PvE players moaning about having to go to wvw for legendery crafting dont worry no more, badges on achievement chests
They still have to because they still haven’t fixed the 100% world exploration to not be like Aion and include a forced PVP experience. Until that happens it will still be required.
It’s a very poor design to require players to perform a task they don’t want to in order to reach a goal and it’s certainly not a play-your-way design.
PvE’ers are trying to be like Frodo
A whimpering weakling who constantly needs to be babysitted?
I guess you didn’t read the book.
Well OP this happens to be another example as to why PVEers typically don’t hang out with PVP crowds and it’s NOT what Vayne has posted here it’s the other quote by Dedlaw. If you’re going to be that callous then you won’t be successful in helping your PVE friends get involved and have a good time in the WvW environment, joke or no joke.
I think more people should be doing more reviews on just what’s missing from GW2 because this game is long overdue not for an expansion but for a typical UI kitchen sink update that most games have by the time that their 1 year anniversary comes along.
As a non pvper I kinda wish there was some way of selling these or turning them in for gold.
Dunno what it is today boy but it seems like loot just isn’t dropping off anything. It’s like 50% of the mobs have absolutely nothing compared to normal. When something does drop it’s like 1 grey or something not typical of what I usually get.
And no before someone asks I’m not farming, I’ve been running around the maps collecting those kite things.
Anyone else seeing this?
How can people craft it yet ? I thought the quartz or whatever were time gated…
And how do you know you can’t sell it ? You didn’t craft it…
It only seems to be time gated as far as globs of ecto are concerned which is very much a positive imo, we’re not trying to get materials that never drop for some people except ectos which aren’t really too expensive to receive right now.
I have to say this is a better system imo for this armor. Looks like they are trying to place these things within the reach of the average player in this case.
they definitely need a LFG Tool for all of the activities in this game not just the dungeons. Other titles have it I can’t imagine why it was OK to leave such a major tool out of the game at launch.
When I say the LFG tool i mean the kind that’s programmed to be smart like in most games, you group with friends from the chat or gchat window and then if you have slots left the game autofills them with people waiting.
Sure. Anet didn’t ask you to compare a game that was many years old and has zero relevance here with a game that’s ten months old. It’s not a fair comparison and it makes that particular opinion all but unusable.
What can Anet do with this particular opinion. They can’t have 2, 3 or 4 years of content now. So this particular opinion gets wasted, which is fine.
In the mean time, other people read this opinion and think maybe this guy has a point…but I don’t think you have a point and since this is a forum for discussion, I can say that I feel you don’t.
Anet asked our opinions. This is my opinion of your opinion. It’s sort of how forums work.
This argument is SO flawed.
Zero relevance? They’re in the same genre for crying out loud! I’d say that was pretty relevant. If Kaaboose was trying to compare GW2 to Team Fortress 2, then there would be little if no relevance.
Also, you’ve effectively said that if a game is older, you can’t compare it with a new one. That is most certainly not true. Try comparing something like Battlefield 3 with Call of Duty 2 (two games in the same genre, both made by different companies, one older than the other… same as what’s going on here).
I agree with you older games paved the way for GW2 to even be born as well as GW1. and every game must adapt to survive if Anet isn’t willing to adapt their game will most certainly lose alot of players when other more updated titles come out. Just look at Wildstar how many UI elements will be in that game at launch that we expected in GW2 but never saw even after a whole years worth of updates monthly?
The thing I was most disappointed by was that they didn’t fix the problems with getting the materials for making our own Runes and Sigils. People are STILL being cutoff from getting Lodestones and the like for their gear and this above all needs to change big time. I also expected the changes to improve the salvaging of greens and blues so as to improve what one received right now it doesn’t matter which kit you use salvaging produces the same results on blues and greens and makes them completely useless for anything.
I would have hoped for a way of gathering these kinds of T6 mats or at least having a vendor for them directly instead of relying on the crafting bag RNG for them to drop.
Now that i’ve had a chance to look at the stats on the gear for celestial equipment I do like how they’ve allowed us to make this kind of gear (which seems to be more for ele/engi/mesmer than any of the other classes) so I do like that. And I do like how they plan on keeping the market as a permanent addition that was a clear improvement over the last LS updates.
I don’t play engineer but I see the problem. All the kits and stuff engineers have should be different when you equip a legendary weapon. Maybe some are already?
Also I personally wouldn’t even make a legendary for an engineer because:
The Predator – clearly made for warriors, it has a scope, engineers shoot from hip
The Flameseeker Prophecies – cool shield, but whoever made this had a guardian in mind
Quip – a joke^This.
I’m going for a legendary now to just because i like the looks of the predator (+i want a completed login screen..)
only thin i realy hate is that the only full ranged thing engineers have are grenades and pistol (and not pistol/pistol).
