Showing Posts For agrante.2810:
I welcome this improvement very much. I also hope the next days will bring news of other highly anticipated features to be implemented. As for world events, I’m expecting nothing less than a simple system that would allow organised guilds to do these events in peace if they want to.
The problem is that this isn’t a wardrobe. A wardrobe is a collection of clothes that you can pick and choose and use at any time because it’s yours.
This is a unlockable skin store.
You work, grind, and put effort in to collect skin. You pay real cash for, or convert gold to gems to buy skins on the TP. Either way, you can now earn the right to pay again to use something that you’ve unlocked..
This needs to be repeated over & over. This is my entire problem with this new system. They added cool stuff by making things account bound (it’s essentially going back to the GW1 costume account bound stuff) & saving bank space, then they ruin it by keeping the crappy “pay to use” system. I want to be able to swap at any time to any look for free. I’d pay to unlock each skin but just to swap to it? eff that. So far this will just open bank space for me & nothing else. I’m not going to pay to be swapping all the time even though that would be the whole fun of a wardrobe system. Unlocking 100 skins & just having them sit in the UI because I have to pay to use them is not the point of a wardrobe.
This 1000x times over.
My thoughts exactly.
Lol. Here I made a ridiculously long post and there was one sitting right there that encapsulated this whole issue in a much more concise manner.
Anyway, I agree entirely. Please hear the voice of your Players, ANet, for we who buy your products have spoken.
I also agree with this view. I created a post about this that was blocked,
https://forum-en.gw2archive.eu/forum/game/gw2/New-Wardrobe-was-not-what-I-expected/first#post3815422
Some replies were about ‘oh, you people are never happy and complain even when good things happen’. Just to make it clear I welcome this update to the skin system. I was just expecting something else, a real wardrobe. And the important thing here is not the complaining, is the feeling that we’re part of MMO that sees itself as one of the best out there, with susbscription-free model, but feels like just a pretty ruse to trick people into spending money in the Gem Store.
Put in another words: Anet could say, ‘We made a kitten good game and we want people to enjoy it and feel like they’re part of something really great and we’ll go the extra mile for everyone to feel like they’re getting plenty for what they paid for. At the same time, if you guys appreciate our effort, enjoy the game and want to support it and more content in the future, have a look at the Gem Store for some handy, convenient tools and pretty, well designed skins. We made these extras so awesome (as awesome as we are) that we’re sure everyone will feel like buying some ’.
But this kind of update feels like ‘Hey, we own this pretty decent MMO with nice graphics and addictive gameplay and we would like to make as much money out of it as possible, so we’re implementing all these LS updates, fancy skins and paid convenience in such a way as to maximize the desire/make easy to acquire these extras. We will spend little resources polishing and fixing minor stuff that has been broken since the beginning (where’s the profit in that?). Most of our effort will go to the new things we constantly add to the game that must be released with an underlying mechanism to ultimately persuade people into spending more in the Gem Store’.
(a bit off topic, but related: these new LS updates still have problems with overlapping dialogues, which is pretty incredible/unbelievable for a game which regards itself so highly; adding insult to injury, things like this still happen in spite of people complaining about them and asking repeatedly for fixes since forever. Have you been to SE path3? ‘No, no, no… no, no, no… no, no, no…’ In my guild when people want to refer to that boss, that’s what they call it…)
(edited by agrante.2810)
You’d rather have another bag slot instead of the ability to use a skin an infinite amount of times?
No. I’m not against these changes in any way. I probably wouldn’t have thought of this system for a widespread use of skins, but I was expecting something else. I was expecting a wardrobe that would make people buy, craft and try many armorsets with different stats without thinking ‘hold on, where am I going to put them afterwards?’
And buying extra banks tabs and character bag slots for this purpose is something I believe not many people are willing to spend money on.
The wardrobe is optional, you are only paying gold/money if you decide to change the skin on an item.
Your reply misses de point. We’re not having an expansion to store ‘real’ pieces of armor – like the concept of ‘wardrobe’ would suggest. Its a place to collect only skins and make it easier for people to transmute stuff. And that’s disappointing considering what I had imagined for something like this.
(edited by agrante.2810)
This is not a Q/A post.
