Easy fix for ANet:
Drastically increase the amount of karma you get from succeeding in events.
Reduce the karma gained from fail events (if any earned at all).
Now everyone has a reason to WANT events to succeed!
I did reach 100% and the luck amount to proceed is 3190.
If the thing keeps going up we are going to be talking about such numbers like if you vendored blues and greens instead youd be getting x gold per 1 % in the very near future. It’s not about getting it right now but about what’s actually worth it at some point.
Some of you really think say 5+g for 1% is going to be worth it?
Eventually yes. If you play enough, that 300% MF is going to end up paying you back by giving you better drops. Drops you can then sell. Are you going to see an immediate return on your investment? No. But yes, eventually for those players that play a lot, it will be a worthy investment. Will getting from 299% to 300% be worth the jump? Well I guess that depends. However going from 250% to 300% certainly would be, even if each level is several gold worth of items….
I love this idea. It would make book carts USEFUL too! I like the thought of archived articles as well. It would give a sense of time and progression.
I think it would be a great collectible thing.
Imagine under your Story section in your Hero Panel there is an option for Tyria Gazette. You select it and it brings up a list of all the archived versions of the paper you’ve purchased. Current versions would be given free at the Herald and Archived versions would be sold for coin or karma at the Book Carts/Vendors. Then just like you can read back on your personal story, you could read back on the events of Tyria.
There are collectors in game who would purchase them all just to say they had them! And personally I think it would be fun, to be able to read back on the history of Tyria whenever I wanted.
I’m willing to bet someday when people get really good at him, less than 80 people will be able to pull it off, that tends to be how anything works in an MMO. It’s balanced for 80 average players though though and scales up into the hundreds because we want to make epic, large scale encounters available to players out in the open world. We’ll have a mix of a lot of different types of encounters as we continue to update our boss and world encounters, but Tequatl specifically is intended to go for the epic scale.
The idea is we’re going to make him hard, and require a lot of players, he needs to have rewards that make that time worthwhile. In the next update the same philosophy will apply to the karka queen, who will get a bump to her rewards as well given her difficulty; her base line player number is much lower than 80.
Extra bonus info: The highest chance of having a rare chance ascended weapon for you is on Tequatl’s daily bonus chest if you defeat him: game on.
I love the idea, and the mass events is great. However, I think if you are going to do this and require such large numbers for mass stuff, that you should have a notification thing (similar to the current one for Scarlet Briar) that tells us when these epic events are happening. I think participation would be much more likely. Just make it so we can turn it off and on, for those who aren’t interested.
^ What makes you think it would still drop after you reached the cap?
It does also destroy the whole point of salvaging blues and greens if you can simply buy it all on the TP.
That’s like thinking that because my bank is full of Mithril ore, that when I salvage an item it won’t drop Mithril ore. It’s just not how they do the mechanics.
And it doesn’t destroy the point, because obviously if it’s on the TP someone is breaking down blues and greens. Not everyone is going to want to break them down. Some will want to sell then regardless, now they will just sell them on the TP instead of to an NPC. No difference other than value. All the other items we get from salvage are sellable, so Essence of Luck should be too.
Account bound legendaries? Please...?
in Super Adventure Box: Back to School
Posted by: zaxziakohl.5243
Honestly I don’t know why they don’t just make a wallet for legendaries.
Once you equip a legendary it enters the wallet. To be equipped on any character on the account. You can only play one character at a time, so there is no issue with 2 chars using it at the same time. They could even make this a nice little achievement type thing. Own all the legendaries! It would be very similar to how the skins are placed in the account box for the Achievement Chest. You just get a Legendary Account box, right click and equip.
It would also drive collectors to try to get them all as they would be presented in a nice little setup. It would also make it so that players know what’s out there and could preview them to see what they wanted. I think it would be a great way to showcase the legendary system. Especially when you get in new players going, oh that is so cool how do I get it! I would also totally be behind adding things like the magic clovers and such to the storage bank. There should be a nice little section for legendaries. Each spot holds exactly the amount of x needed for a legendary. It would be a great way marker for those working towards it.
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No, the book itself it the “recipe”. The resulting product obtained from the “reading” book itself is kept (eg. weapon), but you lose the book.
Ignoring the silly analogy, there is a loss in crafting XP for any discovery done at the cap (which comes from the time/effort/gold for obtaining the materials needed).