And don’t tell us that the rifle is long range cause realy… 4/5 are close ranged. This is the “shotgun way” of using a rifle.Cmon… Why give engineers a shotgun play style while giving warriors a sniper way of living? Warriors are Heavy armor, highest HP. And what do they get : Bam! Long ranged sniper setup and kiting possibility (knock back on 5, and cripple)
You would expect a warrior to go shotgun playstyle…
Only reason i hate going for the predator is that i’m using a sniper rifle as a shotgun. And only my 1 skill has the animation on it.
For the time i’m in my Rifle… Cause i tend to be a kit using engineer and i discuss, realy, i hate grenades. Used it for a long time and the only thing i can say is that the 1 button on my razer naga has weared of and my thumb has some weird looking button mark in it….Agree totally. We should have the sniper style weapon. We should also have a much longer range with our gun and if they aren’t planning on fixing the jumpshot they should just remove it entirely so we can have a big shot that works well in a pinch.
And while they have engis under the knife, how about giving us back our heavy armor because they sure aren’t changing our traits to match those of our brother classes (adventurer classes ranger/thief) which are built for burst DPS unlike the engineer hybrid without a burst option in traits.
There is one reason I would be absolutely thrilled for engineers to be made a heavy armor class; the Juggernaut. The legendary hammer that alters your armor when you draw it. I love that weapon, but can’t go for it because I hate the two professions that can use it. Making the engineer a heavy would make us getting our hands on hammers, and by extension the Juggernaut, more likely because Arena Net wouldn’t have to go through the extra trouble of altering the legendary armor effects to work with every medium set in the game.
That said I really doubt that would happen. It’s just plain been too long now, and so many players of invested so much into our armor. What is Arena Net going to go? Issue across the board refunds? Because I really don’t think that every single engineer player out there would be happy to log in one day and find their character naked and unable to equip the armor they spent so much time, effort, gold, karma, and dungeon tokens to get.
They could actually issue across the board engineer karma refunds while finally and at long last make Runes/sigils available from Karma vendors which is the way it should be in the first place if we truly want to claim that they made it so that gear progression is 100% a non-issue and doesn’t require a gem-gold conversion.
I’ve played since BWE2 and there’s nothing that the engi can absolutely 100% do over and over again to burst anything. This class needs to be given the traits that other classes have for burst damage builds so it can 1 and 2 shot enemies and once that’s done it might be closer to being taken out of it’s beta stage.
It’s way too dependant on condition damage which is also a broken mechanic in the game.
It is a severe design flaw many of us have been complaining about it for almost a year now and nothings being done as far as I can tell. What makes things worse for us is the trait system still being in beta. It’s like someone just left the project of balancing the traits for engineer in order to release the game before it was finished.
The face of the matter is this, one shouldn’t have to rely on a one trick pony to actually function the way other classes do without batting an eyelakitten
’s like the healing turret AOE field trick. When did it become acceptable to have to use three moves to do 1 thing especially when it comes to healing which is used in this game as emergency measure while other classes do all sorts of direct heals with fewer moves easily. It’s just one of the ways that this class is still in beta imo.
spot on. The problems are much deeper then just the skills tho. It’s the traits that need a complete rework.
For example we only have two might builders and they are a build over time system. Much like the problem of getting a buff to happen automatically by reaching 80% health to gain boons the system they use for engineers boons is highly flawed. If for example you have all toughness and vitality gear on and you’re fighting regular mobs and veterans your health will most likely never reach below the threshold to actually give you the boon.
The other problems with their boon system is there’s not enough of them. In other classes like Thief and Ranger the trait system allows for boons to occur from just using regular class specific skills. One can venom/teleport/steal and gain three boons on the thief without issues and a sizeable amount of might right off the bat.
They’ve yet to improve the use of gadgets to include this type of functionality on the engineer and quite frankly some of us are wondering why.
If they added the ability for boons to occur when certain gadgets and turrets are activated wouldn’t that immediately improve the diversity of the builds?
There’s also the problem of having to do twice and three times as much for a skill to go off in these other abilities other then kits. For example, the healing turret has an extremely short duration for the fields it creates when one has to do the three move system of getting a heal from it. Drop/overload/explode is just way too much imo while other classes and just do 1 move maybe two to get the same results without blinking an eye. It’s really unfair if you look at it objectively, that they require so much from the engineer while the other classes can just button push once and get the same results.
I say improve the traits all around for the engi, give us incentives to actually use the gadgets and turrets and that should improve the diversity of our builds right away.
People can make the fiction argument all they want, it still remains true that the game was based off of real life methods and weaponry and until they treat it as such it will forever not be what it should be. ie the grenades and bombs and mines and how they don’t function like they should not to mention the slow pistol speeds and how only one pistol is being fired at once.
We need a rifle/sniper kit. plain and simple.
