Yeah it is this thread again, but this time the other way around.
Why does the Heart of the Mists not count against world completion? It is really easy to complete, a lot easier than the borderlands in fact. So yeah, why wasn’t that thing included in the whole gift of exploration thing?
Well, there are a ton of threads which suggests that respecing should be entirely for free and there are also some suggestions to move the WvW part to sPvP were respecing is for free… So yeah a lot of people would like such a feature…
Add item that turns ANY piece of Armour into TOWN CLOTHES.
Profit.
This so much this… I would an equipment piece which I think is really nice and I would love to see it as town clothing but it is a functional armor.
This would make the whole town clothing thing so much richer and interesting…
It is also a bad idea, look how many people got unhappy because they changed a certain weapon skin. If you remove a certain type of gear altogether it would make the probaby many more people upset.
The solution should be a compromise of the current system which is also not really liked and leads to a strange community behaviour and the extrem of compleatly removing it.
I really don’t like skimpy clothes. I don’t even think it is very attractive… And yes, I would like to have the opportunity to dress properly.
Having said that, I really don’t mind if other people want to dress skimpy. They can weare body paint and I wouldn’t mind. I just don’t want to be forced to do it. Therefor my biggest crunch is with the strange mini skrit of the apprentice starter outfit.
Of course, I would like to dress my character attractive, but that involves most time that most of the skin is concealed. I think kimonos are extremly attractive sets of clothing for example.
So I kind of agree and disagree.
@Negativity
Well, usually I would like to have people decide for themself how they want to help their party. At the moment the only exception from this is MF gear because it only helps the player actually who equipped the gear.
An averaged MF would solve this exact issue. The player is helping his party at finding better loot, which is still helpful in dungeon and when the whole party can manage to go through a dungeon with one or two people in complete MF gear… Well, more power to them. Some people can solo dungeon bosses and there are people who do naked runs. In the end the only interesting question is can the party pull off the dungeon run or not?
The problem with the MF right now is that you reduce your own combat effectivness, which reduces your possible contribution to the party and gain more reward because you did so. And I can see why people have a problem with this, and that is exactly why I started this topic.
However, you say that when someone reduces his stats so that the party can find better loot he is still a selfish kitten, even if you managed to find a legendary percurser thanks to his help. Sorry, but I can not really relate to that.
I think Magic Find should be an environmental effect in dungeons and it should go up by a certain percentage whenever you kill a Veteran, Champion, or Legendary mob. It could also carry over if you decide to do another path of the same dungeon. For example, you accumulate 50% Magic Find from AC path 1. That same Magic Find buff will carry over if you do path 2 or 3, but if you do a different dungeon like CM, TA, or whatever, then the buff will reset.
That sounds really interesting. How would that interact with MF gear?
(edited by yandere.9176)
I never have seen a suggestion to average the MF stat over the whole party.
And I don’t know why you would still consider this selfish behavior, when everyone in the party will get a MF boost? Or maybe I just missunderstood what you have wrote….
I personally don’t have much of an issue with the whole magic find gear. I pretty much ignore it, but some people can’t and it creates a kind of uncomfortable pug atmosphere.
The main complain I have seen is that it is selfish to equip MF geat because it is only useful to yourself and not the party.
So here is a solution: Average the magic find over the party when entering a dungeon.
Since MF is a percentage increase it is just natural to use the geometric mean as an equalizer.
An example:
Destiny’s Edge are entering in dungeon. Eir is there for some treasure so she has 80% MF increase equipped. Logan and Rytlock both have friendship rings equipped that come with 40% MF increase each, and Zojja as well as Caithe just want to get down to business and have no magic find gear equipped.
So we take the 5th root from (1.8*1.4*1.4*1*1) which would result in 1.58, if my calculator doesn’t hate me. So we have a 58% MF increase for the whole party.
This way magic find gear would provide something for the whole party and we all get the good feeling that everybody is contributing or something like that… Most of my PUG experiances were pretty fantastic so far, but I guess you can always imporve your game. ^^
Do want… I definitly want to learn the norn dance and gangnam style ^^
I did it today for the third time solo with my ranger. I did it before with my engineer and my guardian. I would say I had the best time with my guardian.
