Showing Posts For phys.7689:

Game Updates: World Boss Synchronization

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Guild War2 == Zerg Wars (boring)

All of the World Boss Events have become Zerg events!

- I wanted was some way to tell if other players were doing Temples & World Boss events but, I didn’t want every event to become a Zerg only event!!

- There were so many players doing events yesterday, I couldn’t even see what was going on during the battle, it came down to just spamming the 1 key, no skill required.

- What happens when there is no Zerg, the events will fail because they don’t scale from small groups!

What’s Next?

- Will players even want to do these events 2 wks from now?
- Now that events are on a fixed schedule, fixed location, we will start seeing Bots doing events!!

Why can’t we get events with random bosses & trash mobs, random locations that scale? Anything is better than just showing up and spamming the1 key!

oh yeah the bot issue. Yeah i really dont feel this is the best implementation and it clashes with a lot of game design. I do recognize its not going to be very easy to come up with a system with the overflow system as the basis.

Runes of the Pack > Strength

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

i swear most of these threads seem like advertisements by TP rune traders. But yeah strength, while good isnt all that, and is based around your might stacking. However might stacking is probably one of the more potent means of DPS since the critical nerf.
Pack is also a really good set id say. full power with a nice dose of precision. and decent uptime/party synergy.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

In this case, I think that more people with huge amounts of gold should actually reduce the wealth gap. More gold means spreading out risk more, which means more investments in the precursor market. This would increase the supply of precursors and increase the amount of gold made from selling those rares.

We already know, straight from JS himself, that the number of wealthy players does not impact the economy as much as some people think. .

No we don’t. He said and I quote:

There’s too much velocity for individual rich people to influence the supply/demand equation all that much, which is the only control they have if they aren’t manipulating prices.

Individual rich players.

He never said anything about the whole of players with ig wealth. Until he says the whole<—-key word meaning all, not individual…of them have no impact, what you are saying is false.

Well, if you are arguing that the wealth gap is so high (and you do), the few on top of the chain still wont make a proper impact on precursor demand because they are just too few. It doesnt even matter, if they act individually or as a group.

you are incorrect here.
You are assuming you have a certain type of bell curve here, but you have to look at the real data.

I beleive what we have in this game is not so much a tycoon ruling everyone, as much as an aristocracy.

I theorize that there is a large drop off in earnings/wealth from one playstyle to the next.

Essentially the reward game is ruled by the merchant class, which probably makes up like 20% of the population, and earns like 200-300% more than the middleclass.

This 20% can by and large maintain prices on things that have rarity, or a large generation cost in man hours. Also realize, that since this is a merchant class, and earning is non linear, they have new people entering the merchant class, and leaving it all the time. The earning potential difference is also fairly rapid. A money focused merchant earner can probably go from 0 to 700 gold or more.in a month. whereas the average player probably hasnt gone past 200 gold in his inventory at a time in a year of play

Now before people say, hey, that means anyone can do it, no it means that a certain % of people can do it at will, and furthermore its a specific playstyle that isnt really the main demographic of the game.

The wealth disparity here is essentially a class disparity.

(edited by phys.7689)

Game Updates: World Boss Synchronization

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Interesting all the backlash from what is probably just a tweak of what the system was at launch where all the bosses were on schedules like this. You guys hated the ‘window’ system when it launched too, now that it’s back to it’s original you guys are here again.

the bosses were not on schedules like this at release. i ve been here.

as an aside, at release they had pretty big zerg problems and issues/complaints that they never really solved.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

imo:

traits should have been in general more focused solo, or small player events

traits should have had multiple choices for obtaining them

traits should have some unique events tied to them

should be more linked to the actual traits for some methods of aquisition.

Should probably be focused in within 10 levels of when they get unlocked.

should have started at 10 or maybe 15

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

It would be really nice to get some developer comments on this thread…

Clearly they are reading it because they released a language hotfix. We have dozens of questions and suggestions in this thread, we could use some feedback too.

they are probably fairly busy. They probably want to iron out a lot of this stuff fast (as some of it is pretty polarizing) and they want it to be a system thats ready for release in like a week? in china.

Game Updates: World Boss Synchronization

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

anet designed a lot of content to funnel people together, i understand why they did this, but its too heavy handed. They also forgot that many of these events optimal player numbers are like 12-25. Most of them either get really boring or really annoying with a high amount of players.

Josh foreman got it right with marionette, you need to funnel players into smaller groups to get a good experience, with like 50-100 players.

basically a lot of these changes are highlighting flaws that were there since release, but mitigated through less population doing events.

The current WB system seems pretty hasty, and jury rigged into the system. Old chains need a way to make it clear whats going on, or probably going to go on, and need a better/climactic finish.
Honestly as far as adventure/fun the old system was a lot better, where you could often do different events fast, and was unsure what you would see or do, until that moment. It gave some unpredictability, but at the same time it had patterns and could be encouraged/forced. It was also a lot more natural when it happened in the zone

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

What the hell is this? To unlock a minor trait I have to get a zone to 100% completion???!!! This is complete kitten!

Which trait is this?

I agree that sounds, in general, way to high requirement for a trait. The new ones are simple “do x content” not a whole map’s worth.

Wrong. See http://wiki.guildwars2.com/wiki/Trait_guide

According to that, the following traits require 100% completion of the given area (traits for each profession have identical requirements). Zone levels are as shown. Please note: these are so-called adept traits in every case, that even under the new system you could in principle use at level 36.

Line 1, trait V: Blazeridge Steppes (40-50)

Line 2, trait IV: Lornar’s Pass (30-40)
Line 2, trait V: Bloodtide Coast (45-55)
Line 2, trait VI: Fireheart Rise (60-70)

Line 3, trait V: Fields of Ruin (30-40)
Line 3, trait VI: Iron Marches (50-60)

Line 4, trait IV: Harathi Hinterlands (35-45)
Line 4, trait V: Timberline Falls (50-60)
Line 4, trait VI: Mount Maelstrom (60-70)

Line 5, trait IV: Dredgehaunt Cliffs (40-50)
Line 5, trait V: Sparkfly Fen (55-65)
Line 5, trait VI: Frostgorge Sound (70-80)

It’s fairly clear that most people aren’t going to be able to unlock many of those at any point close to when they supposedly become available.

btw first time usuable is at 30, thats your first trait point.

its pretty odd, i guess they dont expect you to get most adepts till 60 (wow even longer before you can enjoy progression) but even there some are odd like frostforge sound for a low end trait.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

people who say they make only 2.5g to 5 gold an hour n the TP are being disengenous. I have used the tp/merchanting even my crappy schemes with low profit and guaranteed gains turn about 6g an hour. of course things change, but there are always new ineffeciencies to work with. and i dont even buy low/sell high very often because im impatient, so i could be making more money.

i just think its a bad mechanic that the best way to achieve progression goals is to play merchant/grinder. I mean at least grinding is linear and regulated.

