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Four updates left this year...

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Posted by: cesmode.4257

cesmode.4257

Sadly, we are continued to be beaten down with living story. LS is driving their entire development it seems.

I want a dungeon overhaul!
I want to see players in ALL zones.
I want new skills!

Oh..darn. Another patch tomorrow. With more achievements, little story, and more grinding and zerging. Sigh. Great.

Karma is as abundant as air, and as useless as the Kardashians.

Who Would Like 2 Week Update Just for Polish?

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Posted by: cesmode.4257

cesmode.4257

Im not sure what you mean by polish..you want the game to be in polish language, as an option?

Regarding what others have said: They focus so so so much on living story, and not enough on anything else.

When was the last time dungeons got a good revamp? Not just one..but multiple?
When was the last time there was reason to just go out into tyria and explore, not related to any achievements?
When was the last time you DIDNT see the champ train?>
When was the last time Orr was significant?

Karma is as abundant as air, and as useless as the Kardashians.

Four updates left this year...

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Posted by: cesmode.4257

cesmode.4257

Also: more skills and traits. Don’t know if they promised to do them this year, but yea. That.

They did.
Purchasable via skill points.
Still waiting…

Karma is as abundant as air, and as useless as the Kardashians.

Four updates left this year...

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

@everyone who is saying “we still have time left this year.” Yeah, a whopping 1.5 months. We are approaching midway point through November.

Still looking for those four more items. Can they be squeezed into a few more updates? Or is this another failure of the hype machine?

OP could be completely jumping the gun, but his point is valid.

Karma is as abundant as air, and as useless as the Kardashians.

SoS 3.0 - No NA/Ocx Guilds needed

in Looking for...

Posted by: cesmode.4257

cesmode.4257

I joined the server a few months ago, but stopped playing the game shortly after for a few months. I recently returned and I am looking to hook up with a casual small guild that does both PVE and WvW. Anyone know of any?

Karma is as abundant as air, and as useless as the Kardashians.

Importance of End Game (scale 1-10)

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Posted by: cesmode.4257

cesmode.4257

10 for me. Doesnt have to be super hard but needs to edine correctly. The curremt iteration of gw2 endgame is lackluster and grindy which is the worst kimd.

Karma is as abundant as air, and as useless as the Kardashians.

Guild Wars 2: Whats next??

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Posted by: cesmode.4257

cesmode.4257

Living story is less than successful. And amet is still trying to push living story on us and trying to make it a success when it isnt delivering in so many ways?

Anet needs to ease up on living story amd give us moreof what we want…like housing or a true living world that doesnt revolve around living story and achievements. And this needs to happen rapid.

Karma is as abundant as air, and as useless as the Kardashians.

(edited by Moderator)

Nerfed Champ Bags/Boxes ?

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Posted by: cesmode.4257

cesmode.4257

So instead of buffing other methods of gold acquisition, they nerfed one of the viable options.

Great, back to TP flipping cause Anet doesn’t understand how proper rewards should be rewarded.

Why should mindless farming in a zerg reward people? If you want good money do dungeons.

Because I have more fun running with the zerg in FG than I do trying to memorize the unfun dungeons. Because the game is about fun, not making good money.

How is running with a zerg fun? Im really curious

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

Chris, thanks for the summary. One thing I wanted to point out was the bit about zerging: I think zerging really took off during Queens Jub and Clockwork Chaos. You were correct that giving us different areas to work on in the open world at once, thus kind of fixing the “champ train”, if you will…this still encouraged and fostered the ‘zerg for profit’ mentality that is literally one of the only forms of open world PVE in the game right now.

There can be positives to zerging, but it is only happening on a small handfil of zones, people do not care for events outside of their train, and I feel this takes people out of other areas of the game.

I hope this becomes a large topic you guys discuss and encourage us to spread out into all of the zones, not just one or two. Giving a shameless plug to my Global Dominace system I laid out…it would be good to explore something like this to get us into all zones.

Karma is as abundant as air, and as useless as the Kardashians.

I No Longer Care - Do You?

in Living World

Posted by: cesmode.4257

cesmode.4257

I dont care for living story either. The collab discussion thread is nice for us to place our ideas but theres little attention from devs.

Karma is as abundant as air, and as useless as the Kardashians.

Whatever happens with the train..

in Suggestions

Posted by: cesmode.4257

cesmode.4257

Answer (to the title/opening post): No thanks.

So let the economy continue to inflate and Zergs n trains just dilute zones.

Karma is as abundant as air, and as useless as the Kardashians.

Whatever happens with the train..

in Suggestions

Posted by: cesmode.4257

cesmode.4257

The simplest solution would be longer and more random respawn rates for “open world” champions.