Wait I haven’t been paying attention to the cosmetics from achievements! Did they seriously make those RNG as well? Seriously?
and yes WvW needs lots more achievements if that’s all they got. This would be yet another example of how they really aren’t doing the “play your way” system in this game.
I hate PVP and I hate WvW but it should be equal all around.
I’d never get excited about it honestly. I enjoy having the control over the enemy that i do while playing. I learn their moves and know what’s coming next and can react to it. With players not so much especially in a zone where multiples will gang up on you.
Support in this game is severely lacking as well imo so healers pretty much are useless especially without a direct heal cone option as found in other titles with more successful trinity lite as i like to call it. So even when you choose to lower the damage output of an enemy by doing all the right defensive things in this game most of it doesn’t matter considering the number of ways they can stun lock you forever and prevent you from healing yourself properly.
It’s a problem for both PVE and PVP the support role just really isn’t there.
Im casual..in that I have only 2-3 hours to play per night, but take my toon, gear, class, experience serious enough where I want to do well.
And i hate living story. Innovative but its doing squat to further this game. Very stagnat right now.
would it be better if instead we had none of the living story and ended up waiting for an expansion for over a year? Expansions content will come any way, whether living story is there or not.
Please refer to this thread for that debate
I did not say that expansion will come, I said that the expansions content will come. As in we’re going to get the continuation of the main story for free.
Is NCSOFT a non-commercial company? Is ArenaNet a non-commercial company? Are the employee’s all working for free? No so there is no such thing as free. It has to come from some place and if it’s not coming from expansions it’s coming from gems and if it comes from gems they need to some how get people to buy gems and there we see the main reason for temporary content.. Create a sense of urgency to get people to buy things. First rule in every marketing book.
You know I’ve heard people use that argument for years now for poor business decisions and it gets very old quickly. Plenty of other well planned great games have been developed for a long long time now all using the non-sub free to play gaming options that don’t charge for cosmetics and that actually provide solo experience for their past content.
I would name one that just recently went F2P to offer a great example where the devs there implemented while a sub and now while a F2P game systems in the game that don’t require a credit/gem purchase for every single patch like we’re seeing here in this game and they’ve been highly successful and have doubled their sales overnight.
So saying that it’s a great business plan to exploit the playerbase like they are doing by creating 1 time content that one will later only have the option of playing with a forced group in a fractal just to see the content or seeing cosmetics only in the game once forcing the sense of urgency to login much like the sub only games used to do with reputation grinds is definitely not the right way to go and will not endear the public to you as a developer.
Time and time again when the developers have been the most successful in this model of billing is when they’ve given the players what they want to earn for free just by non-grind gameplay while simultaneously offering items for store purchase that can otherwise be obtained thru a very small amount of work. (say 1 months time) History speaks for itself on this.
to whomever designed Magnus, nice work, very sexy. That is all.
They could have put this in the notes it would have saved on the confusion.
however there are bugs with the achievements displayed. They aren’t showing anything anywhere near the number of salvages I’ve had over the past year which has definitely NOT been 43 I recall reading about retroing rewards when they released this patch, and some other ones aren’t displaying what I’ve done properly at all, like the miniatures, I have 3 it shows 0.
mines showing i should be receiving the 1500k account chest but haven’t gotten it. It’s also not showing things that I know I’ve done thousands of like salvaging it actually says that I a farmer have only salvaged 43 items over the past year of playing. Seriously? Even tho it is infinite there should have been a retro because I distinctly remember them saying a retro reward for the things we’ve accomplished. I’d say spending all that silver on those salvage kits and constantly salvaging items is worth more then 43 points.
Also the points are not as high as before the change over on mine and little bugs here and there aren’t showing the actual numbers they should have for what I’ve accumulated like the miniatures, it shows I have 0 when in fact I have 3.
So I recently discovered a problem with my interweb and changed my modem out. Setup everything to work properly to receive larger packets and improve the speed of my connection to the internet.
Everything and I do mean everything is faster now, except 1 thing. This game. It’s been almost a year and even when I load into the low pop zones like some of the less populated cities it takes a long long time on the load screen. Even my other games I play have shown an overall improvement on load times, save this one.
Are there any plans to optimizing this once and for all?
The targeting system for pets, make it harder. No one should be able to AOE a pet down, that’s my take on it. They should make pets immune to AOEs and make them require a right click to kill.
Mesmers are perfectly fine the way they are, but rangers spirits and pets, all of the pets of the necros, turrets on engis all need the immunity and a more strict targeting restriction, I’m drawing upon multiple other games that used pets that were once too weak but added bonuses to the class it was on. Turrets also severely need a mobile option. Part of the reason why they are so weak even in PVE is due to their stationary nature and they can throw all the toughness they want at them until they are immune to AOEs they’ll forever be weak as heck.