There is no loss of crafting exp done at the cap, because if you did the discovery at the cap then you did it for no exp anyway! You can’t lose what you never gained.
However, you now have the opportunity to gain it. By crafting it again.
I’m not understanding the problem here. To level up your crafting you’d have to craft gears anyway right?
So lets say they don’t reset the recipes. To get from 400 to 500 you need to craft the recipes that are in your list as 400 right? So to level up your crafting, you are going to have to buy/farm mats to craft those gears no matter what.
The only difference, is that now you get discovery experience when you craft those exact same gears that you would be crafting to level your craft anyway!
i think there is a karma limit or something.
good for those who hit the limit.
Considering that karma is supposed to be earned by your good deeds throughout Tyria and is now account based I would sincerely hope that there is no limit. If there is that’s like saying, okay you’ve been very helpful, but you can’t do any more good deeds and be rewarded for it…..
If there is a limit, I think I would throw a conniption.
I totally agree. They are nothing but a pain and tedious to open. Karma awarded directly would be MUCH easier imo.
I don’t understand the fuss. People keep quoting normal exotic recipe discovery as though they can no longer craft the item without it (unlike the various recipes bought from Miyani or celestial ones). Placing the components in the same predictable pattern (weapons part a + b + ecto + insig) mearly opens up a shortcut the first time so that u can mass produce it later on (assuming any1 actually wants to do so for w/e reason).
Its like a list of books you’ve read. Scrap the list but the BOOK IS STILL THERE. You just have to read it again. The list serves no other purpose then as a reminder or for bragging rights (“I’ve read more books than you” ) cause you got such an amazing library that no one else could see.
Sense of completionist? Show me the achievement title, otherwise its just another obsessive compulsive issue (ego thing), but I digress.Let me instead show an example of what could happen if Anet instead allowed you to keep your precious recipe ‘discoveries’.
Update comes. Everyone tries to level 400>>500. Guys like me with NO weapon exotic discoveries (except celestial) actually bothers to unlock ‘discoveries’. Fast tracks crafting level (I have all 8 btw).
Guys who already have ‘discoveries’ unlock. Tries to lv up >>500. Realise with NO new discovery, they spend twice as much material crafting things they already ‘discovered’ for the same level of crafting progression…….RAGES at Anet as a result………So any more complaints?
Thankfully, I haven’t done any discovery at the crafting cap, but this post here shows a pretty silly analogy.
Try this analogy:
Its like a list of books you’ve read, that you buy from a store.
Now the store removes the book from your possession.
THE BOOK IS STILL THERE IN THE STORE FOR YOU TO PURCHASE.What’s the problem?
This doesn’t work because they never took the book back. It’s more like this:
You go to the book store. (crafting station)
You buy books. (you put materials in discovery that cost money)
You are given a receipt for each book you buy. (The discovery is placed on your list)
You are given the book. (You have the result of what you made, in this case a weapon)
The store revamps their computer system. (Crafting changes)
Your old receipts are no longer valid. (No longer on the recipe list)
You still have the Book you bought the first time. (They didn’t take the weapon away.)
However, if you want a receipt, you are going to have to buy copy of the book. (Rediscover the recipe.)
You now have 2 books! (You get the weapon from both discovery’s.)
If you don’t want another weapon, then don’t buy another book, and don’t get another receipt.
If you are anal retentive and have all your receipts neatly stored by date and order, and now MUST fix this, then yes, you have to buy another book, because the receipt sitting in your shoebox is useless. On the bright side, you get to keep both books!
I dislike this greatly. What happens if a character wants to salvage gears for mats, but the account already has 300% MF? These should be sellable, just like the mats.
I’m crossing my fingers and hoping the Essence she had was the stuff being sent to the chars in the mail (the 20%) in which case I can understand it being bound.
However if you salvage gear for it, you should be able to sell it. Especially since they are putting an account cap on it.
Any new races don’t necessarily need to be tied into Destiny’s Edge. For example, for Tengu, their 1 – 20 storyline could take place entirely within the Dominion of Winds depending on choices they made during character creation, and once they hit 30, their mentor (a leader of one of the Four Houses of the Winds), tells them that a fabled adventuring group named Destiny’s Edge is gathering in Lion’s Arch, and that they should go meet them to see if they could be recruited to help the Tengu in their struggles against Primordus (since the Destroyers seem to be the ones giving them the most trouble). When that doesn’t pan out, Tengu characters then turn to one of the three Orders.