The trick at this mission is that you should ignore all mobs and just run like hell, there is no point in fighting anything, unless the story step forces you to fight.
Actually the dragon champion fights are pretty cool, but yeah the Zhaitan fight is underwhemling and I really don’t want to fight risen anymore. The problem is that the reward isn’t so good either. You get an orrian reward hat and the pact victory token, but you probably have better equipment at this point, if you bother to obtain it…
Me too, me too … o_o*
There is an instance in for trinity. The one where you meet Traherne for your briefings, just go there you should get the question if you want to enter the instance. In there is the guy who accepts token.
First of a great compliment to who ever was responsible for the beautyful variaty of races we have in Tyria. The whole fauna and flora is so vivid and colorful, simply amazing.
There are also a lot of sentient races and I have often seen threads about how people would love to play Kodan, Tengu or even Skritt.
Implementing the whole canon of sentient races including storylines etc. Would be an extrem effort, so here is a suggestion, how we could could play as these races with a hopefully reasonable about of effort form a developer perspective.
The Idea: Create a class which is able to transform in diffrent species with fine manipulators. The transformation would not replace any of the weapon or slot skills, but hand out F1-F4 skills or small buffs which you would assosiate with this race. Strong like a norn, crafty like a skritt etc.
You could collect extra transformations like the ranger pets so you could choose which form you want to obtain and most importent maintain for RP purposes.
I did not put much thought into what kind of weapon or armor this class should gain, or even what kind of skills this class should get. I just thought this might be an interesting class mechanic and would probably make many people happy.
Just to make give you a scope of the variaty of a – again – hopefully complete list of all sentient races in Tyria:
Of course we have the 5 playable races:
- Charr
- Asura
- Human
- Sylvari
- Norn
Than the 5 lesser races:
- Grawl
- Skritt
- Hylek
- Quaggan
- Ogre
But also many others:
- Jotun
- Tengu
- Troll
- Kodan
- Krait
- Dwarf
- Dredge
- Ettin
- Harpy
- Largos
- Giant (yoeah giants are a bit to big there are here for completeness sake)
After the whole the dungeons are to easy the dungeons are to hard thing, I am pretty surprised the feedback right now is really consistant.
I challenge Robert to make the next boss in an enchanted forest with a pink and white unicorn boss! (sorry getting off topic there and completely lore unrelated).
I second this because this would indead be a truely terrifying beast.
[img]http://i571.photobucket.com/albums/ss160/starmz123/Aurora-WingedUniMLP.jpg[/img]
The third racial question usually doesn’t affect you personal story at all. Charr are the only exception.
It modifies youe home instance. In your case a diffrent NPC will appear in your home but the just says “Greatings” or something along the line, so it doesn’t matter.
Yes, it is not really interesting but they plan to change that in the future.
That somehow became a long post. I hope my broken keyboard didn’t ate my sentences and it is still readable. O_o
1. At the moment the difficulty is all over the place. The final boss should feel like the final boss, but the random champion enemy crab two rooms before the final encounter is so frightening that you better just skip the fight and run for your life. Every encounter after this one must feel underwhelming because you can actually beat it.
2. For someone who doesn’t want the dungeon sets, there should be some alternate genaeral useful reward. The best tip I got so far is “Buy rares and salvage for Ectos” which feels incredably lame for an dungeon reward.
A suggestion that comes to mind is that you could associate each one of the 8 fine or even rare craftion materials with a dungeon: For examples you could buy Onyx materials and Venom Sacs with Deadly Bloom.
3. Ascended gear is a problem. Either you tune the gear down to match exotic stats or you give each dungeon it’s own ascended gear. Since the whole agony part is only useful in the fractals dungeon and I wouldn’t like to see this introduced in the the old-school dungeons. The tune down is the prefered option imo.
The problem is not that it is only slightly better and it hardly matters. People will look at the numbers and the numbers are better so they go for ascended gear leaving the other content behind and making it hard to find a group for dungeons.
4. Story mode is not easier than exploration mode. Just hand out tokens like you would in exploration mode. Or make an extra story token which allows access to a Pact armor or something like that.