I Agree and a random spawn timer. Champs in zones sould be handled by people enjoying the rest of the content and happen to stumble on a champ. Gameplay in a aone should jot be guided by the spawn of champs,

Karma is as abundant as air, and as useless as the Kardashians.

Why do people stop playing GW2?

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Posted by: cesmode.4257

cesmode.4257

There’s a lot of small reasons I’m not playing anymore. But the one big reason is that the game is not what it used to be, they went in totally different direction from what I expected (and from what they state in the begining).

I had hope for this game few months ago now I still miss playing it but every time I log in I just run around doing nothing for 10min log out. Heard alot of friends are doing the same.

I still read forums once or twice a month to see what’s happening though.

Yeah, I find myself logging in for daillies, and if I have any LS achievements to grind out I try to do those. Once done with LS achievements, I log out. I wish there were a point to simply play the game, any part of the game, be “on par” with everyone else, but there isnt. I wish I could go to my favorite zone and run some DEs, but I can’t because no one else will be around. Everyone is in WvW, dungeons, Queensdale or Kessex.

If I want to stay ahead of inflation in this game, I need to run with the zerg.

Karma is as abundant as air, and as useless as the Kardashians.

Why do people stop playing GW2?

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

Leaving and coming back is no longer an option. Many friends tried it but are disappointed of how far behind they are in: fractal level, ascended grinding, the new crafting to 500 and getting 500 dragonites for a single weapon, laurels, guild commendations and all the many many skins they missed and will never return. They now feel that if they want to “catch up” they have to grind and farm harder than any other game that actually has a treadmill.

Face it, GW2 is closer to Wow than GW1.

I disagree that it is closer to WoW…I just think that aside from a really cool nice leveling experience 1-80, at max level the game because like every other mmo. Its no unique snowflake anymore. Grind, craft, grind, grind, grind.

Karma is as abundant as air, and as useless as the Kardashians.

Ascended weapon question

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Posted by: cesmode.4257

cesmode.4257

Figures. As rare as a precursor Id imagine.

Thats brilliant game design.

Karma is as abundant as air, and as useless as the Kardashians.

Ascended weapon question

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Posted by: cesmode.4257

cesmode.4257

I thought we had the ability to find ascended weapons from chests. Did this not make it in?

Karma is as abundant as air, and as useless as the Kardashians.

Anyone else simply bored?

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

Living Story has been an abomination. The content is horrible. Everything that has been done to the game since release has pretty much taken it steps backward.

Karma is as abundant as air, and as useless as the Kardashians.

New Fractals before 2014 or not?

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Posted by: cesmode.4257

cesmode.4257

There’s still 53 days left in 2013. I would recommend a bit of patience before worrying about it.

Side note – Evon’s fractal would probably have been out already, since he knows what he’s doing, and has connections that Kiel doesn’t. But alas, you get what you voted for.

I hope you arent serious.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

You went from a system with branches, success/failure states, localized stories and depth, and noticeable effects (even if temporary) on the surrounding areas that were somewhat controllable by the actions of players…to a system where you add 1-off semi-random events that have no story and just pop and disappear in the same fixed locations (sounds like Rift, instead of GW2).

Things happening by the direction of the developers (like plopping a big ugly tower in one of the prettiest areas of the game, having us run a dungeon, then making it disappear) is not the same as allowing things to change based on player interaction with the story/world. It just feels forced and artificial. We know each living story release is predetermined and the story just plays out. The TV analogy may be a little too apt…we’re watching stories now instead of taking part in them and to some extent directing their outcome.

I really loved the way the stories played out around you with certain DE chains, especially in some of the early maps. I loved the way a player could see different outcomes and discover new story through their actions. I like the story instances included with some living story releases…the ones that actually have the story play out through actions and dialogue and involve the player…but again, it’s no longer in any way alterable by ME. Also, those story instances are seemingly a very small part of the recent releases. Most of what we get is the other stuff…the random event spawns and loot farms we run around in a circle.

I would not mind at all if the pace of releases slowed, and we saw the original promise of GW2 better realized through expansion of the DE system and the explorable world…more maps with hearts, DEs, vistas, jumping puzzles, the whole fairy tale. More branches and story and depth to existing DEs… and a system to track DEs and their completion so we can experience it all. Give us reasons to wander and explore and take our time…to experience the story at our own pace, not some arbitrary schedule.

Continue our personal story… bring back a character or two thought dead. Let us push on to new challenges. Give us some continuity that feels personal and keeps us going.

So you’d like the game to react to you on a more personal level, such that people, places, etc. respond differently depending on your accomplishments, decisions, and so on?

Pretty much. This guy nailed it. You sold us the game based on the core concept of dynamic events and branches. This is not present in the current
Iving story

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

I think where the failure is lies in the rewards. You don’t get nowhere near enough rewards for doing DEs compared to other things, because karma is not very useful. Also, doing something extremely short and simple like killing a champion gives the same if not more rewards than a long DE like escorting someone, so no one does the escorts.

