Or have a system that counts the number of champs you kill and have the Win Scenario give you the number of bags at the end.
QQ some more.
#15char
Granted, the Champion of Balthazar was pretty well up there. My problem with the boss fights is that with a decent player turnout, you could always kill the boss in just a few short minutes.
Content that cannot be beaten the first try is fantastic. Content that requires a little cooperation is more fantastic. Content that can’t simply be DPS’d to hell is even more fantastic than the last.
I don’t care if most of you can’t get him below 90%. This is one boss that you’ll be able to brag about once you finally beat him.
And I can’t wait until we do bring him down.
Thanks A-Net.
A fail scenario that was actually a fail scenario.
I know most people won’t agree with this theory, but I really wish that Ascended/Legendary items weren’t tradable. I feel like buying it off the trading post takes away the prestige of the item. For a legendary, this is especially true because it requires so many items that you simply cannot buy with money. Selling Legendaries just appeases the gold farmers, and… I dont know. I feel like they should require something more “Legendary” than just pressing 1 through an event.
And, in my opinion, ascended items should reward the player for being more skilled than others. Not simply more rich. Because I can guarantee most players have gotten a fair bit richer by farming events in the past couple weeks, and while prices will fluctuate accordingly… I don’t know.
I don’t want to offend people by offing the gold farmers. Because yeah, that’s your choice to farm, and you’re paid handsomely for it, and you deserve it. But I personally get no feeling of satisfaction by grinding the same NOT CHALLENGING content over and over again to rack up the numbers to get something.
My rant of the day.
I was one of the many who rolled a bunch of different characters in the first couple months of release to determine which profession I liked the most. Unfortunately for me, it was my fifth character that I enjoyed the most, which was created almost a month after release. All others have been deleted.
So does that mean that my one year birthday present was deleted with that first character, and that I have to wait for my oldest character to age a year before I’m rewarded?
It would make for a great polling system, as well as a way for ArenaNet to keep tally on what content was a flop and why. They had something like this in beta, where after each event, it would pop something to ask how it was.
I didn’t think about that! But what happens when the players beat it down faster than the devs can build it? XD
Gee, I don’t see any way to make money in WvW. Especially now that every boss drops something special, and WvW has a pretty high density of bosses compared to a lot of other areas in the game.
The GvG arena would be awesome though, or a Guild Hall vs Guild Hall kind of deal. Like in Guild Wars 1!
What kind of WvW content did you have in mind though? I don’t see what big things could be done (other than a whole new map, better commander ability – which I hear is coming -, and new WvW trait lines).
Currently, we have a system where the devs update the game every two weeks with something big. And I’m fine with that! But between those two weeks, content is released on a schedule.
What if the schedule was player-progression based? WvW has introduced an astounding level of player control on a macro scale, and since GW2 is all about making it easy to play together, why not develop a living story where players have to work together and complete a quantity based goal (…no, not kill ten rats) to progress.
Where this is heaviest on my mind is at the start of an event where the content is introduced. For the Queen’s Jubilee, the content could only be unearthed when Divinity’s Reach reached a certain number of players in the map, an Arrival-of-Mad-King-Thorn-esque cutscene would play, showing the balloons lifting the tent off of the new area, and then whallah. Or maybe it all just happens outside a cutscene! Then, for players who didn’t get to see it the first time, when they enter the part of the map where the Great Collapse was, it would play a rendition of that cutscene a second time for just that player to make them feel involved.
You could also have it so that the collective server has to donate 1,000,000 trash trophies (that get sold in the “Sell Junk” button on the merchants) to a door in order to unlock the path to a new series of Living Story content. Some mechanic like that. It could be the new specific currency to that time. It could be a number of things.
Or it could be neither of those. Just a way to make the players… I wouldn’t go far enough to say “interact with each other,” because then the solo’ers will come at me with torches and tridents. But WvW towers don’t topple because of a single player, but at the same time, there will be enough people on a server to contribute. This could all be done by one’s self, but it would rely on the citizens of Tyria to make the change.
