Negative things are necessarily bad things. These forums are here for support, to discover issues and trade info, there is always going to be a certain level of complaining also, it’s pretty standard fare for conversation. Many people will come here to tell other how they hate the game, it may not be constructively written, but it’s still feedback and it’s just as valuable as praise can be. But praise threads don’t really help improve the game or help foster changes that might have to do with quality of life, bugs, or other irritating things.
If you sit around with family and friends, inevitably there will be conversations that blame or provoke issues that occur in daily life, it’s not just going to vanish, no one has a perfect life without issues.
You can watch this… http://www.twitch.tv/mmorpgcom/b/337726366
It covers a bit about housing and guild halls.
This is always going to be a problem, but a one time event is just that, it happens once. I feel many peoples pain here, we all have other obligations, but we all also have to decide what is more important. In this case it’s a video game or real life issues. I simply don’t see this differently than any other common life occurrence. I can’t even tell you how many times this comes up for me even in a days time, i make plans to do A and then get a call to do B i’d rather do, but i already made plans for A. Seriously blaming a game company for schedule conflicts seems pretty poorly placed.
This is best put in suggestions, regardless. Dodge roll is a pretty good mechanic already, doing pretty much the block/parry in a different way. There are also a few skills that do this as well as shields and other damage mitigation tactics.
Constructive criticism is good, even if it comes in the form of pandering or the inverse, complaining. I Know ANet reads these forums and the judge what seems to be the most common issues to address. There will always be people that complain, just because, yet even those complaints are pretty valid ones. Here’s a few i find pretty valid, not in any particular order.
Legendaries being based on RNG in the forge. They did a few things right making these tough to acquire, however it feels as if they took a simple way out by basing them on extremely low drop rates.
Broken events. There are many and i do understand it’s not easy to predict how this will play out live, but it’s still troubling that there are so many of them.
Heart events feel very samey. These really are quests in a different wrapper and they very often repeat in basic structure. I hear this complaint a lot. It’s not game breaking, but it isn’t as innovative as it could be. There are some pretty memorable ones though, which is nice when you stumble into those.
The camera, in all seriousness is horrible. Not much to be said here really, it’s such a focus of any game and they simply dropped the ball. It’s not unplayable, but it’s pretty bad.
The story, it’s at best mediocre. This is troubling since they have in the past told a pretty inviting story that moved you through the content, but in some cases throughout the game it might be hours or days before you can reach the next step simply since you are pretty under-leveled. Not to mention it never really drew me in. Again they really dropped the ball here too, not that everyone even bothers with story in RPG’s, but the gaps in the plot and the characters being randomly sprinkled around never really inspired me to care.
Those are just a few more glaring issues i see talked about, some pretty big ones coming out of an RPG.
I wouldn’t be surprised if they announced guesting
I really wish they put some real people in game checking exactly who they are banning instead of looking at a log or whatever they are doing.
4 PM server time (PST) is the reset or Midnight GMT… You can turn on server time in options to track it better.
Candy corn nodes no longer randomly spawn…
Drunken Mad King.8193
Lets talk about how the company’s handling of things actually contribute to Gold Sellers
What has ArenaNet done that requires you to spend a lot of gold in order to progress in the game? Legendaries/precursors are optional, and give you no in-game benefit compared to exotics. Halloween skins are nice, but again, are not required.
As far as I’m concerned, there’s no advantage to be gained from buying gold beyond cosmetics. “Paying to win” was something the player base was concerned about before the game launched, and ArenaNet have delivered a game where economic advantage does not (generally) corellate into an in-game advantage.
You apparently don’t understand human nature. It has nothing to do with progression. It has everything to do with desire. That is what the legendary is all about. When you create desire customers (not myself) will do what they have to do to obtain that item.