5. Harder paths should give better rewards. You surely have metrics for each dungeon path that people run. If you make the naive assumption that people runs the harder paths less often, you can do a little math and adjust the rewards accordingly.
6. Some bosses have nice ideas and horrible execution. The advanced Destroyer in CoE comes to mind, which has a nice idea with the frost guns etc. But it is just plain boring to play and no quick fix you will apply with change that. I would encourage you to get back to the drawing board and think who you can make this thing an engaging battle.
My main problem wit this one in particular is that I have more fear of the lava and the general enviroment than the boss itself. So make it a boss which can be skipped by a deadly jumping puzzle or make the boss a bit more challenging and the envioment not so extreamly punishing.
And one last point and this one is probably most important:
I was one of the people who thought dungeons are too hard. Well, I was wrong they aren’t hard but they feel padded.
New dungeon runner feel that there is an extrem difficulty spike in the game because their old stratagies doesn’t work anymore, and veteran dungeon runners will just get bored to death because once you figured out who to deal with the silvers there aren’t really much of a challenge they just have huge health bars.
I am not sure how to address this problem but it is sure the there is nothing in the game that prepares you for the challenge and once you figured it out it isn’t really that interesting… just long.
That doesn’t mean I didn’t enjoyed my dungeon runs, the pugs I runned with were all very nice people, but the first few runs were just brutal and the later games were good because of the people.
I would love to see the World vs World moved to the Heart of the Mists and uses the sPvP mechanics.
The reason is simple. I equalizes the gear. Now some of you say gear is not important in WvW and you might be right, so it shouldn’t bother you when the WvW is moved to sPvP and the gear is equalized. Because you said it yourself. The gear doesn’t matter.
And for those who does care about the gear diffrenece, well, they would be more happy to play the game.
It is basiclly a win-win situation.
(edited by yandere.9176)
The point is I really liked the event. I got tedious at some points but I got a percurser and an awesome exotic ring and I thought I had earnt it. That was a very cool feeling. There will be other events and perhaps these will be at times were I won’t be able to participate, but that is fine… that happens.
I can say that I really enjoyed the Halloween event except for the jumping puzzle but that is ok, not every content is for everyone. I eve got all the other archivements.
I did jumping puzzles including obsidian sanctum and I even played a few round PvP which I never imagined because I am usually a strict PvE player.
I havn’t had the chance to ecperiance the Fractals of the Mist, and I have to say that I am currently not very motivated to log in. And the reason for this is the ascended gear. I can see that there could be some middle ground between Exotic an Legendary but the higher stats really make this uncomfortable.
So much became strange, useless and kind of unenjoyable because of the sudden gear progression: the crafting, the other dungeons, WvW… Yeah it is a small step but it is hard to imagine where it will lead.
I fear that Legendaries will have higher stats than ascended gear, making them mendetory to aquire. I fear that they will introduce gear progression in sPvP that you ha to grind for the gear just to be on even level with other players.
I played this game for many hours, and spend many hours mentaining the wiki and yes it was fun. But the changes leave me with that uneasy feeling that the fun is over. That the game changed so dramaticlly in such a short period of time that it is hard to imagine if it will still enjoy it in another two month. I could never imagine that I have this kind of dread thinking about content updates and what they might destroy and there is some kind of trust lost in the company that wanted to redefine the genre. That was proably a bit to ambious.
However, that makes me so hesitent to invest myself into this game anymore. So yeah I am still enjoying the game at the moment, but defenitly not how I used to.
You are right for some builds there is no ascended gear; for other build there is… So you just have to play a build which can’t utilize ascended gear. But that is probably not what you ment?
The problem is that crafting is already pretty useless as it is and if you can’t even get the highest tier of equipment in your crafting discipline well, than you just don’t have to bother with it, but perhaps this all will be better if Legendaries get better stats so you are required to have 2 crafting discipline on 400 just because it is required to build a legendary not because it is useful in it self.
Acutally chef will be the only useful crafting discipline, nobody will care for the others.
You don’t need more than one vial as far as we know, unless you REALLY want to craft more than one kind of back piece which would be a huge waste of money in the first place
That is not an argument. The problem is that the vial is a random drop. So aquiring a random drop item regardless of the drop chance is geometric distributed, which is a distribution without memory.