Also i have noticed that very little in game feels rewarding, anet has said this before, the problem is economy wise they dont want the game rewarding. They dont scale back World events because people feel too rewarded, they scale it back because they think the economy needs less production.

So there is always this war between good game design, and good economy design.

good game design?
after you get to fractal 10 every day you have a 30ish percent chance to get a best in slot ring. If you go 10 days without success you can select one. If you are good at fractals, every 10 levels you progress gives you an extra chance to attempt a ring per day.

why is this good?
1) clear goal
2) greater benefits the better you get at it, but not unlimited or unattainable
3) initial investment is large, but becomes easier the further you go
4)rewards you for playing relatively well designed content

now good economy design, is probably ascended gear.
1)uses up mass quantities of basic materials
2)gives many non high level materials value
3)can be traded.

problem is gameplay wise it sucks.
gather 100s and 100s of items in weak zones probably requiring 3-5 hours of gathering per piece needed per day.

but at least you can work towards it slowly if you choose to.

for some things there isnt a good option to earn something.

(edited by phys.7689)

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

My Opinion on the current trait system. I think all in all it’s a good one.

…..snip….

PPS I hear a LOT of players talk about how they do Not like " grinding". I remember playing MMO’s before WoW was released. And back then there was a totally different meaning to the term “grind”. Let’s just say that what many new players call grinding… back then was called…. playing.

It seems many players that play MMO’s want it handed to them on a platter and do not really like playing.

try it. go and actually play an alt and tell me it feels better than it used to feel to level.
enjoy having to wait 30 levels to refine your style, and once you hit 30, you only have the equivalent build you used to have at 15.
See how much you enjoy having traits in zones that are 10 levels higher than you are, as your goals.

i get the feeling you are focusing too much on the number conversion of 1 per five levels, and not the real thing people are complaining about, the push back of build refinement by 20 levels and the poorly designed quests to get them.

You know you have a good point. Now let me ask you this. if I level a character …starting tonight or tomorrow to level 80, and still say the same thing I am saying now… what will your responce be then?

I have a feeling even after i do this, if I should still say " I love these changes" you will simply come up with a reason to invalidate my opinion.

So please, Go on record. What will be proven to you, if I start a level 1 character. And get her to level 80, Under the new system, if My opinion remains unchanged?

i will try to analyze what you liked, and disliked, and figure how to improve the system for all. I mean if its really fun, its all good. But i started up a charachter, and i quickly was like, hmm feels like this will be a lot better if autolevel to 30 then do it.

but hey, screw it, ill play with you if you want. Lets travel the road to hel together

Im dont have an agenda or a team here, i am looking at the game overall, and how it is for new players and alt players. I have 8 professions of every class i dont have to level a lowbie ever again, so its more about other players experience for me.

Sounds too Much like " I will reserve the right to disqualify your experience, and invalidate your opinion." No thanks. Tell you what though, make your level 1 Character On tarnished coast, we will level and experience the new changes together.

i will acknowledge whatever you come up with. charachter name is Gobri

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

My Opinion on the current trait system. I think all in all it’s a good one. I know I am a member of the minority. I’ll try to explain my personal feelings about the points as I see them.

Instead of levelling 1 trait point per level,… and ending up with 70 points by level 80, I only get 14 points by level 80, each representing 5 or 6 old Points.

Some say that not having 1 trait point per level that gave them + 10 power or + 10 precision or + 1 % to shatter recharge , ( fill in your classes whatever measurement here)…. means that you do Not feel progression.

Personally…I never felt any progression. Since it was given to me at 10 points per level…level…after lever……after level….. all I saw was killing tougher mobs supposedly..see since I never tried to kill a level 80 karka, with a level 30 character I really never new how Powerful the karka was..or how much more Powerful, My level 80 character is over my level 30.

I can see the idea that each trait point represents 50 or 60 power. or + 5% or + 6 % to recharge rate etc… I can see the dev contention that this WILL lead to players actually feeling that progression.

when you get that 1 Point, and instantly have an extra + 50 power….. you will see it when you tackle that Mob that was level 34… and you 34…now you 35… and having + 50 Power, you will feel the difference.

It’s staggered but it is there, The Old system…. it wasn’t.

PS Sometimes What is best for a game, and what will make a player experience more fun…is counter-intuitive. The Mind says " this will make things harder for me therefore it’s bad." when in fact it will make things more challenging.

Sometimes More challenging makes something more fun, and makes achievements more meaningful, and therefore More memorable. It’s Like reading a drama…. or More appropriate…a HERO legend. That is who we are supposed to be In RPG’s a hero.

Anything that makes our achievements meaningful is good. Anything that ads challenge does this. Anything that makes any part of the game a cake walk, doesn’t.

PPS I hear a LOT of players talk about how they do Not like " grinding". I remember playing MMO’s before WoW was released. And back then there was a totally different meaning to the term “grind”. Let’s just say that what many new players call grinding… back then was called…. playing.

It seems many players that play MMO’s want it handed to them on a platter and do not really like playing.

try it. go and actually play an alt and tell me it feels better than it used to feel to level.
enjoy having to wait 30 levels to refine your style, and once you hit 30, you only have the equivalent build you used to have at 15.
See how much you enjoy having traits in zones that are 10 levels higher than you are, as your goals.

i get the feeling you are focusing too much on the number conversion of 1 per five levels, and not the real thing people are complaining about, the push back of build refinement by 20 levels and the poorly designed quests to get them.

You know you have a good point. Now let me ask you this. if I level a character …starting tonight or tomorrow to level 80, and still say the same thing I am saying now… what will your responce be then?

I have a feeling even after i do this, if I should still say " I love these changes" you will simply come up with a reason to invalidate my opinion.

So please, Go on record. What will be proven to you, if I start a level 1 character. And get her to level 80, Under the new system, if My opinion remains unchanged?

i will try to analyze what you liked, and disliked, and figure how to improve the system for all. I mean if its really fun, its all good. But i started up a charachter, and i quickly was like, hmm feels like this will be a lot better if autolevel to 30 then do it.

but hey, screw it, ill play with you if you want. Lets travel the road to hel together

Im dont have an agenda or a team here, i am looking at the game overall, and how it is for new players and alt players. I have 8 professions of every class i dont have to level a lowbie ever again, so its more about other players experience for me.

