Showing Posts For kKagari.6804:

Introducing, Guild War 2: Invisible (10/8 update)

in WvW

Posted by: kKagari.6804

kKagari.6804

My money is on frivolololous topic.

On topic: They should’ve just given us the stick figure visuals, even THAT is better than invis.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Because I can't get enough of these bugs....

in Necromancer

Posted by: kKagari.6804

kKagari.6804

http://gw2skills.net/editor/?fQEQFAWjQaV6pbub07JAJFPf9kivHP6xxGPMA

This is my PVE build. Its almost bug free (chillbains fix yay!) and I actually think its ridiculously powerful. I use Pirate runes and traveler gear (not Jatoro though, not yet anyways).

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Death Magic bugs me

in Necromancer

Posted by: kKagari.6804

kKagari.6804

Don’t count out Staff Mastery and Shrouded Removal. They are decent.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Deathshroud = Yooohoo please CC me

in Necromancer

Posted by: kKagari.6804

kKagari.6804

Hmm… if retaliation does (Power/13.4)+267 DMG, in a 2000 power build you would be doing 416 damage per proc. Now image that hundred blades warrior charging you and popping haste, and you popping into DS to eat the burst. That’s 3.3k damage you’re doing to him during his burst. Or 3.7k to a Pistol Whip rogue. That’s really not so bad.

I think it caps at 350, and is reduced by armor. I got about 230 yesterday

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

What is 'good' retal damage?

in Guardian

Posted by: kKagari.6804

kKagari.6804

Scales with level according to wiki.

Let me rephrase, when you make a retal guardian, what retal damage do you usually see?

150-350 is a pretty big range!

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

What is 'good' retal damage?

in Guardian

Posted by: kKagari.6804

kKagari.6804

Yeah I know it didn’t change, I’m really just wondering what guardians considered good damage on a viable retal spec.

I’m trying to make a retal necromancer. Got about 230 per attack. Hrm apparently base damage is 267???

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

(edited by kKagari.6804)

What is 'good' retal damage?

in Guardian

Posted by: kKagari.6804

kKagari.6804

What was considered ‘good’ retal damage before/after yesterday’s changes?

i.e. As a necromancer, we consider 100-120 damage bleed ticks decent/condition damage specced.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Paid Tournaments Feedback

in PvP

Posted by: kKagari.6804

kKagari.6804

You get so many free tickets (provided you are with the same group of people I guess) when you do free tournaments. If you can’t win FTs to get tickets, you shouldn’t be doing PTs anyways. If you are a free kill for the other team, you upset the balance of the tournament.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Character Re-customisation

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

the folks at guildwars2guru discovered said items in the gw2 database, so its coming. HOW its coming, we don’t know.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

How Hard mode might work:

in Suggestions

Posted by: kKagari.6804

kKagari.6804

I think somewhat better drops would be a good incentive, but that might turn it into a glorified farming field.

I like to see it as, turning the whole map into a YOLO dungeon. Which sounds extremely fun in my head. Like, actually having a fear of dying when exploring!

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

How Hard mode might work:

in Suggestions

Posted by: kKagari.6804

kKagari.6804

Hmm, what if, after you completed a map, you could select to go into the HM overflow version of the map.

Your level will be downscaled to 3 levels under the recommended level of the area.

There will be fewer renown hearts, but harder ones; like beating champion mobs, (who will be 2 levels higher than the recommended level, making you 5 levels different!).

If you die, there will be severer penalties, like getting locked out of the HM overflow for a small period of time (akin to been forcibly /resign in GW1 vanquishing).

TL;DR: Bring back Hard Mode!

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

When reserve name will be open?

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

the error prompt at character creation is different for both scenarios

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

When reserve name will be open?

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

I’d like to know this too, this topic often gets swept under the rug

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Night Capping and YOU

in WvW

Posted by: kKagari.6804

kKagari.6804

24hr battles just doesn’t work

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

How WELL does the intended DR system works?

