascended Cleri?

in Crafting

Posted by: afoot.6932

afoot.6932

Anyway to HIDE the Lost Shores objective?

in The Lost Shores

Posted by: afoot.6932

afoot.6932

Concurred. Please fix.

Legendary weapons = poorly implemented idea.

in Suggestions

Posted by: afoot.6932

afoot.6932

A post recently popped up on reddit asking whether legendaries have any lore behind them. Thought I’d just add that to the conversation here: http://www.reddit.com/r/Guildwars2/comments/134ha8/legendary_lore/

Also, add my name to the list of players who want to see more for the legendary items. Seriously, dandelions have more lore than most of the legendaries (“Pretty, but an invasive weed.”). Hopefully the upcoming legendary scavenger hunts fulfill the need for lore, similar to how the Mad Memories scavenger hunt delved into the back story of Mad King Thorn.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: afoot.6932

afoot.6932

Another player’s 2 cents:
I’m also uncomfortable with ascended armor as it’s described in the massively and mmorpg articles. I thought exotic gear was supposed to be the best, and anything beyond that simply a cosmetic improvement. I’m concerned over how having gear more powerful than exotic would affect the balance of the rest of the game, since I’m just now getting to experience the higher level dungeons. My gut feeling is that, if what people are afraid of is true, ascended armor will only make the game more complicated, not more fun.

Update, given Linsey Murdock’s unveiling:
I need more details, especially on how Ascended items will affect crafting. I’m slowly becoming OK with being able to obtain items of a slightly higher stat grade, but I want to be able to use crafting to do so. Will I be able to craft my own ascended armor, accessories, and weapons? Why did you say that ascended rings will drop in the new dungeon; won’t jewelcrafters also be able to make them? How will not having a normal upgrade slot affect jewelcrafting? Does this mean exquisite jewels are now useless?

As hard as the dungeons and high-level areas are, I actually find the idea of a small stat bonus appealing, as long we don’t keep getting ridiculous new tiers of items hereafter (ala the gear treadmill). From a lore standpoint, ascended/infused armor being the best makes sense and is kind of cool (again, as long as they remain the best, and are not replaced by a new tier of uber-items in a couple months). However, crafting better remain viable, or I’ll be yet another upset customer. I don’t want to have to play in the new dungeon to get ascended items, nor do I want to have to buy them directly off the trading post. I want to craft ascended items, and I await further information regarding this topic.

Note that I’ve seen the blogpost stating that there will be 200 additional recipes added, presumably for ascended items.

Thoughts on Ascended Gear? [Merged threads]

in Guild Wars 2 Discussion

Posted by: afoot.6932

afoot.6932

Another player’s 2 cents:
I’m also uncomfortable with ascended armor as it’s described in the massively and mmorpg articles. I thought exotic gear was supposed to be the best, and anything beyond that simply a cosmetic improvement. I’m concerned over how having gear more powerful than exotic would affect the balance of the rest of the game, since I’m just now getting to experience the higher level dungeons. My gut feeling is that, if what people are afraid of is true, ascended armor will only make the game more complicated, not more fun.

Add Trading Post confirm-purchase step

in Suggestions

Posted by: afoot.6932

afoot.6932

Good point. The confirmation step appearing conditional to a purchase quantity threshold might prevent accidental purchases of unintended quantities of items, perhaps due to a typo.

Add Trading Post confirm-purchase step

in Suggestions

Posted by: afoot.6932

afoot.6932

I realized something: in the skill-buying system before buying a new skill, a confirmation button appears, and you have to click again to actually purchase. That’s exactly what I want for trading post purchases, and it turns out a similar system is already in place for skill purchases. I know the TP confirmation step isn’t exactly the most exciting suggestion, but I think it’s a highly feasible, low risk improvement that already has a precedent in an analogous transaction system.

Add Trading Post confirm-purchase step

in Suggestions

Posted by: afoot.6932

afoot.6932

My suggestion is that the Trading Post have a confirmation step before committing to a purchase. Currently, when you click “Buy” while looking at an item for sale, you immediately purchase the item, and get the “Success! Item is available for pickup” message. This can lead to accidental purchases, especially since the “or place custom offer” link is located right next to the “Buy” button. I’d rather the process worked as follows:

1) Find an item in the TP
2) Player clicks “Buy”
3) Trading post asks “Are you sure you wish make this purchase?” A “Confirm Purchase” button appears
4) Player clicks “Confirm Purchase”
5) Get “Success!” message

One potential downfall of the confirmation step is that it would make the buying process very slightly slower for frequent TP buyers. One way to help with this would be to only have the confirmation step for items above a given threshold amount. So if the threshold is one gold, the confirmation step would only appear for purchases costing one gold or more, that way players don’t have to waste time confirming just to buy a four-copper walnut.

My motivation for this suggestion is to prevent accidental purchases like the one I just made in-game. I was looking at Mystic Artifact focuses, and meant to click “place custom order,” but accidentally clicked “Buy,” spending all of the six gold I had on a single level 80 focus that I didn’t want. I put it back on the TP for sale, but even matching the lowest seller, I’ll be losing 20 silver due to transaction fees. I could sell it instantly, but the highest offer is only 3 gold, so I’d be halving all of the money I’ve saved so far in the game. Furthermore, according to the transaction history page, the focus I accidentally bought was posted 13 days ago, and it was on sale for about 50 silver less than the other sellers, so I’m not very hopeful that I’ll be getting my money back any time soon, if at all. It’s an understatement to say that I’m frustrated. I know I should have been more careful, but mistakes happen, and I’m willing to bet that I’m not the first to make this mistake, and that I won’t be the last. Accidents like this can be prevented in the future with the simple addition of a confirmation step.

(edited by afoot.6932)

Anyone else have problems with their pets unnaming themselves?

in Ranger

Posted by: afoot.6932

afoot.6932

Regina Buenaobra responded about this on a different thread of the same topic: https://forum-en.gw2archive.eu/forum/professions/ranger/Saving-pet-names/first#post56611

She says “Thanks for the suggestion. We’re aware of this request from ranger players.” I can’t help but note that she doesn’t mention that the issue is being worked on. Guess that means we shouldn’t expect any immediate fixes : /