“Understanding is a three edged sword: your side, their side, and the truth.”
“The objective is to win. The goal is to have fun.”
@Kellth:
I’m from a low pop server as well (We’re playing against each other this week! Well, if anyone was playing WvW this week that is). So I know well how much low population affects the game. The only reason we haven’t been stuck in T8 last half year, is because we have some 10-20 people at late NA (night capping). When most other servers got 5 or less. Current T8 are the only time I can remember Kaineng without Outnumbered buff in NA time.
But that is a Population and Coverage problem (and a PPT problem as well indirectly). We will just have to see what they do with those problems now that HoT is released, and supposedly the main dev team is moving over to the WvW department. This is where such fixes should come from, and will be the "Do or Die!" moment for WvW.
The Outnumbered buff won’t change or fix Population/Coverage, it isn’t even a half decent band-aid. The objective notice doesn’t really make any difference, most dedicated WvW players hawk the map anyways, or have WVWIntel open on a secondary monitor so they can see the flips in near real time (few seconds delay). If anything I’m mostly annoyed by it so far, wish there was a way to turn it off, or move the text to somewhere else.
I have no idea how the new upgrade system will work out, see some good and bad with it, but mostly just happy we don’t have to push gold at it any longer, so I’m happy with it myself.
Merging the NA 24 servers into 6 servers would basically fully queue every single map in the "NA" time zone, and wouldn’t fill up the other time zones (unless you mixed up some bad merges and put everyone with ocx coverage onto the same new server).
If you just merged some of the lower tier servers, it wouldn’t be so problematic, most of the bronze servers have trouble queue a single map. The problem lies the higher you get and the more servers you’re talking about.
At the current stage, even if you did combine a T2 + T3 server for example, they might or might not be able to queue all maps in NA time. But the moment you start adding more servers into this mix, you’ll end up with lots of people in queues, and that isn’t healthy either.
You would need to change other things to adapt for this to work, I’d say that you would at least need to be able to add/remove maps as needed to match the amount of active players (A bit like how they do with EotM maps, except keeping some static maps as well). Otherwise most of the players are going to end up either in constant queue’s in NA, OR you end up with say 10+ empty maps in the other time zones.
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There are also other concerns, like how many players are going to get angry because they can’t get into their "home bl" map, because it if full. Or how about EBG etc.
Also, not everyone enjoys smock full maps, so forcing everyone to play on 6 over-stacked servers is not the solution for everyone either. (I wish they added more small scale maps with lower limits for this)
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Frankly, if all you want is to merge bunch of servers so you get a constant people to play with or against, EotM gives you that. And I’d expect 50% of the same things that has happened to EotM to happen to normal WvW if something similar was implemented.
Also, we would get another new stacking war again.
Regarding Outnumbered buff: No.
The outnumbered buff is for entire map, so if team A has a giant zerg on the map somewhere, and you’re from team B and goes to cap a camp solo, and run into a team A roamer, what happens ? You can have 2-3-4 times as much stats/power whatever, as that roamer in a 1on1 basis. This is one of the reasons why ANet will never "buff" a player with the outnumbered bonus.
The other reason is that ANet will never (ever!) make it an advantage to have less players on the map, as that would encourage people to yell at others to leave the map so they can get the bonus. Example a fight guild of 20 could probably take out the entire enemy 60 players easier alone with the outnumbered buffs you suggest than with 30 other players.
When outnumbered, the idea is to take to the towers/keeps, and defend. Use the advantages you can get against them until it evens out. Doesn’t always work, servers seems to be so reverse stacked it’s kittened. Several times played games where 2 or 3 of the servers almost take "shifts" in dominating all maps.
Still like #2, and still not the rest.
Why not move reset to monday?
Patches are usually on tuesday so you have all week to fix problems.
The last couple days of a match are usually pretty dead but since most people have more time on the weekends we might start seeing some good action and last minute comebacks.
It doesn’t split the weekend.
If there is a problem with reset we don’t have to wait all weekend for an anet employee to discovery it/anet employees aren’t spending their weekends at work.