(edited by phys.7689)

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

This patch brought many great changes that I love, but I just can’t appreciate the megaserver bit. At all. The boss fights are no longer challenging or fun. You just stand around auto attacking because there are so many people that everything melts with no effort or strategy. I think the patch was supposed to make bosses tougher and more challenging? Haven’t really noticed that if it did. Because of all they people, they go down even faster than before. Sometimes it’s hard to even get a hit in so you get credit for an event. It has also destroyed the feeling of server community – instead of it being “hey, there’s that guy i fought beside the other day, we can team up again”, it’s “oh, look. massive amounts of people i’ve never seen before standing around waiting for a chest to drop.” It’s just disheartening and making me feel ‘meh’ about the game. My home server was a cozy, homey place before… and now it’s more like a subway station at rush hour. I like all the other changes, but please, give us our servers back. Or at least make the megaserver a selectable option, like guesting onto another server.

they intentionally brought back the old problems with GW2 release without fixing them. The only well designed event for large groups that they have released was marrionette. Its odd that they would make systems that highlight their bugs/flaws. I could see if they redesigned all these events to actually work well with large goups, but they did not.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

My Opinion on the current trait system. I think all in all it’s a good one. I know I am a member of the minority. I’ll try to explain my personal feelings about the points as I see them.

Instead of levelling 1 trait point per level,… and ending up with 70 points by level 80, I only get 14 points by level 80, each representing 5 or 6 old Points.

Some say that not having 1 trait point per level that gave them + 10 power or + 10 precision or + 1 % to shatter recharge , ( fill in your classes whatever measurement here)…. means that you do Not feel progression.

Personally…I never felt any progression. Since it was given to me at 10 points per level…level…after lever……after level….. all I saw was killing tougher mobs supposedly..see since I never tried to kill a level 80 karka, with a level 30 character I really never new how Powerful the karka was..or how much more Powerful, My level 80 character is over my level 30.

I can see the idea that each trait point represents 50 or 60 power. or + 5% or + 6 % to recharge rate etc… I can see the dev contention that this WILL lead to players actually feeling that progression.

when you get that 1 Point, and instantly have an extra + 50 power….. you will see it when you tackle that Mob that was level 34… and you 34…now you 35… and having + 50 Power, you will feel the difference.

It’s staggered but it is there, The Old system…. it wasn’t.

PS Sometimes What is best for a game, and what will make a player experience more fun…is counter-intuitive. The Mind says " this will make things harder for me therefore it’s bad." when in fact it will make things more challenging.

Sometimes More challenging makes something more fun, and makes achievements more meaningful, and therefore More memorable. It’s Like reading a drama…. or More appropriate…a HERO legend. That is who we are supposed to be In RPG’s a hero.

Anything that makes our achievements meaningful is good. Anything that ads challenge does this. Anything that makes any part of the game a cake walk, doesn’t.

PPS I hear a LOT of players talk about how they do Not like " grinding". I remember playing MMO’s before WoW was released. And back then there was a totally different meaning to the term “grind”. Let’s just say that what many new players call grinding… back then was called…. playing.

It seems many players that play MMO’s want it handed to them on a platter and do not really like playing.

try it. go and actually play an alt and tell me it feels better than it used to feel to level.
enjoy having to wait 30 levels to refine your style, and once you hit 30, you only have the equivalent build you used to have at 15.
See how much you enjoy having traits in zones that are 10 levels higher than you are, as your goals.

i get the feeling you are focusing too much on the number conversion of 1 per five levels, and not the real thing people are complaining about, the push back of build refinement by 20 levels and the poorly designed quests to get them.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

I also recognize that the entire reward structure tends to be built around the economy rather than logical gameplay goals. This means the game reward systems will always suffer with the economy.

perfect example is silk, and the halloween recipes.

So the with that type design structure, the wealth disparities start to give lower earned values compared to your time.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

You aren’t actually grasping the reason why the TP as it functions is helpful for the player you are describing.

Again, it’s only helpful if you can actually afford the items. That’s been one of my main points.

Here’s the major flaw to your point. You can afford to get any item you want, you just don’t want to put in the efforts to be able to afford them. Anyone can be poor. Anyone can be rich. The difference here is one is due to non-effort, and the other is due to serious effort.

To prove to you that this is a fact, I’ll conduct a small experiment on you. Tell me how much Gold you have free, and how much total Karma you have available. If you want, you can PM me a screenshot of your wallet, so no one else can see. Then tell me which item you want to buy the most (only 1). And I’ll tell you how to get it with guaranteed results. Consider this a gift from your friendly neighborhood Penguin.

the problem is, yes you can get a legendary through effort, the problem is the type of effort you have to put in, not the amount.

Lets say i said lets start up a basketball league, and to incentivize people to play, i give out rewards to people, now lets say i make it so that the best way to get the rewards in my league is to sell people tickets to the game.

…. why is the best salesman the winner of the basketball league?

I can make enough money via farming/gambling/TP flipping to get a legendary. Its just really not very fun to do so. I made two in the forge, i flipped, gambled, traded, champion trained, karma trained, etc to make enough money/items to gamble it in the forge. I then once i got the precursor did it some more to make the items.

Im not that stupid, i did what the game rewarded to acheive the goals. Problem was? its extremely unfun. I ran spreadsheets, did tests, gambled to see what puts out the most consistent moneys. When i grew bored or had to wait, i ran with trains to get money.
But I had way more time than many people do, and i did things other people may not have the math skills to attempt, or the patience to sift through data, i gambled on numerous small gambles, and gambled on the big gambles of the forge.

So how do you get the best items, and get the endgame goals? Fight the most difficult content? Do the thing that people of tyria need most? Finish the most difficult jumping puzzles fast as possible? Help the most other players?
nope.

I do the easiest activities with the most effecient gold rate, and i look for ineffecienies in the market to make the most profit possible. Yes i can do it. No its not the only way that one should be able to succeed in an adventure game.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

its not impatience, its the rng. the game is made so that you get a lot of things you dont want, and cannot store before you get the things you do want.

on the other side, other people get the item you want, and they dont want.

So you have the person seeking the item not getting it in a reasonable time frame, and the person who has no use, and infact cannot keep this item, with NO other way to offload the item but to put it on the TP. (or gamble it away with a good chance of getting less than they put in)

The TP is placed in the game by force. And one of the reasons why the TP will always be profitable, is because players really have no choice but to buy and sell via TP. I played the game before the TP was active, and you simply had to destroy or sell to npc a lot of items, because you didnt have enough inventory, or much use for a great many of the things you get.

This is called “working as intended.” I don’t see a problem here, aside from the statements by some people that they don’t like it. It works, and it works very efficiently. Things I don’t want magically turn into coin of the realm that I exchange for things I do want. The massive size of the TP means there is almost always a buyer for something I don’t want, and a seller offering something that I do want.

So, some people think that this is a bad thing. Why should I care?

And thats why your opinion holds so little value, because really its only about what benefits you personally, not what makes a better more satisfying game. If you truely believed all players would be better off in your system it would be one thing. But you are better off in this system, and you really dont care.