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

Now, I know we can’t have Arenanet divulge the processes of their event DR system, but can we at least have them tell us how well it is working?

I propose this: reveal to us the income of a ‘certified’ bot. These guys aren’t hard to find, if you want me to find one, I’ll go right ahead and do it.

You don’t have to tell us when it kicks in either. Does it work at all?

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Activation times finally revealed in tooltips, why were they hidden in the first place?

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

Or maybe they just didn’t get it fixed in time for launch.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Ecto Salvage Rate nerfed?

in Crafting

Posted by: kKagari.6804

kKagari.6804

I’ve salvaged 2 exotics and got 3 ectos from each.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Plague Signet stealth nerf/fix

in Necromancer

Posted by: kKagari.6804

kKagari.6804

It’s not like the skill worked properly in the first place anyways

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

PvP Crit Condition Spec Pros and Cons

in Necromancer

Posted by: kKagari.6804

kKagari.6804

Signet of Undeath is a terrible terrible signet. Now you don’t even have a stunbreaker.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Players completely invisible post-update (Oct 7)

in WvW

Posted by: kKagari.6804

kKagari.6804

To answer your question, this is World vs World.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Do you think events should increase in difficulty?

in Dynamic Events

Posted by: kKagari.6804

kKagari.6804

Instead of just ramping up the difficulty on the events, why not add NEW events that trigger if an event is won to many times. Take the original example of the Centaurs trying to repair the bridge. Say that after they lose, oh, 50 times in a row or something. Have that trigger an event chain that causes all the Centaurs for a large portion of the map surrounding the area come together in a huge invasion force and storm the bridge and hold it until can be repaired. This would put the events involving centaurs in the surrounding areas on hold, since all the centaurs are busy storming the bridge, and would almost guarantee the bridge to be repaired unless all the players in the area are REALLY REALLY good. Make it basically impossible to win this new event. Since all the other centaur events are on hold, there will be more players available to try, though, so occasionally it can be won. Once the centaurs have the bridge repaired, the massive group starts to break up going back to their old events, and the original failure event can then be triggered. Once people have won that event, the original loop of defeating the centaurs can go back in place until they have lost 50 times in a row. Repeat.

I originally thought that the game was going to have events interrelated like this anyways. The developers had talked about how players actions would have a real meaningful impact on the game world. But in actuality, you don’t really see any player impact, at least from my perspective. You just have the events triggering, getting defeated, then respawning. I hadn’t really thought about i much til I read this thread and realized that maybe the events weren’t originally intended to be that way, they just had ended up that way since players were never losing, so the alternate chains were never spawning.

Or they could just make that the actual event itself…You know, like, harder, so that players need to be good to actually complete it?

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

My opinions of Karma and Crafting.

in Crafting

Posted by: kKagari.6804

kKagari.6804

It won’t matter much even if the armor looked good, its still a finite demand.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Night Capping and YOU

in WvW

Posted by: kKagari.6804

kKagari.6804

there is no ‘it aint broke because we’re winning’ – at least not that I’m a member of…where do I sign up!!! oh…hold on, we’re not winning

ANet have given us an Arena in which to compete 24×7. Thats it. It IS up to the players to balance it – if the players in question want to compete seriously.

Just because it sounded good in their minds doesn’t make the concept any less ridiculous. Did they REALLY think players will settle themselves out to fight over imaginary wars? Do you know why I went to Sea of Sorrows? I heard all the other Aussies are going there. I’m not the only one who did this either. There goes a good deal of the Oceanic players spreading out.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Night Capping and YOU

in WvW

Posted by: kKagari.6804

kKagari.6804

Just entertaining a thought, feel free to discuss.
What if different servers were assigned different 12 hour periods to battle in WvW? And that this happened at launch? Players would’ve likely chosen servers that suited their peak hour play time, and this could effectively match servers together properly to reduce the effects of night capping. This would’ve ‘spread the players out’ just like how Arenanet wanted them to.
The thing is, are different servers matchups really that important? WvW is comprised of hundreds of players, not only do the majority of people zerg anyways, what actually gives a server identity? Certainly not their tactics, WvW is as chaotic as they come. You could be versing the same server over and over again with different players playing and it would feel like a different server playing anyways.
With this idea, you might vs about 2-3 different servers in rotation, all with the same time slot.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

So, what if WvW was only available for 12 hours a day.

in WvW

Posted by: kKagari.6804

kKagari.6804

Explain why you think you’d have to move to an EU server. There are 25 servers for US alone. You don’t think they can be split into 3 different timeslots?