During unbalanced match ups the weekend is usually when 1 server takes a huge lead and the fairweathers from the other servers give up for the week. Putting the weekend at the end of the match might help it remain competitive a little longer.
I’m sure this doesn’t apply to everyone but friday/saturday are traditionally date nights or days to go out with friends. Switching to monday might help improve some peoples social lives.
I’ve said my piece, go ahead and flame away at how this is the worst idea ever and it will destroy WvW.
Like this one.
Then again I never cared for which day reset is on, it’s too zergy for me anyways.
@OP: Liked your idea if you picked Thursday as the reset day. It would only be 24 hours before the "current" reset, it might lessen the queues on friday, might make some more interest in thursday. Without giving too big a lead in points to any one server.
It might make servers more aggressive to take back points after a single weekday (where it still feels attainable for most).
You still have the problem with run-away score to coverage/population in the usual week-days. As well as the general attitude of giving up in the weekdays if they are too far behind.
I’m not convinced that multiple match’es over a week is the solution. But if I where to suggest one, I’d pick 2
Friday+Saturday+Sunday = the traditional weekend/reset.
Monday->Thursday = the week-day warrior and coverage
It would encourage the two main play styles I see "most" people adhere to.
The largest problem is how to make the matches work together for points/ranking, since at this stage things becomes really wonky.
Regarding PPC, the idea also uses PPD (Points Per Defence) to work. Don’t know how the numbers would be, but basically you would gain points for defending and holding an objective as well. There are problems with this, like people not wanting to attack a defended tower, and rather go take the OTHER tower etc. It could also remove the long siege problem (for some), just not worth taking it if you can’t take it fast enough. Link this up to the defence event.
Just reusing another idea here, guessing it might have to unpopular consequences.
If WvW used a Map-Adjuster to add/remove maps depending on the population online. This would automatically adjust the total number of potential PPT available based on both the population and the number of maps that they can realistically fill. How would people like that system as a PPT balancer ?
The usual stuff: Remove home-BL so you can add/remove BL’s without taking away someones Home map. Add the services from Home-BL to all spawn areas. Have a base set number of maps (ebg+1bl) that is persistent so upgrades matters, the rest will reset upgrades as maps is collapsed.
*puts on the sun glasses, and puts on the sun-block, awaiting the massive burn being sent his way*
Lots of good points here, like the post.
Regarding population in "off-hours", I think the only way they can (and probably will) solve that is either MegaServer/EotM style, or a partial solution. For example group together all servers during off-time into 6 or so Alliances. No idea about how all the details would work. But I can’t see any other ways to fill out the population outside of the "prime-time".
Anyways, the idea of reducing the number of actual maps as the population decreases also has some good merits.
There are advantages and disadvantages to both systems.
Personally would love to be able to change stats, runes, sigils, etc on whim to test out new things, without having to cash out bunch of gold every time I want to try new runes etc. So I would love to use the PvP system in WvW.
A lot of others however much prefer the Mix’n’Match system of tweaking stats from different types, and all the options the foods/utility give to round out a build.
I’m thinking that an amulet "split" system might have made this work better. By making amulets be split into 2 parts. So you could pick 2 different amulet types, and get half the bonus from each. Example Soldier + Berserker for high power, and a bit of Precision, Ferocity, Toughness, Vitality. Personally don’t see food/utility as a big loss, but I know others strongly disagree.
Don’t really know about the economical aspect of this, save that couple of the runes wouldn’t sell so much, and perhaps dump in price. But could poke at the comment that "everyone" that does WvW also seemingly does PvE, so perhaps they wouldn’t notice any difference ?
Edit:
Forgot to add about the "build storage" part. One of the problems with it is stats, runes, sigils etc, which is linked to equipment. They would need to redesign a bit, to add equipment etc into the build changer for that to work properly.
Otherwise, if I’m in my zerg getup on my guard (shout, rune of trooper) and click on my roamer setup (medi with traveler) I’d be stuck in trooper runes, until I manually swapped armor around again. Same with weapon, trinkets etc. At that stage, there isn’t really that big advantage to saving the rest of the build, I can manually swap it almost as fast anyways.