From there, Tengu characters can follow the exact same storyline. In the Story Mode dungeons, the DE heroes barely even react to you like you’re their friend/protege anyway.
^ This. I was using the Destiny’s Edge stuff because of what some guy said above me concerning no way to tie in. To show that yes, they can tie in just fine. However, as you showed, it’s not necessary! You don’t even have to be one of the races of the Destiny’s Edge reps to want to help get a group together so that you can defeat the dragons. I mean defeating them is in everyone’s best interest right?
Though to be entirely fair…I would expect the Tengu story to be something along the lines of : Locking themselves away was the only way to keep the undead away, so it was demanded of their Kingdom to isolate themselves. Then the undead started creeping in, they see they need help, they open their doors, ally with the rest of Tyria and Zhaitan is defeated by world unity. Thus the beginning of the Tengu as a playable race. But that’s just how I see it. This would also give them an amazing personal story line, where they join up with the Pact the defeat the Elder Dragon.
Also if the world evolves in a major way, it’s not as if old story lines cant be phased out. For us players who were here for us, it’s a part of our history, but it wouldn’t be for someone who joined after the World defeat of Zhaitan, so there is no reason they would have to have that story at all, regardless of race. It wouldn’t make sense if they did. Those of us who do have it, have that legacy, and in the end, that is what GW2 is about. Your story growing as you play. Someone joining now SHOULDN’T have the exact same experience as someone starting a year ago, because those of us who DID start a year ago, have changed the world.
P.S. I do think it would be really cool if some aspiring Asura mind (not Statics plz! Sorry my main is Asuran and I am biased) could come up with an awesome machine that allows you to experience the past. This would be a great way to allow new players access to old content, and we do have some similar things in game already, like when the pale tree takes you through Orr showing you the future.
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I do kind of have to agree with this. If they are going to do RNG it should at least be a kit with 1 guaranteed rare and 2 other dyes. Does the rare have to be one of the uber awesome ones? No, but 100 gems for 1 dye that you probably already have and might sell for 50c is NOT a good deal. I understand that RNG brings a lot of money in, so I won’t say NO to RNG. It is a business after all. However, ONE dye for that much, and not even a guaranteed good one? No way…
I can totally see them adding in new races (Tengu for example) There are plenty of ways to integrate them into the existing storyline. Also remember, there are things about Destiny’s Edge that are not very well known and quickly overlooked. For all we know Destiny’s Edge could have had 8 members and taken a vow of silence due to something that happened to the 8th member that we never got to see.
The way it is I would bet 80% of players don’t know that Foalin was in Destiny’s Edge. The group wasn’t just made up of Zojja, Logan, Rytlock, Eir, Caithe, and Snaff. Those are just the members we talk about. They were a guild, and those particular characters are prominent because they directly relate to our stories as growing characters. What do you want to bet that there were at least 2 of each race in Destiny’s Edge? I mean Asura had Zojja and Snaff. Sylvari had Caithe and Foalin. We certainly don’t know all the members that were in Destiny’s Edge. We only know the story surrounding that particular fight with the dragon that got Snaff killed.
Everyone seems to be forgetting that the game itself is supposed to evolve. Right now we only see the small term of the living story. It’s only been a year, and they’ve spent it trying to figure out a good method for their releases.
I would expect in the future to see things subtly change anyway. I mean we have spent the last year fighting the undead and killing Zhaitan in our personal stories. Trahearne is supposed to be working on cleansing Orr. Eventually we should see a decrease in undead as we manage to drive them back. As that were to happen, the Personal Story would then change and grow. It’s not going to be stuck at “You Killed Zhaitan” forever because our stories haven’t ended! But change takes time. Eventually however I expect to see Zhaitan actually defeated in a world class epic event, and a new Elder Dragon start to take prominence and creep into power. Changes like that, and those ebbs and flows are PERFECT places to add in new content like races and professions which as you saw in the link above, are in the idea box for the staff of ANet.
Before they can do any of that though they need to have a stable game with a nice active world to put those changes in, and I would wager, that that’s why they spent the last year trying out all these event types and changes.