By making the precursor an item that can be sold (instead of being account bound) and also making it super rare you then encourage gold buyers who look to get it as quickly as possible. Is it needed? no. Nor is the game, but we still play it. If there are gold buyers out there then there are gold sellers. By removing precursors from being sold you then limit the “need” for gold buyers to buy gold in huge amounts. If they don’t “need” to buy gold in huge amounts then paying the difference from the authorized vendor will not be as big of an issue.
I do not buy from gold sellers and in fact have reported them routinely. However I also feel strongly that Arenanet buries their head in the sand on their actions and simply chastises their customer base when they have helped create the situation that they state they despise.
It may look that way, but in my eyes and knowing a good bit about the backend, it’s a tougher nut to crack than some people make it out to be. With as much activity going on across all the servers 24/7, it’s very tough to police behavior in an effective and fair manner. They have made mistakes where players do very long (8 hours of more) runs of farming through orr and have gotten banned, perma banned. So it’s really important they handle this stuff with care.
Nothing would be better than having people in game monitoring stuff, but that’s a lot of people just dedicating their time to monitoring bot behavior, documenting and then ultimately deciding to ban the account. There’s also the stolen account issue and the inevitable dispute from the player that got banned, not knowing they were hacked.
It’s really not fair to say they are burring their heads in the sand.
I know the die prices dropped pretty quickly due to the higher than normal drop rate, than the eventual return to “normal”.
From what i know and have experimented in BWE and the first days of the game, the Shadow Behemoth spawns on a timer AND you have to do an event (talk with the scholars near the heart and kill the veteran mob that exits from the portal that appears).
The event doesn’t spawn it automatically. It has to be the right time (that could be the reason it can spawn two times in a row).
That’s how it worked in BWE. And it seem consistent with all your comments here.
This is correct. Talk with the scholar NPC, kill the vet, and provided enough time has passed, the surrounding DE’s will trigger.
So get a feel for wen he last spawned and talk to the NPC 3 hours or so from that time.
Then it’s broken. We’ve done this on a Sunday over the course of about 8 hours and nada. We even stood there for about an hour spawning the vet over and over (from dusk till dark in game time).
It took them awhile to put in a demo option for GW. I forget how long, but it was at least a year, if i remember correctly. I’ve had people use a secondary account i have (people that i know in IRL and trust) and everyone of them that used it (7 so far) bought the game.
When the game first came out, and on my first character, there were opportunities for story modes everywhere. Now, working on my fourth character there isn’t very many opportunities.
I don’t understand. There’s the same instanced dungeons with story mode as there ever was. You have the same opportunities.
I think he/she meant getting into groups for the story mode of dungeons.
I wouldn’t mind seeing a solo version of the story mode, i doubt it be that tough to make work… Not many people running story mode anymore.
It’s pretty much pure speculation at this point in copies sold as we aren’t really sure how those numbers are calculated. I would expect roughly the 2.3 mil number since reports early showed the over 2 mil mark. I expect it to be higher now however, just based on server population increases.
There’s a pretty big disparity just in this thread to what a guild means to an individual, which leads me to conclude that it’s not a difference between multi-guild versus single guild as an option. It’s far more about what that individual member and also guild leader deems important qualities they expect out of being in a guild. I’m personally not biased to either way, however i do find more options available in a multi-guild setup than i do in a single one.
It’s really no different in real world experience, you may join a social club and after one meeting decide it’s not for you. There is talk of family, in general expression and how it pertains to real life families, but that’s hardly an issue, you don’t get to pick your blood relatives and neither does your spouse. I certainly don’t want my guildies to be like family in that sense.
I still stand by it’s not an issue with the setup as it stands, you are certainly free to do quality control and enforce loyalty to your guild. You may or may not experience as much growth doing that, but it seems to me quality (in personal terms) over quantity = success.
I think Full pertains to the amount of players on the server, whether they have logged in or not is a different thing. I would assume a server could say “full” and only have 250 people logged in at peak times.
There are much deeper problems with gold sellers as well. It can destroy a support system, giving legitimate players with real problems long wait times for resolution, since many will dispute their bans.