(edited by joneirikb.7506)
@ Rei Hino.5961
For the love of kitten! Paragraphs! Remember the golden rule, 5 lines, break.
Like this idea. My own server is known as a night capping server and often gets into these weird coverage wars, or "shift wars" if you want to call it, where one server goes off for the night, and the other goes on, until they go to bed and one of the other servers goes back on again.
And even with this kind of 2-shift (Kaineng vs AR) or 3-shift (GoM-Kain-IoJ) coverage we often get caught up in. I think this system would actually have let others catch up and make for a closer and more exciting match over the week.
Well, still no more fights, but at least people would be willing to go out there and beat down some more doors. And servers wouldn’t as easily get as demoralized by low points and "we can’t catch up so why bother." attitude.
I am vary of 1U1D, but I agree that this would need a shift in how match-up’s was made. I think a big increase in glicko shift could also help this (Aka, set the glicko to move faster, gain or lose glicko points at a much higher rate).
Also, good post. And as Johje, no idea how I missed it.
Pointing out that one of the things that people discussed a lot in the old DCI threads was that PPT is a huge part of why night capping is a problem. Kill PPT, and you kill Night capping as a problem.
One suggestion I really liked (by munkiman iirc) was to move away from PPT and move into a PPC/PPD (Point Per Capture/Defense) system.
The main point for this discussion was that if you captured the entire map, you got all the points there was to get from it, it didn’t sit an passively tick points for the rest of the night. And this didn’t reward day/night/morning/random time different than another.
It also had the added bonus that it would actually let this idea that so many people likes that upgraded structures are worth more, to actually work (without just giving runaway bonus points to the winner).
Or as suggested before (by myself and others), balance the number of maps to the active population, have a dynamic map adjuster. Set EBG+1BL as base, and add more maps as needed, and subtract them when the number of players shrink.
This wouldn’t work as the Borderlands are designed so that the home team has an advantage. It wouldn’t be fair that one team has advantage over the other two if there was only EB + 1BL.
Let’s just wait till HoT launches and see if it brings new flesh and how much into the battlefield. Upper tiers might get huge queue’s and lower tiers might see queues on multiple maps, who knows.
And that is why I’ve advocated removing the "home map" system, so we don’t need to have 3 identical BL maps, but rather make them work like EBG/EotM, 3 side open battle. Which also opens it up nicely for adding/removing maps as needed.
Last time I saw a queue on my server, was a reset in summer 2014, I think it was July. Iirc it was 5 people for an entire few minutes.
So….there’s no defensive stat? Dodge, parry, block, etc? Basically, you dodge or you can die? That seems to leave my Thief with two stats only, is that the same for the other classes?
Well to be correct, there are defensive stats (What we usually refer to as “Passive Defenses” here).
Toughness
Vitality
Healing Power
But in general you will do much better to learn to rely on the “Active Defenses”, things like:
Dodge, Blind, Protection, Aegis, Stealth, Blocks, Invulnerabilities etc.
Thief especially is quite “Squishy” and in general doesn’t synergy very well with the passive defenses. If you want to rely more on the passive defenses I’d recommend Warrior, Guardian or Ranger (to some extent). Both Warrior and Guardian can be played very tanky, and can stand still without dodging most normal grunts (not too many at a time), and 1-2 veterans. But just to be clear, you’re not supposed to be able or tank a champion or world boss etc.
Ranger gets its pet, which often takes most pve enemies attention, so you can stand back and shoot them to death. This doesn’t always work as well in every game mode though, and in harder content like Dungeons etc the pets often just die to big aoe attacks. But they are fairly easy for most of the open world content.
The combat in this game is meant to be active, if you don’t like that, chances are you won’t enjoy this game very much A friend of mine complained that he felt so useless in GW2, so I sat down with him and watched how he played, and gave him some advice. And the moment he realized that with simple movement, strafing, dodging, using aegis and blinds on his guard, he could kill a grunt without taking ANY damage at all, you saw him realize how much he could do with the game.