We agree, this is something we’ve been discussing a lot lately and working on some various answers for, but I’m curious:

What rewards would you like to see from rewards? Would they be different when you’re leveling up than when you’re level 80? What would motivate you to want to go around the world playing as many different events as possible, rather than the same 4-5 over and over again?

Some of the fun challenges we are currently solving, but it’s great to hear peoples thoughts on this subject as well.

Hi,
Earlier in this thread I suggested a system called Global Dominance where as a server, we need to control the world map(all zones, all towns..as much as possible) against onslaughts of enemy NPCs. If an enemy NPC like a band of centaurs take over a town, they gain a foothold thus increasing their presence. After a short while they attack another town, and gain another foothold. We have to defeat these footholds and drive them back. Our world dominance % dictates a server-wide bonus, or something to that effect similar to WvW,

This does at least two good things:
-Allows the player to truly play in any zone they want without following the champ train
-Spreads the population out to all zones rather than just a few

Search for my post earlier in the thread. I explain it a bit more.

If you give bonuses for keeping the world free of NPC invaders, then you should get server wide nehttps://forum-en.gw2archive.eu/forumgative bonuses for areas being conquered. ie -12% magic find because the enemy controls too much of your territory (obviously having less territory means less resources). This encourages people to fight, and people should have to fight, the world is in conflict after all.

I agree with this. Of course.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

I also wanted to add that if, despite the opinions of many, they feel that constantly changing/disrupting/removing content to achieve the concept of a ‘living world’ is really the way to go, then they need to just go ahead and dismantle the Personal Story so that it is no longer controlling the evolution of the lore and creating cognitive dissonance.

The conceptual conflict between the PS and LW is very detrimental to the evolution of the game and finding a way to resolve it, even if it isn’t a way I would consider optimal, should be a top priority,

Curious to compare them like this, but I do think that more people would rather have instanced personal stories than living world.

Im just so tired of these patches being so achievement driven. Its all you do is go through a checklist. Who cares about the story? (sad but true)

Karma is as abundant as air, and as useless as the Kardashians.

Krait Bane

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Posted by: cesmode.4257

cesmode.4257

Obviously it cannot be solo’d. Anyone having any luck completing it? Other than Kessex, I can’t find anyone that is willing to take on the other two witches.

Why is this quasi-player gated content?

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

Hi
One thing that arenanet needs to acknowledge and avoid is including achievements/content that mindlessly send the player out into the world to find things on a scavenger hunt.

This type of content is boring, unimaginative, and doesn’t solve the problems we face at all. The whole idea is to get people into a myriad of zones to play the content that is already there(in addition to living story arc/content). But when traversing these zones to find balloons for queens jub, or to find obelisks for krait historian achievement, I ignore everything else. You really might as well lined up all the oblisks and just let me click them one by one because sending me out into these zones to find these things is more punishment than anything.

If you want us to hangout in the zones, build some memories in the zones and experience the content, you need to let us do just that. You need to encourage us to participate in stuff thats already there. Not patch in some more stuff for us to do or find or click on. It is on you to encourage us to freely enjoy our favorite zones without fear of falling behind in achievements for the LS, achievement points as a whole, and currency/gold farm. You should WANT us to go into whatever zone we want and kick off random dynamic events that have been there since launch and NOT follow a zerg train around.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

Hi
One thing that arenanet needs to acknowledge and avoid is including achievements/content that mindlessly send the player out into the world to find things on a scavenger hunt.

This type of content is boring, unimaginative, and doesn’t solve the problems we face at all. The whole idea is to get people into a myriad of zones to play the content that is already there(in addition to living story arc/content). But when traversing these zones to find balloons for queens jub, or to find obelisks for krait historian achievement, I ignore everything else. You really might as well lined up all the oblisks and just let me click them one by one because sending me out into these zones to find these things is more punishment than anything.

If you want us to hangout in the zones, build some memories in the zones and experience the content, you need to let us do just that. You need to encourage us to participate in stuff thats already there. Not patch in some more stuff for us to do or find or click on. It is on you to encourage us to freely enjoy our favorite zones without fear of falling behind in achievements for the LS, achievement points as a whole, and currency/gold farm. You should WANT us to go into whatever zone we want and kick off random dynamic events that have been there since launch and NOT follow a zerg train around.

Karma is as abundant as air, and as useless as the Kardashians.

Will People Play Content They Don't Enjoy?

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Posted by: cesmode.4257

cesmode.4257

Good topic.

Yes, I play content I don’t enjoy. Why?

-I am a completionist, to an extent. I like to have everything completed. This is something Im working on combating within myself here.
-Its the ‘thing’ to do…for example living story. Everyone is talking about it, I see people running around with the new skins. I want them to.
-For the AP, sadly
-Because if I went into my favorite zones, I would be the only person there. The only zones that have a substantial amount of people in them are Queensdale/Frostgorge, and wherever the living story takes us.