Some games will put GM’s in game and simply ban the obvious behavior of botting and gold selling, but yet the problem continues to remain that many of those accounts are actually legit and they are the ones gold sellers feed on the most. These stolen accounts cause a great deal of pain for the support system, to both players and the support team. I’d love to have a ban hammer, but the back end would suffer even more so than it does now. So ANet has to be careful how, who and when they ban each account, document the activity and generally proceed with caution. All that takes time and manpower. There isn’t a simple solution that will quell gold sellers without severely hurting the overall player base.
As to the disparity between gold seller prices and the gem shop trade prices, these gold sellers also hurt this market and it’s the players that end up paying the higher costs. I feel as if the gem shop trade system is more of a supplement than a mainstay way to get gold. The game is meant to be played, not paying cash to get your way to the best gear and the gemstore only should offer much smaller pay-outs to help aid that behavior.
Sadly, I have to keep a running notepad doc to keep track of people. It’s a pain and I loathe it, but in most games i’ve had to do that. It’s nice they have this feature, but even worse that it doesn’t work. It be better if it didn’t exist at all “sadkitten”
Server time changed for me… It’s still the exact same time as my local time PST, so it had to roll back.
They have implemented the remember network function. So if you’ve already remembered your network before, it won’t ask you to put in a code.
Eyes on the ground would be amazing. I know quite a few responsible adult players that would gladly volunteer a few hours of playtime to put the smack down on bots. They are so blatantly obvious, it’s impossible not to see the difference between real players and bots.
You are going to see exactly what you are stating as the MMO genre ages and as the player base grows. You’re talking about games that are at least 8 years old, having a different sense of community. I can look back on those days in a similar light, but as these things go on, it’s less important to players to fret over their guild choices. All that is another issue, simply because of the pure bulk of guilds available, large or small. It’s still not a multi-guild function, you may be thinking it makes things easier, but in reality anyone can stand in LA or read guru (or here or facebook) and find another guild in about 2 minutes. I remember GW in the early years and how it was either be in a guild or not, the choices were much more sparse.
Erin, again, you’ve picked one thing out of an entire post and not the entirety of the post.
I never said you can’t group with others, or be friends with others outside your own guild, or even go off an do things in your own little pool.
WHat I said, is…if you are loyal to ONE guild, but earn influence for another (100’s of influence not 10 or 20 points in an hour…but HUNDREDS) how can that be loyal to a guild you ‘claim’ to be loyal to.
It is two-faced. Because you can’t. You can say yoiu are helping two guilds, but loyalty…not a strong suit…
Sounds more like an issue with the influence system you have than the multi-guild thing. Would the system be better if you earned influence for more than one guild at once? As it stands now, that person can only earn hundreds of influence if he’s grouped with the guild he reps, doing events or dungeons. I’m not even sure why the quantity of influence that person earns is even a factor. Say he/she earns a million in a day then reps you and earns another million the next… I just don’t see the disparity.
I still have to say that it’s far less a function of multi-guild than it is an underlying social issue. It makes me sad to say, but there will always be people i’d just rather not hang out with. I’d also shy away from using “family” in describing an online community as there are very few people i would consider cared about me enough to be included in the idea of family, and i’ve had several online friends at my wedding this past year.
I’m really not sure that there are that many people in the world that would even consider they had as many RL friends as they might online ones. It’s not easy to make connections with people, regardless of how many people there are available.
I’ve been on NS from launch and don’t find it a ghost town. There is at least one guild i know of that’s pretty active around %40. I’m only a member as i run a site with less people playing GW2 and lead corresponding guild. Shiverpeaks search and rescue [Lost] is the guild.
This multi-guild system benefits guild-shoppers and ego-centric, opportunistic coat-tail riders more than it does the guilds themselves, IMHO…and let’s not even get into the skuldugerous possibilities with this system if they ever do implement something like GvG.
Sincerely,
While i don’t disagree with your argument about overall game content not being compelling enough for many people, i, in all sincerity don’t find that to be an issue with the multi-guild system.