You like being better, and earning more for playing the game your way. makes sense, but it doesnt help the game. It only helps you.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

If you are looking for maximum potential earnings via pve (which I assume you are)

I am not, actually. The average/casual player generally doesn’t min/max anything, much less earnings. There just wouldn’t be enough time for them to maximize earnings because it would mean focusing on:

Selling dungeons.
Speed running dungeons.
T6 orientated farming.

Which they either don’t have the skill for, or have the time for. But they have time and skill for other things. But those other things, especially now with the nerfs (I’m counting the scheduled bosses as a nerf for this instance), pay out so little and are so reliant on RNG, that the difference in income potential is huge, whether it’s been minned or maxed.

Now, since the feature patch, I will say I have noticed a decrease in returns, though given the fact that my sample size since the patch is tiny, that could be (and more than likely is) down to just pure bad luck/RNG.

But see, RNG is part of the problem. In this game, RNG is so….RNG-y that a player could always have that bad luck. Forever. That’s why the TP has such a heavy reliance to begin with. Because the drop rate of items is so abysmally low, to the point where everyone would rather make gold and get it off the TP, because if they don’t, they know the odds are so slim, they’ll never see any specific item, doubly so if they only have a few hours to play each day, if they even have each day.

It’s also why in my original argument I was taking the low end with what you could get in things like JP chests. And if I were to determine income from World Bosses, I’d only factor in the daily rare, and then blues and greens for the chest, because it’s the only guaranteed rare.

Your whole post is based on a fundamental mistake. It’s not that RNG is so bad that it forces us to use the TP. It’s because most players are impatient. Period.

Legendary weapons were supposed to take close to a year to get, but the TP allowed players to do it within a couple months. Ascended weapons and armor crafting was time gated, but the TP allows us to skip the 1-per-day limit on the main T7 mats. Spinal Blade backpieces required you to farm Scarlet events over and over for Assault Knight Power Cores, but the TP allows us to get all we need within 5 minutes.

The Black Lion Trading Post is a tool that allows players to buy and sell on an open market. It’s not an item generating quest or boss event. If you’re willing to pay the price, someone is willing to sell it. Now if you have the patience to wait, and allow the game to reward you with the necessary drops, you’ll save that much money in the long run.

its not impatience, its the rng. the game is made so that you get a lot of things you dont want, and cannot store before you get the things you do want.

on the other side, other people get the item you want, and they dont want.

So you have the person seeking the item not getting it in a reasonable time frame, and the person who has no use, and infact cannot keep this item, with NO other way to offload the item but to put it on the TP. (or gamble it away with a good chance of getting less than they put in)

The TP is placed in the game by force. And one of the reasons why the TP will always be profitable, is because players really have no choice but to buy and sell via TP. I played the game before the TP was active, and you simply had to destroy or sell to npc a lot of items, because you didnt have enough inventory, or much use for a great many of the things you get.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

Again, all points you make are wrong.

So you can prove that a Precursor will drop before someone has hit their fifth year?

You can prove there’s a way to bypass the Precursor but still craft a Legendary?

Then prove it.

If you don’t get what you want, then “RNG is bad”. But when you get a good drop, it’s “The Six blessed me today!”

More like, when a good drop happens in this game: “It’s about kitten time”

It’s understandable, since most people don’t understand how RNG works, and why it’s needed.

I don’t think you understand how RNG works, frankly.

But by all means, prove that RNG will pay off and that a Precursor is a guaranteed drop after a year of playing.

If everyone got what they wanted, when they wanted it, this game would die within months of release.

So in other words, to you, the point of RNG is to keep a player playing by -never- actually rewarding them.

Yeeeeeah, that generally leads to burn out and those people eventually stop playing and don’t return. “Carrot on a stick” gameplay only works if you actually award the carrot at some point.

It seems you’re missing a lot of points. I’ll break it down for you.

1) I don’t need to provide proof of anything. I merely countered your arguments that are solely based on your own personal preferences not being met. Burden of proof actually falls on you to prove RNG is bad.

2) RNG means Random Number Generator. In layman’s terms, it refers to “luck”. That means the only guarantee you have is that you’re getting a random number out of the loot table.

3) RNG always rewards something. If you keep rolling on the same loot table, at some point you’ll get “what you want”.

4) The “burn out” you mention is mainly due to impatient players not getting their way. This leads back to the “Entitlement” issues that some players have.

you are wrong, you suffer from gambler’s fallacy.

random means that it is possible the number will never ever come up. If you can predict any behavior you dont have true random.

now you can say its likely that if something is a 1/6th chance, and you try 100 times you should win. but that is all about you should/can/supposed to. The fact is that the chance never actually at the instance of picking ever gets any better.

to make it clear, with each time you fail, your odds of success do not increase. Before you attempt a trial you can make predictions based on probability, however if its truely random, you may in fact never actually win.

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

it cant properly take into consideration language, because their may not always be enough language people to generate an instance.
even if they put all the language people together, chat will still be unbearable for many.

say you have 20 german 20 english 20 spanish people and 20 french. these are all the people on the map right now, they will annoy each other greatly speaking in map chat, which is the only option to know who you are dealing with.

The thing isnt set to create 4 different maps for each one, because that would defeat the purpose of the megaserver system.
they need to have a system whereby people can feel comfortable speaking, and know that who they are speaking to understand them/relates to them. like RP or language. People also need to opt in, if they choose fairly easily

I wonder if that’s how they approached it, which honestly wouldn’t make sense. In order for it to do what its ‘supposed’ to do, it should be creating an instance for each of those languages. As it takes home world into it’s consideration, and certain home worlds are language specific, you would think that it would factor that in.

Yes, they want to bring more population into the maps, but they also said they wanted to keep things comfortable, and if you can’t communicate due to a language barrier then its defeating that purpose, because you aren’t comfortable. They also pointed out that they wanted to group us with ‘like’ individuals. Someone that speaks German, in my book, would not fall into the ‘like’ category as someone that speaks English. Because, like you said, they wouldn’t be able to communicate.

the problem with creating by language, is that the system is designed to populate maps, if the problem is that only 10 spanish players are playing, it would have the same empty map problems.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Lets break that down a bit – you think its a good idea to have traits unlockable by doing events that once done are unavailable until someone fails the event on purpose. With servers now merged so the area has 24/7 coverage and uptime. Welcome to trollville – enjoy your stay.

as i said, the execution is not good.
the idea is play the game and do things to unlock traits
the execution is do bad things that we havent actually tested or worked out the kinks of, or things that tend to suck.

like placing everyone into events that scale extremely poorly at high numbers of players
or events that require fail conditions, at the same time you roll out a megaserver that decreases the chances of fail case ever occuring, and make it fairly impossible to track without sitting around in zone waiting.

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Instead of kittening about the mega-servers, how about we try to offer them some solutions instead? I know some of you people code, you’ve said so yourselves.