That results in the effect that you run a dungeon and don’t get the loot drop, you run the dungeon again and don’t get the loot drop. So now you could ask have my odds improved to get this item because I did a dungeon run more? The answer is no! Because the disribution doesn’t remember that you have run any dungeons at all.
This means everytime you don’t get a vial, you didn’t made any improvent towards your goal. That is simple statistics.
So you only need one is not an argument, because it can take 100000000 dungeon runs to aquire 1 vial. It can of course take 1 dungeon run to get 1 vial but that is statistics for you and the simple reason why random loot drops are a horrible idea.
Since I am posting suggestions anyway. Make th first phase life bar blue or something, than you would actually know that this crab has something strange going on.
The first time I fought these thing I died because I wanted to loot the crab and the second phase spawned directly above. Or at least write something lik has 2 life bars under the name of the crab.
Actually I really like the idea. I am usually a strict PvE person, but WvW was kind of fun and I entered a few sPvP matches and they were really good.
Now I find myself in a strange spot, I think sPvP is better thought out than WvW so now I am doing PvE and sPvP but I can’t get myself to play WvW. It feels like worst of both worlds. So yeah WvW in PvP armor looks like a good idea.
You could even put the WvW gates to the Heart of the Mist. So you cold just hop into WvW, since you are geared up for PvP anyway. So yeah I would really like to see that and I would probably never leave the Heart of the Mists again :P
A few weeks ago I read something, that Anet believed the Overflow server would vanish as the time goes on and I was thinking to myself, that won’t happen with Lion’s Arch.
The city is to important! It is the center of traveling and with the newest update a lobby zone for a dungeon.
I understand that many dungeon groups organized themself in Lion’s Arch before the Fractals dungeon, but at least there was split because there were dungeon groups which organized themself in the respective dungeon zones.
I understand that for lore reasons the only place were ths dungeon can be located is in Lion’s Arch because is the only place with a portal to the Mists.
So the only thing that would allow Lion’s Arch to get rid of the overflow server thing ist to remove the travel center aspect of the city. For example if I want to travel from Rata Sum to the Grove I use the asura gates to Lion’s Arch. I ther would be a option to travel directly to the Grove I wouldn’t have to sit through 2 loading screens (by the way I find the loding times of this game obnoxious) and I wouldn’t need to Travel to Lion’s Arch. That is basiclly a win-win situation.
Please consider this. I like Lion’s Arch, but I always dread entering the city because I will have at least a 3 minute loading screen (sometimes the game crashes on the loading screen which happens only in Lion’s Arch) and I will always be on an overflow server.
Yeah I know abut th bag, I talk about the rings
The ascended rings have overall better stats than the exotic rings, the infusion slot is just extra. You can see that in this screensot: http://wiki.guildwars2.com/wiki/Ascended.
So yeah, even outside of the dungeon, ascended is the better equipment. Plain and simple.
There are ascended rings and back items. I think back items aren’t craftable in general which is odd by the way but that is not the point.
Rings are crafted by Jewelers and until the ascended equipment they where able to craft the highest quality gear in the game. Since Ascended gear is better Exotic gear, there should be recipes for ascended rings. I mean I can craft Legendaries so it should be easy to craft ascended gear.
Are they planned for future release? Are they already implemented?
Fractal Relics seem to use the same icon as Knowledge Crystal. I am not sure if that is a bug or subject to change.
The basic problem comes with documentation in the GW2 wiki, since we only use the icons to make clear which curreny is to use and since token are used as currencies, it will be hard to tell if a shop keeper sells somthing for 50 Knowledge Crystals or 50 Fractal Relics.
A recolor or a horizontal flip of the icon would also help. So yeah, thanks for all your hard work. ^^
I’ve done the thing, and I am not really sure what you plan with these data…
But it really doesn’t look like a well thought out questionary.
Some background questions would be nice, like do you play PvP or PvE, or did you chat or use voice chat, did you know these people or not.
I think you will have highly biased data depending on what background most of you observation have.
I would like if we would construct the statue on a diffrent place, because the mad kind would probably destroy this thing next year again.
