Showing Posts For redhand.7168:

The dialogue... oh lord, the dialogue...

in Personal Story

Posted by: redhand.7168

redhand.7168

One of the things that gets me in cutscene dialogue is the fact that they talk among each other, instead of with each other. In real dialogue, one person doesn’t start when the other finishes. There is inevitably some interrupting, some elevated tone, some personality in the voice acting. It feels almost like two voice actors were brought into the sound booth on two different days, given their own dialogue along with the other person’s, and told to just speak their part. There is no verbal interaction.

Another fault with the system is that there is no physical interactions. The characters don’t really talk with their hands, they don’t walk around or refer to their environment when they talk, they aren’t IN the scene. Yes, the current cutscene system looks artsy and painterly and whatnot. But it just doesn’t connect. I’m sure that the dialogue may flow better if the system were reworked, and some may even argue that a rework of the system would make up for some of the dialogue, or somehow make it work altogether.

Minigames with Leaderboards

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

How is that relevant at all?

Minigames with Leaderboards

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

Its art AND entertainment.

What is, the game? The minigame? Be more specific and elaborate.

Minigames with Leaderboards

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

Guild Wars 2 was advertised as a game that was based off of skill rather than gear. However, your run-of-the-mill player doesn’t need any skill to play the bulk of the game, and there aren’t enough ways to show off your Skill as opposed to the amount of time/money invested in the game. Ladies and Gentlemen, I give you Minigame Leader boards.

I’m realizing, after the most recent patch (Super Adventure Box – Oh my god, what a great idea), that things like this are the future of this game. Keg Brawl has already been instated as a minigame, but few people have ever played it (I include myself as one of them). Why do SPvP and WvW need to be the only PvP’s with leader boards? Why must SPvP be the game’s only E-Sport Viable segment? Put some leader boards and spectator modes to stuff like this! Keg brawl (with some kind of tourney system) could be a really fun PvPesque minigame to play. Put some record boards on the Super Adventure Box for times, coins collected, etc and let it take off! People will always have something to do – especially if the number of minigames of this sort continue.

Polymock! I definitely sense some plans on introducing this to the game at some point – be it in the near future or not – but smack some leaderboards on there and some armor/weapon skins and you’ve got yourself hundreds of hours of content.

The problem with this game is that (in general) there are few things that you can do. There are:
– Killing Things (The same thing you’ve been doing since level 1 with almost no change in how it’s done). You have a couple options in how to kill things, whether it’s in your personal storyline, through dungeons/fractals.
– WvW – I would have put this in under Killing Things, but it differs more from your run-of-the-mill PvE that I figured it deserved its own category.
– SPvP – Aw heck, I gave WvW its own category. Just playing against other players is enough of a gameplay difference as anything else.
– Gathering – Boring as nothing else, in my opinion.
– Exploring – Which (due to added incentive) gives the player the mindset of having to do it, rather than wanting to do it (and that may just be me – I do realize that).
– Crafting – Which really holds no merit. I can level some crafting professions from 0-400 in less than an hour and less than 3g.
- Jumping Puzzles – Hippity Hop.

That’s a fair amount of stuff to do when you look at it in bulk. There is so much to explore… but it’s not enough variety. Many players aren’t big PvP fans. Some don’t have the computer to run WvW optimally. Some find running from A>B>C>D>E>F>G a little monotonous. Because of loot system and all, nothing is competitive. GW2, to be honest, is bottlenecked by being an MMO. So instead of continuing to add personal content, or being shown your limitations by trying to introduce evolving content at a global level, give the players something to compete for. Give them a variety of things to compete for. Give a player more to specialize in and get good at. I find myself swinging my sword, and swinging it again more often than not here. Colin didn’t seem to think that was a great idea, but I feel like that and rolling out of the way of things are the only two things my character knows how to do.

TL;DR – Bring in minigames with leaderboards, and for god’s sake, introduce a little competition.

Any chance of recurring periodically?

in Super Adventure Box

Posted by: redhand.7168

redhand.7168

I just don’t understand why ANet insists on throwing away good content. This is an example of something fun and non-seasonal that doesn’t have any reason to disappear. Ever. Maybe bump up the requirements for the rewards and tier the skins, add some ineffectual vertical progression on the skins, and just let people go crazy! This is the kind of thing I would love to see in all major cities in one way or another. Maybe even multiples!