I mean can you imagine if they had done major World Changes like I’m talking without having found out all the things they’ve learned from their prior releases?! It would be a nightmare.
It’s a game guys. You play it to have fun. So why not go out and enjoy it, BEFORE it changes. If you don’t, then when you decide they are doing things how you like, you’re going to come back, and have all this content you missed. Then we will be stuck listening to you gripe in forums about how you missed all this stuff!
Questions regarding Magic Find that were not addressed in the blog post:
It states that the Magic Find caps at 300%. Some questions regarding this below.
Q1: Does this 300% include the bonus from achievement chests? So can we just get 300% or can we get 300% with the new consumables PLUS the account bonuses from the achieves?
Q2: Is this the max magic find total? So if someone has capped out their account magic find, are things like food and infusions going to stack on top of it making it 350% or 400% or whatever their total happens to be?
Q3: Are the consumable items gotten from salvaging sellable? If someone has 300% already but wants to salvage drops for materials, are they going to be stuck with consumables they can’t use? Or will they be able to sell them on the Trading Post?
Many players who have been here a while don’t necessarily have a use for 16 Queen Jenna’s and 16 scrolls of Experience that can only be used on chars under level 20. This means our gifts really just end up being inventory warmers.
Suggestions: Use Queen Jenna’s and Experience Scrolls in Mystic forge for other goods.
Example: 3 Experience Scrolls and 10 Mystic Coins gives you 1 Great Experience Scroll. Great Experience Scroll levels a character to 50 or 60. I mean lets be honest. If they have enough chars that have had their Bday that they have enough scrolls and such to waste, I think they’ve earned a free level pass for another few levels. Just make sure that the rewards aren’t RNG but are predefined Mystic Forge Recipes, like the ones you had for Halloween. Just my 2 cents. Also make all the items received from the forge account bound as well.
I also suggest that a free bag extension might work as a bday thing too? I mean if I’ve been here a year on that char…I soooo deserve more bag space. (Or make this one if they have donated on that account then each char gets a free bag slot on their bday… Yes EVERY bday…)
(edited by zaxziakohl.5243)
Read patch notes. It says it will happen.
I’ll be honest, the new consistent updates are why I came back. Yes I do want to see the polish you are talking about, with REAL player and guild housing, and the like. However, the new content means there is always something to keep me entertained. I quit for a few months when content was further apart and it was all temp content (like the holiday stuff) However when they started releasing the Living Story Content, I decided to come back, and I’m glad I did. I’m also now working on new characters, and after being gone for a while, you’d be amazed what HAS changed. I’ll go through a map and go, Oh My that wasn’t there before! I kinda like that.
I also know that they are split into teams who work on individual content. This means that even if you did get your way and living story content was toned down, that those people still wouldn’t be working on what you want changed, the only people who are going to do that, are those assigned to it. So really, the development of the living story isn’t affecting what else we get anyway.
I REALLY wished that zephyr sanctum was permanent, this has been my favorite area in all of gw2 so far. I would love to see some expansion on current story lines, and that people recognize that I freaking killed zhitan…
I do definitely agree with this, I wish Zephyr Sanctum had stayed. It’s actually what got me playing again.
It is not as simple as having both, it is something that is within the code and the interaction of multiple different elements of the game. So it might look like an easy thing on the outside – under the hood there is a lot of programming magic going on.
So if you need to have a bankspace to protect yourself from – well – yourself, you have to use the “individual guild” route.
As a solution to some of these problems (along with the possible problem of any account thief now having access to ALL your gold with one character.) I suggest a passcode system.
Allow an account based option that a user can activate/deactivate with 3 settings.
Passcode settings:
1. Off: upon logging in all characters will continue like normal with no changes.
2. Log-In: Upon log-in when going to spend ANYTHING from the token wallet a passcode is required. Once the 4 digit passcode is entered, you have full access to your wallet until you log off.
3. Full Protection: A passcode is required for ANY purchase that uses items from your wallet.
When reducing the setting (so from Full to log-in, or off, etc.) There is a 3 day timer until the change takes effect.
When turning it on make it so you have 2 hours to turn the option back to off without the 3 day wait timer. That way if someone turns it onto a setting and goes omg, I hate this, they can turn it back then.
This solution provides added security so that account thiefs don’t have immediate access to all your goods.