Sadly, a lot of what I want is tied to things I dont want to do.I would rather see and experience every dynamic event in the game because I think that is where this game shines. But I know I would be alone for 90% of it.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

I think where the failure is lies in the rewards. You don’t get nowhere near enough rewards for doing DEs compared to other things, because karma is not very useful. Also, doing something extremely short and simple like killing a champion gives the same if not more rewards than a long DE like escorting someone, so no one does the escorts.

We agree, this is something we’ve been discussing a lot lately and working on some various answers for, but I’m curious:

What rewards would you like to see from rewards? Would they be different when you’re leveling up than when you’re level 80? What would motivate you to want to go around the world playing as many different events as possible, rather than the same 4-5 over and over again?

Some of the fun challenges we are currently solving, but it’s great to hear peoples thoughts on this subject as well.

Karma is pretty useless right now unless you want a temple set or are going after a legendary. Other than that, it is useless. Suggestion: Make karma more useful.

GW2 is littered with too many currencies and reward types.
-Gold
-Gems
-Different dungeon tokens for every dungeon
-Karma
-Laurels
-Globs of Ecto
-Guild Commendations
-Badge of Honor
-Skill points
-Fractal relics
-Fractal pristine relics
-Guild Influence

Did I miss any? Point is: You need to reduce the amount of currency you have, and make Karma a universal currency. And make Karma universally available from literally anything you do in game.

Doesn’t necessarily fix the issue at hand, but its a start.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

I think where the failure is lies in the rewards. You don’t get nowhere near enough rewards for doing DEs compared to other things, because karma is not very useful. Also, doing something extremely short and simple like killing a champion gives the same if not more rewards than a long DE like escorting someone, so no one does the escorts.

We agree, this is something we’ve been discussing a lot lately and working on some various answers for, but I’m curious:

What rewards would you like to see from rewards? Would they be different when you’re leveling up than when you’re level 80? What would motivate you to want to go around the world playing as many different events as possible, rather than the same 4-5 over and over again?

Some of the fun challenges we are currently solving, but it’s great to hear peoples thoughts on this subject as well.

Hi,
Earlier in this thread I suggested a system called Global Dominance where as a server, we need to control the world map(all zones, all towns..as much as possible) against onslaughts of enemy NPCs. If an enemy NPC like a band of centaurs take over a town, they gain a foothold thus increasing their presence. After a short while they attack another town, and gain another foothold. We have to defeat these footholds and drive them back. Our world dominance % dictates a server-wide bonus, or something to that effect similar to WvW,

This does at least two good things:
-Allows the player to truly play in any zone they want without following the champ train
-Spreads the population out to all zones rather than just a few

Search for my post earlier in the thread. I explain it a bit more.

Karma is as abundant as air, and as useless as the Kardashians.

Looking for guild - sea of sorrows PVX

in Looking for...

Posted by: cesmode.4257

cesmode.4257

Hi,
Thanks for the replies, however I think I want to stay on SoS for a while at least. I’ve transferred to other servers to guilds that either disbanded or fell short on a few promises in the guild promos and I was left on a new server without a guild. This is even after guesting for a few days to a week…

I have half a mind to return to SBI as it was my first server.

Karma is as abundant as air, and as useless as the Kardashians.

Guilds are useless ?

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Posted by: cesmode.4257

cesmode.4257

I really like my guild also.

Can someone explain how guilds in other games work? How do other games encourage guild loyalty.

I don’t think the OP sounds this way, but honestly, whenever someone complains about guilds here it sounds like a megalomaniac upset that no one needs to listen to them.

What server?

I needs a guild…

Karma is as abundant as air, and as useless as the Kardashians.

Why do people stop playing GW2?

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

Just because something is there, dangling in front of you like a carrot, doesn’t mean you need to go after it.

This! I wish everyone understood this concept. Every bit of grind in this game is optional. At no point do you need to grind AP, or candy corn, or literally anything else to experience content. If you choose to go after that carrot then whatever go for it, but don’t go after an optional carrot and then remark about how grindy it is. You chose to grind when you didn’t have to!

It’s like with this Halloween patch and the ridiculous candy corn requirements for some of the items, most notably the 20 slot bag. There was an uproar about how horribly grindy it was to get that 20 slot bag, so many people were upset. I guarantee you that almost everyone that posted about how horribly grindy it was didn’t even grind the candy corn. It was proven it was cheaper to buy a bag on the TP with the same slot number. So what’s the problem? That there’s a grindy option to obtain an item? So what? You could grind for hours to get it, or you can buy an equal item on the TP instantly. Yet it didn’t stop people from whining about it as though they were forced to do it.