"Is Guild Wars 1 worth getting?"
Must admit I hate these kind of questions, because obviously it will be entirely up to personal preference and taste. The answer is simply "Depends, try it and find out." Or do some research and make an educated guess.
If you’re just going to play it for grinding titles and stuff for HoM, then prepare yourself, it is a lot of work. The Achivement system was setup more towards extremes than the GW2 system that rewards you for every little thing. Stuff like the Legendary Defender of Ascalon title can take you AGES.
Personal comments and thoughts: (Skip if not interested)
I enjoyed GW1 for what it was, and played it for many years. For me it was basically a single player game with good coop to play with a friend or two whenever they had the time, but for the most part I played it like it was another Baldurs Gate game.
Combat and controls are entirely different, no moving and fighting, even warriors with melee weapons cancel their attacks if moving. After having played GW2, this really freaks me out and I can’t go back at all. Still miss a lot of things, especially fighting against Charr Warbands, and actually running away from lots of enemies because it was just too hard to take on solo.
Regarding expansions, I can not recommend Prophecies at all. It is the slowest of them, and the story honestly felt completely random and haphazard, it keeps changing all the time and you simply don’t get any reason why things hang together. Also several of the areas just flat out ticked me off, my eternal hatred for Crystal Desert comes from Prophecies story.
I’d recommend Nightfall for a start, it is generally considered the best starting one, they really worked over to make it help introduce players to things at a better pace. You get access to heroes early which helps a lot, and isn’t as slow paced as prophecies that just flat out level starved you, nor as crazy fast as Factions.
Factions is a good second get, and Eye of the North is great for end game stuff and more free heroes (and free xp). Unless money is an issue, make sure you get a version that gives you the "bonus imp", best companion you will get in the entire game.
A note on skills/build, it is very different fro GW2, you get literally 100+ skills per profession, and you can combine with a secondary profession for each character (and swap it), so you can get some crazy many skills. The build system works much more like a MtG (Magic the Gathering) Combo deck than anything you’re used to from GW2. Pay attention to what skills you buy, as the cost increases the more you buy, and look for guides to what skills is worth getting.
TLDR: The only way to find out is trying, or research and make educated guess.
Or as suggested before (by myself and others), balance the number of maps to the active population, have a dynamic map adjuster. Set EBG+1BL as base, and add more maps as needed, and subtract them when the number of players shrink.
Interesting idea, looking forward to see more discussion on this.
Like the idea of removing the power vs condi separation for several weapon sets.
Used to love Taverns in Dungeons & Dragons Online, since it was the only place you could regain life/mana, change spells etc, it was natural gathering spots, also the rez spots if you died. Wouldn’t want to incorporate any of that into GW2, but it did make the Tavern’s into social spots in that game.
I do like the base idea, of having more skills to exchange specific weapon skills you don’t like, use, etc to create variety on weapons. Also specifically to change out how a weapon plays from power/condi/hybrid etc.
I don’t think that they should go berserk with this, even 1-2 new skills per weapon that we could change out would make a world of difference, and alter the playstyles available for each class/weapon.
I know many have nostalgia for GW1, but I for one doesn’t miss the 100++ skills at all, and much prefer the system used in GW2. And I think they should spend more time on making each existing option viable, rather than just adding more unviable stuff on top.
For the love of kitten, no "reset glicko". That is a sure fire way to kill off almost entire population of non-hardcore-WvWers. It could take weeks and months before the glicko adapted back to where it would give a semblance of balanced tier’s, and until then huge amount of players are likely just not going to bother going into WvW. Why bother ?
On the positive side, it would make me stop bothering about WvW entirely, and just go casual mode in EotM instead. I’d get a lot more free time for other hobbies and interests. (Looks at pile of books).
In short, pick a race you think *sounds* fun, or has racial skills you think sounds fun. There are some racial skills that have some corner case uses, but for the most part, you’ll be sticking with your profession skills 99+% of the time.