I do however disagree that it promotes what you say. Many people are like that, there is definitely an underlying social issue, the “what can you do for me” attitude, that is prevalent in just about every game i’ve played that was multiplayer. We see it now with world transfers and the people that jump ship to the winning server. It’s sad, but it’s a much deeper social issue than what removing multi-guild options in a game would fix.
I also disagree with the lack of tools/buffs and promotion options a guild could provide in it’s current state. I think ANet did well with incorporating some nice buffs and status tools to make guilds seem more than just a social organization of random people. It’s not perfect, but it’s a nice change of pace. There are plenty of ways people can handle the lacking features one might want/need to fill up the gaps, and i’m not certain that adding those features would be worth the development time on ANets behalf. Many guild offer websites, schedules, VOIP options for their members. We even give our friends not in guild access to all the stuff we use. So in that sense, Guilds will always need to fill in the voids that most games have.
The type of people I did want, have (mostly) left the game altogether.
So, is that a failing on my part? Or the game?
Considering that more and more people are complaining about the state of the game. I’m gonna put my money on the latter.
You might be getting off track here a bit, if we go on about the state of the game as a whole, not just the problems with the multi-guild system. I guess I’m more interested in what you find to be a successful guild? Is it a numbers game or is it enjoying your member base, even if it’s only 5 or 6 people?
As a leader i choose the latter personally. Sure i can offer more incentives for people to play or i could enforce rules to try and keep the required presence up, but to me all that seems forced. In GW1 with Factions and Alliance Battles we really did put the pressure on the members to faction farm, in the short term it really hurt us as a group that enjoyed playing together. I struggled for a long time, going back doing low-level content over and over with newbies, not doing the stuff i wanted to do, but in the end that’s where my roster is now, with people that i’ve gamed with for years and i enjoy playing with. The guild system to me is just an easy way to keep that together.
One time ONLY event for level 80 only? I’m not level 80 yet. =( Please say its not only for 80 players?
The mentioned in the interview on twitch that they would use the level up system like they do in WvW. I’m pretty sure this new content update will be accessible to all.
Pretty sure that’s a skill point and you couldn’t get there in open beta.
@Erin.7521
You are not a guild leader and I almost wish you’d bow out of the conversation…leartn to adapt.
As a guild leader myself, I tried adapting. At first, we recruited anyone who said: “Invite me!” we wanted to build a fast player base and then once we hit 50 members we would slow down, weed out those who ’didn’t fit’ and recruit those interested in guild loyalty, even rewarding members who fullfilled a base requirment to sign up on our website.
Within the first week, we didn’t have 50 people and we recruited EVERY DAY (me and my other guild leader) and by a full month later, we finally eeked out 50 people. But a few left, and far too many did not represent. WHen discussed with the guild as a whole, we decided that those who did not represent would be removed.
The problem (AS A GUILD LEADER) is that you advance your guild by having people represent you. The problem is getting people to represent. I am a chatty cathy by nature. I love talking to my guild members. I like watching guild chat scroll by, even if I am not particpating. I do my best (in the limitations of this guild interface) to greet everyone when they log in, say hi and how’s your day…and invite them to do the things I am doing, or see what intrests they have at the time.
More often than not, people have stopped logging in. People did not want to join me in the things I was doing, guild chat diminished, activity diminished, and I tried getting new people to ‘bring in new life’. Yet, outside of a1 or 2 key people, activity remained at an all time low, some people that joined turned around and immediatley represented other guilds, and I was left with a shell of a guild that had activity.
The representation system does more harm than good. For the proverbial guild shopper, its a wonderful system, but instead of the members working and suppoting the guild, out of a sense of loyalty and a desire to advance as a unit, you find that this system makes it so that if I as the top dog in my guild, the leader, the enforcer of my guild’s ways…doesn’t bend knee and kiss the ground around my members feet to make them stay, they just get up and leave.