When I go into places like Gendarran Fields and see the centaur raids happening, I can’t help but feel a little itching for some WvW mechanics.
What are the possibilities for a PvE NPC siege to act in the way that a WvW zerg would?
There could be an end reward if all of the points of control are on the player’s side. This could work in a way similar to Alliance Battles in GW1, where there could be dungeons or other content opened up for players once the enemy has been pushed back enough.
I can’t help but seeing this as a possibility for a living story update against the Centaurs or the Ascalonians.
The Heralds serve their purpose in telling a player what is happening, but I had this concept when I talked to one of them and they said, “So, you’ve been to Queen Jennah’s Crown Pavilion? I bet that’s a sight to see!”
To that, my character says, “It is.”
Firstly, how bland and unconversational!
Secondly, what if the player could then pick responses to tell the Herald exactly what he thought?
- It was fun, but there were too many people in the lower section for me to concentrate on the Queen’s Gauntlet!
- I killed the same menace seventeen times and he came right back again! Why?
- Queen’s Gauntlet is just too hard.
- It was fun for a while, but I want to go back into the world… where is everyone?
Little responses like these will allow ArenaNet to poll players and let their voices be heard.
I made a post like this a little while ago. Give it a look.
Firstly, I agree with the OP on most levels. While I enjoyed the QJ for the first day, I’ve taken a break from the game because there’s little to do in the open world.
In short (and I do this in short because everyone seems very anxious to post their opinion and most overlook short posts like these), I would just like to say this:
The “Living Story” updates are making the world less alive. They’re buffing small areas, but the rest of the open world remains a cold, dark abyss of Ascalon Soldiers, Centaurs, Skelks, Harpies, and Ettins. For the past while in my world completion, I’ve noticed very people who aren’t situated in LA (and DR for now) or by a Dungeon or Guild Mission poi. Events are empty, the world is dead. Because of Living Story.
(edited by redhand.7168)
Because this is what 250 years after fantasy looks like.
As a player that put thousands of hours into GW1, there are some things that I want to see again. It makes sense that it would be such a high production cost, and I totally get that. I’ll be waiting to see them in a future update. But I just thought there was precious little story that had to do with such a bland enemy as an Ogre.
Or the Titans? Shiro and the Afflicted? So many threats to humanity other than… Pirates? The Flame Legion is a good one, seeing as it destroyed Ascalon, The Destoyers make sense, but nothing in GW1 suggested Giants or anything… unless there’s some lore that I didn’t get into. But I felt like some of the classic enemies from GW1 would have a presence in this.
My friends were noticing this too. I want to say it’s DR. However, it works for the Legendaries, so I just don’t know.
It’s the same exact concept as the +50% experience booster. It’s just that – a booster. Instead of boosting your stat, it gives you a convenience. It’s not Freemium, and you don’t need it!
I just read into that. Still a cool addition. Like the Random Arenas in GW1. I’m cool with that.
Got my hopes up for a 1v1 though.
I would just like to say that I’m super psyched for this release.
- It takes place somewhere else other than Lion’s Arch. For once, one of the deserted racial towns gets an update that not only RP’ers can enjoy!
- PvP Solo Queue. I’m actually pretty excited about this one. Everyone loves a good 1v1 to hone their skills.
- Bonus rewards for dungeons! So I don’t have to sit and grind CoF for an hour. And yeah, I understand that this update may very well nerf CoF in that way, but I honestly don’t mind.
- Champion Loot updates. I really hope this is headed in the direction of Unique Boss skins like in GW1. That was really cool.
- Minigame Rotation System. I’m excited to see what this is about. Hopefully it will steamline people’s access to them.
- IMPROVED EFFECTS LEVEL OF DETAIL SYSTEM! I CAN FINALLY SEE THE ENEMIES I’M SUPPOSED TO BE FIGHTING IN WvW. WOOOO!