It also provides a means that players can monitor their transactions using the Full protection, to keep from accidentally spending when it was not intended.
And frankly I would think this option would be easier to use as a protection against unintended purchases than depositing and removing gold into the bank EVERY time you want to buy something.
(edited by zaxziakohl.5243)
Why not have it set up so that at the top of each Achievement type there is a single check box. By checking this box it would allow you to separate those achievements that you select under that type with that heading.
If your a person that just wants all your achievements together, you just check the achievements you want and your good. But if you like to separate them then you check the header check-box and it separates those those out. Like dailies, monthlies, or slayers achieves.
Then remove the max check limit, and instead if it goes past a certain number screen, headers that are not being actively used are automatically collapsed to preserve space.
You could also provide under each header another check box. This one when checked would automatically remove completed achieves from the list. That way a person could decide.
I know that I personally like seeing the 100% on the dailies so I know what I’ve done, but when I completed something like a slayer achieve I would want it to close. Having the extra check would allow for that.
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I agree with this. There should be an option to track Monthly, Daily and like up to 10 different things in general achievements.
That way a person can log on, set out what things they would like to achieve today, and be able to watch it without changing check marks 3 times.
I know that I would like to be able to watch the living story achieves, my monthly, and my daily, while maybe still picking out a couple other achieves to watch progress. It gives me a sense of feeling like I’m making progress, but having to go in repeatedly and change what I have marked because of the 5 checks limit is annoying. I think having it set so that the daily’s, and monthly’s, and general achieves all have separate section that minimizes itself (like it used to) would be nice.
MY SUGGESTIONS TO SOLVE THE INFLUENCE PROBLEM
The point of guild missions is to give people a reason to work together to achieve something. The current influence setup does not cater to this, because the more people that do things together, the less influence you net per person. That’s fine. It gives small guilds the ability to be able to keep up. It also makes the guild mission system necessary.
I’ll give my personal suggestions first, and then suggestions that mesh with your current setup more appropriately.
Personal suggestions:
1. Remove the influence cost on guild mission tiers.
2. Make the first Bounty Option available on guild creation.
3. The currency for opening new tiers would be based on the new guild currency received for completed missions. (Merits)
4. Remove the build timer. You already limit weekly merit, the build timer is unnecessary.
5. This system should be entirely different from influence, with NO connection between the 2.
6. Influence should be used for other things. The current system is kind of limited. Add in some nice, expensive consumables that make life easier for players. Example: Add a dungeon devoted lineup. By opening this you would open the path to consumables that say allow you to summon a repair npc, or banker, that can be used by guild members, in the dungeon. Create a crafting line that increases experience gained, or gives guild members a small chance for double items on creation. There are sooo many consumable types of items you could add in to lessen the influence banked up by large guilds. You could even have an ownership section, where GIGANTIC amounts of influence (it is called influence) are used to purchase affiliation with a map, lowering the cost of way-points and goods on that map by a percentage, or increasing the rewards from events in those areas. Make the affiliation temporary, like 2 weeks long, so that it is a constant expenditure. Imagine the larger pve guilds using this in say in Malchior, or the other Orr maps. This would also encourage all the guild members to play in the same section of the map, TOGETHER.
Suggestions more in line with current ANET ideas:
1. Base the influence cost on a curve determined by influence gained in the last 30 days. Small guilds would have to pay more influence per person, but with effort they could easily keep up with the large guilds this way. It would also mean that larger guilds would deplete their guild bank based on how much influence they bring in on average.
2. Decrease or even get rid of build time. Merits are already restricted per week. You don’t need to add another barrier to entry.
3. Remember that this is about fun. We already have to wait for the content because of the merit costs, and merit weekly restriction. It’s going to be a while before anyone gets to see this amazing content.
In theory you built this content so that it would have replayability for PvE players. If that’s the case, you don’t need to restrict access to it and draw it out over time.
It’s almost like a gear treadmill. You put the best gear at the end, but the only people who are ever going to get there are the people who either have huge amounts of support to carry them, or people who grind it out all the way up, and much of your playerbase doesn’t have that kind of time. The best rewards should not be restricted by the guild your in. They should be restricted by your capacity to play the game well. That does not mean being able to play mindlessly for hours, or being able to find the right people to help you. It means knowing your character, and knowing the game. All guilds want to be able to do things together. Scaling guild activities based on the amount of participating guild members could fix that.