On that note… Dynamic Evens in Cities is something want immediately comes to mind when I read this. Fixing the great hole in divinity’s reach, help the scientist of Rata Sum, water the Pale Tree.
I think having somthing to do in the city which would shape this place over time would be cool.
Both ideas I have never thought about to be honest! Thanks for the hint!
Actually me neither. I works but it is still a pretty lame reward for 1500 tokens.
There is another place like Orr: Harati Hinterlands.
Half of the map can become contested Centaurs are always there to attack the Seraph soldiers etc. But the Harati Hinterlands are a cool place to be. The Centaurs can ride you over, but you can evade those attacks, so it is actually your skill that gets you through this place.
Orr on the other hand is just meh. It is easy to solo (at least for my engineer) but it is just so uninteresting to play and look at.
What I like so much about Guild Wars 2 is that you walk around and wonder that in this cavern lies you enter and suddenly you are in a whole new world. Perhaps it is a skritt city, some hidden sancuary or you stumbled into a Flame Legion ritual place.
The Straits of Devastation are split into two, one interesting part, the Fort Trinity side and something that just looks like gray in gray.
Malchor’s Leap has the Cathedral of Eternal Radiance which looks nice, and you can hind an Inquest labratory so yeah, at least something. But the complete south lof the map is just uninteresting. Sadly it is the part of the map you always run through when you wanna reach…
Cursed Shore which just looks like the boring part of the Straits of Devastation combinded with the boring part of Malchor’s Leap. The place you fight the Soverian Eye is beautyful and diffrent abut this one is tricky to reach and you hardly will sumble upon it by acident.
And the Ruined City of Arah is so interesting either.
As I said this has nothing to do with difficulty. It is just a boring place to be.
Remember what happend to Kormir.
After killing to much elder dragons, the world will become unstable and is about to be destroyed, but Trahearne will absorb the maverick dragon power, dieing and ascending to a dragon himself. He will further protect whole Tyria and unite the races in peace.
Than he mysteriously vanishs but there will be a lot of Trahearne Dragon Knights in Guild Wars 3 to remind you of his heroic deeds.
By the way the Dragon Knights will be lead by a mysterious figure who everyone will just call the Commander.
So basiclly I am on my way to complete every dungeon path and as I said there are 3 things I noticed. This has nothing to do with the debate if the difficulty is to high or low. It is both as far as I am concerned but that would be another topic.
1. Story mode is acually not really diffrent from exploration mode. You don’t have any path choices but the DE members follow you around. Some of them are harder some of them are easier, but that’s it. So why do we get this strange hat after story and the tokens after exploration, some sort of consitency would be nice here.
2. The difficulty curve in a dungeon run is just all over the place. Sometimes the second boss which isn’t even so remarkable wipes you many times, and the final boss is often one of the more easier fights. Not always there are also some really hard ones out there.
3. As I said I want to finish ever path once… Now I have 180 tokens of every dungeon, Arah has a path more so it is 240 tokens. What do I do with this junk? I mean finishing every dungeon path is kind of an archivement and I have 1500 tokens. But I can’t really buy something of worth with these tokens… Isn’t that strange?
Your thoughts on these observations?
Actually I would be quite happy if you could use the gift of explorations, for anything other than legendaries. Than map completion 100% woudl actually reward you with something, that you will eventually use, because I am not planing to create a Legendary weapon so…
Actually I opened a topic that Orr is in fact a very boring place to play. I think I never went back there after getting my 100% map completion and finished the personal story. You can’t even finish your daily there because you don’t get the kill variaty together.
To get on topic the mobs does’t help. Risen are overall pretty uninteresting to fight.
There are a few cool once like the Giants, the Spectrals or even the Chickens. Must most of them are just bland and forgettable. I can never remeber which one pulls, cripples or knockdown. But it doesn’t matter anyway, because I use my stunbreaker or my condition remover and just keep ingoring them.
They have nothing why I would want to fight them so I simply don’t and since the aggro distance is so long in Orr I usually unintentionally train a lot of Risen behind me which further annoys my fellow player, which is a kind of akward feeling to be honest.