- WvW Supply Mastery. Meh.
- Permanent Finishers. Cool! That could be interesting.
All in all, I’m pretty excited for this one. Super happy about that thing in place of the Great Collapse – an excellent idea. Not to mention, way to go on the tent. I love it when content doesn’t just appear, but kinda has some lead up to it.
Keep it up! First update I’ve been legitimately excited about.
Yeah. I only doubletap. I find myself unintentionally hitting V more than I unintentionally doubletap.
I’m 100% behind this.
As it currently stands, GW2 offers several holidays and events – this is no news to anyone who has ever subscribed to GW2’s emails. I get two or three of them every time they update the game. But they’re all universal holidays. Somehow all of the races of GW2, with all of their differing values and background, magnanimously came together to celebrate everything together in big cozy Lion’s Arch. I feel that a little unrealistic.
Why not a Sylvari “Festival of Ventari,” or Asura “Invention Expo,” “Call to the Six” for the Humans, “Celebration of the Khan-Urs” for the Charr. The lore of the game simply does not exist in this game except for the occasional Old Lion’s Arch ruins at the bottom of the ocean, Granite Citadel historic site, Gwen’s grave, statue of Jora and Pyre Fierceshot, etc. I mean, it’s all fine and dandy that Queen Jennah is the queen, Snaff died, and Thaumanova exploded (and kitten , a nuclear reaction explosion in a fantasy game, what the hell). That’s all we know about recent history.
in short, (TL;DR) – Make cultural events, not just Tyria-wide.
I personally don’t agree with the bosses’ attack mechanics in the “one and done” sense. Most mobs attack very slowly and deal very high damage. Very few conditions, but mostly damage. The mobs – ArenaNet’s own creations – enforce that idea that dps is the only necessary form of play.
If anyone has ever gone into the Heart of the Mists and played around in the area with the NPCs of each profession, they’ll note that they have the same general amount of health as a player does, but they’re a difficult match because they move like a player would. Why would it be so difficult to apply this same AI to the trash that plagues the majestic world of Tyria?
Also, Arachnid – That’s a fantastic post. Conditions are meaningless to mobs in PvE for exactly that reason. Not to mention, because these effects can only stack to 25, the mobs with the 100,000 health are phased by bleeding the same way a player is phased by 1.
But yes, your points are so valid – if ArenaNet would incorporate mechanics like this, it would be incredible.
I feel like there should be events running parallel to the world boss battles in order to affect the bosses. For example, there would be map-wide objectives that need to be done in order to defeat The Shatterer or Jormag. World events could be much more epic, and little events like this would make the player feel individually important – like he actually had a part to play in the world… Isn’t that what ArenaNet wanted to do anyways?
Boss fights are just a 1 zerg – especially Open World Bosses. 25 stacks of bleeds mean absolutely nothing when taking them down, because as with most of the game, the berserker dominates.
I know that boss mechanics are being rethought and redone, and I appreciate that. I hope ANet will take my plea into account here. But as Guild Wars 2 was meant to be a game about skill, I wish the bosses would seem like they possessed a little more skill. Movement, dodging, a more variable skill set.
And not just Gold and Legendary bosses. Buff the everyday Veteran. Make the trash mobs move. When I started playing in beta in the starter zones, I didn’t think combat that difficult, but then again, it was just a starter area. I imagined Orr and Zaitan’s minions to be acrobatic menaces. But when your average mob just spams 1, and all it takes for you to kill a boss is spamming 1, there’s no real fun in everyday PvE.
And while world bosses with a trash mob’s HP would be lame, you could always buff it a little, give him some healing capability (interesting if he entered a state where if he was attacked, he gained the amount of health he wakitten for). Think outside the box when redesigning your bosses. And your regular mobs.
What do you guys think? Is the current persistent world hard enough? Guild Wars 1 AI was more versatile than this, why can’t we incorporate that into GW2?