Easier said than done my friend. Trust me…

I am trying to come back to the game and ignore the things that sucked me in, which eventually made me quit the game…but last night I found myself doing just that. Grinding for achievements. I see someone with some really cool skins, I have to have them too. Its just in my nature. As with many other people too.

And yes, this is a personal problem but that does not mean Arenanet needs to make grindy content. Living Story is extremely grindy. Great! New story arc with minimal story telling, and 15 achievements. Same thing…over and over and over again for countless patches now.

This is the sort of thing that makes people quit. It is part of the reason I quit.

Karma is as abundant as air, and as useless as the Kardashians.

Why do people stop playing GW2?

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Posted by: cesmode.4257

cesmode.4257

I quit playing because the combat sucks, wvw is a boring zergfest, the classes are bad, and the game in general is very boring after you finish the first storyline. this game feels too much like playing wow, and I have never liked playing wow.

Please explain in what way GW2 is like WoW? Other than masking its gear-grind behind gear slots rather than than tiers, the game is hardly anything like WoW.

-WoW has raids, GW2 does not.
-Wow has stand-still targeting, GW2 does but you are able to hit things you are not targeting.
-WoW does not have combat fields
-WoW has less open-world public content
-WoW does not have instanced personal stories
-WoW has pet battles, GW2 does not
-WoW has cartoony graphics, GW2 does not…infact its the most gorgeous MMO to date in my opinion.
-WoW has minimal exploration, GW2 rewards you for it.
-GW2 has server vs server vs server combat continuous combat. WoW does not.
-WoW has arena, GW2 does not.
-GW2 has jumping puzzles, WoW does not.

??? Where are the similarities?

Karma is as abundant as air, and as useless as the Kardashians.

Why do people stop playing GW2?

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

here is one issue

the circle is broken

in an MMO Players leave new players join and ALLOT of players come back

in GW2 Players leave new players join ALLOT of players NOT coming back ( why should they ? they aren’t adding anything to the game players aren’t motivated to come back for what ? the missed story and loot that they never can see ? to the never changing and expanding world ? )

I don’t know. I see a lot of players coming back, even within my guild. People leave for two, three, six months, but most of them have come back.

Curious, are you the GM for your guild? Sounds like a cool place to be. Why do I get the feeling that one day I’ll apply to your guild?

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

But seriously. How does Zhaitan commune with his minions to attack specific areas?

There’s probably some magical/psychic communication with a familiar human or humanoid who talks for him, or maybe the creature can interpret the dragon mutters and roars into our language.

Then again I’m using Shadowrun as a reference in my mind.

Actually, he has a facebook and twitter account. Go figure

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

Wild idea…what if the dragons could talk? I dont know if they do or not with GW2 lore, but what if they could talk?…Skyrim comes to mind!

Dovakhinnnnnn!!!!

But seriously. How does Zhaitan commune with his minions to attack specific areas?

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

Dulfy is quite handy. She’s gotten me through some more complicated walkthroughs and directed me to locations around Tyria that are sometimes to bothersome to hunt down. But I don’t look at any guides until after I’ve played through the content a bit because I too hate spoilers. I want to immerse myself in the story that Anet has released and only go to guides if needed. Patch guides are good, but not on day 1.

Also, I liked Rurick. The dynamic of a father/son fight over what’s best for the kingdom is evocative. It’s easy to side yourself with one or the other, either thinking of Rurick as petulant and cowardly for running away or having foresight and being brave for leading people on a exodus. Every character is flawed, good or bad. To have a shining white knight is boring. To have a soulless dark evil is sometimes boring too. Gotta have flaws, weaknesses, strengths, complexities, nuances, and passion.

I liked Eldrick too. More father/son issues, though admittedly, his are much worse. And like mentioned above, when it came time to take him down, it wasn’t with a burning hunger for vengeance but rather a go quietly and nobody gets too hurt man, just get in the box.

I agree, that Sites like Dulfy help. And Im a hippocrate in this regard, I use it too from time to time. Honestly, thinking about it now, the only time I use her guides are several days after the release, when I have a bunch of tha achievements already done and now Im looking to complete a few more that I otherwise could not do by following the masses and there is no direction from Arenanet as to where to find some of these.

I still am against sites like this being given information before any of us.

Karma is as abundant as air, and as useless as the Kardashians.

Guilds are useless ?

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Posted by: cesmode.4257

cesmode.4257

Sadly, I do think that outside of guild missions, guildes are not needed to enjoy any part of the game. Sure, being in a good one makes thinks like WvW, sPvP, Fractals, dungeons, etc a bit easier. But they definately are not needed.

Sadly Ive spent most of my time in GW2 guildless because I simply cannot find one that I like(or one that doesn’t disband). So I am forced to go it solo.