Let’s be honest here. The only reaon why Orr is populated is because it is the last and highest level region in the game. So the karma rewards and loot drops are much better. But for anybody how isn’t loot motivated Orr just has nothing to offer.
“Save Yourselves!”: This skill has now been split between PvP and PvE. In PvE, players will notice no difference. In PvP, this skill’s boon duration has been changed to 5 seconds.
I am not sure on this one so perhaps somebody can answer me this.
When you have a skill that works diffrently between PvE and PvP, how does the skill work in WvW; like in PvP or like in PvE?
Ok, I read this post (I cutted it a bit down but you will get the gist):
I have never seen a MMO community go to such great lengths to avoid mechanics in PvE content like I do in this one.
People sitting for 20 minutes in CoE path 1 waiting for all the trash to despawn.
People spending 30 minutes jumping through sections of the map to avoid a 10 minute underwater fight because the fighting is just too irritating in HotW paths 2 and 3.
People going to great lengths to avoid actually doing content in CoF path 2 and working night and day to find ways to exploit an encounter or cheese a mechanic because the way it is designed is so poor that people have no interest in participating in it.
People chaining speed buffs to burst through areas in TA explorable because stopping to fight the mobs is just too annoying.
People wiggling their way onto rock ledges to jump over gates/walls in CM explorable to avoid fighting some of the bandit pulls because they’re so stupid to deal with.Honestly, I don’t think I’ve been in a full and complete “as designed” dungeon run in weeks. Every group has a modified way to circumvent a particular scenario. It’s a testament to how hideously designed a great deal of these dungeons are when people actively look for ways to get around your mechanics to such an extent that if a path doesn’t have enough of them they simply won’t run it.
And than remembred a conversation I had with a friend not long time ago. About how boring raids and dungeons in MMOs usually are. Not that there aren’t great designed raids out there, but it is usually a very combat heavy things.
There is no stealth involved or generally any other methodes of overcoming obstacles. It is just plain hack and slash combat, which can be fun don’t get me wrong.
And now I realizes that these dungeon exploides in GW2 are actually to some degree that I felt was missing very often in PvE experiances. Creative diffrent ways to approach things.
And here is something which goes more to the developer. Instead of fixing all these exploides, I would rather like to see these things incoparated into dungeon design.
Fight or puzzle?
Stealth or run?
Acrobatic or lore?
So you have at least two ways how to engage an encouter, which can be radically diffrent but equally challenging.
Perhaps make the endboss mendatory to finish the dungeon, but make the way to reach him more versatile and interesting.
The univeral token thread just got me to this thread. The thing I just pitched can be implemented with the current token system. That’s why I made this an own thread.
It is simply a methode to balance simple dungeon paths against harder ones by handing out more tokens on the harder dungeons.
I see that I perhaps didn’t make this clear but yeah this is a diffrent topic, and I would like to hear your thoughts on that. Thanks.
You can hide the engineers backpack. just uncheck the checkboy on the back item.
This is a idea I got in this thread: https://forum-en.gw2archive.eu/forum/game/dungeons/One-Token-to-rule-them-all
, but I think the topic is diffrent enough to justify it’s own tread.
One argument I often heard was “but people will run only the easiest dungeon over and over again to farm token” and yeah people do this.
This is one of the main arguments why a unifed token system wouldn’t work and hear comes a simple rule how you could circumvent this.
Y = X * (1 – A/B)^P
Let me explain what AB etc. is.
Y = number of tokens which will be given to the player.
X = base number of tokens (perhaps 100, or 80 or 60 whatever)
A = total number of successfully completed dungeon runs on this particular dungeon path.
B = total number of successfully completed dungeon runs on every dungeon which hands out this kind of token
P = control parameter to lessen or strengthen the effect of the term in parentheses. (lower than 1 is lessen, higher than one is strengthen)
Let me explain what this formula does. Every dungeon path which is completed often, which will be either those who are really easy or those who people enjoy most, will hand out less token than the harder more unenjoyable ones. Or to put it in other terms: Fun is its own reward.
By the way I expect that the dungeons who are fun but hard will not really suffer so much from this because they are hard take long time to complete and not anyone can pull this off. So basiclly only the really easy ones will give signifiactlly less reward.