My opinion:
The tiers in Guild Missions shouldn’t be there to restrict the content for large groups, they should be there to reward persistence regardless of group size.
Tier 3 guild missions shouldn’t require 50 players, but they should require time, effort, and experience in completing tiers 1 and 2.
They should all be scaled to the amount of participating members though, just like dynamic events, all be it difficult dynamic events.
By choosing to build this the way you have, you are successfully restricting content, which you said you’d never do. Some people might have claimed you did with Fractals but you didn’t. You could experience all 9 fractals at the beginning difficulties, so you did get access to the whole dungeon. But with the guild system as it is, many players will never get to see, experience, or be rewarded for some of these new missions types, and new content. How is that fair for the casual player?
Set up a vote system that can be triggered by any member of the party.
If anyone goes afk, any party member can start a vote to kick the offending member.
ALL members (minus the offending member of course) must vote for the kick.
Party leader then gets randomly assigned to a remaining member.
This would prevent abuse of the system.
If this seems impossible due to the assigned instance bit, then…
Upon a vote request a “snapshot” of the instance is taken. (The block of code denoting the instance including progress is saved temporarily.) If the vote request goes through, reload the instance assigning a random party leader, reload the presaved “snapshot”, now owned by the leader.
This means there will be no kicks during boss fights (without some progress loss). So decisions would have to be made before hand, thus also preventing any loot, end rewards kicking for random evil purposes.
Same. The delete option is greyed out and unavailable if the mail contains anything other than text. I MUST accept the coin/items before I can delete the mail.
I did a pug yesterday with a group of people. NONE of us had ever done FoTM.
1 never listened. 1 ran around like an overly excited kitten with a ball of string (lvl 40 something), 1 level 74(VERY undergeared), me a support engi, and 1 really smart person.
We failed our first fractal, due to a BUG. Cliffside fractal, some of us fell off, but the others couldn’t see us to rez us….and since we couldn’t waypoint…
We left and reset, got snow fractal, underwater fractal, and charr fractal.
Succeeded just fine. Ran into a few bumps/wipes in the underwater (stupid pirranahs). When I ran the pug, I advertised any level and never asked about gear. We went in knowing we had no clue what to do. We looked at everything we came across and communicated what we saw/thought in chat best we could.
It was a BLAST! Best dungeon I’ve ever run. Although Arah is pretty awesome XD
PS: @ Shadowlancer, After reading your posts (yes all of them I promise) I think I can see why your parties might fail. If the attitude you have towards people in this thread at all reflects how you treat your fellow party members, they might be failing just to make you miserable. Returning the favor and all. People don’t just randomly “take orders” from someone they don’t know. You are just another pug person, you have no authority over anyone else in your party, so treat them like they are equals. Instead of Ordering EXPLAIN what happens and what needs done, then trust them to do it. You might find people to be more compelled to listen.
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I think this is perfectly acceptable. It gives the hardcore structured Pvpers something they can do that actually helps them. You can complete the normal dailies in WvW so no problem there.
Every time you die, it resets to 0. You need something like 250,000 exp points to finish it off. You can get that at any time, even after 80 since they don’t cap your exp gain.
They list your previous best attempt as the number above the bar. That’s not where your at, but the furthest you’ve gotten toward your goal.
There is a solution. Switch to a larger size UI. Anything other than small has the normal text.
Crafting is the easiest way to get lifetime survivor. Just go gather lots of mats (or buy them) and craft your way up.
I’m kinda miffed because I think it affects my bomb heals, which means in DE’s I can’t heal all the people around me anymore with my bombs, just 5 random people I guess….
How does that work in WvW? The whole point is to work as a group, that screws it up…
rare means rare, aka like 1% drop rate. Don’t pout, at least your getting something >.<
Do the Black Lion Chests (the key ones) give the new items?
If so do they do it now, or do I have to wait?
I really hope they do, I bought 10 keys with gems early (transferred gold to gems) so that I could use them on the chests. Wanted to get the gems while they were cheap…
For those asking it’s around 700mb.
I downloaded 20+mb before I started this round had to restart due to connection error.
In and downloading at a decent speed, at least for now!
Not to be a total pain, but what is the wisdom of pushing a build when people are having problems connecting in the first place?