I realize that ArenaNet is working very hard to dish out content fast enough to make the dormant player feel like he’s being left out by not playing through everything, but I honestly can’t say that I’ve personally had very much “Fun” playing through the content that’s been dished out in updates since the game’s release. I wish ArenaNet would take the time to polish pre-existing content, maybe cycle in some new world events instead of the same old ones that sit on a timer and initialize every 3-4 hours. Hell, I’d like to see some world AI with complexity similar to what I see in the HoTM training area with the different profession training NPC’s.
I could go on for days in ways that they could improve their pre-existing game instead of making events that pull players from the rest of Tyria into Lion’s Arch week after week after week. But I won’t. You can find plenty of that in the Discussion Forum.
Just please – Quality over Quantity.
My biggest problem with GW2 is that I feel like it has set the stage in a non-recoverable way. The game is full of silly dialogue and content – and when I say silly, I don’t mean trivial. I mean downright foolish sounding. Quaggans (yes, they’re cute and cuddly) don’t belong in any self-respecting fantasy trope. The game doesn’t take itself seriously, and that’s one of its biggest shortcomings and one that can’t be undone.
I was browsing the internets today and ran across an old website I found, chuck full of fantastic GW1 screenshots.
There were so many things that game did right, and so many ways in which GW2 could have followed in its footsteps.
Also, even though the graphics here are better, I would still have to say that I find GW1’s graphics to be more charming and enchanting. What do you all think?
668 hours in 9 months. I’m having less and less reason to play.
If there is anything I know about Arena Net, they learn from their mistakes.
Maybe in GW1, but that’s not how it works here. Hello AAA Blockbuster, goodbye playerbase.
I do miss Cantha in GW1, but based on how quickly they’re trying to pump out temporary content, I don’t see any kind of expansion coming out in the foreseeable future. Even so, it’ll probably be filled with cutsy quaggan pirates and more badly dialogued banter. And airships. Don’t forget the airships.
(edited by redhand.7168)
Guild Halls: GW1. +1
No more of this holographic dragon kitten. Make something practical please. +1 for open world duels/duel arenas. Heck, duel arenas would even repopulate some of the deadened starter cities. I mean, what are those even used for nowadays?
Well, a “short” bow would imply…
No, I don’t think it would be fun to play this game in first person, but I really miss being able to take pretty screenshots without my character smack dab in the foreground like in GW1. Could this please be implemented? It wouldn’t even be that difficult.
I wish ANet could see this thread. It’s entirely true.
But thieves also have the passive 25% skill. Mesmers have nothing, unless they equip themselves with Air/Centaur tunes. Even then, it’s wildly annoying.
As far as making alternate currencies goes, you could honestly use the current title system simulate a something like that. With the Southsun titles, you get an item upon completion. A system could be instated that you get a token for every 1000 creatures of a certain type you slay. Those tokens could be traded in for a specialty skinned item of your choosing – one of each type of weapon and each armor piece. Upon completion of a whole set (7,000-8,000 creatures of a certain kind slain), you could have some universal buff to your character while wielding that set.
If you wanted to further that progression, you could introduce, for example, the “Gift of the Centaur” for X Centaur tokens. Getting a gift of the Centaur+Griffon+Something+Something Else could create a precursor. Or, possibly, you could create a legendary using a combination of Gift of the Monster of every type. This disables the use of the RNG and gives something a player can actually work toward.
Things that were in GW1 that I want in GW2 that could actually happen at some point:
- Guild Halls
- Return of Cantha (I mean really, I LOVED Cantha! …after we got out of Kaineng)
- Kurzick/Luxon
- Elite Areas (Underworld, Fissure of Woe, Domain of Anguish)
- Build Templates
- Emotionally meaningful story content (I laughed when Durmand Priory Sylvari died)
Things that I’d like to see that aren’t plausible given the game we’ve been given.
- Story driven game progression
- Seriousness (I hate the forced cuteness. Hate it.)