WHY?! To create a risk-reward system. Higher risk higher reward. And even better the gaming community decides which dungeons are easy and which ones are hard.
Haven skills for jumping puzzles is a bit odd imo. I enjoy doing jumping puzzles and I think they are fun from time to time, but adding a gain to them other than the archivement points and a chest is problematic.
The best example that comes to mind are the datacrons from SWTOR. These are ment for exploration but give a permanent buff to your stats. They are reached via jumping puzzle but the boost is so significant thatyou cannot call them optional anymore.
I like my optional content in the game. Jumping puzzles in guild wars (except for two, which re fairly easy) are optional content and I like to see it that way.
But another thing that I stumbled upon. Is there any good reason why the gap closer on the melee weapon isn’t always on number 2 for example.
You can set personal waypoints.
http://wiki.guildwars2.com/wiki/Waypoint
I was really excited to see how Orr would change visually when the cleansing ritual was completed. I understand that persisten world etc.
But you could load diffrent visuals for diffrent players based on the personal story progress. I don’t know your coding so I don’t know how realistic that is but that would at least feel like we did something.
I think having a one token system would be a good thing, and here are two suggestions to adress your concerns about that.
The main problem we see with a universal token system, is that players will find the easiest dungeons they can do within the DR system’s influence range, and just do them over and over.
Harder dungons, higher reward. This would actually be really clever with the way DR currently works. You can try farm easy dungeon until the DR kicks in. But if you farm harder dungons until the DR kicks in you will have more tokens than the people who have taken the easy route.
It would be like if people could use all their CoF tokens from the speed/exploit clears, and buy up Arah Dragon armor. Were that the case, the armor itself would have no real value behind it. When you look at a player and you see a full suit of dragon armor, you know that they did a certain thing to get that armor. With a universal token system, you lose that sense of knowledge of what another player has gone through to get what they have.
That on the other hand is a valid point. One way you could fix that is that the dungeon armor guy would only sell you the stuff if you’ve done story mode and all exploration paths of a certain dungeon. He could simply check for you your archivements.
This way you would have to go out of your way and really face all dangers of a dungeons before you can show off the armor skin and everybody could see that you are infact a badkitten.
The point is that everybody claims that. Marketing is marketing.
I never believed that this game revolutionizes anything. But I expected it to be a good game, which it is.
Revolutions happen and you know when the revolution is there. World of Warcraft was a revolution. You don’t have to like this game, but it did so many things right at the right time, that it just happend. Final Fantasy 7 set a mark in gaming history. Valve did revolutionize the the industry with steam. At least these are thing which I consider a revolution.
Everyone has the intention do great things and to revolutionize the MMO genre is such a great thing. People will tell you this and tell you what they are planing, but it is not up to them if there will be a revolution or not.
As I said the story isn’t great but it is ok in my book, and I did expect that. The exploration is awesome, and this is alsoe exactly what I expected. WvW is much better than I thought it would be and dungeons are far worse. So I started to play PvP a bit, something I almost never do in a MMO. Was that a revolution? No! Was this a really interesting change of pace? Most certainly!
So yeah I am glad I bought this game.
Yeah I know exactly what you mean. I edit a bit in the wiki, so I know some of the characters because I have seen them mentioned in other pathes. It was really nice to see these people and have te opportunity to encounter people from other orders etc.
But the deaths are really forgettable and are mostly cut scene driven. Nobody in this game dies from one shot. Everybody can be shot several times before collapsing, so to see a character die from one bullet is just: Nope not buying it not in this game world.
Well, you could just go out naked into WvW. No repair bills there.
Perhaps we should make a repair bill awareness day and motivate a lot of people to fight naked in WvW to save everyone the repair bills.
Yeah slotable weapon skills would be kind of fun, but I think it would be better if the 1st skill of every weapon would be fixed.
So If I equip a focus the number 4 skills is fixed to give a focus an idententy skill that I immediately assosiate with a focus. I also think that this would make two-handed weapons a bit more interesting because you already have more variaty in choosing your off-hand weapon freely in addition to you main hand weapon.
Also the thief dual skills might be a bit problematic here. Any ideas for this?