Yes, we don’t know what the back end code looks like, but we do know that this is the route anet would prefer to go to attempt to help bring more people into low pop maps. We know some info about the megaservers, what they want to include in the various algorithms and such. Maybe brainstorming some ideas to help them make it better would be more helpful to them. Ideas on calculation adjustments, data gathering and parsing. kitten they might be able to apply and improve the situation. Some of the ideas they may have had, some they may not. No one person, or group, thinks of everything. It never hurts to try and help.

Beyond that, my only real issue with the megaservered maps is the lag. I never lagged before except in highly populated events (like Temples), now I lag all the kitten . sigh Time to buy that 4770…

This really isn’t a suggestion. The way network coding works, its basically impossible to invent a ‘pretend’ solution that has any applicable value codewise. Just about every network/server connectivity/etc system out there is radically different and networking in general is the most arcane form of programming around.

Anyway, what I’m trying to get at is its not really plausible to just write sample code. You could determine an equation for matchmaking, but that would be something anyone could do with a few days of number crunching and won’t help anyone. But actual code is too reliant on the system they use to do this in the first place. Whatever they did though, it just doesn’t work.

Its kind of like fortune telling. Anyone can pick up a deck of tarot throw down a few cards in say a six card spread. It takes like two minutes and a vague knowledge of tarot reading or maybe ten minutes of reading. This is scripting, writing some sample code.

On the other hand, the Illuminated Order of the Golden Dawn’s system of reading used all 78 cards in the deck and took hours upon hours to ‘read’ a fortune by a professional who has spent literally years studying their system of divination and magic. Not counting all the preparation, ritual and specific conduct required during reading this fortune. Or stipends like, “if this occurs during the reading, the reading must be immediately stopped and the cards may not be touched again for one month and a ritual of dispelling and protection must be performed.” (Note. This is a ~simple~ reading within their divination system) This is network programming. As much as I loathe this update with everything I have in my heart… Networking just isn’t that easy. I snicker when people ask “WHY HAVEN’T SERVER ISSUES BEEN FIXED?!” to Riot, Blizzard, Wargaming, etc. Its just not that easy.

and yet, they chose to install such a system on a live environment, without extensive beta tests, well i guess thats not true, beta starts now. Well i hope their diviners are geniuses and can solve the issues in record times. 1/month fixes arent going to cut it, difficult or not, this is the path they themselves chose.
Blizzard and riot do extensive public testing from what i heard

also many of these problems are not programming problems, they are design problems. Within 1 minute of megaserver system, i wondered, how well will a system that auto filters people based on population handle multiple languages, since the filter isnt live, it was destined to end up spreading out people, since the state always changes.

(edited by phys.7689)

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Am I missing something here?

People are complaining because Anet has added a reason to get people together doing events AND given them a way to buy the traits (with gold and skill points) if they don’t want to do the events?

While I may be disappointed with most of the Thief traits and I do not agree with the rate at which you unlock traits (I feel you should have unlocked all your trait points before reaching level 80), I do think this new method of acquiring traits is a good one and I hope they add more such acquisition.

the idea is really good, the execution not so much.
they should have had options
one is story mode arah, i looked forward to never ever having to do that one again. The ending is pretty depressing.

not to mention doing story mode arah means doing every other story, many of which are repeats, that were the worst parts of the story.

good ideas, poorly implemented welcome to the new gw2 beta test. except their roll out speeds have gone from once a week for fixes and adjustments to once every 3 months.

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

sigh
All of these problems i knew would happen within about 2 minutes of hearing about megaserver.

I hoped anet had come up with good solutions, but i knew that it wasnt really likely in such small time frames.

Ok anet, for this megaserver system to work, you will have to change some structural things.
communication
First of all, you will need to create extra filters for people, servers used to do most of this, all the RPers went to one server, all the french etc.
these basically need to act like chat subscription, only people within the groups get these chat info, filtered by Some property.
Lets call these groupings “Tribes”
players who join these tribes can speak and see a different type of chat
say you have the french “Tribe”
anything said with tribe active is filtered via tribe.

This will be tricky to develop and message, but you dont really have much options. Servers used to act as this filter.

you could tie these tribes to old servers… however that would force them to be connected to WvW, which may not be ideal. It might be best for WvW and PvE not to have those social groupings connected, after all the purpose is different.

I think language was one of the things the algorithm was supposed to take into consideration, but it sounds like that algorithm is also ‘learning’ as it goes. I think part of the issue is that they didn’t implement it early enough to create the ‘data backlog’ needed in order for the system to accurately determine where to put players, either that or it’s not parsing the gathered information properly yet. It may just need time to aggregate, or it might need tweaking. Not sure which at this point, it’s still too soon.

it cant properly take into consideration language, because their may not always be enough language people to generate an instance.
even if they put all the language people together, chat will still be unbearable for many.

say you have 20 german 20 english 20 spanish people and 20 french. these are all the people on the map right now, they will annoy each other greatly speaking in map chat, which is the only option to know who you are dealing with.

The thing isnt set to create 4 different maps for each one, because that would defeat the purpose of the megaserver system.
they need to have a system whereby people can feel comfortable speaking, and know that who they are speaking to understand them/relates to them. like RP or language. People also need to opt in, if they choose fairly easily

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

What they should take into consideration, is that a large number of players including me, (I don’t count RPlayers) can’t find the game comfortable to play anymore.

Guild Wars 2 isn’t the only fantasy MMO in the business, so if people are displeased with the way the game works, they’ll simply leave. When the decline of the population (and of course A-Net’s income from the game) hits the “critical” level, it’ll be too late to fix the problem. So it would be nice to hit it to it’s core, now that it’s just still “fresh” and out of the box.

We don’t want another Star Wars Galaxies incident, we don’t want another City of Heroes incident. We want to see our game and communities thrive. If “Skynet” is what A-Net thinks that will bring new players to the game, they’re in complete denial.

A friend, will bring a friend, so they can PvE, PvP, WvW, or RP together. If Skynet separates them cause it thinks they have “nothing in common”, then what’s the point of said friends staying in the game? In fact, i was about to recommend our game to my large RP guild in CO, which wanted a “casual but challenging user friendly” fantasy game, for us to expand our worlds and Role Play. At the state the game is right now? I wouldn’t recommend it even to my worst enemy.

A-Net once stated that they’re not planning to “unbalance” the population, making areas “uncomfortable”… But that is exactly what Skynet did, and they’re letting it expand by giving it “Absolute” power over the game servers.

probably they need to create more servers based on some settings like low pop mid pop and high pop. where skynet stops placing players at lower thresholds.
say on low pop setting it wont filter people in any more if 50 people are on the map. on mid pop it wont filter people in if 80
and high it wont filter people in if its over 100.
leaving the last slots for people who need to join on party or join with friends type instances.