Targeting for targetings sake (both by using a skill and facing the target and by tab targeting) needs a serious rework completely agree there. For some reason the game just randomly picks enemies that I would never target in a million years. (or 10 years of playing mmo’s for that matter.)
all web apps development was ceased upon launch. They were supposed to have mini games in the apps, chat with the represented guild chat, friends list, and the possibility of seeing people on a web based app so it would be easy to meet up with friends, both as a web and as a mobile app.
Sadly I doubt very much that they’ll be doing this so far into the development.
Trion’s app works well. Cryptic has web apps to handle alot of the character details offline, for NW you can progress your crafting without ever logging into the game so long as you do some prep and buy the materials you’ll need. They haven’t yet implemented the guild chat thing but it’s coming from what I’ve read.
I think that having these apps are truly revolutionary and since some games actually use the same webbased database systems for their games it shouldn’t be too much trouble to produce code to import them into these apps from the game server databases.
(edited by tigirius.9014)
Just posted in the bugs forum about this but felt it was necessary as an example of why we need a PTR when testing.
They just loaded the new achievements pane and not all of my achievements have loaded. Lots of the things I had already completed by default are not showing. I’ve salvaged thousands of items as a farmer for almost a year now. And as another minor example the miniature collection doesn’t show a single one of my minis. I’ll be checking into this further when I have more time.
Just another example as to why PTRs work and are needed because if they made a copy of people’s characters achievements and all onto a new test server and people logged in to find the achievements missing like on mine they’d be posting multiple bug reports long before it went live with plenty of time to research and fix the issues.
As a farmer I’ve noticed quite a number of mistakes with the achievements system. In particular as the only means by which I have been able to obtain anything with the permanent loot issues on my account, I’ve been salvaging everything. I know they just implemented this system for the game, but what about those of us who’ve been doing these things constantly for almost a year. Every single time I’ve logged into the game I’ve gathered salvageable items from the enemies I’ve killed (as evident in my long long list of nearly complete “kill certain enemy 1k times” achievements) however there’s no retro from these activities over the past year.
Wasn’t there a guarantee that the retro for the activities we’ve been performing for almost a year now would be included in this update back when the first talks about how this system would be linked to the achievement system?
I know for a fact that I’ve salvaged thousands of items from mobs ever single time I’ve logged.
Also the miniature collection shows as my having 0 minis I know I have at least 3.
(edited by tigirius.9014)
So now we need to farm and achievement points? Just great.
Lol, they’re giving away free stuff, quit QQing
My only concern with that is they mention armor pieces and cosmetic items for gear. Uhm does that mean 1 piece of gear costs 6300 achievement points? Because that kind of thing is what we were seeing with the laurel and gold system in the game. People had to grind not farm to get what they needed. I’m hoping the grind is finally gone with at least 1 aspect of the game.
I love your posts Kaaboose because they are always spot on with what the problems are in the mmo’s (save for the farming one) this time you’ve come close to describing correctly what’s happening here but there’s something wrong with the analogy. Perhaps it’s the use of TV shows or IPs.
I’ve played about 15 mmo’s in my time and one thing always presented itself as a problem. Subscription mmo’s used dirty tactics to keep people subscribed for longer than they should have been to complete content. They knew that people who worked for a living wouldn’t have time to spend all day on the game to complete things like reputation maxing and progressing thru every dungeon. So they extended it as long as they possibly could. This has been a theme for many years now and has happened in just about every sub mmo out there. The reason? More money.
The temporary content and how it’s being presented in GW2 is the same dirty trick but on the opposite scale. Since there isn’t a sub involved they’ve resorted to gambling tactics with boxes bought from the store, cosmetic items only available from the store, and content that will vanish almost entirely upon completion. Further in order to prevent people from experiencing the content with any kind of solo interest they’ve forced people to group in order to see the dungeons from each and every event by placing them into the Fractals system.
In my view, this is just 1 step closer to their November announcement that people who wish to see new content will be required to have agony resistance including any of the content dungeons we’re seeing in the temporary LS uploads.
These tactics are neither clever or welcomed and will most likely alienate whoever is left lingering waiting for the game to be a positive example in the mmo market. It’s really quite tragic that they can’t think of a better way other than trickery to keep people playing longer.
Also let me be clear I’m not talking about the holiday events including the Dragon event because those to me are holidays, however seeing holidays as anything other than a secondary concern for the game is not something those of us wishing to see a more permanent open world experience monthly would like. Holidays should be the separate small team working on non-world impacting side diversions, the real content should have a larger team and every bit of the dungeons that come out for the events should be translated into the personal story herald (a new herald) so that it will scale with the number of players invited to the dungeon but can be completed solo, and the items should be in game only there should be no more of this cosmetic event items only available via the store for everything. That would alleviate alot of the problems we’re seeing with this development.
‘(Feel free to sub in any Show/Book/Game/Media/Etc. if you don’t like Game Of Thrones!)’