I’m all about praising and rewarding my members, but I am NOT about to give them what they want, when they want it, at the expense of my other members or else they will leave….I won’t do it.
And that’s exactly the kind of system this guild representation has instiituted.
TL;DR
It’s not about the guild, its about the individual
Much of the things you mention here are typical in most MMO’s/games/guilds/clans and clubs and also what most leaders struggle with. Tools and their usefulness is another discussion.
I can see that many people think it’s a factor of multi-guild rep’s, but it’s not, it’s more about transparency, knowing people are in a guild and not repping, which is also not a problem of the multi-guild system. I run a 600 member club for mature gamers, it’s not any different, people come and go, peoples schedules change, you can’t fault anyone for that and they certainly are members of other sites (even myself, here on this forum). In that sense i feel it’s completely unfair to blame the multi-guild system for behavior that goes on in social systems everywhere.
There are Meta events in almost every area. Most of them spawn chest with drops equal to the dragons. It’s just a size thing. Many of those smaller events are sparse making them out to be much larger challenges.
Northern Shiverpeaks, Same deal. It seems no one has figured out the pattern for this since it seems to be broken more often than it’s working. Is it time based? Is there a quest chain? Is it random? No one can figure it out, since right now the dragon doesn’t spawn at all. I also noticed the Ale supply to the fort in the swamp hardly ever triggers since the centaurs rarely even attack the monastery anymore. It’s fine if the world is changing and these events ebb and flow, but don’t make an achievement based on killing a dragon that never (or rarely ever) spawns.
We just dont allow multi guilding, and i personally dont know anyone who is in more than 1 guild – so i cant see your problem tbh. If representing is a guild rule, you just have to enforce it.
And we do enforce it. Once again, it’s not a problem specifically with my guild. Or any guild for that matter. It’s the fact that the system essentially makes guilds pointless and takes the entire meaning of them away. No matter how convenient it is for some and whether or not it’s used correctly or not.
I just don’t see this argument “makes guilds pointless”. People are going to hop, regardless (unless maybe there is a penalty for leaving). A guild unlike any other social group is going to stay together as they have mutual goals, get along and genuinely care about each other. Not unlike being a member of multiple social groups with varying agendas, being a member of multiple guilds follows the same social pattern, which includes being able to choose conflicting events and tighter bonds with various members. I think people almost expect a virtual world to be so drastically different that one might expect loyalty in as much as they might expect the opposite. It’s so impersonal at times. It’s not the system that’s broken, it’s just how people interact in general (even more so online). Not everyone is looking for the same experience or fits a certain personality that might fit in with anyones current roster.
There will always be players who believe that there is nothing wrong with the current system, but I am not one of them.
This system is flawed. It breaks any sense of loyalty to a guild and creates an anti-social mentality. I literally hop between guilds just to find groups and could care less about who I’m representing. I doubt this is the intended functionality behind guilds.
This is extremely misleading… If you’re hopping around then you’re just not getting a sense of the people you are playing with. You could easily pick a guild and be loyal to that guild, the system doesn’t hinder that in the least. If anything, it gives you a choice right out of the gate. If people want to hop around, then let em. There are a large enough group of people that will hop around regardless how the system works, there always is, why penalize those people? And if they are going to hop around and you as a leader don’t want that, then kick em. If a person doesn’t care to rep your guild and you require it, then kick em, you don’t want them around anyway, apparently.
I personally run a guild and am a member of another. I typically rep which ever guild is doing something i want to do. It’s not rocket surgery. We used to use the guest feature and I would be fine with that again, however, being able to rep multiple Guilds is a great feature for me (both as a leader and a member). Over the years of being a leader, I’ve had far more fun playing with a small group good friends far more than i ever did managing 100 people that rarely interact. Over time you will find loyal players and it will be a smaller group for the most part. I personally like the the window shopping option that multi-guild membership provides and i’m hardly concerned with worrying about who’s repping. There’s nothing wrong with wanting to be a serious guild leader it’s just not everyone cup-o-tea.