Game Updates: Guild World Events, Megaservers, WvW

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

sigh
All of these problems i knew would happen within about 2 minutes of hearing about megaserver.

I hoped anet had come up with good solutions, but i knew that it wasnt really likely in such small time frames.

Ok anet, for this megaserver system to work, you will have to change some structural things.
communication
First of all, you will need to create extra filters for people, servers used to do most of this, all the RPers went to one server, all the french etc.
these basically need to act like chat subscription, only people within the groups get these chat info, filtered by Some property.
Lets call these groupings “Tribes”
players who join these tribes can speak and see a different type of chat
say you have the french “Tribe”
anything said with tribe active is filtered via tribe.

This will be tricky to develop and message, but you dont really have much options. Servers used to act as this filter.

you could tie these tribes to old servers… however that would force them to be connected to WvW, which may not be ideal. It might be best for WvW and PvE not to have those social groupings connected, after all the purpose is different.

I guess you could decide to do it with languages, and RP. people could join whatever tribes yall make available to filter their chat. But also your system needs to work harder to group people of similar “tribes” because even if you can communicate it will suck if you are constantly filtered to a place that only has 1 or 2 people from your tribe available.

(edited by phys.7689)

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Oh and another thing, why do traits have to cost gold and skill points? And so much…
It didn’t cost quite as much before this…

And having to unlock them via events wouldn’t be so bad if the grandmaster trait events weren’t nearly impossible to do for most,
do to having to get the trait during offense and not getting them on defense, even though you killed the same mob, etc.

Waiting around for something to respawn and that might even be impossible to get on certain servers, just to get a trait, is just disgusting.

there are no servers anymore. the megaserver system is taking over all your base

(edited by phys.7689)

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

some of the events required for traits are pretty bad,

like doing arah story mode on every charachter? why would they want to highlight that when it was one of the biggest letdowns, and most embarrasing story finishing boss fights i ve seen in a game.

alls i can say is fireworks and a dragon, don’t encourage players to see this.

Increasing trading post tax.

in Black Lion Trading Co

Posted by: phys.7689

phys.7689

Thanks for your concern about potential profit margins on the TP. These profits are not as easily defined as a reward from other activities. This has several reasons.

The points you made following this are all obvious and well understood, yet profits from the TP are still, by any reasonable definition, “reward,” and it’s still the responsibility of ANet to attempt to account for it, even which this may prove difficult. Just because something is hard doesn’t mean it isn’t worth doing.

Anet stated several times that high profit margins on the TP dont affect your gameplay in any negative way. Granted you might feel envy towards the guy next to you in his gem store skinned ascended armor, his Twilight, Bolt and Ghastly Shield, Monocle and Jetpack that has a Mini Karka standing next to him, while he pops his permanent merchant to sell his junk, his permanent TP express to pick up another 1000g of profit, his bank express to get another mf booster and his mystic forge conduit to forge his rares into yet another precursor before using his hairstyle contract to celebrate his awesomeness with a new hairdo. Because NONE of this is required for you to enjoy any core game content that you deem fun.
If something is hard to do, it should be worth doing. Why should Anet waste Dev time on something that has no positive impact on the game overall?

they effect your gameplay in a very simple way.

A lot of the games goals are intertwined with money
1 method of making money has way greater potential for earning
people feel like they have to play that way.

And this method of playing goes against the way in which the game was marketed and the ways people want to play.

What this whole debate really comes down to is simple. Whether people who are rich effect it or not isnt that important;

many players who dont play the TP feel like they cant get ahead in the game or achieve their goals in a reasonable time frame.

non of you highly effecient grinders or TP merchants can understand this, because you earn way more per hour than they do, doing things they dont enjoy.

a good grinder/farmer probably makes some where from 3-8 times as much as they do per hour.
For him, getting new bank slots, or the latest skin, or a precursor, or charged lodestones for infinite light requires 1/3 to 1/8th the commitment.

A good tp player probably makes somewhere from 5 to 50 times the money as they do per hour.
For him getting endgame items feels easy breezy and reinforces his chosen playstyle.

Point is, getting what you want sucks for non money focused players. Even if you want to claim that items whose supply is in the upper 10% isnt marketed to the upper 20% of income earners (which i doubt) the fact remains that the upper 20% satisfaction with the system will be more and more skewed as the difference in earning potential grows.

So what they probably need to do is seek to reduce the opportunity costs of a lot of these items and make them more attainable, They also need to make it so that one playstyle isnt so much better at achieving endgame goals, especially when that playstyle is not the thing the game was marketed for.

The best way to do this without harming TP players that much is to introduce reward systems that are far more effecient to earn through play. Ways in which this may have been executed in the past, are like in SAB. where you can earn account bound items for certain activities, and by much lower chance, with much more work earn sellable versions.
Essentially people bringing sellable versions to market, should only be doing it to market to the people who dont want to do the activity.

This would allow TP/gold people to focus on battling each other, and allow items/reward designers to focus on rewarding gameplay items/progress rather than what something needs to require based on the market.

Regular players can make reasonable progress towards goals through playing the game, in amounts that make sense, and TP battling people can still play the TP game and get super rich without making the average player feel like they have no hope of achieving success, unless they become them.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Literally everyone on here thinks the push back of traits to 30 is a bad idea. No matter what everyone thinks of the new traits, their acquisition, the challenges, the costs, the balance, the bugs….everyone hate the push back to 30. I’d really love a dev response because simply saying “we want to make progression for new players easier and simpler” is not holding water for me. Or any of us apparently. Heck, even new players are more confused now since they’re logging on and have a mere fraction of what they did before.

pretty simple, they want to make it feel sucky to level up, so people appreciate being max level more. This change is inspired by China release, which has longer grinds per level, and plans to make more money off things like experience scrolls, VIP bonus exps, etc.

Problem is, it really isnt a good idea for players over here. If they wanted to incentivize getting to higher levels, they should have done something like add improved animations to certain skills, etc. Built better max level game goals, etc.

Game Updates: World Boss Synchronization

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

It’s a bad system to fix something that wasn’t broken.

thing is, megaservers broke it.

Ideally, they would have come up with some unified systems for spawning events throughout all maps that didnt suck, but that would have been a lot of work, so we get timers, because its easy.
Unfortunately direct timers on a train schedule is not that entertaining, Dynamic events have now become a bus schedule, with people waiting around for the 7:45 flight to Fire elemental.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Have you all seen this?

http://wiki.guildwars2.com/wiki/Trait_guide

I can’t believe what I’m seeing. I can’t believe what they’ve locked traits behind during the whole leveling process.

Multiple story modes, multiple events around the world, multiple world events (some that have no schedule such as the fire shaman and dredge commissar) all the temples and the best:

Complete the Obsidian Sanctum jumping puzzle.