But seriously. +1 for ANet. Please do more of this in the future, and FOR GODS SAKE QUIT SCRAPPING PERFECTLY GOOD MATERIAL.

New Legendary Weapons

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

Will ArenaNet be producing any new Legendaries anytime soon? While there are other, cooler skins for many weapons available, I really want to save for a legendary as a goal for something epic to work toward. However, the coolest/most kitten (in my opinion) weapons are just greatswords (and possibly incinerator), and I don’t really like playing Greatsword on my character. I feel like each weapon type should have one funny skin (rainbow shooting bow, disco ball mace), and one cooler, more epic/serious skin. Just my two cents. Anyone agree?

Reason GW1 players feel so bleh in my opinion

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

Interpersonal Reactions / Reactions.
Guild Wars 2 was created with the intention to eliminate the long LFG -Profession- -Role- -Level- thing. It was made to eliminate the need for using parties. But in the process, they’ve eliminated the very thing that makes the professions unique. By giving each profession the ability to do everything without giving the profession a purpose, you lack the ability to play a single role very effectively. I really didn’t have any problem with the trinity as it was. It was structured, it was effective, and it made sense.

Also, the game in the current state can literally be played without ever speaking a word in the chat channel. And I hate that. Even for dungeons. Post in gw2lfg, join a group, don’t die, and you’re fine. The trading post works! It keeps people from getting scammed, it keeps people from having to run around for hours in Spammadon trying to find a buyer/seller. But now I don’t even have any reason to talk to a fellow player. I play for hours on end and the only thing I say is the occasional “ty” to someone who picks me up when I fall. And then we go our separate ways, never to see each other again. Personal story is just that: Personal. Bringing someone else into an instance makes them entirely confused as to what could be going on. They don’t get any reward at all for helping out, and for pete sakes, your NPC’s don’t even help you at all. Why the heck must I have 20 well trained pact soldiers downed at my feet at any given moment?

In Conclusion…
I could go on to talk about the Elite Arenas, and how speed clearing was so much fun in GW1 and gave you a reason to roll alts, and how it wasn’t particularly difficult to do so because reaching max level was so easy. Then you could just play the character and have fun. I could talk about PvP modes, including GvG – a whole other metagame that revolved around community. I could talk about how the introduction of ascended items and their methods of obtaining them just gave elitists more of a reason to single players out for their run-of-the-mill exotics (I’m talking to you, CoF Zerker Warriors). With GW1, max damage weapons were all the same, minus their upgrades (sold separately) and skins (completely optional).

My biggest gripe with GW2 is the barriers to entry. To play something, you have to have played X amount of time to be the right level. You must have spent X amount of money to buy something with stats that really do make a difference. GW1 content was barred only by how much time you wanted to spend in an area. All you had to do to get to the next place was pass the test of a mission to continue, not play X hours to gain the levels. Max level armors were NOT EXPENSIVE! Now, if you wanted an awesome skin, you could save for it, but you didn’t need a cash store item to make your lower-stat cultural t3 armor skin match with your ugly crafted armor from the TP.

Alright. That ends my rant. If any of you actually read any of this.

(edited by redhand.7168)

Reason GW1 players feel so bleh in my opinion

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

I agree with the OP’s ideas. Here’s what I love about GW1/hate about GW2.

1. Sense of progression. Guild Wars 2 claims to be “all endgame.” This means, to the developers, that you can do the same things at level 1 that you can at level 80. Unfortunately, this also means that you’re doing the same things at level 80 that you were doing 79 levels ago, and all through the process. Reaching level 80 is the pinnacle of your experience. At level 80, you can finally reach those 80 zones that you’ve been eyeing for the whole progression. Orr becomes fully accessible, Frostgorge Sound becomes fully explorable, and Southsun Cove is unlocked as well. OR – you can go and play all of the worn-out areas that you hit so hard while you were leveling. My biggest complaint here is the fact that you’re limited to what you can do by your LEVEL. So LEVELING becomes a large factor of the whole thing. Whereas in GW1 (especially Factions and Nightfall), you reached max level by the time you started exploring the mainlands.