On the topic of guild activities…. I think Guild Missions are a joke of content for guilds. Sure, they can be fun every once in a while, but I don’t think they even nearly solved the issue of guild activities. Even thought raids might be the one activity that guilds need in order to survive, I am not sure I want it in GW2. If I want to raid, I’ll play Wildstar this spring, which I might end up doing anyways to get my fill of raiding again. You can be in a guild to go dungeoneering, form groups for WvW, and be close-knit for sPvP, but does it all really matter? Are you setting your guild apart from the rest? Maybe in WvW or sPvP but thats about it.

I guess what this comes down to is that theres no substantial PvE content for guilds that sets one guild apart from the rest, because all of the PvE content can be completed without needing a guild, and most of the content can be zerged down without much strategy or skill.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

Achievement Guides

One thing I wanted to talk about was achievement guides. Oddly, this is something that I don’t think has been mentioned even once in this thread. It is no secret that with each LS release, sites like Dulfy receive information prior to the release of the content it seems. She has everything mapped out, tells you where to go, what to do, what to expect, etc.

TLDR— Sites like Dulfy seem to acquire all of the ‘know-how’ information about an LS patch before it goes live. I am against this, as it takes some of the immersion out of the living story since everyone will flock to these sites as it makes the content border-line trivially easy. What are your thoughts on sites like this that are able to acquire the knowledge before any of us in order to create guides that are available before the patch releases?

I am curious what everyone thinks about sites like these that have achievement guides that have information up before the patch is even released or day of patch release when everyone is just logging in.

I for one am against it. If we are trying to create a living world here, I am a firm believer in exploring and finding things for ourselves. Why are sites like this allowed to possess information prior to the release? Not to mention, does it not kill the sense of exploration and/or achievement when you simply follow the guide, go to the places, click on items, etc etc…I mean, at this point, are you even following the story anymore? Are you reading the story? Are you reading what NPCs have to say?

When an NPC would tell you in text, for example, “Go to XYZ area, defeat the ABC monsters there and retrieve the <insert name here> Book. Return this to me. In doing so will allow me to begin preperations for the ritua” or something like that, we would simply rather go to Dulfy and she’ll say “For this achievement, go here and get this item”. It takes you out of the story, removes some of the immersion.

Yes, guides like this make it super easy to do the achievements and man, I would be lost if I didnt go to Dulfy to find the guide. But don’t you think this sort of behavior is wrong? Yes, its ones choice. But why give them the choice to begin with? If your writing team has spent hours and dev resources to writing NPC dialogue, and your programming and design teams have invested the same in building these events, missions, etc for you to find and have fun doing so…why undercut all of that with a guide that is available to you on Day 1?

I am not against guides existing. I am against guides that exist prior to the release of the patch or guides that have all of the information on the day of the patch, since I am not sure its humanly possible to acquire all of the knowledge on your own on the day of the patch, and then put it on a website on the day of the patch…I am OK with guides existing a few days after the patch to help out, and it is ones choice whether or not to use them, but day of? Thats a bit much.

Thoughts? Comments?

Karma is as abundant as air, and as useless as the Kardashians.

(edited by cesmode.4257)

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

This is going slightly off topic, but I think we need a separate achievement system for ‘actual’ achievements. We don’t have a system which distinguishes actual achievements from stuff like dailies, thus your AP doesn;t really mean anything other than you’ve been around for a while.

I suggest we introduce a new set of hardcore achievements under a Prestige system. your Prestige points will be displayed next to your AP in golden numbers, and the system should have its own list of rewards and titles so you can really show off how awesome you are.

Achievements on this list include thing such as:

1. Completing Arah P4 (post fixing all the exploits)
2. Getting level 80 in fractals
3. Soloing bosses such as Lupi (your party can watch but they can’t do any damage on the boss)
etc, etc.

How does that sound?

Indeed this is a bit off topic, but a good idea. AP you would normally get from dallies, grinding out an LS achievement, etc..things that anyone can get if they invest enough time should be seperate of true achievements such as solo’ing a boss, or whatever… things that take actual skill and competence.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

THAT’S where all the bad blood surrounding that event comes from.
Simple greed.
And that’s the game’s fault. If it really were more about content than the reward, I’m sure feedback in general would be a lot more positive.

Ummm…no. That might be true for some people, maybe even a lot of people, but not for all people.

What upset me about the event is that I missed it, and couldn’t get a clear answer on just what the hell had happened during it. All I got (at the time, mind you) was a confused mess of answers that had me feeling very left out. Did I want the reward? Well, sure, but “missed reward” was hardly on my radar at the time. I wanted the story, I wanted to see what everyone else had seen. There’s always another chance at a reward from something else, but I was to NEVER get to be in that part of the story, and that sucked.