You have got to be kitten kidding me ANet devs.

I am not a casual player or a solo player but I find that list terrible. Personal character progression should NOT be locked behind unsoloable things!

And seriously: how on earth are we supposed to know when these events are up considering the megaservers and the removal of API?? Most maps I’ve been mapping into in Orr have had all temples and Arah open. How am I supposed to know my server is making a Balthazar attempt when I’m no longer being put on maps with primarily my server?

I’m sorry that this is worded so strongly, but this is just an absolute mess and I honestly can’t believe how you thought this would be good for the majority of your players. Yes, people enjoyed skill hunting in GW1 but it could all be done solo. That’s the type of system you should have emulated and put in place: personal skill challenges that could be done whenever the player chose to do so.

I suppose maybe this is yet another push for players to use up their gold in order to try to make them buy gems and convert to gold and completely drain them of skill points.

to be honest, its not that bad, it probably gives actual players a real direction and purpose while playing. Might be a little heavy handed on alts though. I’ld probably give it a shot, but all my slots are full, and none of the professions feel so great that i would want to level another one, execpt one free slot i use to delete and remake. Dont feel like farming 80 gold or giving anet 10 bucks right now. Maybe when/if they release some new content/jobs.

I think some of these should have multiple options for completion though. And probably some should have had unique or themed quests according to the profession you are playing. Thats probably more work than they are willing to commit to though.

Levels 11-30 in a post-Feature Pack Tyria

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

I dunno, made a new character yesterday and if anything he is easier to play than previous ones. Used an xp scroll so he is now level 22 in starter gear. So far he has done a jp, soloed a bunch of events, and duoed the champ hylek (had to res the other guy). My favorite moment was the veteran spider queen. Hit her group with shortbow 2 and all the babies died in one hit. Maybe it’s mostly experience but I really don’t find it harder now, and being able to get through just spamming sh 1 and 2 suggests it isn’t just me being awesome.

you are a geared level 22 character in a level 10 zone that they nerfed , you surprised youre op? the key here is boringness not just how hard it would be to kill things game doesnt start till 30 now.

Feedback/Questions: MegaServer

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

the major oversight is requiring an event only in the fail state. Thats poor design. should be activated for either case, or something that doesnt have a fail/win condition

Do you think Anet will listen?

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

To be fair, a lot of the changes are their take on what people asked for. The problem with this is twofold: not everyone asked for the same thing, and the things some asked for are not what others wanted; and their take is sometimes a compromise between what people asked for and what they want to provide.

The wardrobe is an example of the latter. It is kind of like what some people asked for, but not really. Balance changes are always an example of the former.

So, yes, I expect they will listen … though they will probably wait a bit to see if the initial outrage dies down — and even then, they may not act. If they’re realists, they did not expect this patch to debut to universal acclaim.

thing is the implementation is off. world boss timers? waypoints locked? no servers? transmutation in spvp? Send people to some of the worst scaling boss fights in game with large zergs? or the one that spawns 1/8 hours?

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

The new trait system is boring for new players

Previous System
You get one trait every 5 levels after level 10, at level 20 you have a minor trait and major trait to play with. You unlock Tier 2 at level 40, unlock Tier 3 at level 60

Current System
You get one minor trait at level 30, one major trait at level 35… And you unlock Tier 2 at 60, unlock Tier 3 at level 80.

See the difference?

30 levels… I don’t know how this will help GW2 to get more new players, it is 1/3 of the experience and they spend it without one of the key elements of the game.

Some players do not understand the change and defend with “traits don’t get too useful until around 30”

Oh my Dwayna.. do they even know what they were saying? Old traits became useful at 30 because there were 2 minors and 2 majors! Now the new player will get only 1 minor. Based on their flawed logic, the new trait can only become useful at level 48.

For old players like me the change does not matter much, we have birthday boosters to boost our new character to level 20 and 10 levels for us to enjoy the low level without traits is definitely fine. So this is just a feedback.

best way to level for a new player?
*1 travel back in a time machine and make a charachter a year before today
*2 play spvp until you get 10 tomes of knowledge

now you can log in and have fun with the game, unlocking traits, and doing quests for them as you go.

also some people really have no idea how some classes play without traits. id say necro mesmer dont work too well/entertain much without traits.

The best without traits is probably warrior.

(edited by phys.7689)

What's with the traits?

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

I understand that 1 equals the original 5.
What I DONT understand is why it doesn’t give a trait point every 5 levels starting at 15.

Why does it give points at all these odd levels, and double the points at higher levels? It’s not like leveling gets harder, it’s a pretty linear progression compared to many other MMOs that would make 79-80 a several week endeavor.

Originally you would get your first point at 11, and while it didn’t help much but you would unlock your first minor at 15.

Why don’t you just award one trait point every 5 levels, and unlock the master and grand master tiers at the appropriate levels?

I ll tell you why they made the change.
Some new players felt they didnt have enough to look foward to as they leveled.
China release made them rethink the game, and they wanted to make this system similar to what they have there.

Overall its a fail imo. Traits were better integrated before. level 10-30 will feel boring as hell now. Traits were the main way you improve your chosen builds. So for about 25 levels, people will have no way to get better at the playstyle they are trying to build. This will be a lot worse on some classes than others, who depend on trait interactions for interesting gameplay.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

New trait system…meh. I feel sorry for anyone leveling up any character now and especially for new people having to wait until they are level 30 for any trait points. It was a pain leveling to get trait points before, I can’t imagine waiting until 30 to get, what 5 points? I will have to ask what the new people in the guild what they think of losing their traits.. I guess it’s called horizontal progression because you go nowhere?
Not real thrilled at the price of the new traits or being forced to do events that I’ve done plenty of times previously just to open up a skill, which are not all that great, ex. Read the wind.

you hit level 30 and you get 1 point, which is the equivalent of 5 old points. at level 60 they start giving out 2 trait points (equivalent of 10 trait points) so that you get 70, or 14 by level 80.

Its a really bad change for fun while leveling, and learning about traits. You get most your points when you are almost done leveling

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

At level 30 in the old regime you had 1 minor (5-point) trait that you won’t have in the new system. Hardly game-breaking.

at level 30 in the old regime you had 20 points, or what would now be 5 points. in the new regime you get 1, or the equivalent of 5 old points.

Essentially you have the same build options at 30, that you once had at 15.

many many people seem to be misunderstanding this.
traits dont unlock until level 30, and then you only get 1 point every 5 levels. you will be level 50 before you have the same options you once had at 30. they essentially START the trait system at 30, its not like at level 30 you unlock what used to be at 30

Don't ragequit/uninstall just yet

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Well I see your problem… See most gamers learn during their time as a gamer, to test out mechanics with trial and error. Most people would have immediately spent those 4 traits and noticed that they are the equivalent of 5 previous trait points. I suspect you’ll have an easier time as a gamer if you learn to learn through trial and error. Yes, you’ll fail a lot at what you’re trying to accomplish, but each of those fails is one step closer to a success and understanding.