- Hard Mode
- Hitting level cap before you were 1/4 through a campaign. This really did make the whole game endgame.
And much more, but since I’m sure this post will be breezed over, I won’t spend too much time on it.
I love this idea. I think things like trait lines like this could be expanded to account for all sorts of things including [possibly] waypoint costs, repair costs, or retrait costs, with the maximum discount being 15-30%. Gold sinks exist for a reason, but doing something like this would be quite cool.
In my opinion, it should follow the WvW system of leveling, requiring a different amount of skill points at each tier, and being essentially nonrefundable.
For example:
Waypoint Costs:
Tier 1: 2% Discount: 5 Skill Points.
Tier 2: 4% Discount: 10 Skill Points.
Tier 3: 6% Discount: 15 Skill Points.
Tier 4: 8% Discount: 20 Skill Points.
…
Tier 15: 30% Discount: 75 Skill Points.
Just make it get silly high so that a person can’t max out everything in every trait line, thus breaking the effectiveness of a money sink.
This is just a single example, but I definitely think that it should follow a quadratic regression as opposed to a linear regression model.
Forward: if you read this, post SOMETHING acknowledging that you’ve read it. Even if it’s just a simple “agreed” or “disagreed.” Thank you.
When I first walked into Orr, I was stunned by its intricacy and potential beauty… except it was all destroyed. I came to think to myself about how amazing it could have been to play in Orr during its prime. When playing the final Dungeon, a cutscene played with a concept of Orr in its prime (attached below) and I was completely awestruck and saddened at the same time about how GW2 players will NEVER be able to see a vibrant, thriving Orr.
Now I know that this will never happen as it breaks the spirit of aloha with the whole -No Endgame- vibe we have going on here (or, for the fanboys, the “the whole game is endgame” vibe), but I feel like, sometime in the future of the game, a living story progression begins in a new area on the map in the Orr section that has yet to be filled out. This area (for continuity sake) could only be available to those who have finished the storyline, to build on the whole “cleansing of Orr’s soul.” To heighten the experience, more than one zone could be created to model the progression of this, so that post-living story update, a player that happens upon this isn’t hit with an Prerebuild-Postrebuild line in the sand.
What do you all think? Would this be something you would like to see in the life of GW2?
(edited by redhand.7168)
And I disapprove of it being called “Guild Wars 2” because of this. They made a whole new game and used existing races/lore for the stage.
My problem with GW2 is that, with a skilled group, there really is no need for a good support role, which takes away all of the group organization in my opinion. You can dominate most areas with a pure Zerker group! In GW1, that would never be plausible. Balanced group planning for instances was a key part of the game. I understand this can’t be done in GW2 because the basic PvE content, being open world, can’t require such coordination because players would whine that things were too difficult.
GW1 was amazing because it was a social strategy game with MMO implications. GW2 couldn’t possibly replicate the intricacies of GW1 combat because it was built as a game that could be played “any way you want.”
When I first started GW, I was pretty unimpressed with the AI in the starting zones. I figured that there was a lot that could be done as far as fighting an intelligent enemy. So I reasoned that the AI would be more difficult later in the game, and that this mysterious land of Orr would be full of clever enemies that displayed as much skill as it would require to kill them.
Nope.
Ramp up the damage, slap on some immobility and dazes, and call it a day.
The Mists show that ArenaNet has the capability to program a smart enemy. There is an enemy for every profession to battle against as practice. And they’re so much smarter than the average AI, so why not include them in the part of the game where battling AI is the only thing you can battle?
GW1 had a similar problem, but when they started rolling out Winds of Change (in specific “War in Kryta”), they put PvP builds on the AI’s and made them actually challenging to battle against, and I got my kitten handed to me.
TL:DR – GW2 puts it out to be a game that requires skill to battle an enemy, where I would argue that it takes skill to kill an enemy instantly or kill 10 at a time. It may be just me (and yes, I do die fairly often), but I’d like something more than just elevated damage and long poison durations (Queen Spider of AC, I’m looking at you).