Story.
Please, what is epic at all about the story in GW2? I’ve never been able to get into doing the story in GW2. The only reason I ever did it was to get exp > to level up > move on to new areas > …… Once you hit level 20 in GW1, you practically started the game. You could play storyline until you dropped, instead of in GW2 where you play storyline… and then you have to STOP… level some more… and Then! you can continue. The breaking up of the story just makes you less and less engaged. In GW1, I felt like I was actually doing something in the missions because I ALWAYS ended up somewhere different after finishing a mission, as opposed to leaving the instance and arriving in the same place, generally the same way I left it. Playing the story doesn’t feel like I’m actually doing anything.

Also, what the heck is it with the dialogue here? I feel like I’m playing the role of a curious, overly noble and naively loyal third grader in the body of a hero. Yes, the Quaggan are cute and cuddly and lovable, but what is their place in a game trying to be “epic?” The script in the dialogue cutscenes is stale, and although done with a touch of ingenuity, the dialogue cutscene lacks storytelling elements. Who goes to see a play where the actors stand and look at the audience whenever they talk?

…And what up with the one-liners? “Might makes me right!” Enough said.

F-Key Switcher

in Account & Technical Support

Posted by: redhand.7168

redhand.7168

I recently found an application for the MacBook Pro that allows you to reverse scrolling directions pretty easily called “Scroll Reverser.” The application puts a little icon on the top panel that you can use to toggle the direction the scroll happens. I was wondering if there was a little fix that let you conveniently change your F-Keys from the Brightness Up/Brightness Down/Etc to the F-Keys without having to go all the way into the keyboard settings every time? Thanks for the help!

Are hardcore players this games worst enemy?

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

I feel like a Hall of Monuments type thing would be good for this game. I know it gave players some incentive to reach out and do things in GW1. For example, I spent lots of time and money reaching out for different aesthetic armor sets in GW1 because they looked cool and made my character feel kitten, and because I could put them on the wall in the HoM to see what I had done and what I had left to do. As titles came, my hall upgraded, and near the end, I got a playful Rainbow Phoenix for my ranger character. Just little things like that with titles and whatnot.

It’s kinda like the “Been there, done that” title, where you get to flaunt your playtimes to other players. GW1 was very much title based and titles did carry some merit. I’d like to see this kinda thing expanded for the player.

Invisible walls make it hard to explore...

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

I applaud you on your skills in rhyme. And I also agree.

One core flaw in my opinion

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

HOW IN HELL CAN YOU MAKE A GAME THAT IS EASY,CHALLENGING, BIG, SMALL, CASUAL AND HARDCORE ?

They did it with GW1.

One way they could make GW2 better, in my opinion, is have mobs actually wander from place to place. As of now, they kinda just stand there. I really enjoyed the “pack movement” present in GW1 – it gave a life to the mobs instead of just “Hey! Kill me! Right here!” GW1’s instance system made the player feel unique because when he/she killed a mob, it stayed dead (at least until you rezoned, but even then, it could be hours before you do that instead of just a couple minutes until the mob respawns).

The elite skill system was MARVELOUS. Hunting mobs down to capture their elite skill was a great idea. I also liked their open-ended economy controlled solely by the players. I wish it just didn’t take so long to sell stuff…

Can you tell I liked GW1?
Can you tell I’m disappointed that the level of quality in GW1 isn’t present in GW2?

MacBook Pro

in Account & Technical Support

Posted by: redhand.7168

redhand.7168

Researching a little, apple describes the ram as a “User Upgradable Part,” and therefore doesn’t void the warranty when upgraded. Third parties offer 16 gig ram upgrades, so this is possible. What kind of performance could I expect from the highest-end non-modified 13in retina version?