I would like to insert ‘EastEnders’, ‘Days of Our Lives’, ‘All My Children’ or any other soap opera. They were pretty successful back in the day with that model. =)
This is the only reply so far that brought up any positive light on temporary content actually working! I can see the slogans now: Guild Wars 2! The soap opera of MMOS!
But seriously, Claiming temporary content is good because it makes people play it just highlights the point I made about creating a sense of urgancy to make the content seem more compelling. If a developer can’t make a mode that can hold a players interest then maybe it’s not that good to begin with.
I could be wrong since I’ve stoped playing WoW but I’d wager players still do Warsong Gultch and Alterac Valley, Mode that were put in 8 years ago.
(edited by tigirius.9014)
doesn’t really look like culling is gone to me. Just nameplates floating around all over the place. I would have expected the actual models of the characters.
The consensus on the Elementalist forums is that Arenanet deliberately wants them to be outclassed by everything.
Rangers and engies would like a word with you.
Rangers and Engies are quite easily the worst off. Pets in particular are the worst designed pets in the history of any mmo right now. There are no traited options even for AOE resists or regen (the poor regen options for the turrets don’t count and that tiny bit of toughness didn’t do squat) not to mention turrets still have no mobile options.
There’s also the problem of targeting. In other games they knew that direct targeting would make it more difficult for most players in PVP to instantly destroy totems for example. So they made all totems require a direct click to target them, made them immune to AOE damage, and forced players to work hard to take these things out.
They need to do the same thing for pets in this game otherwise pet classes will always be at a disadvantage.
Also they haven’t done enough to boost the engineer to be on par with the other two burst DPS classes in the same classification. There are multiple trait options still to this day that prevent it from being as viable a burst DPS option that Thieves/Rangers enjoy without blinking. It’s dependence on the weakest damage type in the game, Conditions, makes it a weaker class by default.
Just FYI when I make comparisons to other games, it’s to illustrate that these problems in combat are universal themes and that solutions to those problems were already discovered and have worked for years. Combat is combat people.
+1 for giving a PTR.
The only issue. Use it only for bugfinding/testing/fix.
Don’t use it in any shape or form for balancing.
Just look at forums, think if all those QQers had a word in a PTR for balance the game.
Actually no, see that’s part of the problem with this game. the PTR should be used for PVE balancing, it would solve a ton of problems especially in PVE. It would immediately remove the problems of weak classes, make the classes balanced around the principles of numbers rather then touchy feely combat senses, and it would make the trait system actually make sense giving traits to the weaker classes that the stronger classes take for granted. It would most certainly eliminate what we’re seeing with dungeons where the playerbase demands a certain single set of classes for dungeon runs because of their strengths because the devs would have a set of real reports to work from in the bug report system whereas right now they only have the forums and ignore them completely as it is.
PTRs are hands down the best tried and true way of testing anything. “Don’t fix what ain’t broke” comes to mind in the argument against the OP. Time and time again with patch updates that include major changes to classes bugs still exist in each patch that they’ve claimed are gone, some of which stayed for months with no one listening to the complaints in the class forums about these bugs still being there.
Yeah I’d say it’s time for a PTR.
No offense man but PTRs have been tried and been shown to be completely ineffective time and time again. It’s a worthless waste of resources. The following happens on test servers:
- let’s raid orgrimmar (crashing test server hence no testing)
- let’s find exploits and keep them hidden for world firsts (hence no testing)
- let’s whine about justified nerfs (hence no positive testing)
- let’s check out profession X at max level (hence no testing)End effect, almost no real testing and with a very high noise-to-signal ratio. Couple that with extensive exploit gathering. It is simply not worth it.
A.net actually has players testing in a group that can be constructive, objective and silent. There’s no reason to invite every troll and his mother to the test krewe.
You too can be invited to this test krewe. Be a positive, non-trolling member of the community and created objective, constructive and non-trolling threads. Keep your head cool at all times in the forums and in-game. One day you might get a PM with attached Non Disclosure Agreement inviting you to the Test Krewe.
And none of what you said explains how it’s been the most effective system in testing and thus used by 90% of the games out there still to this day. If it were so ineffective than no one would use it. *Please stop posting nonsense, even with all of the negatives, the majority of the testers are legit testers and report on the problems in the ui the combat and the mechanisms of the games update. *It’s not like what we’re seeing in this title where they made claims about items being fixed and then have to go back and find all of the various groups of things they missed in the type of testing they use, as opposed to only finding 2 maybe at max 3 things wrong in the PTR testing system because of the ample reporting and free testing provided.
1/ can you back up that claim, because i’ve never, ever seen a single legit tester on PTRs in the time I played WoW. The PTR forums were full of vitiol without meaningful discussion about the content (let alone bug hunting). Even if there was a speck of meaningful testing, it’d be lost in all the noise. That’s personal experience though.
2/ stop posting nonsense, right back at ya.