I did not at any time say all US servers should be the same time slot.

Whats more, can I assume you don’t play 24hrs a day? Can I do that? Please?

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Please add a General's tome to be bought for 1000 Badges

in WvW

Posted by: kKagari.6804

kKagari.6804

I can see them doing this in future tbh. Commanders will be like ‘squad leaders’ whilst Generals will assume their current role as a shot caller. Probably like 100000 badges or something. Something to do with WvW anyways. Its all natural progression.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Oh, we got alot of our bugs fixed this week, yay!

in Necromancer

Posted by: kKagari.6804

kKagari.6804

Actually, signet of spite got fixed too, but they put that note in the guardian listings.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

So, what if WvW was only available for 12 hours a day.

in WvW

Posted by: kKagari.6804

kKagari.6804

OP should read the sticky on exactly this issue

I did, its the same Arenanet crap, not open to new ideas or what not. Many people suggested better changes for WvW already there. Later they’ll probably lock or delete this topic for some other crap reason again because discussion is apparently not for this forum.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

(edited by kKagari.6804)

So, what if WvW was only available for 12 hours a day.

in WvW

Posted by: kKagari.6804

kKagari.6804

So when you play at your daytime others need to wake up at late night in order to play it? No thank you.

You’d get matched up against servers that have the same time frame.

And everyone works 9-5 right? So if I work during the time the servers are up I’d have to play on US servers instead of EU and get the added lag that leads to? No way.

Well, they could have US servers that have WvW time for the day? And they will only vs other US servers that have the same daytime slot?

Not enough demand, all the off-peak servers for each region would be extremely low pop. The only thing it could work for is allowing Aussies to play against other Aussies or SE Asians. Anything else would simply not have the population to sustain active servers.

preface: THANKS MODERATORS FOR DELETING MY POST JUST BECAUSE YOUR FORUM DOESN’T WORK.

As I said in the OP, what defines a servers identity anyways? If the game didn’t tell you where a player is from, can you really discern it from their tactics? If your answer is a resounding no, or even a ‘maybe for the top 3 servers’, then it won’t matter who you are vsing again and again. If WvW improves, more players will play, and you’ll get more diversity in tactics and strategy anyways.

The thing is, if you set a beacon to assigning where players chose for their home server (with wvw time, rather than just cool server names) it’d unite the ‘off peak’ players together. Its not like we have a shining example of off peak action right now with this system anyways.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

So, what if WvW was only available for 12 hours a day.

in WvW

Posted by: kKagari.6804

kKagari.6804

So when you play at your daytime others need to wake up at late night in order to play it? No thank you.

You’d get matched up against servers that have the same time frame.

And everyone works 9-5 right? So if I work during the time the servers are up I’d have to play on US servers instead of EU and get the added lag that leads to? No way.

Well, they could have US servers that have WvW time for the day? And they will only vs other US servers that have the same daytime slot?

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

So, what if WvW was only available for 12 hours a day.

in WvW

Posted by: kKagari.6804

kKagari.6804

So when you play at your daytime others need to wake up at late night in order to play it? No thank you.

You’d get matched up against servers that have the same time frame. Its like pitting people of the same timezones together. You can’t communicate effectively with invaders anyways, nor do you see their name, it makes no difference if you are vsing Americans or people from Russia.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

So, what if WvW was only available for 12 hours a day.

in WvW

Posted by: kKagari.6804

kKagari.6804

Simply no. There is a reason why it is to be 24hr playtime. If you play on an imbalanced server or a low pop then that is your choice. Build it up or find a new home.