MacBook Pro

in Account & Technical Support

Posted by: redhand.7168

redhand.7168

So I’m graduating highschool this year, and my parents have promised me a MacBook Pro for college. I have $1800 to spend, and yes, I want to get a MacBook because of its longevity and utility. This isn’t a thread to be talked out of a Mac and back into a PC or a gaming laptop for that matter – the Mac part is final. Now. It would be nice to have a computer that could run GW2 – not at Max settings, I understand, but something that would run medium settings at 30ish FPS. I’m planning to ramp the RAM up to 16 gigs anyways so Ram isn’t so much the problem. I’d prefer a smaller laptop as opposed to a larger one for portability and weight sake, but I’m not opposed to a 15in if need be, and that’s because of the dedicated graphics card. But would a better processor make a big difference? So the question is, could I get away with the best 13 in retina sub sampled and play alright, or would I absolutely need a computer with a dedicated card in order to get anywhere?

MacBook Pro 2012 13"

in Account & Technical Support

Posted by: redhand.7168

redhand.7168

Hey guys. I’m currently on track to buy Apple’s lowest-end MacBook Pro 13" and I’m curious as to how well this will run GW2. I’m not planning on getting retina, so the screen rez shouldn’t be the problem, however the lack of the 15’s dedicated video card brings up some questions. I’m planning on getting an unofficial 16gig ram upgrade, so that might help in some areas, but I was wondering if this rig would be able to run the game. I’m also a moderate WvW player, but I realize this may not work well regardless.

Specs:
2.5 GHz dual core intel i5.
16 GB 1600MHz memory
Intel HD Graphics 4000

Thanks for the feedback, I appreciate your input!

Guesting into full servers

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

I’m sure this has already been asked, and I apologize for asking again, but when the guesting feature becomes active, will a player be able to guest himself into a server that is already full? I have friends in the Tarnished Coast server that I would like to play with, but the server is always at 100% capacity. Will this be possible?

Thanks,
-red

Ascended Armor, Personal Storyline, etc

in Suggestions

Posted by: redhand.7168

redhand.7168

Would the playerbase prefer this method of obtaining higher-level’d items as opposed to the current system that utilizes [ideally] simply the mystic forge and a little experimentation (but realistically uses the wiki)? I guess that for me more than anything, I’d like to see more method to the madness instead of a straight grind that I’m currently seeing.

Being in party, useless?

in Guild Wars 2 Discussion

Posted by: redhand.7168

redhand.7168

I’m not sure if you guys realize it or not, but ANet said that they specifically designed GW2 to NOT have to be played in a party. The things I use a party for is dungeons (obviously), and a system to keep track of and guide teammates. People in your party have a little blue dot on your minimap. They also get the blue name ingame so you can spot them in a crowd. And, my favorite, you can draw on the map to point out locations of things or strategize by drawing out directions and pinging points. Not to mention the target calling system. No, parties don’t make the game mechanically easier, nor should people who join a party have any advantage over those who simply wander. But I join a party whenever I want to stay with a person for any period of time that spans longer than a simple encounter.

(edited by redhand.7168)

Why's there legendaries on the TP?

in Players Helping Players

Posted by: redhand.7168

redhand.7168

I think that a legendary should be soulbound/account bound from the get-go. But despite that, I really think there should be more meaning to obtaining a legendary weapon. I wrote a post in the suggestions forum the other day outlining my ideas for introducing Ascended armor in a story-driven way. I’d be a lot happier if this is how Legendaries were obtained too. They currently just require grinding, and while some components make sense, it would be nice for it to be explained/rationalized and gathered with a sense of purpose. Check this out.

https://forum-en.gw2archive.eu/forum/game/suggestions/Ascended-Armor-Personal-Storyline-etc/first#post1243414

More Endgame Contents?What's your suggestion?

in Suggestions

Posted by: redhand.7168

redhand.7168

I wrote a thread on storylines/ascended items/reasons to go back to starter cities. https://forum-en.gw2archive.eu/forum/game/suggestions/Ascended-Armor-Personal-Storyline-etc

Ascended Armor, Personal Storyline, etc

in Suggestions

Posted by: redhand.7168

redhand.7168

Post reserved for later use.

Minipets

in Suggestions

Posted by: redhand.7168

redhand.7168

There are storage options in inventory that excludes them from inventory sorting, merchant selling, and depositing. I use the 10-slot safe box.

