Showing Posts For smiteroevil.8632:

A prayer to Grenth

in Players Helping Players

Posted by: smiteroevil.8632

smiteroevil.8632

Oh Grenth!

I have searched far and wide to find the Tribal Headdress so that I might adorn myself properly as I spread thy fame throughout Tyria! Yet all my searching has been in vain for there are none to be found. So I beseech ye to grant me this boon! I have fought in your name till I am feared as the mighty wolf! I have a suit of armor from the Maguuma Jungle that I shall sacrifice to your honor.

This is my pact and the boon I ask of you. Please have mercy on your humble servant.

(Translation: I want the Tribal Headdress to complete my beautiful necro http://wiki.guildwars2.com/wiki/Tribal_armor#Gallery but it isn’t available in game anymore! I got to Wolf rank in PVP which is where you would have previously unlocked it and got the Twilight Arbor Armor Chest which you earn through PVP in the hope that this would be an acceptable substitute. Please have mercy on me since there is no other way for me to get it.)

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Pact Assault sucks for color blind people.

in Living World

Posted by: smiteroevil.8632

smiteroevil.8632

This was a great (and horrible) patch. The story, the enemies, the war was all fantastic. It really was killer. Then leaving us with more questions and pushing us further off the edge of our seats! Curse you anet I want answers!

But I didn’t just come here to curse at anet. I wanted to point out that the fight during the pact assault had some really cool effects. The smoke rising to obscure vision, things breaking, the frantic pace to stay ahead of their attack. But there is one really big problem for me. I am color blind. So when the smoke is there I CANNOT tell the difference between a red circle and a friendly circle. This was really annoying during the story and has almost made me rage quit when trying to get achievements. The entire year i’ve been playing i’ve had to work hard to distinguish between various aoe effects. The mesmer purple vs enemy aoe is still a bit tough but over all i’ve got a good handle on it. But in that fight when my instincts tell me i am safe and then its the lobber attack that makes me lose achievement while i’m carrying the torch, it is something that is not cool. So please, anet, keep in mind that while your subtle visual changes are pretty cool some people don’t have the same ability to differentiate colors and it can be extremely frustrating for them when things like that happen.

Condition Damage in PvE Overview

in Guild Wars 2 Discussion

Posted by: smiteroevil.8632

smiteroevil.8632

I think using a diminished returns type of attack would be good. This would be good with the prioritized damage. Numbers would need worth but to demonstrate every 10 stacks would result in half effectiveness. So the most powerful would be doing full damage then the next would do 95% the next 90% down to 50% then it would start from 50% doing 95% of 50% then 90% of 50% etc… This would mean all conditions are still effective but would only be effective to a point without hard capping them. As well as not being the dps of a condition build because the zerker warrior hit with his bleeds first. Also burning should work on the majority of items and gates!!!

RNG as a concept: Discuss

in Guild Wars 2 Discussion

Posted by: smiteroevil.8632

smiteroevil.8632

Would bringing back the collector NPC’s from Guild Wars help resolve the issue? It’ll still cause an increase in supply but perhaps it would be easier to manage than trying to track which players haven’t received a particular drop.

There’s a lot of junk items that really have no use other than to sell to vendor. If players needed to farm 15 shocking crystals to exchange for a charged lodestone, perhaps that would be an acceptable alternative? There’s still RNG involved but at least your efforts won’t go entirely wasted.

This actually would be a logic option for my mind. There is a ton of junk that drops and you already have in-game junk collectors. So have some skritt that will exchange some junk for something useful. Things like shocking crystals and icestones could be exchanged for relevant lodestones and everything else could be changed for tickets towards specific exotics or drops.

CDI- Guilds- Guild Halls

in CDI

Posted by: smiteroevil.8632

smiteroevil.8632

Ideas based off of having the guild hall on mists islands:

-Achievement islands: when your guild starts a boss mission (teq, karka etc…) and completes it they get the island with a large statue of that boss names of guild members that participated are engraved around the base. Add speed requirements for copper/silver/gold/platinum/orochalium versions.

-Guild gardens/mines: Guild gathering nodes that would require a certain action to be taken by a guild member (daily/weekly?). Maybe have to complete a guild mission to bring fertilizer or drive away devours etc…Then all guild members can harvest those resources daily.

-Honor hall. An Image of a guild member would be placed in a portrait hall with a plaque giving a reason why.

Solution to fix the population imbalance

in WvW

Posted by: smiteroevil.8632

smiteroevil.8632

This would happen at regular intervals, the intervals were all over the map as were the size of the worlds in this thread so I will propose this cadence:

  • Off Season
  • Tournament
  • Restructure
    • Create new Worlds
    • Redistribute Alliances

This cycle would take a few months given the cadence of tournaments we have had which is about the time that we would want to rebalance populations. After the restructure, players could transfer like they do now if they so desired.

I think this might be over complicating it. The key is having dynamic databases that update with alliance membership numbers.

The way I see it is if Alliances are a collection of individuals/guilds then they have control over their own numbers. If the alliance membership size is kept in a database it can be updated either dynamically as the alliance changes or as a call each week. Each week when it comes time to create matchups you group the alliances into tiers based on population then refine it based on previous scores/leaderboards (if none treat as 0).

This allows match ups to be made independent of what is happening in the alliance and allows the match ups to always be current with membership levels. If an alliance drops 200 members in a week then they’ll be matched against someone with a similar number of members the following week. It would prevent a situation where someone gets railroaded by higher numbers.