I play on your server actually. Whilst I am not one to complain and not play WvW at all, I don’t think the current system is exactly the best either.

I like how you added arguments to further your point though, seeing as this is a discussion and all.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

So, what if WvW was only available for 12 hours a day.

in WvW

Posted by: kKagari.6804

kKagari.6804

Just entertaining a thought, feel free to discuss.

What if different servers were assigned different 12 hour periods to battle in WvW? And that this happened at launch? Players would’ve likely chosen servers that suited their peak hour play time, and this could effectively match servers together properly to reduce the effects of night capping. This would’ve ‘spread the players out’ just like how Arenanet wanted them to.

The thing is, are different servers matchups really that important? WvW is comprised of hundreds of players, not only do the majority of people zerg anyways, what actually gives a server identity? Certainly not their tactics, WvW is as chaotic as they come. You could be versing the same server over and over again with different players playing and it would feel like a different server playing anyways.

With this idea, you might vs about 2-3 different servers in rotation, all with the same time slot.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

(edited by kKagari.6804)

Hilarious WvWvW build. "Be Chillin'"

in Necromancer

Posted by: kKagari.6804

kKagari.6804

http://tinyurl.com/92j3xz2

The purpose of this build is for laughs really, but it actually works extremely well with good siege backup, or generally a team of people willing to engage the enemy when you charge in.

The idea of this build is 100% increased chill duration. Now, believe it or not the Necromancer actually has the longest chills in the game. And many are AoE. And even if they aren’t, you have epidemic, which when used with an AoE chill, will effectively double the chill on surrounding targets.

Here are some durations and cooldowns:
Chillbains: 8s AoE, 16cd
Dark Path: 10s AoE, 12.75cd
Spectral Grasp: 8s, 24cd
Spinal Shivers: 10s, 16cd
Reaper of Grenth: 6s (does this skill pulse? never really looked into it carefully), 180cd

For absolute kittens and giggles, try Dark Path > Epidemic. Alternatively, just walk into a bunch of people with Reaper of Grenth, and Spectral Walk out:D.

P.S. Hopefully, in the near future when Greater Marks works with Chillbains we can rely on that as a primary AoE Chill, for now, it might be better to pick another trait.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

(edited by kKagari.6804)

Halloween Update Anticipation [Merged]

in Halloween Event

Posted by: kKagari.6804

kKagari.6804

I hope it is like the GW1 festivals. They were epic .

I really didn’t like the time dependant quests in those festivals. Finales I can understand, but being an Aussie I often missed several of them

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

I think the combat in this game feels very stale.

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

Here is the way I see it…

Guild Wars 1 was a process of ‘ricing’ up a car and seeing how it runs. The actual driving isn’t spectacular.

Guild Wars 2 has a lot less in the process of ‘ricing’ up the car, but the driving is just a tad more fun.

Let’s not pretend Guild Wars 1 had fantastically fun (I said fun, not deep, OK?) combat at every twist and turn. Especially if you played an assassin, and possibly a moebius strike assassin.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Halloween Update Anticipation [Merged]

in Halloween Event

Posted by: kKagari.6804

kKagari.6804

Minister Cadecus holding a halloween party…I can see that happening. He even has the freaky floating statues in his front garden already.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Tab Targeting Shenanigans

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

I changed my tab to target the closest enemy. Anything else I manually select to target. Works fine I guess.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Vitality, Toughness and Condition?

in Necromancer

Posted by: kKagari.6804

kKagari.6804

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Best feature request ever...

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

Sigh, as much as I hate that song, it’d be nice to know Arenanet is all hip and up to date with the current trends.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

My opinions of Karma and Crafting.

in Crafting

Posted by: kKagari.6804

kKagari.6804

@ Ohoni.

I think the lack of convenience is the idea, because technically karma is ‘free’. What you are suggesting will make Karma even more similar to coin, which in turn just makes it a redundant and confusing system.