Ascended Armor, Personal Storyline, etc

in Suggestions

Posted by: redhand.7168

redhand.7168

As I mentioned before, I used to play Runescape. While I’ve never seen this game on any list of MMO’s ever (nor do I really know if it counts as an MMO), it had its ups and downs. I really enjoyed the activities idea, where the player could go do minigame-like activities for tokens, thus rewards at the end. But what it also did right were the quests. Now I know I’ve said the god-forsaken Q-Word here, but hear me out. One of my favorite quests in the game was one called Desert Treasure, in which the player stumbled upon an archeologist who found an ancient pyramid in the desert. When exploring this pyramid, the player found out it held some kind of ancient magic. The player went through four long journeys to obtain four Diamonds (Smoke, Blood, Ice, and Rock) to open the pyramid. After all of this, a final boss battle and access to the “Ancient Magicks” which were far more effective than your default spellbook. Now, for any of you Runescape aficionados out there, I just recited the quest by memory, so excuse me for any false information. My point is: Quests in that game were very complex, and each told a story – even if the story was pointless and didn’t affect anything as a whole. GW2 can’t currently tell any kind of story with a Renown Heart, and events don’t last long enough to provide for any kind of meaningful experience.

But after you’ve finished your personal storyline in GW2, I feel like that should just be the beginning. After you become an Acolyte of your respective god, you are given a new personal storyline. I would imagine that this one would be 1/2 to 1/3 as long as your default storyline, but it takes all of the silly chance and guesswork out of acquiring the objects (ie Lengendaries… QQ). I’m not suggesting that all of the items be acquirable in the way that skill points are, for instance (in the way that you go to Location X and there it is). You might have to spend skill points on items and throw them into the mystic forge to get what you want, but the game still guides you through it. I know that GW2 is really against handholding, but if the game doesn’t do it, the wiki will. And you might as well just incorporate it into the game, ya know?

One acquires each armor piece one by one through different – dare I say it – questlines. Once a player owns all six pieces of the armor, the armor does something. It could glow, it could… I don’t know, provide an extra 1%-10% speed boost. It could act as a Rune and after 25 kills, it does something for you. Or, it could be purely aesthetic, because it seems like I’m building up to suggest some kind of gear progression model, and I’m really not. But give the player a diminished legendary-esque aesthetic change so people can look at him/her and be like, “Whoa, that’s really cool. And I could totally do that.” Give the player an “Acolyte of Melandru” title for completing the armor set and storyline.

There are several reasons to why I prefer this way of gaining prestigious items or gear. First, I love the idea of adding some sort of meaning to obtaining the item. Sure, it’s really nice to have the item and boast it to everyone when you’re pwning n00bs in WvW, but this really gives ANet the chance to explain some of the lore in the game, ranging from Pre-GW1 era to the gap in between. In using the gods, you have the perfect tool to explain the past and kindle a new hope because the gods have apparently abandoned Tyria long ago. Putting the avatar at a shrine that isn’t the official god statue in Divinity’s Reach gives the feeling that it’s unique to you because you don’t have the “Priestess of Melandru” breathing down your neck while you chat it up with the Avatar of a deity that apparently abandoned you thousands of years ago.

Now, I’ve pretty much used this entire post so far explaining it exclusively in the perspective of the human gods. However, it needs to open up to all races, and in my opinion needs to be race exclusive in the way that the cultural armor is race exclusive. For the humans, I would suggest picking 3-4 gods to do this with, maybe using the Avatar of [Dwayna, Grenth, Kormir, Lyssa] Representing the gods of Life, Death, Truth, and Illusion. With the Asura, you have an Elder Professor from the College of [Dynamics, Statics, Synergetics]. With the Norn, you have the Legendary Seer of the [Bear, Raven, Snow Leopard, Wolf]. With the Charr, you have the [Blood, Ash, Iron] Heir of Khan-Ur. With the Sylvari, you’d have Ventari’s Prophet of [Wisdom, Life, Fate].

Let me know what you think about this. Personally, I think it would be a great mechanic for “endgame” progression while solving a couple other problems in the mix.

-redhand

(edited by redhand.7168)

Ascended Armor, Personal Storyline, etc

in Suggestions

Posted by: redhand.7168

redhand.7168

I would have liked for the post to be entitled, “Ascended Armors, New Personal Storylines, Reasons to go back to Starter Cities,” but that exceeded the 45 character limit. Anyways…

[TL;DR: Have spiritual entities in racial starter cities that start new personal storylines in a mission to acquire unique Ascended Armors.]