Ends up kicking people off, then they can’t get back in…
Nvm got connected on the 5th try XD
Although I am now downloading at the speed of a dead tortoise…
“My asura is too tall!”
“That norn guy needs to hit the gym!”
My thoughts on what will really happen.
Due to the perma save of difficulty, it’s going to be harder to “grind” the dungeon properly. For those that want to grind the gear they will be left with 2 options once they reach the OMG AGONY point.
1. Redo that difficulty over and over and over and over failing continuously until you get the gear you need or….
2. Invite 1 low difficulty person to the party, farm till at OMG AGONY, kick a person, and repeat.
I am seeing way more people doing option 2 than I am option 1 seeing as the levels themselves will actually be less difficult in option 2 and you’ll get end boss loot chests….
I would guess that they would make it a separate achievement.
It wouldn’t make sense to allow someone to complete the 100% world achievement before and get the reward, then add new points, and they get the reward again.
When someone who hasn’t completed it yet would only get the reward once.
By making it a separate achievement, it would come with it’s own separate reward, allowing for everyone, past and future completers, to get the same amount of rewards.
I believe that they plan on expanding this specific dungeon, not adding more of them that would require new gears.
“Speaking of rewards, the Fractals of the Mist Dungeon will introduce the new ‘Ascended’ item type. This type is a bit more powerful than the Exotic quality items currently found in the game. There will only be a couple of Ascended quality items available initially, but some of the rarer Ascended items will also feature a new Infusion slot that will make players even more powerful so that they can tackle new challenges that ArenaNet plans to throw at them as they continue to expand on the dungeon over the coming months and years.”
http://www.mmorpg.com/gamelist.cfm/game/473/feature/6882/A-Peek-into-the-November-Update.html/page/1
This makes it sound like the end game content you would need the gear for would be for FoTM specifically.
I do hope that if they add more mini-dungeons and special bosses to the mix, that they are randomed into the mix with all the others from difficulty 1, thus making sure that everyone actually has access to all the content regardless of their gear.
I would also guess that any future end game dungeons will have their own mechanics with their own gear pieces or infusions specific to that mechanic. In which you would also get the materials/ gears for that dungeon from that dungeon. Think of it like gear sets for dungeons, except these are mechanic sets for specific dungeons.
This would make it so your not required to do any one thing before the others, and you can experience all the content regardless of gear level.
Lol, I’m still working on the old content. If people are getting bored that’s their fault.
However this is entirely off topic
So the whole content we get after 3 months is a dungeon. Nice.
https://www.guildwars2.com/en/the-game/releases/november-2012/
Not just a dungeon. The dungeon is just a talking point right now.
Besides the events, there is a dungeon and new items that nobody wants in the game. And plus a new pvp map. Is that all? Am I missing a real content?
Eventually, players will learn how to penetrate the Karka’s armor and this will bring players to the Karka’s home turf on a new island in the Sea of Sorrows called The Lost Shores. While the Karka don’t originally come from The Lost Shores, they have a significant presence on the island, having settled there for some time. The island itself will be a level 80 zone, but ArenaNet will have a system in place to sidekick lower leveled players up so they can take part in the event. However, it’s important to note that the Lost Shores island will remain as a level 80 zone once the weekend event is completed but players will no longer be sidekicked up after this point.
Of course, the Lost Shores will also be host to the standard fare stuff players can expect to find on any of Guild Wars 2’s explorable maps. Players will find myriad events, jumping puzzles, resource nodes, and more on the Lost Shores. ArenaNet also made note that some of the events on the island will take a different turn from some of the typical events in Guild Wars 2 by allowing players to make a permanent impact on the landscape.
Forgot that bit.
Everyone apparently misread the original blog post.
“In November we’ll unveil the first Ascended items. This new rarity type falls between Exotic and Legendary on the spectrum of rarity and has slightly higher stats than Exotics.”
It’s between the 2 in RARITY, not quality. However, they decided to increase them both in quality.
Ascended gear and Legendaries will be equivalent stats. With exotics slightly below that.
I might have a solution. Not sure, you can try it though.
You can’t demote him because he’s leader.
Make a new rank. Move it above him, give it full permissions. Give one of the leaders (real leaders) this rank.
(You can promote ranks via dragging them up the list.)
Then have that person demote him.