Karma right now, has identity as a ‘local hero’s reward’ but the problem is it doesnt benefit everyone once they hit level 80.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Gossamer, and what needs to be done

in Crafting

Posted by: kKagari.6804

kKagari.6804

ugh, got 21 first go, 15 second, and 16 my third sighs the mystic forge hates me

I did the maths last night, I came up with something like 17 or so breaking even.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

My opinions of Karma and Crafting.

in Crafting

Posted by: kKagari.6804

kKagari.6804

Having strong coin sinks in the game is very important to the overall health of the economy. This is a great reason why we don’t make everything available for both coin and karma, particularly when it comes to crafting materials.

Here are some ways that I disagree with you on karma not being useful:

  • There are stat combos that are only available for karma.
  • There are many armor and weapon skins that are only available for karma. Some pretty sweet ones too.
  • Rare and Exotic recipes for all crafting disciplines that aren’t Chef, require karma to learn.
  • There are many fun and interesting bundles (environmental weapons) that are only available for karma.
  • Stated aqua breathers are currently only available for karma (though I could see this potentially changing in the future).

Sure Karma rewards could be expanded, and I am sure they will be as the game grows, but they aren’t useless for anyone who is 80, doesn’t want a legendary, or isn’t a chef. Just remember, the game maybe be officially released, but it is NOT done growing. We are continuously adding, fixing, and improving!

Thanks for the feedback!

I appreciate your reply Linsey (thats twice in two days!). I realized I omitted an important argument in my OP (my previous iteration was too long so I cut it down).

The problems I see with the reasons you provided in the uses of Karma is that; Karma is an infinite resource, just like coin, but there isn’t an infinite demand for it. I believe I discussed why having more uses for Karma won’t necessarily damage the ‘coin sink’ nature of coin, if Karma merchants are spread out throughout the map, since waypoints do a fine job as coin sinks already. But to reiterate; you can be giving players the option to buy something inconveniently with Karma, by having them travel far and wide to the relevant vendor, or conveniently with coin, by having all items sold by a merchant in the safety of a city.

The thing with coin is, we use it just as quickly as we make it. With Karma, we make it quite quickly and the amount of uses for someone who isn’t a chef, or a legendary seeker is very low.
- Stat combo armor: You’re likely only going to buy this once, even if its expensive
- Getting weapons for their skins: You’re not likely going to use this much at all once you hit level 80. Fine transmutation stones aren’t exactly cheap. But thats beside the point; even if you have lots of fine transmutation stones to use, you won’t be using karma for this on a constant basis.
- Recipes: Just like armor, you’re likely only going to buy these once.

- Fun bundles: This is a really good use of Karma. Its a consumable that you can ‘sink’ your Karma in. The problem I see is that not everyone will find this useful as it does not actually contribute to progression, but this is a subjective point.

-Aquabreathers: Well, I could reiterate that this is just another piece of armor, and the likelihood of anyone buying more than 1 level 80 aquabreather is extremely low (unless they use it for mystic forge lottery) but lets not forget this is…underwater combat, we are talking about.

I just feel that, for a currency of infinite supply, there needs to be products of infinite demand. This is available in all other currencies of the game. Coin is self explanatory, glory has chests, Gems have boosters, Skill points has Miyani; even Influence has banners to dump points in endlessly.

I am not saying the Karma system is underdeveloped, I just feel as though its uses are very niche. If we look at Karma as a system just for chefs, than it has already reached a point I believe is great! Different ingredients spread out through the world. Now if only other craftsmen can benefit in the same way.

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Gossamer, and what needs to be done

in Crafting

Posted by: kKagari.6804

kKagari.6804

pssssssssssssssssssst. Use the silk you get from failed salvages in the mystic forge….psssssssssssssst

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

GW2 "endgame" model is fine. Execution doesn't make sense tho, problem and solution.

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

Holy crap your opening paragraph sounds just like me!

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

You said eSport.

in PvP

Posted by: kKagari.6804

kKagari.6804

Ya, I would agree with much of what you said. To go even further, an informative observation mode is, in my opinion, the most important thing you could possibly include.