I use SweetFX and it’s not bannible. It’s a DX injector, it does nothing to the code or the client communication with anet servers. It’s the same as using ATI or Nvidia settings to manipulate how the game looks. There’s no official word and i doubt there will be, since they won’t be supporting the client as long as you run it with an Injector. I would assume they’d rather not have people run it since it may increase the support ticket requests.
Oooh also some other new stuff … what’s at the top of these pillars of rocks in the harbour? They look like target practice dummies, but there’s symbols on them .. tried to find a way up to them, but so far not successful.
Those have been there…
You don’t need the killing blow, but they do have to die while in combat when you hit them. Once they leave combat and are obviously still alive, you won’t be getting the points for it. I’m pretty sure the tag counter resets once you get out of combat. Running with the zerg and tossing some AoE down in a mob usually yields some decent kill counts. Defending is nice too if you’re just going for the numbers. I personally think running around capturing areas with a few guildies is more fun though.
I too haven’t had an issue with Steam overlay. I would double check your settings, maybe you have it turned off? Is it working in other games?
You sir deserve a +1. Well said!
Correction, you deserved a +1, until you stated Rangers need buffs of all things. Try playing an Elementalist or a Necro, you’ll never complain about your Ranger again. :P
Actually he/she said “need some love” which i tend to agree with, the pet AI is horrid and the shortbow feels very meh. I actually enjoy my Ele as is, even being squishy, just have to be super mobile. Hopefully the 15th patch clears up some class frustrations.
munkiman.3068
It’s a pretty big leap in dynamics to go from gauging resources (i.e. mana, energy, action points, etc.) to managing CD’s and actually watching the battle. One of the major things about GW2 is the sever lack of paying attention to health bars and the UI and paying far more attention to the battle and what skill you have available. I personally find it far more enjoyable.Really? Last game I played was Rift (and this is from a strictly PvP point of view, as PVE bores me in every game) and it took far more skill / thought / mangaing of cooldowns / watching the battle than GW2 does, especially on hybrid (e.g – chlorodom) or as a healer.
Even many DPS orentated classes are more challenging in other games, my thief in GW2 only has 5 cooldowns and is one of the easiest classes I have ever played in any MMO, compared to my gambler traited burglar in LOTRO it is a piece of cake.
Overall the classes in GW2 are pretty samey, they are more DPS + a little bit of heals / CC / utlility (with minor variation depending on how you trait / gear / select weapons / util skills).
Overall I’ve found nothing to match the skillcap / awareness / multitasking required to play say my chlorodom in Rift, which is pretty disappointing for a game that partly sold itself on high skilled PvP.
And yes before someone tells me to play a different a MMO I will, I get that, and I knew before I bought the game that there were no healers/tanks/DPS, but what I actually was expecting were more hybrid like classes, but what I actually got was DPS classes with a bit of support / healing / CC, tacked on.
I can’t comment on Rift, but i can say that Thief is an exception in GW2 as to being a resource class over that of managing CD’s. Which is exactly my point, at least considering i come mostly from GW’s resource management. In the Guardian sense the entire process of managing CD’s is much more prevalent than any other resource. In GW most everything was on very short CD’s or none at all, it was really more energy dependent and more direct. Many builds that were effective were based around short CD’s bars with a skill or 2 that might have 5 second CD’s. I’m not strictly talking about dealing damage either, but in the area of being an effective healer and not wasting resources on heals that weren’t needed. It definitely takes some getting used to.
As far as “samey”. Between the 2 classes i’ve played most (Ele and Guardian), i feel they play far differently and definitely have better defined roles depending on your play style. You can easily be a healer/prot spec in both and still be effective. It certainly doesn’t feel as though (based on what i know about the class) that thief has as much diversity.
You miss staring at 2 dimensional boxes on the corner of your screen with green bars moving left and right?
I don’t.
Good healers have never been doing that. That’s one of the things i was talking about with the experience being so dramatically different between really good healers, and those that are less so.