I don’t know if it will work, but it’s a thought. (I might try it in mine just to see if I can XD)
Thank you everyone for the kind offers (and PMs) to share invite keys. I really do appreciate the offers. I can’t in good conscience accept them, they are yours even if all of your friends are already playing Guild Wars 2.
I also can’t accept them on the basis of account security. Giving a stranger, even a very kind one, a friend’s email address is, in my eyes, a severe privacy and security concern. As an example, I don’t know (nor can I verify) if any of the offers are being extended by gold sellers in an effort to (pre)hack a potential new account. Nor can any of you verify that I am not a gold seller trying to get a three day access key to spam more messages in LA.
So thank you for the offers but I must humbly decline.
PS: I love this community, you guys are awesome.
Why don’t you ask your friends? If one of them has a trash email address they might give it to you to give to someone for a key.
That would eliminate the privacy problem, since you would have your friends consent.
Also someone said make a fresh email and use that, that’s a good idea too. The email can always be changed later if your friend decides to buy.
also all players that knows how exotic are gamechanging for some classes compared torares in most cases (wvw and dungeons) knows that this gear is required…
Ok now some warrior will post here that he could do dungeons in masterwork…..because yeah they tested the game with warriors it seems considered for example elementalista get oneshot by most opponents unless they have SPECIFIC exotic gear…
so most classes will NEED the new jewels now, armors then….
I’m an engineer and I used to do the same thing in masterworks I now do in an exotic/rare mix.
That’s not a warrior, as a matter of fact engi is one of the get 1 shotted and die classes….
Not to mention, they aren’t increasing the difficulty of anything else in the world, just the dungeon, so if it’s complete-able by everyone in exotics now, then it’s going to be after the release using the same gear….
And how is someone who doesn’t like dungeons being cut out from half the game?
People who only like pvp are cut from PvE content, but that’s a CHOICE. They can still play it. Same applies to this.
Requiring agony resist in order to do higher difficulty is basically gating. it’s not a physical wall that opens in 4 weeks but it’s a wall nevertheless. A wall that opens as soon as you get a certain amount of agony resist.
Some people don’t consider it to be but higher difficulty is still content. With this new update, if your goal is beating the highest difficulty, you must have the new gear. If you don’t have it, you simply do not have access to this content.
It’s also counter to the whole design of this game. Right now, as a level 80, you pretty much have equal access to any portion of the game. After the update you will not.
BTW, resist stacking was one of the worst aspects of those MMOs. I thought that I was done with that “must have at least 500 fire resist” nonsense. I guess not.
Well I have good news for you then. There is no highest difficulty, so no one will have that goal! It gets infinitely more difficult.
“ArenaNet’s Colin Johanson briefly introduced the brand-new dungeon as one that gets more challenging the farther in you go. Conventional wisdom would suggest that that’s nearly always the case, but Johanson left out a key detail: In the Fractals of the Mists dungeon, you can go indefinitely farther in.”
http://massively.joystiq.com/2012/11/12/guild-wars-2s-lost-shores-content-primer/
This means that the ONLY goals of doing the dungeon, are to:
1. Experience the different mini-dungeons aka fractals (you can do this without infusions)
2. Get the new gear!
Since you can’t BEAT the dungeon, that’s not a possible goal.
Ah that did clue me into one thing, it says new monster condition which would imply it’s only during fights, but I would love to have that confirmed! I do know it’s FoTM only.
I would love an official answer on this.
The agony effect, will it prevent leaving combat like the Orr zone debuffs?
I think this is really the most worrisome aspect to me. The removal or regeneration between fights and such could pose a significant hurdle (more than I might enjoy lol).
With our limited heal resources I’m hoping that the agony mechanic is specific to mobs, in which case we would still get regen between fights, but I would love to know if this is the case!
Thanks for your answers!
I’d argue against the notion made by krookie that higher difficulty/higher numbers over the same mechanics=fresh content.
If the fractals are truly as zax describes, then yes it’s a content gate, but it’s a necessity to allow this “endless” feel they are going for.
Who knows, maybe at some point in the future some new build (or even an exploit) will be discovered to push the fractals beyond its internal “highest difficulty.”
You get access to all 9 fractals at any difficulty. It’s completely random. I believe if you choose not to continue and come back, you would get the chance to restart at difficulty one, and once again get a random chance to play fractals you may have missed.