The trick however, is to be informative without presenting too much information. So things like being able to add and remove certain bits of information would be nice.

Of the information I think ought to be included are the skills bars and an easy and quick view of condis/boons. It would be nice to see an option for a LoL style UI where you can see all 10 skill bars and the current skill usages/cooldowns. I loved how in GW1 you could communicate to other people observing the game, I think that needs to remain. Basically, find a way to shove as much possible information in as you can while still providing a way to remove information for people who just don’t want to be overwhelmed.

Indeed, I think the message needs to get across that the observer interface needs to be a completely different creature to the player interface

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

I'm curious what everyone thinks.

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

1 Yes
2 supergodofthefelinekingdom No
3 No
4 Yes
5 No

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

You said eSport.

in PvP

Posted by: kKagari.6804

kKagari.6804

The UI and visuals in the game currently does not cater well to the eSport scene.

1) As a spectator, the ease of recognizing character classes in the thick of battle is not there. Even as a player, I’d have to refer to an enemy class by icon or the skills they use, and ideally we should be able recognize at a glance easier.

2) Skill animations. Some skill animations are great, but often there is a lack of visual identity. eSports need to be aware that not all spectators have complete knowledge of the game. Excitement and entertainment is diminished when the complexity of what is happening on screen is hard to translate. Warcraft 3 was a less successful eSport to Starcraft simply because too many mechanics were hidden visually to the spectator, or that the skill doesn’t translate well.

e.g.
Starcraft: Psionic Storm: raging lightning appears on top of the enemy. Spectators realize this translates as heavy AOE damage.

Put this in retrospect to GW2: Signets are probably the worst offenders to this. Not only are players confused as to which signet animation corresponds with which effect, as a spectator I’ll be left scratching my head.

Visually I think the elementalist is where the game needs to be at in terms of animation recognition. I’m not saying this from a player’s point of view, but a spectator.

I think some of these problems reside in the plethora of boons and conditions present. Some are very good in terms of visual recognition, such as cripple and burning. It is even helpful that the player yells out “I’m burning!”. But some effects are simply not translating well in terms of visual excitement, such as retaliation.

The current UI is serviceable to the player, but for it to be a great eSport an entirely different UI needs to be made available for the observer.

Observer mode from GW1 would be a start, but it is outdated. Camera controls need to be more fluent and cinematic. ‘Behind the player’ camera simply isn’t good enough. The UI needs to be accommodate the spectator.

E.g.
Perhaps have an extended menu on boons and conditions on the side.
When two opposing players are selected, have their HP shown at the top of the screen like a Street Fighter interface, have the camera hone in from behind a player with reference to the enemy he is fighting (like a flight simulator chase cam).

Here is a mashup of what I think might work. I particularly like the camera angle here. Btw, I don’t play fighting games competitively, or even passionately, but I think for an esports audience, fighting game interfaces are successful, and may be successful here too.

Attachments:

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

(edited by kKagari.6804)

No replacement of bugged forge items?

in Crafting

Posted by: kKagari.6804

kKagari.6804

If someone lost guiltlessly gems/ gold/ items due to a bug/ glitch/ whatever, they must find a solution to provide these players with an adequate compensation. You cannot leave the player alone by saying “We can’t do anything for you.”.

They can, they do, and they will. But this isn’t lack of preparation or what not, its a ‘safeguard’! Among all the other ‘safeguards’ in the game. They’re for YOU! The player!

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.

Hackers,Bots,Gold Sellers,Mail Spams exist because of ANet's Miscalculation

in Guild Wars 2 Discussion

Posted by: kKagari.6804

kKagari.6804

Anet should just stop all methods of passing money via mail. Then, allow only the cheapest cost of an item to be purchasable at the TP, so that no gold seller tries to sell off cotton for 1g or something

“We just don’t want players to grind in GW2” – C. Johanson
“it doesn’t make you spend hours preparing to have fun, rather than having fun”
Guild missions say otherwise.