Today, while leveling my thief, I was chatting on the guild channel and exploring Divinity’s Reach for the umpteenth time and I was reveling in the realization of how empty Divinity’s Reach is! Fortunately, the plethora of NPC’s and ambient talking noise definitely made this less noticeable, and I thank ANet for that, but upon further looking, I was noticing how few of the blueish-greenish names were hovering above characters’ heads and thinking to myself, “Man, I wish there was more of a reason for people to come back here!” I identify with Divinity’s Reach like nowhere else in any game I’ve ever played (which, to be honest isn’t very broad – pretty much exclusive to GW1 and the long-ago Runescape). Divinity’s Reach makes me think, “I wish I could actually live here. I wish I could move out of my house in Knoxville, Tennessee and come live here in the Salma District.” The art is so fantastic, there are so many places to explore, it’s so vast and expansive, and (in my opinion at least) got more attention from the devs than any of the other starter city in the game. Don’t get me wrong, I think Rata Sum is freaking impressive, and will be even more after Polymock gets set up among other things (Polymock is something that gives me real hope that the starter areas will receive some kind of buff before its all over with). I love the feel of Hoelbrak, the intricacies of the Grove, and the imperialistic “oomph” of the Black Citadel. But Divinity’s Reach is home to me, and it bothers me that it gets abandoned so early on in the storyline (and that storyline that exists is mainly housed in the Salma District – I mean, COME ON! So much of Divinity’s Reach story is confided to the tiny instances and blah blah blah).

Back in Guild Wars 1, endgame content was not hard to come by. The player hit the level cap very early in the game so that the world was then opened up to the player afterwards. I would argue that Guild Wars 2 actually discourages exploration – despite the illusionary incentives via exp gain by exploring and whatnot – this game focuses too much on leveling in my opinion to fully support the exploration that it attempts to promote. But that’s a different topic altogether. The fact of the matter is, after you completed all of the Missions and everything in GW1, and you felt you were “done” with the game, you still had elite missions (Fissure of Woe, The Underworld, Domain of Anguish, etc) to go back to and farm for rewards. In UW, it was the familiar Globs of Ectoplasm, which served as the main currency for high-value transactions, having a variable value of anywhere from 5,000g to 7,500g. In UW, you farmed for Obsidian Shards, worth 2.5k to 6k a piece. Domain of Anguish provided four different types of [essentially] dungeon tokens that you could trade in later for crazy awesome weapon skins, or sell them on the market for about 2k a piece. FoW and UW were based on the Human gods of Grenth and Balthazar. Now, GW2 DOES have human god-based rewards via the Karma vendors in Orr, despite the claims that the gods have truly abandoned Tyria. However, I had another idea that could use these gods (or other, more racial specific variations) to provide endgame content to players.

Imagine this. You’ve beaten the personal storyline. You’re level 80 now, and you don’t really know where to go next. You could go to WvW, do some Dungeons, Fractals, explore (which you’ve already used as a method of grinding to achieve your level 80), grind for money to get gear off of the TP, etc. You return to your nostalgic starter town and find something different.

In Divinity’s Reach, there is a shrine to each of the gods. As I was brainstorming, my mind went to the jumping puzzle in the Shrine to Melandru (http://bit.ly/UXwuGp). A character would go there and kneel to the shrine and an Avatar of Melandru would emerge. You would either talk to her like you would any NPC or there would be some kind of cutscene. If you did the non-gw2 cutscene where there is actually live action, a moment could occur where you see yourself in a brand new God-Armor (to take the place of the equipment viewer in an artsy-er way). You could go back to this Avatar and request to see yourself in this armor again to assure you like it whenever you wanted to. This would be the gateway to an ascended armor set.

For humans, this could be with any of the gods. Each armor set would look different, but the player would be able to choose at the end which stats he/she would want for the individual armor piece. After speaking to the god, you would pledge Allegiance to the god, and you would have a new personal storyline.

(edited by redhand.7168)

How's this for a human warrior name?

in Human

Posted by: redhand.7168

redhand.7168

I like Romulus Nero. Has some greek origins to it.