1: there’s no need the very fact that just about every major title out there uses PTRs to this day is enough to know how well it works.
2: Not posting nonsense posting facts sorry you can’t keep up.
The PTR if it were implemented in this title would have caught the months of bugs still existing in the game to this day from the BWE2 forward and would have made clear the priorities to the devs thru the standard reporting system NOT the forums (forums are never used for the reporting system unless the standard bug reporting tool is down).
Because despite big cheers from commercial reviewers for beeing so revolutionary and breaking with all conventions, they forgot to make a game that is actually fun and engaging to play.
Well it got them the reviews, it just didnt get them the players.
The people are speaking. The question is if anet will realise what they have done wrong.
Think about this for a second.
Why do you think that reviewers where so possitive about GW2? As a reviewer you are “forced” to look at the game as a whole. You are forced to sit back and enjoy the wide variety of content this game has to offer.
Where the current generation of MMO gamers is pigeonholing content that gives them the shortest route to the “pot of gold”; the fastest way to level or best gold per hour (CoF farming anyone). Its a totally different mindset that makes this game very monothome to play.
If they revised the drops/incentives system it would 100% change the way the majority of players play this game. Even if the actual content was identical and just as good.
And what would you think about this game if they added proper incentives?
- If jumping puzzles and mini dungeons gave BiS (level specific) rewards.
- If all dungeons paths had unique incentives that where on par with all other dungeonrewards in terms of value.
I totally agree with this. People don’t like to grind, people like to farm but not grind there’s a big big difference here between the two.
It’s sortof like the skills system they use. They claimed to not make you swing a sword and then swing a sword again but then they made the system require that we use the #1 abilities almost exclusively in ever weapon and even on every kit.
The rewards system is the same as the combat system. They claim to not want people to grind however they make some of the most needed T6 materials the absolute rarest things in the game, not dropping off of mobs for about 25% of the players and then require stacks of 250 to do anything meaningful with them, including the T5 mat – T6 mat conversions.
Meanwhile there are no rewards for salvaging whites blues or greens unless you happen to be chosen as a special one by the algorithm they use (because let’s face it that is totally not luck, I mean I have pretty average luck in RL but never have I experienced such horrendous drops in any other game I’ve played especially when it comes to crafting materials even when restricted to raids and heroic dungeons), there design flaws in how you get rewarded for currencies (laurels being only available 1 per account per day) but they made the higher end gear available thru this method furthering delay with the promise of a content cutoff from individuals who don’t have the properly maxed out resistance on their gear, and even the system of finding lost treasures in the world was corrupted by the RNG system (which should be called the FNG system for all the good the R does for some of us R = random and random =/= the guarantee that every time a drop falls you get hardly anything for your efforts, it’s more like F = fixed because you’re almost guaranteed to get low end drops before DR sets in so there’s a double cutoff occurring on some people’s accounts).
It’s not going to be easy but they could start by allowing the whites blues and greens the chance to actually drop the rarer T6 mats, reducing the number of T5 mats needed to convert to T6 and allowing Greens the chance to drop ectos when salvaged, and change the drop rates in the karma boxes so they are guaranteed never to drop nothing. That would improve the system all around immediately.
They certainly either need to make the holiday currencies (including the items needed in crafting) appear in a single pane or they need to make the salvage kits stackable or how about both. That would solve much of the trouble we’re seeing even when all of the slots are purchased there’s barely enough room.
Because despite big cheers from commercial reviewers for beeing so revolutionary and breaking with all conventions, they forgot to make a game that is actually fun and engaging to play.
Well it got them the reviews, it just didnt get them the players.
The people are speaking. The question is if anet will realise what they have done wrong.
So those of us who find the game fun and engaging (of which there are many) are lying?
Maybe the game is fun and engaging to a certain player base, and you’re not part of that player base. Because it’s sure as hell fun and engaging to the people I play with.
You’ve been known to have stated that you find fun not getting rewarded for your time spent playing even in the ways that Anet wishes you to play so you’re definitely not typical of the standard mmorpg playerbase trust me.
PTRs are hands down the best tried and true way of testing anything. “Don’t fix what ain’t broke” comes to mind in the argument against the OP. Time and time again with patch updates that include major changes to classes bugs still exist in each patch that they’ve claimed are gone, some of which stayed for months with no one listening to the complaints in the class forums about these bugs still being there.
Yeah I’d say it’s time for a PTR.
No offense man but PTRs have been tried and been shown to be completely ineffective time and time again. It’s a worthless waste of resources. The following happens on test servers:
- let’s raid orgrimmar (crashing test server hence no testing)
- let’s find exploits and keep them hidden for world firsts (hence no testing)
- let’s whine about justified nerfs (hence no positive testing)
- let’s check out profession X at max level (hence no testing)End effect, almost no real testing and with a very high noise-to-signal ratio. Couple that with extensive exploit gathering. It is simply not worth it.