As soon as I saw the headline today, I thought ‘wow, we’re going to have a dedicated place to store extra pieces of armor, instead of having to carry them in inventory or having them take space in bank! Now I can think about building multiple (more than 2) armor sets for ALL my characters’
And then I realised it’s just for skins and it’s designed to make it easy for people to spend more money in transmutations…
There are good things it these changes though. But I can’t help but feel that, in a game that is supposed to be fun, relaxing and enjoyable, people are constantly feeling the pressure to buy all those things and the need to grind/spend real money to have them. Maybe eventually the pleasure becomes spoiled by stress and dissatisfaction and people will start to wander off to other games…
Uhhh… Yeah…. Sure… The Bloodstone, and water magic dragon…
Its not ‘water magic dragon’, its just the magic from the artesian waters. Or whatever other excuse to fuse the shards back together.
We could also go and fuse the shards at a volcano in the Fire Islands (Ring of Fire). That would make a nice story too, revisiting a previous GW1 location.
And the bloodstone was used before to put the dragons to sleep:
http://wiki.guildwars2.com/wiki/Bloodstone
http://wiki.guildwars2.com/wiki/Magic
I do not think the game is built in with an end to the story, and if it took 6 years to tell it would be a success not a bad thing needed to speed up. Also you are thinking the game is limited to dragons? Wars with other races and expansions into other lands etc.
6 years, sure. What if the devs don’t have that time to give a meaningful ending to the current state of things?
Cantha is doing peachy. Bubbles is playing with the fishies and doesn’t care about getting dry. Elona is overrun by the undead and Palawa Joko. Once Kralkatorrik is back to sleep, we’ll just zerg all the way to the Bone Palace and kill him with fire. That would actually make a nice short epilogue expansion, or the beginning of a new story.
Yea, but couldn’t the same be said for GW2? If you don’t want to grind, you get full exotics and you are done. You can complete every dungeon path, you can WvW, you can do every fractal, up to a certain difficulty level (which if you are casual that’s all you care about anyway) Plus, you can be fully geared in exotics within 10min of hitting 80.
If you want to be more hardcore you can go for Ascended gear and run FoTM50, which is really the only real application for Ascended gear right now. WvWvW does not require Ascended gear. If you want to roam in a small group attacking other small groups, sure there is a use for it, but if you are like most players and play the meta, Exotic gear is more than enough to attack/defend in zerg mode.
It literally is as casual or hardcore as you want it to be, so I’m not quite sure how you can claim it isn’t.
EDIT for weird formatting.
I agree with this person. Complaining about how our current ascended system works as too much grind is just ridiculous. What other games are you comparing to? Have you tried playing any Asian-made games?
It’s almost 2 years since the original content was released, which included the killing of the first of the 6 Elder Dragons. We now know that the final sixth has awaken, in Rata Sum’s backyard no less. We probably will have to take care of this one right away, preferably before we have to hack our way through hordes of minions and lieutenants to get a chance at hitting it. In the meantime, we let all the other ones already producing massive armies be, as they have been so far. They seem to be just happy sitting around in their turf, making minions and absorbing magic from the world and stuff.
Considering the time it took to develop the Living Story this far, and the amount of content we got, I’d say round number it’s going to take 1 year to develop and make live any decent amount of content that would lead to the killing of each of the remaining 4-5 Dragons. That’s 4-5 more years before we can complete this story. That can be a long time. What if something happens and Anet has to wrap up GW2 earlier? One can imagine players slowly start moving away to newer titles, GW2 after all was not the ultimate MMO and GW3 is going to be ‘the thing’, profit goes down, you know…
Then the story will have to be rushed. First, we have these nice, big and powerful Megalasers that can probably be fired from a distance and still open up big Dragon Holes. So we find a way to kill this newly awaken Elder Dragon quickly, whatever way. The other ones, seeing that 2 of their kind were already destroyed, change tactics and make an alliance, creating a force so powerful that they remain safely out of reach. The Tyrians are then forced to change tactics too and try to repeat what their ancestors did 10,000 years ago: Build a Bloodstone to hide away magic, tricking the Dragons into going back to sleep sooner. But since the Bloodstone was already created, we can speed things even more by just finding the shards (we have an idea where a few of them are already) and just Asuragate them or fly them to the same location, which obviously has to be the Artisian Waters in Orr. There, the water magic will do it’s thing and fuse them back together. The rebuilt Bloodstone starts seeping up magic away from the world and yay, the Dragons go back to sleep once more. The final fight would be a defense mission against the Inquest, because they don’t want to be without the ‘dragon magic’ they need to carry out their evil world domination plans. The asura, krait, karka, quaggans, norn, kodan and whatnot go back to their ancestral lands and we’re free to restart real Guild Wars among human kingdoms/groups and maybe with the charr, again. Game Over.