A shame, may I instead suggest a game more suited to your skill level.

Dark Souls.

Enjoy.

Except you are wrong here alice, she actually did play the game and experiment. And came back with real data, while you missed the point.

before she was level 51 with 41 trait points, and access to 40 minor and major traits and 10 adept and master traits

now she is 51 with the equivalent of 20 trait points and access to only 30 minor traits and 5 adept traits.

She will not have the same amount of trait options she once had till about level 70.

She did not misunderstand the number conversion, they dont start giving you trait points until 30, and then they give you 1 every 5 levels, effectively you are 20 levels behind what you used to have access to in traits.

You being level 80, just saw then end result, and not the change to the path. People are complaining about the path, that they have to actually play, when trying it out themselves. A lot of people who have not played, and did not realize what was done, just assume, lol they divided it by 5 stupid.

Yes they divided it by 5 AND they pushed back the implementation by 20 levels. most people are complaining about the push back to level 30, not the fact that they divided it by 5

Don't ragequit/uninstall just yet

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

LOL. 4 Traits is equal to an old 20 traits. Each new trait is basically 5 trait points and unlocks one trait slot.

actually no, the person you quoted is talking about traits, not trait points.
at level 50 before, you had 8 traits at 50 now you have access to 4.

Because now you dont start earning trait points until 30. So yes you actually have less traits, at 60 or so they start giving two traits to even it out.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Anyone notice how this screws underlevels in WvW?
It’s basically making WvW an “endgame only” thing…

You shouldn’t be actively WvWing for your server if you’re an Uplevel. That just hurts your team’s efforts to win. You should consider leveling up, and mastering the new trait lines so that you can play efficiently.

Yeah and anet says play the way you want…
Personally I hate the PvE in this game with non-fract dungeons being really the only thing I actually want to do. Other than that I can’t stomach the DEs (which have been abandoned/nerfed), running the personal story more than once per race is insanity, crafting the same discipline that you’ve mastered on another toon is both costly and tedious, and mapping the same scenery over and over again is pretty crazy too.

WvW (and to a lesser extent PvP) and dungeoneering are the only things I like at this point.
Before you could have your traits from level 11 and up and you could at least steadily progress each level with the stats and eventually a minor and major trait.

Now it starts at level 30… and for any characters I have under 30, I have no traits. No extra stats. It is solely gear-dependant (“game not about gear” lol). Even then, you only gain stats every 5 levels. At least before it didn’t hurt as much to not be 80, fully spec, geared to the teeth and stocked on food buffs. Now it’s extremely detrimental to carry any sort of uplevel into WvW, especially those without traits.

WvW players get shafted again.

I still don’t see how the new trait system hurts your WvWing at all. From what I can tell, it’s your lv 30 characters fighting fully geared lv 80s is what’s actually hurting you.

At least with this system, there’s a sense of progression. The higher level you get, the more viable your character will be in WvW.

the idea was to create progression sense, but the reality is they created a huge hole in progression.

have you actually played a chr at 20 without traits? nothing to look foward to at all for like 20-25 levels (because 30 only gives you access to one weak trait. If they wanted to add progression they needed to look elsewhere. The traits were actually a good part of the progression.

Opinions on the Entire GW2 Patch Update?

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

I don’t like having to hunt down the new traits. I like to play solo, but now i have to wait for a group and/or that particular boss in Orr to be available.

they probably should have made the trait challenges more personal and varied. Perhaps the big events part should have been an extra option

Opinions on the Entire GW2 Patch Update?

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Now that the patch is live and people are seeing it in action, I think it’s worth asking the question again.

Overall, what do you think of the patch?

Its essentially a beta again for many of the features, except nothing new and exciting to go with it. Game needs new content, like you would actually really see in an expansion

Game Updates: PvP Reward, Gear, Ranks, Maps

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

wait theres a limit on track progression per why? and where does it tell you this in game?

Back to the lab for anet.

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

So basically, this update was for PVP and again PVE got screwed?

It was for PVE as well, its just that the PVE stuff feels pretty unpolished and highlights some game flaws.

I think the biggest thing to note is this update is not really for veteran players, its basically a reworking of things for new player experience. If you did everything before, you get to do it again mostly.
Only really new thing is the new traits, but to do it, you have to go back and do that same event you did 100 times before.

Probably i am more entertained by sPVP changes because i didnt play it that often before. Some one who played it alot already unlocked most skins, and probably just wants new maps/modes and new interesting metas

Back to the lab for anet.

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Rune/Sigil changes

  • Remind us that we cant salvage certain items with no fore warning, now getting some runes off karma/wvw items is nigh impossible without a fairly expensive gem item.

Back to the lab for anet.

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

What exactly is the point of connect sPvP to PvE? Do I really enjoy sPvP to get PvE skins?? I sure don’t. Who does?

Give sPvP folks new mode to play, not effing dungeon skins to play dress-up.

this is another flaw, which wouldnt be as bad if they had more reward tracks based on SPVP activities/achievements

Back to the lab for anet.

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Oh yea,
Spvp

  • feels a lot more rewarding
  • missing a few things
    • mists needs a bank now, you need to manage your items/change builds, look at wardrobe place items etc, but far as i can see there is no bank.
    • game really needs templates now. PVE and PVP require very different sets, its annoying to have to carry around extra items that i cant get to a bank for. And even if i could get to the bank, dont feel like redoing builds i already came up with.

Agree that it pvp feels more rewarding. But having to do the story modes AGAIN, just to be able to pick the specific reward track that I may want?!? Eeeewwwww.

If devs want people to play story mode at the very least add token and gold rewards similar to all of the other paths.

yeah a lot of little things like that, that the new stuff is highlighting.
Story mode isnt that much easier/less time consuming than explorable, so i dont really get why it rewards less.

sPVP changes come in and make you remember that story mode is kind of less rewarding for no good reason.

Back to the lab for anet.

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

All I agree with is Starting at 30 before being able to invest in your characters traits is bad, leveling, Everything else I think are great changes and I, personally, completely thing your wrong on.

thats fine, maybe its just me.

Back to the lab for anet.

in Guild Wars 2 Discussion

Posted by: phys.7689

phys.7689

Oh yea,
Spvp

  • feels a lot more rewarding
  • missing a few things
    • mists needs a bank now, you need to manage your items/change builds, look at wardrobe place items etc, but far as i can see there is no bank.
    • game really needs templates now. PVE and PVP require very different sets, its annoying to have to carry around extra items that i cant get to a bank for. And even if i could get to the bank, dont feel like redoing builds i already came up with.