A.net actually has players testing in a group that can be constructive, objective and silent. There’s no reason to invite every troll and his mother to the test krewe.
You too can be invited to this test krewe. Be a positive, non-trolling member of the community and created objective, constructive and non-trolling threads. Keep your head cool at all times in the forums and in-game. One day you might get a PM with attached Non Disclosure Agreement inviting you to the Test Krewe.
And none of what you said explains how it’s been the most effective system in testing and thus used by 90% of the games out there still to this day. If it were so ineffective than no one would use it. Please stop posting nonsense, even with all of the negatives, the majority of the testers are legit testers and report on the problems in the ui the combat and the mechanisms of the games update. It’s not like what we’re seeing in this title where they made claims about items being fixed and then have to go back and find all of the various groups of things they missed in the type of testing they use, as opposed to only finding 2 maybe at max 3 things wrong in the PTR testing system because of the ample reporting and free testing provided.
They are way overdue not for an expansion as some have argued but for an overall massive UI update across the board. Guilds being one of the many items that are subpar in the control department yes.
Every other game in history has had some sort of UI kitchen sink update before reaching the anniversary, and we now know that they’ve made major profits so it’s not like NCsoft couldn’t hire temp contract programmer teams to make the jump.
PTRs are hands down the best tried and true way of testing anything. “Don’t fix what ain’t broke” comes to mind in the argument against the OP. Time and time again with patch updates that include major changes to classes bugs still exist in each patch that they’ve claimed are gone, some of which stayed for months with no one listening to the complaints in the class forums about these bugs still being there.
Yeah I’d say it’s time for a PTR.
You’re driving down the countryside and you see a field with cows in it and immediately want to rush over there and save the ranch from bandits.
…On the forums.
Particularly in this section, Suggestions and the Professions sections.
There is a wealth of solid player ideas and suggestions for fixes/improvements (e.g. the neglected “Profession” that is the Ranger and Warriors who are useless in PvP) but only a small handful seem to be acknowledged.
Of course the Devs are busy, but surely there is time in the day to at least acknowledge the more important issues raised here? Even a simple ‘Noted, we’ll bear it in mind’ would be appreciated!
The best way in which ArenaNet can improve its game is by listening to and communicating more with its players.
I agree but about the entire game. PVE is at it’s worst actually than anything else. There’s rampant imbalance even with the most recent changes, there’s a serious lack of focus on improving combat all around or fixing CC/support/condition damage builds, and the problems of a #1 focused combat system.
To those who keep arguing against it, there are plenty of other games who’s devs have actually had a very strong connection with their players who answer posts all the time, who take the time out to take the ideas of the players and make them very much real updates in the game title they are working on. I’m playing one right now while watching what’s happening with GW2 and their success is completely due to the fact that they were there for the players of all of the gameplay styles since day 1 and communicated constantly even today.
@Vayne
They specifically say:
“We just don’t want players to grind in GW2.”
http://www.youtube.com/watch?v=35BPhT-KI1E#t=1m40sI’m not twisting their words.
I’m not quoting them out of context either.We grind dynamic events. Cycles of dynamic events, even.
We grind dungeons.
We grind fractals.
We are encouraged to repeat tasks.And to clarify, grinding becomes more apparent when all your effort is poorly rewarded, such that you must repeat the task.
If I want a certain item skin, I must do a certain Dungeon X times, a different path each time.ANet doesn’t need White Knights, they need people to properly help them improve the game as much as possible.
If ANet gives in to the requests of fickle players who move to the newest MMO, they will get nowhere.@Devata
With or without the ( ), what you posted has nothing to do with the differences between what ANet promised vs what they gave us.@Siphaed
1) What I loved about GW1 is a matter of gaming concept.
Trash loot being a given in MMOs is utter nonsense. It just introduces coin into the game at no cost and hurts the economy.
Trash loot is called Trophies in GW2.
Trophies existed in GW1. They could be sold as trash to vendors.
However, there were collectors. So there was no item with the sole purpose of being vendored.
It is a silly concept that no game needs.2) Grinding is not a matter of content.
It’s a matter of activity.
As an example, fights that require you to do more than bash enemy skulls, are a good thing.
The current combat system is built in a way that makes it very difficult for the game to not feel grindy.
A few professions break this mold due bundles, etc, but for the most part, it’s extremely repetitive combat, both from the character’s and encounter’s perspective.3) Hypocritical?
I am criticizing the fact that the way dynamic events are balanced encourage grinding.
The fact there are “dynamic events with phat loots” is part of the problem.
I refuse to rotate/grind the “phat loot” DEs.I want every activity to present itself as more than viable – to be attractive in terms of effort vs time vs investment vs risk vs reward.
Anything you do, if you do it well, should feel rewarding.