Rate the Humans name above you

in Human

Posted by: redhand.7168

redhand.7168

6/10, 4/10, 5/10, 7/10, 7/10, 7/10.

They’re all rather unique, I must say.

My humans all have the same last name. My warrior main is Cassius Praevalidus.

How to make Dragon Events fun

in Suggestions

Posted by: redhand.7168

redhand.7168

I feel like a lot of events could benefit from a WvW approach. Killing a dragon should be like knocking open a Fortified Wall – yes, it requires a bit of DPS, but there should be siege weaponry or something to speed up the process. Imagine this.

A dragon comes up. The thing is freaking massive. It’s completely invulnerable and still deals damage like it does now. In order to kill it, it has to be weakened by something.

There could be an event point where you have to go to a nearby area and kill X of something (don’t tell me this is too cliche, GW2 has many collection hearts/events) and bring back their essence to be combined into something. Then, a PLAYER (as opposed to an NPC) needs to be escorted to the dragon to throw it on him. If the player is downed in the meantime, he drops the item. The item can only be dropped X number of times before having to be recreated.

There could be several of these items that need to be gathered and several events that need to be completed before the dragon is actually damageable. While players are off doing these events, an event could be active while players and NPC’s try to immobilize the dragon and keep him contained to a smaller area. If the dragon were mobile, it could go and destroy village upon village in the zone, and future events would require cleanup of his destruction.

Once the necessary weakening materials are assembled and applied, players can damage him. Players could run to nearby villages to enlist the help of NPC’s in charge of siege equipment that could speed up the process. Siege equipment can be destroyed by the dragon, and when it’s gone, it’s gone.

The dragon dies, and you’re a hero, and you all go and work toward cleaning up the villages. This way, there is enough going on to divert the player density to make it feel less like a mindless zerg, and more like there is some strategy to it. I like the WvW dynamic, and feel like it could change the PvE aspect of things drastically (but only in certain areas of course – we wouldn’t want to make it the only way to play).

My two cents.

Please: reevaluate your priorities

in Suggestions

Posted by: redhand.7168

redhand.7168

I don’t want you to write a whole thread on it, but a few specifics would be nice. I think ANet’s priorities are on increasing the longevity of the game and keeping players interested. This certainly requires content updates every so often. As for the cash store – you paid $60 bucks for the game. They need to make money in order to pay people to fix these issues that you fail to specify. They need to make money in order to pay people to create new content. They need to make money in order to do something about this pitiable endgame. Fundraising is essential, and the less you attack that, the better.

Now I can agree with you in a few places. The core game doesn’t appear to be getting a ton of attention, and if it is, it’s just taking them a lot of time to do it or they’re just going to release one big fix instead of a bunch of smaller fixes. I wish they would detail the fixes they make instead of simply “routine maintenance,” which would confirm or deny any hopes we have for a fix of certain smaller things.

But at the end of the day, we are all human, and we all want to make money. That’s why WoW is still on the subscription-based model, that’s why it’s taken so long for games to move to a B2P model. GW2 is no different – they need money. So I feel that they are doing what they can to make money AND satisfy the player base at the same time. So thats why you might find a BLTC update before you find a content fix – because most players seem relatively content even with out the content fix for the most part. And ANet needs its money like anyone else.

That’s my idea anyways.

WvW Commander Suggestion

in Suggestions

Posted by: redhand.7168

redhand.7168

Absolutely. Definitely more balanced, makes more sense. +1

Do you think events should increase in difficulty?

in Dynamic Events

Posted by: redhand.7168

redhand.7168

When events get more “difficult,” it seems that the event simply adds more to kill. This can be taken care of with a few good lures and a bunch of AOE slams. I think the actual AI of the enemies should increase, in the way that Veteran enemies are stronger and smarter. Just a thought.

The broadcasting of events should be removed

in Suggestions

Posted by: redhand.7168

redhand.7168

I agree that zerging is a problem (and one of the reasons I tend to stay away from WvW), but I do think this problem will tone down a bit once the game has been given time to mature and the playerbase is more spread out.

However, I do like the idea of the UI being toned down a little in this respect and given the notifications solely to the NPCs that run up and shout at you. I really like that kind of immersion. It’s something this game does really well and I think it should keep going in that direction!