Just by going with GW, as a healer you really did a lot of that over watching what’s actually happening on screen. GW HoH was pretty much all about the spike and that is definitely something you can’t easily predict (every time) without watching health bars most of the time. I did a lot of prot/infuse and there was a big issue with being required to watch bars and predict a spike. I guess i’m much happier not have to watch bars very much at all.
Again, I completely agree with the info needed part (even if it’s just a line that says “resets 5PM server time”). But I’m curious, now that you know when it resets, does it make a huge difference in when you can budget your time? I mean it resets at 12GMT every time, it’s the same amount of time anyone else has to do them. If your going to wait till the last day of the month to complete them, you may not make it, regardless what time it ends for your timezone.
I too have a full time job, and i’m certainly not suggesting it can’t be addressed. I think a timer would be a great addition to the daily window, however that’s not going to change the fact that you may not be able to get your dailies done in that time frame. I certainly don’t make mine every day, even knowing when they do reset.
Monthlies should and do reset @ the same time as dailies, it makes perfect sense to me that they reset @ 12 GMT. It’s not ideal for my schedule, but it’s not ideal for a lot of others either. Which is why i suggested, if it’s important to you, not to wait till the last night of the month to complete them. I’m just not sure making them reset midnight server time is really going to help that many complete them any easier.
I’ve been close quite a few times and they’ve reset on me, sure extending the time frame for me would be ideal, but certainly unfair to other time zones. There are often other, more pressing priorities that i typically tend to rather than finishing my daily or monthlies in game.
Yes i agree there should be better info (not just achievement based either), but as far as the reset timer, it’s midnight somewhere at the top of every hour, why would mine be anymore important then any others.
It’s a pretty big leap in dynamics to go from gauging resources (i.e. mana, energy, action points, etc.) to managing CD’s and actually watching the battle. One of the major things about GW2 is the sever lack of paying attention to health bars and the UI and paying far more attention to the battle and what skill you have available. I personally find it far more enjoyable.
I agree (and i think ANet does too) that certain classes need some serious love “cough cough -engineer” but overall staying alive really comes down to actively participating in the battle. To look away in sPVP for even a second might literally get you killed, as you actively need to manage your CD’s and when to use certain utilities. It really is a far cry from most MMO’s or even most genres in games as a whole.
Has at least 16 skills (5 weapon skills + 5 weapons skills + 5 utility skills + profession mechanic), says he is bored using same five skills over and over…and thinks solution is to have more skills? I think…I dunno…use the other 11 maybe?
Also, there is a difference between playing the game and playing a game well. If you are tap-tap-taping the 1-3 num keys to get through things, then yes you are going to get bored. And you are making encounters exponentially longer than they need to be. I image you would be a nightmare to run a dungeon with since you probably add an hour or more to every run.
Now when you find two weapon sets that you are comfortable with and work with your play style, you trait to maximize that style, rune out to augment it, and pick utility skills to make it more flexible…then you have something going on and can do some really cool stuff.
If you can’t see a reason to use all of your skills, class mechanic and utilities and can’t see how traits and runes can make two identical skill bars play completely different, then perhaps the other posts saying this just isn’t the game for you hit the nail on the head.
GW never was and never will be about giving you 200 skills on the screen. It’s about finding your build and fine tuning it to make it more efficient and versatile, and then pitting it against dungeons and other players. And you aren’t fairing to well without using every tool they give you room for. That just isn’t some people’s thing.
I wholeheartedly agree with this. There is an EXTREME diversity not only between classes, but in play style between weapon sets. I’m hard pressed to see how it could improve for you. If nothing else tossing all of your skills in a hotbar would only make things messy and confusing for new players. I played WoW for a bit and I rarely used more than one hotbar since the rest of the “skills” (many of which were things like food items or potions for heals) were useless to making me more effective. IMO, GW had too many skills as well.
It’s pretty much a natural thing that people might tell you to play a different game if this one bores you.
You sir deserve a +1. Well said!