They also went over the elites in the last big update, and *most* classes have useful elites now (Ele players will disagree, but I still love their FGS).
I play mainly a Norn Guardian, and I used to love the Bear/Snow Leopard forms for the crazy good "Rush" skills, that could help you outrun zergs in WvW. This was of much more use for me than any of the old guardian elites. But they went and slowed down those rush skills a *lot* so that zergs can mostly keep up now, though snow leopard still got the stealth skill. This was only really useful in WvW, and only for getting away.
I found that improving my own personal skills with playing my character was a good feeling of progress. Finding harder fights, and learning to play to overcome them. Later on went for WvW and enjoyed it, and starting to appreciate PvP. Still a long way to go.
Agree with a lot of the things said, not everything natural (this is the internet after all!).
Especially liked the comments about how group play works in this game.
Also, I respect a good old fashioned wall of text, +1 to you sir.
I can agree to many of the things you’ve said, and disagree with some etc.
On the whole I think the thing you miss, is that ANet specifically has aimed this game at being a game that people play "occasionally", and not all the time. And in this it seems you’re doing it right! But questioning it.
Most of the same things happened to me the first year I played. Most of my friends quit the game and moved on etc, it wasn’t what they where looking for, some has returned only to disappear again etc. And I kept jumping in and out every now and then, as you have.
For me the solution was WvW, and finding an active guild I enjoy hanging out with. I entered WvW first time trying to do map completion, since it was the only maps I hadn’t explored. And met a bunch of guys that loved roaming together and get fights, joined their guild and haven’t looked back since.
Find something you like in this game, and find a guild with people that likes the same. Personally I find that only the PvP aspect (either PvP or WvW) really has long time appeal, but each to their own.
Edit: but man I’d love a hard mode of the open world PVE, or those Charr Warbands from GW1, I almost got goosebumps when trying to attack them.
Should also note, that if you removed EotM, how many of those people do you think would return to WvW? I don’t expect more than a handful on each server, tops.
They are probably going back to silverwastes instead, or tequatl runs or what not those kids do these days for karma and rewards.
EotM is not the reason WvW is under populated.
Crafting from a use/cost perspective:
* Usually the materials cost more than just buying the item.
* Big gold sink, unless you have the patience of a kitten.
* You will almost always benefit more from selling the mats on TP and buy the item you want.
Reasons to do crafting:
* XP
* Title (Master Crafter)
* Craft specific items you can’t buy (Celestial, Ascended, Legendary etc)
Took me 2 years before I finished maxing my first craft. Did finally get all of them maxed, and it was the most expensive thing I’ve done in the game yet >_< The only crafting I can recommend is Chef, It is kinda fun trying to figure out new receipts for that one, the others follows the same predictable pattern and just gets boring for me. I’ve renamed "Discovery Panel" to "RSI Panel myself. :p
I mainly use crafting to make Celestial stat gear, especially the box of full celestial armor.
Yeah, what I am looking forward to the most with Hot, is what comes afterwards! ANet focus on WvW! Hype!
Jizmak: I agree that something should be done regarding the whole guild vs World/WvW aspect, but no idea what. Every idea I’ve seen so far been shot down, and I can’t say I can come up with anything better myself.
Just a quick counter argument: What if someone tried to abuse this by joining 2 different guilds, and swapped between them to change server for free ?
Who built these places? How did we come to find it? What sort of technological innovation (magical or otherwise) wrought such a place? Who were the people’s that made this? Why have we never heard of them? Where did they go or why did they fall?
The first time my guild dragged me into PVP to duel and test builds, I spent the first 20 minutes just running around enjoying the terrain on the map, and all the old designs from Ascalon etc (foefire map I think it is called).
While I certainly enjoy these kind of things myself, I also realize that WvW and PvP are probably the least practical places to drop these kind of references. Still enjoy them though. Also the "mist" is basically just random things thrown together our of the chaos of cosmic creation or something. So I think that is their excuse for not being to heavy on the lore aspect.
Every generation of video game is less and less interested in is own content though it’s obvious someone put so much love and care into the making of these places.