(edited by agrante.2810)
Wurm doesn’t give any karma and the average loot you can expect is less/worse than Tequatl.
There are groups able to kill the Wurm consistently but those people are not getting anything remotely worth the effort, loot-wise.
There are a few prestige rewards, though very rare and RNG-dependent, so you can’t really rely on those for prestige, because it can take months of killing everyday before you get lucky enough to loot one of those. And the exclusive armor pieces (and the rifle) I believe people would only wear them to show off, they don’t look that great.
A token system would be better imo, but we have too many currencies already. Perhaps each commander NPC could simply keep track of how many times an account succeeds and accumulate credit without the need of a token? They could become merchants upon a successful kill near the end chest for a few minutes…
Teq is so easy once you know how to do it. You have enough minutes left to fool around.
Wurm is different.
What he said. And loot is very generous. The Wurm on the other hand, I can’t find a reason why it should give such crappy loot, compared to Tequatl, and with a daily/account restriction. It just doesn’t make sense, and I’d like to see a reason why it was made like this…
People immediately started complaining about Wurm loot, once ppl figured out how to kill it. And to this day the loot still sucks. Is there a reasonable justification for why the loot is not at least similar to Tequatl? Or is there a way to kill the Wurm so easy that this is the only way to balance the event? If yes, someone please say something, because succeeding still looks pretty tough to me.
From where I stand it actually looks like the not-that-many-ppl that are actually completing it are starting to lose interest.
(suggestions sub-forum seems to be locked for me)
People are going through great troubles (read waste time preparing and waiting instead of playing the game) to deal with the awkward overflow system when they are trying to do organized runs at Tequatl, Wurm, Marionette and now the LA rescues.
The LA rescue events are even worse, if you don’t care much about random ppl and would like to go in with your group of friends, see this post for example: https://forum-en.gw2archive.eu/forum/livingworld/escape/The-mandatory-overflow-complain
So my suggestion to fix this in a simple, efficient and elegant way is to use Guild Halls (they should have been in the game since the beginning). From a GH, which has restricted access of course, one would have a ‘tunable asura gate’ with an asura technician next to it, able to open a temporary, customizable gate to any area in the game, creating an instance exclusive for the people who go through the gate; that would be the only way to enter the instance, no party taxiing allowed. Access to portal area could be made temporarily exclusive to members of the guild or alliance to avoid undesired invites.
As a refinement, there could also be a few modifications:
- for events such as the LA rescue, this could allow the organized group to create an overflow that could be filled with random people after 30 seconds or so: enough time for the organized group to get in first
- or you could pre-select an existing overflow that has enough slots for everyone in the GH at the time, and reserve those slots for a short period of time
- overflows to ‘normal explorable maps’ (read Sparkly, Bloodtide and Lornar’s) could have 2 modes, one completely exclusive while the overflow exists and another which becomes open say after 5-10 minutes, in case the group is not big enough and you’d like to allow random ppl in after everyone in the group secures a spot.
When this live update came out, everything was fine. Today, the game gets extremely unresponsive whenever I join a large event. It’s unplayable. I never had problems before and and starting to hear other people complaining about the same. Other people seem to be just fine.
I was kicked out of CM today because someone left the party. It was a PUG and the run was going OK, there was no reason why anyone would be feeling things were not going to work.
Please make it so this stops happening or put in an option for others to remain in the instance if they wish to do so.
I searched for this with several keywords and nothing. I’m sure ppl must have already complained about this.
I was just kicked out of CM because someone left the party. It was a PUG and the run was going OK, there was no reason why anyone would be feeling things were not going to work.
I guess that for some reason – that really doesn’t matter here – the person that started the instance was disconnected from the game. It was very unfair for everyone. I’d like to understand the reason why for this ‘feature’ of the instance starter to kick everyone out, because I really don’t see the point and it’s always very annoying.
If it would be any other party member, we would just continue, wait to see if the person reconnects or just find a replacement. Like this, we get an instant kick, without warning or valid reason.
Please make it so this stops happening or put in an option for others to remain in the instance if they wish to do so.
My jeweler is lv200+ and I can craft lv 45 gold amulets with non-gilded jewels but I can’t discover the recipe for lv 40 amulets, say Sunstone Gold Amulet. I don’t have the recipe in my Production list. Is there a pre-requisite I’m not aware of?
(edited by agrante.2810)