This is why we need a better mechanism to re-tell the story of missed LS events. I had suggested either in an in-game or out of game Lore Book that details not only the history of LS, but of Guild Wars as well. This will also help players who never played GW1 understand the original lore.

But this story telling can’t simply be one paragraph for each LS. I don’t want to see one paragraph introduce roxx during flame and frost and then explain what happened in a few short sentences within the paragraph. The explanation must be drawn out enough so that nothing is left to the imagination, other than trying to recreate the story in my mind from the words written by Arenanet.

Bobbystein, what do you think of this?

It’s a great idea that’s very similar to the ones that we’ve been discussing internally for months now. Here’s the catch: we’re limited in how much room we have to display text inside a UI element, unless we want to allow scrolling. Also, the more words we put in there the less likely most players will read it to the end, and the more expensive it will be to localize once we scale up the feature to include all Living World releases (and whatever other content we decide to reference with it). We have to find that sweet spot where players get the information they need while also conforming to our technical and budgetary constraints. That’s not always easy.

So while I think it’s entirely possible that we can implement such a feature we are limited in how much historical text we can display. But if players are able to “fill in the gaps” somehow, then I think they’ll get what they need out of it. I wish I could say more because I think our current designs are pretty exciting, but we’re just not ready to discuss them in detail just yet.

Regarding GW1 lore in the game, I think it’d be really compelling to have in-game books or some other delivery device to allow players to immerse themselves in Tyria’s history.

I for one wouldn’t mind scrolling. However, does it have to be in game? Wouldn’t it be more cost effective and easier to simply create an addition onto this page, http://www.guildwars2.com , to include a lore section. You can then break it up into sub sections that go into detail about GW1 lore, then GW2 lore, and then into the Living story, sort of sequentially.

Having in game books to read is fun too. Allowing us to find them would be even better. But I would only do the ‘scavenger hunt’ for these books for the GW1 lore.

Bottom line, there needs to be some medium that goes into quasi-sufficient detail about living story events whether it is in game or out of game.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

I am currious as to why so many people feel say F&F didnt leave any impact behind it after it finished.

F&F created the refuges. Those refuges built quite a few structures in Southsun and were the reason for canachs actions that in turn generated new events that are there till this day. The refugees subsequently moved to cragstead which up until end of secrets of southsun was a burned down rubble. They have since then rebuild it and are now living there.

F&F not only changed the world directly while it was going on but also did so indirectly for 2 subsequent LW releases. Are people who say F&F didnt leave anything behind unaware of these changes or simply dont consider them changes for some reason. If so I would be curious to know those reasons.

While you may be right, all of that happened so long ago..everyone has forgotten about the refugees and southsun. I mean, when we are fighting off clockwork invasions or toxic krait, do we care what happened in wayferer hills so long ago? It hasn’t impacted my gameplay one bit really. I can’t see clearly how scarlet and her minions relate to F&F..i mean sure shes probably tied to it, but none of this is truly explained.

Which is one of my biggest problems with the LS. The story is so horribly told and disconnected.

Karma is as abundant as air, and as useless as the Kardashians.

[Merged]1year post launch. How Anet feel on Trinity?

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

When GW2 released, I was very much against the trinity. I was so excited for a game where you can play any spec. And you still can, but people still gravitate toward zerker specs, at least in PVE, because Arenanet either refuses to or has no solution to condition builds, or has not propped up support builds.

Regardless, I have missed being a straight up healer…or a tank.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

THAT’S where all the bad blood surrounding that event comes from.
Simple greed.
And that’s the game’s fault. If it really were more about content than the reward, I’m sure feedback in general would be a lot more positive.

Ummm…no. That might be true for some people, maybe even a lot of people, but not for all people.

What upset me about the event is that I missed it, and couldn’t get a clear answer on just what the hell had happened during it. All I got (at the time, mind you) was a confused mess of answers that had me feeling very left out. Did I want the reward? Well, sure, but “missed reward” was hardly on my radar at the time. I wanted the story, I wanted to see what everyone else had seen. There’s always another chance at a reward from something else, but I was to NEVER get to be in that part of the story, and that sucked.

This is why we need a better mechanism to re-tell the story of missed LS events. I had suggested either in an in-game or out of game Lore Book that details not only the history of LS, but of Guild Wars as well. This will also help players who never played GW1 understand the original lore.

But this story telling can’t simply be one paragraph for each LS. I don’t want to see one paragraph introduce roxx during flame and frost and then explain what happened in a few short sentences within the paragraph. The explanation must be drawn out enough so that nothing is left to the imagination, other than trying to recreate the story in my mind from the words written by Arenanet.

Bobbystein, what do you think of this?

Karma is as abundant as air, and as useless as the Kardashians.

Dec 10th thief changes

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Posted by: cesmode.4257

cesmode.4257

Ill still play P/P for PVE. I dont think the change will be as bad as many of you think…at least not for PVE.