The crowd changes over the years, gamers gets less and less attention span, and prefer videos over text and long descriptions. The multimedia generation is taking over, where nobody had the time to pay attention to stuff. I think the popular term is Instant Gratification.
Personally would love to see more lore and background stuff etc, I love finding old remains and designs from GW1 Ascalon etc. But to be honest, I don’t really play this game for the lore myself, and most of the WvW/PvP crowd doesn’t either. So I think it is safe to say that they should probably focus that sort of thing in the PvE side of things, where people have the time to enjoy it.
(This from a person that consider Planescape - Torment, with its 800 000 words, to be the best RPG ever created. And that Diablo doesn’t even deserved to be called a RPG but an action game.)
The open world PvE is way too easy. You get no adrenaline rush nor any feeling of accomplishment. This is what makes the areas boring, you get sleepy running around with nothing to fear. Some thrilling combat now and then could spice things a lil.
Have a friend who bough HoT and played to lvl36. He told me GW2 has lots of good things but it’s so easy its boring. Hope Anet makes enemies harder and please not by adding some more to HP pool, that just make it more dull. I’d rather gave em more dps and update the AI.
Spot on.
I don’t mind that there is a lot of easy content for people, but I would love some challenges every now and then as well. Going into any mode other than OE-PvE is a shock for many, since you just don’t learn to survive in OW-PvE, at all. (“fond” memories of myself going into WvW first time…).
The way I had imagined the dynamic map adjustments, was that it could scale up and down during activity peaks. So at night time, it might cut down to 1-2 maps, thus concentrating players into small enough an arena to actually play against each others. While perhaps even making extra copies of maps in NA prime if you actually had queues. It could work for all tiers.
Obviously the whole upgrades mentality will have to change anyways with HoT, the auto/free upgrades over time (UoT). So I don’t know how much of a problem it will cause, even if some maps jumps on and off and resets entire map etc. You would still have at the very least one EBG main map that you can keep the upgrades on all week, and possibly a BL depending on how it is setup (or population).
It is however dependent upon a slight tweak of existing BL’s, since they need to be changed away from the "home server" system we currently got. It wouldn’t be too much work for Alpine, but I have no idea about the Desert one.
Of course there are some bad situations in this system as well. One example would be Kaineng vs Anvil Rock (classic), traditionally we’ve dominated about 12 hours each over a day. So during day AR could keep 2 maps open when Kain doesn’t have the population for more than 1. And then during night it is the other way around.
Now if ANet would just do something like this *looks at the stars*
@ Gudradain
Like the idea myself, but I’d prefer an actual dynamic….
Personally I prefer the idea of dynamic borders through all tiers, as it would solve some ppt issues as well.
EB would be the fixed point thats open 24/7 while others open based on total current population. A closed border would have frozen ppt. The max tick possible would be dramatically reduced outside primetime. This would mean a considerable redesign though (cant have home borders).
..yeah that, thank you for posting it Dawdler! I made a long overly verbose post about this once before, but you’re much better at summarise it than I’ll ever be >_<
(You can even just disable the PPT on the maps that are off, it won’t really make much difference. Just base the glicko gains on percentages instead of the static numbers. You can take that even further and have it affect all PPT so there is no diffrence in point gains for offtime vs prime time as well, depending on how you want it.)
Would think it sad if T8 lost access to BL though.
I’d be glad if they just made the game remember what options you checked/unchecked, so I can leave master + grand master on, and uncheck everything else, and never see them.
Or same for the tabs, so I can close down all the specific weapon ones for example, and only open them when I want to see them. And the game remember it, instead of reseting all my selections each time I open a craft window.
Seem to recall that they’re adding receipts for ascended aqua breathers in HoT.
Personally I’m against the entire aqua breather thing, and wish you could just use the normal helm stats/rune while under water, so we didn’t have to buy a 7th rune for when we dump underwater (Travelers runes are expensive yo). And rather just overlay it with a aquabreather skin that you could modify.