It may be possible for people to try to game the system by not having many people in the alliance and then joining up after a match up is set. I think a few smaller alliances might try this but enough of the regular players would find this idea abhorrent and wouldn’t bother trying. We want meaningful matches, not new ways to game the system and cheat. But no system is 100% cheat proof. I think the community would self police itself in this regard and if it proves to be a re-occurring problem with some then a GM could hand out suspensions if necessary.

It may be necessary to freeze placements in the tiers for a Tournament. But I think there might be a few unconsidered variables there to make a decision like that now. Personally I think after 6-9 months of alliances things would be fairly stable and the increased number of alliances over servers would allow for a more robust round robin tournaments making freezes unnecessary.

You could have alliances only change at weekly reset. So you’d play out the week and have the alliance swap set up to happen once reset hits. then you might have an hour downtime for the system to get everything set up and matched and then boom you start again with a new match

Siege Troll Discussion

in WvW

Posted by: smiteroevil.8632

smiteroevil.8632

I think a big thing would be education on what siege engines do and where they are useful. When I first got to WvW (at like level 40ish) I was building trebuchets in really stupid locations because HOLY CRAP I CAN BUILD A TREBUCHET!!! and I didn’t know better. Having some sort of tutorial/testing map to actually understand why they exist and what they do would be really nice for new players and cut down on some unintentional trolling.

NPE Feedback [Merged] - Please read 1st post

in Guild Wars 2 Discussion

Posted by: smiteroevil.8632

smiteroevil.8632

From my experience playing a new character:

1. Unlocking skills all at once per weapon was more confusing for me, and more boring. Previously fights didnt feel like grind because I was unlocking skills along the way, and I had more time with one skill to feel what it did. Now I get a bunch at once and am slowed down by having to read every tool tip over and over and I don’t remember what each skill does as well.

2. Not gaining skill points each level… even with the big message saying i’m being rewarded and that i’ve “unlocked” things (many things arent locked to begin with) I dont feel each level is giving me progress toward new abilities.

3. The level up menu gives vague, incomplete information and if I want it off the screen quickly there’s no way for me to figure out later what it was telling me. It takes up the whole screen so if you impulse click on it in combat there’s no time to hover your mouse or click the things it wants you to. In my opinion a true tutorial in controlled instances would be better than these obtrusive, only half-informative, and easily missed pop ups.

4. Some world-building dialogue/heart quest options have been removed (the inquest no longer try to recruit you, no golem chess, you can’t feed bear cubs or play as a sylvan hound). What drew me to gw2 was its world, characters, visuals. These charming details help it stand out from the “kill 45 crawfish to proceed” competitors. Their absence is missed.

5. I am seriously not looking forward to buying/unlocking all of my traits.
https://forum-en.gw2archive.eu/forum/game/gw2/Game-Updates-Traits/first

THANK YOU FOR LISTENING!!

Thanks for your feedback Eye.

Chris

1, 2 and 4 are exactly how I feel

I think the level up menus are actually helpful and its kinda cool to get loot every level.

Unlocking the traits I’m 50/50 on. The first time I unlocked a trait was amazing! It was so much fun and felt really good. The problem though is that the trait was useless for my play style and unlocking each one is not equal. If you got unlock points based on which one you did e.g. Do one of the challenges that would reward you an adept trait, instead gives you a point to unlock which ever adept trait you would like.

How a new player feels about today's changes.

in Guild Wars 2 Discussion

Posted by: smiteroevil.8632

smiteroevil.8632

The way it is now forces you to backtrack and visit zones you have already completed, which is just mind boggling. I get Anets attempts to incentivise visiting low zones for max level players because ‘everything is endgame’ but this shouldn’t be the case during the act of getting there.

I was so annoyed when I realized I couldn’t even ATTEMPT to do the skill challenges until i unlocked the slot. So i did everything thing else and kept leveling till i was finally about to do them.

How a new player feels about today's changes.

in Guild Wars 2 Discussion

Posted by: smiteroevil.8632

smiteroevil.8632

I’ve got to agree here. I feel like the gating of the abilities is really arbitrary and not well thought out. Did nobody at Anet Test this?! I understand this for the first character on an account. That is great. But for a half hour or so I could only use one ability and it took forever to kill things. The unlocking skills for individual weapons was a fantastic system! If people didn’t take the two seconds it takes to understand what they were unlocking that is just them being dumb and you shouldn’t force the rest of the game to revolve around them.
Many of the changes are cool. I like the arrow guiding thing and the pop up for leveling up. But locking the skills behind a level make absolutely no sense. I understand that you are experimenting but this seems like a failed experiment and for that you should revert to how it was before.

Game Updates: Traits

in Guild Wars 2 Discussion

Posted by: smiteroevil.8632

smiteroevil.8632

I just logged in a little while ago. I confess that I haven’t actually played yet. Just looking at the new trait panel makes my heart sink. My ele was at 80 and now has only 14 points to spend? Really? I don’t even really want to play at all right now.

14 total skill points to spend over all those possible slots? This is part where you announce that it’s all part of the April Fool’s joke, right? Because I don’t have the time or energy in my life right now to grind for Ascended gear to make my character as effective as he used to be.

You should realize that you have exactly the same amount of power you had before. Its just set up so all the points are divided by five. the bonuses you get are the same.

That being said I liked most the content however i am EXTREMELY displeased with the fact that my engineer (who is level 73) and paid for a grandmaster book not that long ago is now not able to access the grandmaster traits! I would really like either my gold back or to be able to access the grandmaster traits. I am playing an explosives engineer and not having the additional range is a very serious nerf for my wvwing…