You are more than welcome to convince me otherwise.

Karma is as abundant as air, and as useless as the Kardashians.

P/P death: 10 Dec

in Thief

Posted by: cesmode.4257

cesmode.4257

P/P was broken befoyre already (not saying they should break it even more)

Thief survivability:

Evasion
Stealth
Blinds

P/P lacks 2 of these and does 1 subpar, thats why it’s bad.

11k Unloads are unrealistic in sPvP and even in WvW (maybe if u kill a lvl 2 upscaled you can pull it off). But even if you could do 11k Unloads consistently you would still lose most 1on1s because you have ZERO defense.

Initially I used my P/P build for high-level fractals. High damage output, high survivability. The ability to keep moving, keep dodging and be rewarded for dodging via might stacks only compliments the core of the build, which is unload.

I haven’t read all of the changes, just one stuck out which was a vigor change. We’ll see what this does.

Karma is as abundant as air, and as useless as the Kardashians.

P/P death: 10 Dec

in Thief

Posted by: cesmode.4257

cesmode.4257

I want to be a main P/P thief. And P/P thief needs everything he has to be comparable to other builds and classes.
And the incoming changes sure as hell do not buff our damage in any way at all. The opposite is still debatable, but already quite obvious.

I still truly believe that P/P, at least in PVE, is on par with other straight up zerker builds of other classes. Give or take, they all find themselves equal in my eyes.

IMO, the only spec/weapon combo that is light years ahead of anyone else is greatsword warrior and Im astonished that this is allowed to continue,.

Karma is as abundant as air, and as useless as the Kardashians.

P/P death: 10 Dec

in Thief

Posted by: cesmode.4257

cesmode.4257

I really disagree on that, becuse p/p has allways been USELESS and broken.

Erm. No.
Its probably on par with every non-warrior zerker setup. I’m able to string together 3 or 4 unloads for about 7-9k each, sometimes 10 or 11k if I have full might stacks. Id say thats not too shabby.

Yeah except it’s not just about how much burst damage it’s capable of. The set is fundamentally broken because it relies too much on both Initiative starvation and the ability to stand still to do even mediocre sustained DPS.

This is a problem that will remain in place until Vital Shot gets a substantial buff.

Last I checked, I can move while unloading. So while I am unloading x 3, I am constantly moving, not standing still.

I do agree, that the spec is fundamentally boring, but not broken. All you do is unload spam, thats it. A buff to something like Vital shot would be a nice wrench into the mix.

Karma is as abundant as air, and as useless as the Kardashians.

P/P death: 10 Dec

in Thief

Posted by: cesmode.4257

cesmode.4257

I really disagree on that, becuse p/p has allways been USELESS and broken.

Erm. No.
Its probably on par with every non-warrior zerker setup. I’m able to string together 3 or 4 unloads for about 7-9k each, sometimes 10 or 11k if I have full might stacks. Id say thats not too shabby.

Well, a dodge or a CC and you waste 5 init, it also suffers from only having 1 source of damage, and that is not AA.

Dodging doesnt take away initiative.

Karma is as abundant as air, and as useless as the Kardashians.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

They already compensate some thing for other classes..

Zero compensation for warriors.

For the dozenth time, Im calling for a tweak in greatsword warrior damage in PVE.

Im fine with that as long gs won’t need cc anymore to land it attacks. If u think everyone enjoys 3,5sec braindead selfroot skill ur wrong.

PVE buddy. Talking about PVE here. Mobs wont run away from you if you are being rooted and casting 100b.

Karma is as abundant as air, and as useless as the Kardashians.

Collaborative Development Topic- Living World

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Posted by: cesmode.4257

cesmode.4257

This is exactly the kind of thing the Living World platform was designed to do and every evolution of it gets us one step closer. Kudos to your sir for taking the time to think about our direction and what the constraints of the platform are in its infancy and what it will be able to do moving forward.

Hi,
I hope this sort of thing is where LS will go. Opening up new areas, giving us new renown hearts, vistas, skill points to get to, etc. This is all good stuff. And hopefully it remains perma.

But up until this point, nothing about the living story resembles this. Its more of several plugs into the existing world, and occasionally taking out some plugs. In the current iteration you are plugging things into existing areas, where we would like to see a lot more additional content instead

I hope this is one positive thing to come out of this thread. Additions to the game, new zones, new things to do. Not plugging content into zones with achievements to grind.

Karma is as abundant as air, and as useless as the Kardashians.

Dec. 10th Balance Preview - Updated Nov 6th.

in Guild Wars 2 Discussion

Posted by: cesmode.4257

cesmode.4257

They already compensate some thing for other classes..

Zero compensation for warriors.

For the dozenth time, Im calling for a tweak in greatsword warrior damage in PVE.

Karma is as abundant as air, and as useless as the Kardashians.