Would save you some agony resistance infusions as well.
Honestly, this was one of the main selling points for me. I was sick of the crazy amount of skills in GW1, and that 90% of them where useless. Hole bunches of them was barely situational, or worked only in incredibly specific combos etc.
And I *hated* the entire MtG style "combo build" concept they had in that game. The reduction of skills was a large step forward for my part.
On that note, notice how the revenant gives you 3 utility skills, but you can change the order of them etc. I wouldn’t mind something like that on weapons, and it might mean we could get 1 more skill for each weapon in the future, and get to select which ones we wanted etc. That could become a very interesting mechanic.
Oh yeah, and just in pure spite: Nerf D/D Ele
(edited by joneirikb.7506)
Was thinking the same thing, would love to adjust the color of the lava/glowing part.
Think there could be a lot of interesting color combination with that armor and some different colors for the glow lines. Also, it only uses 3 colors as it is, so would be nice to unlock the 4th.
Would also love to be able to disable the horns >_< but I guess that could get a bit difficult.
Do want. /15charrs
Do want.
15characters.
Easiest way is to go to the tutorial area in PvP, you can go around and finish a never ending spawnage of downed enemies.
Prediction :
Trahearne gets corrupted, is going to pull a Scarlet, and will be one of the final bosses of the expansion until he is “saved” and marries Caith to raise deadly little flowers and a baby Glint.
+1 for awesome.
another annoying thing is the restriction on mailing to your other account. You get 2 emails, then you get a halt for a while unless you allow time in between those 2 emails. It makes transferring items and gold between the two exceptionally annoying.
Make personal guild with bank. Invite alt. Put thing in bank to share. No problem with mail then.
I know. I wish. But my chars on my alt account are at a jumping puzzle chest with no easy access to a guild bank. There isn’t one in PvP and not always one in WvW. I usually mail chest contents/mats out rather than have loading time twice and traveling time for each char as it’s much faster.
You can access Guild Bank from the guild npc in Citadels in your home BL. Talk to him and ask to see your bank. You can also swap tabs to access your normal bank slots, but it’s a bit awkward.
Simple. You make completely new maps
Making new maps is one of the most time and resource heavy investments ANet can do, they’ve stated this before that making maps is a lot of work. Nothing simple about it.
and it’s like we got a whole new game for free!
Which does not make this much better for ANet, if they’re giving us what is basically a new game, don’t you think they would want money for all that work ? You can’t expect them to rework one entire game mode for free just like that.
That said:
I don’t think moving from 3way to 4way would do that much to help, it is also going to create just as many new weird brackets as we already got. To make a couple of examples:
Borlis Pass is probably closer in strength with AR and SoR at the moment, than DB/DH/SF. CD with HoD/NSP/EBay would also get pretty big for the rest. Then there is the whole problem in T8 where 2 servers are so underpopulated they have trouble fighting back a lot of the time.
I also wouldn’t mind trying this, if it didn’t require entirely new maps and such. Sounds like it could have been a fun change from the normal.
Dont care much for modern clothing. Id love to see town clothes as armor instead of tonics though.
Yes and no.
I loved that they added back the outfit system from GW1, so you could enable/disable the outfit on top of the armor etc.
But I had really hoped that they used the “Town Clothing” for it instead, so we had multiple parts, could dye them, and mix and match them.
I know it is asking for much But they already had it in the game, and some nice town clothing stuff, loved buying those. I’m not unhappy with Outfits, I just felt it was a missed opportunity, and so much wasted potential.
Anvil rock is great. Lots of potential here, we just need more coverage.
Don’t we all
I’m just imaging a finisher with a flame ram build site, and a random Charr character laugh spamming, so player doesn’t have to do it themselves.
Getting the ugly green nag text off the right side of the screen.
Oh boy, I want to turn it off so bad…
Miss town clothing.
Actually the Druid was the first specialization mentioned, back when they first revealed specializations. They didn’t give much details, just that rangers Spec was Druid, getting a staff, and being more support based.
So when I first looked at your post I was thinking you where a big troll...
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