Honestly, I have to say that Mesmer was worth it for me in the end. Mesmers really suck to play in the beginning, but if you see them through, you’ll be glad you did. This is my experience at least. I rolled a Mesmer, got him to 80, then rolled a thief, abandoned it, rolled a warrior, got him to 80, rolled a thief again, leveled it to 80, abandoned it because I hated it, created an elementalist and abandoned it because I didn’t have the patience to roll through the same leveling content another time, and then decided to check back on my Mesmer.
And then I loved him again.
I played a lot of Melee classes, and I’ve found that S/P or S/S was a lot of fun to play. I used to play Staff, and I liked it, especially when playing with condition damage because I could get 3k on a single stack of confusion. But now, getting back into Melee is a lot of fun. I especially like Mesmer because I don’t hate their legendary skins. Mesmer is fun to play with a GS (as opposed to warrior, which I hated for some reason) and you get 2 (or three) good GS skins, you have the Bitfrost staff, which I personally think looks badass, or you get Bolt, which may be one of my favorite Legendaries because they look awesome and aren’t overused.
So yes, after learning to play the game and returning on my Mesmer, I’m really loving playing it. See it through to level 80, try different things (because playstyle changes dramatically depending on the weapon for Mesmer, I can attest to that), and bond with it. Give it a story. And have fun!
I don’t know what planet you’ve lived on, but two things.
1. GW1 brought in 4 new classes: Assassin and Ritualist in Factions, and Dervish and Paragon in Nightfall.
2. GW2 was made specifically not to have a monk of any kind. And what you’re describing is precisely what a Guardian is.
At the end of the day, whether you like GW2 or not, I just have to say it. GW2’s theme is really cliche. Dragons? I mean, we all know ANet’s creative team can do better than that.
In Guild Wars Prophecies (the premiere Guild Wars campaign), there was some complex storyline about an alliance between the Charr and the Titans, all being manipulated by the Mursaat and Vizier Khilbron. Vizier being an betraying ally, using the player to get the Scepter of Orr – which, outside of the game, you learn he used to sink Orr in the first place. The final battle between you and the Juggernaut Khilbron, known as the Undead Lich, ends up banishing the Titans and there you go. Pretty cool.
In Guild Wars Factions, you start as a pupil of Minister Togo, experience firsthand the Affliction at its inception, unite the two Factions to join the cause by venturing to their very impressively themed homelands, and finally defeating the returning-from-the-dead demi-god that Petrified the Forests and Jaded the Seas.
In Nightfall, you rise in the ranks as a Sunspear (which I like the rising in the ranks idea) and fight off some mysterious beings that arise in old Sunspear ruins (The Apocrypha), and shadow a suspicious Varesh Ossa (whose ancestor banished an ancient evil in the past who appears as an ally in the Crystal Desert in Prophecies). You track her and play a major role in the war against Kourna (as opposed to GW2 where you play a major role in nothing), free an ancient evil that Turai Ossa banished years ago, and ally with him to gain access to Varesh and into Abbadon’s realm (Realm of Torment), where you embark on yet another quest to defeat the god (you kill a god, for pete sake).
The progression of the story in GW2 is just too slow and uninspiring. In each of the GW1 campaigns, I was anticipating what was coming next and playing the story, as opposed to the steady grind to gain the levels to be disappointed yet again by another dull, discontinuous, episodic chapter of a greater story that you honestly play no effective role in. I know it cannot be undone, but please, ArenaNet, do better next time.
There are also no options in cutscene dialogue. Why not? Why not have my character choose what order he wants to be a part of inside the cutscene while he’s talking to all of them, instead of running off to Logan?
And instead of posting a third time, I might as well say – With ArenaNet working so hard to make the game so “Epic,” why would the story and dialogue be anything less than “epic?”
(edited by redhand.7168)