I agree with you honestly Vayne has taken what he’s said out of context. What he considers fun is the grind apparently and continues to support the arguments that A: the game doesn’t have grind despite what’s obvious to everyone else and B: one should play the game for the fun of it, who needs rewards.
What he fails to realize here is by having such a stranglehold on the economy, by making the rewards system less than, and by not allowing even their most basic drops have any value (greens, blues) they are doing just that causing a grind.
Further he uses the quote talking about combat being boring by swinging a sword, and swinging it again, well having played since launch I can assure you and him that this is exactly what’s happening with their skill system. So much emphasis is being placed on the #1 skills and nothing else. They need to increase the overall damage of the 2-5 skills and make a #1 skill a finisher at most to fix this problem. In other games one has lots of choices to use for skills, when you shorten that skill list down you have to make sure the skills balance properly so that we’re not doing #1 #1 #1 so not only is it a grind to repeat events in the lack-o-rewards system they have now but the combat is also severely lacking due to the #1 skill focused design.
I understand and completely agree OP, what you described is pretty much what i experienced every time I logged in. I’ve since been waiting on the sidelines watching what will happen next with their salvage revamp and their mission to make greens and blues more valuable a commodity, and their new rewards system once it’s in game before I make a determination. If DR and the loot nerfs they implemented in November continue to affect my account as they have for months now when these new systems are in place I’ll definitely make a report about it.
But even with the proper changes to the drops and thus to the economy, there’s still a ton of things wrong with the combat, lack of ui elements, and lack of lower-mid level zone crossover of players that will need to be addressed as well as the imbalance in PVE between the professions and the separation of the easy dungeon runs and the heroic dungeon runs before this game catches up to the rest of the mmo universe under the hood.
There will be lots in map chat saying where the next event is, just go there and join in,
the game changes from being a solo game to a mmo at this point, at lvl 30 you can look or post gw2lfg for ac dungeon story mode, a few lvls later you can go explore, doing the events and some dungeons you will be surprised how quick the levels can go and the being alone feeling will be gone.
I ran kitten backwards into a huge dragon event earlier. I was just trying to do some story quest. Everyone just spammed damage until the dragon was dead, looted the chest and dispersed…
NOT an MMORPG.
It is an MMO but it’s not got the conventional items we’d all expect, I think they seriously left out entirely too much with the design, the combat, and the ui. There’s so much missing in fact that it feels like it’s one of those games that was created just when mmo’s first burst on the scene of the gaming world, not visually mind you but under the hood.
I honestly don’t understand some of the conventions that the devs talk about, they say they want to make a revolutionary game but leave out so many essential items in this game, it’s just weird imo honestly, and mounts are just the tip of the iceberg.
I’d like to propose some enhancements to the error system when something occurs in this title. I’ve noticed these things in other games now for some time.
1: when the game crashes on someone while making a purchase, have the error handler send a report email to the support department to give the currency back or to make the item available in the mail.
2: autoreboot the game when it crashes (particularly helpful when the game patches come out) with or without a report.
3: autologin upon a crash reboot so people don’t have to sit thru retyping their password and seeing the launch sequence when the game crashed on them.
4: autosend location of character when the game crashed.
5: if the game crashes while in an instance keeps you in that party while rebooting (prolly already there but since I don’t do dungeons I have no idea).
6: when rebooting while in a party have the game give the message to those in the party ui that they are offline/crashed/or reloading.
Plus… Walking is just… too boring.
I too get quality and entertainment from means of transportation in a video game.
Same here. I would love nothing more then to use some sortof motorcycle for my charr engineer, its the only mount in any mmo I’ve missed.
they have the tech but the six only know why they haven’t used it. (because another game has perhaps, way too much pride to learn from history and use those tools which have made other games great for years, seems to be what I’m seeing.)
They have the tech to make a cross server sectional of the lower and mid level zones so that players of all servers would always see someone, who knows why they haven’t used it.
First of all i would buyout ArenaNet from NCsoft and give them full independence to what they create.
i have a bad news for you.
Anet claims continually to be really independent on GW2.
So they are the only responsible for any success or failure.
I have bad news for you. Anet and NCsoft are not partners like we are seeing with Wildstar, so that’s not entirely true. The key reason why Wildstar devs put out a statement about how they’ll handle their economy is because so many people like me were worried about it since NCsoft is partnering with the Wildstar team and it’s the key reason why people were initially worried about the ui elements at launch of Wildstar.
so the OP’s concerns are very very valid in this case.
I’d do the same thing OP I’d have them hire a massive balance team to get things rolling on improving overall the three weakest classes, their pets, and the system of combat that uses support and conditions FIRST before any other concern (bugs and design flaws).
I agree toolkit is quite gimpt.
I dunno about the rest of you but those wouldn’t be my first choices for melee weapons or skills on the toolkit. I’d have a chainsaw a drill and a nailgun for starters.
Just another reason to make all loot like this account bound and not character bound, smh.