Showing Posts For spicytunaroll.7295:
waypoints allow me ease of travel that would have otherwise deterred me from travelling in the first place. you can decrease them so people have to spend more time getting to their destination, and thus allowing for greater ‘immersion’, but it wouldn’t really do any good for anyone.
i say this because i don’t see the relationship between being able to play the game at your own pace, enjoying the scenery, etc and waypoint quantity.
there isn’t a correlation unless you add to it that you want others to spend their time travelling and playing at your pace too.
a. A single Centralized Master Zone Portal in Lion’s Arch that graphically displays the destination hub portals available to it on the World Map: e.g. Capital Cities of each Race, The Mists, and other key Town/Quest Hub Portals(s) as necessary.
i do believe lions arch already has centralized portal area. differentiating between them is a matter of reading the gate names and/or looking at the npcs directly besides the gates and/or memorizing them. it isn’t a difficult or deterring task.
the mists’ gates are set aside in lions arch but you have a 24/7 openly available port to the mists right in your H window and WVW tab. honestly i don’t think any uses the mist portals in LA anyways lol
Travel hub Portal in each Capital, Major Town, or Play Style Hub which displays only Lion’s Arch and the sub Portals specically availble from it including only the zones within their it’s specific geographic region/coverage area.c. Sub Portals at these destinations that display only the available destination Portals in it’s own regional area.
if i’m understanding this right, you’re saying that each city should have these sub-ports to its different maps within the same region. so divinity’s reach would have a main asura gate that allows travel to LA, and areas like Queensdale and Kessex Hills even.
while i can’t say i particularly disagree with this idea, i find it awkward for asura gates to be on every single map. in general, the asuran gates are used for long distance travel to key areas whereas waypoints are kind of convenient check points.
travelling can get expensive at higher levels, but when you’re in your lower levels it’s not but 10-20b per travel and you’re getting 1s+ per heart already at level 20. factor in drops from leveling and dungeons and your travelling fees should be covered so long as you aren’t porting around everywhere for no reason. hopefully later on mounts will be added to the game so travelling on feet isn’t so slow.
oh good god that first screen is fantastic. can i get me one of those?
we’re not showing an acceptable amount of skin guys. there needs to be moar fleshydeliciousness so i can proudly and properly identify with my char!
seriously though .. i love my medium armors.
What self-respecting thief would where clothes that would snag on everything and make lots of noise, let alone making movement difficult. I though mage-typers were supposed to be wearing dresses, not nice short tops that should be used by medium wearers.
hilarious. because self-respecting-thief-wear definitely includes nice short tops. this is a joke right? :c
dungeons should not and do not have 100% success rates people. i’m not saying that a certain portion of players don’t deserve to succeed or anything like 10% NEED to fail. rather a completed dungeon should feel like it was earned not handed to them.
i remember my first CM butler path that i ran with a group of pugs that had no idea what to do (like myself).
rocket turrets? “why isn’t my rifle doing damage to them but i see other people shooting rockets? how the hell are you supposed to get across without dying here? (while entire group is running into 5-6 turrets’ aggro range)”
spike trap hall? "wtf this is IMPOSSIBLE (while group is bee lining to the mobs only 1-2 trying at a time so even if they got close the 3 bandits would kill them). "
later on i learn the rifles are supposed to deflect rockets, not shoot them, and the traps require you to run to safe areas as a group before making your way to the end. we never made it to the end btw <_< and i feel that’s how it should be. people shouldn’t make it across the rocket room while randomly button mashing hoping to eventually deflect an incoming rocket and praying you don’t die. people shouldn’t be bee lining for the bandits in the hall hoping they are lucky and make it across the traps. that’s just asking to be fed your way through the dungeon.
i will say i was pretty angry and in disbelief at how we were supposed to survive those two sections of the dungeon, but, honestly, a group of inexperienced players shouldn’t be able to breeze through dungeon events (this goes for bosses too).
you don’t always succeed after learning either, but that’s part of the reason why there’s more satisfaction to be had in doing it right. i could have, after failing that CM run, call bullkitten, run to the forums and post that dungeons are way too hard, but that would mean that i accept, even though other people have cleared it plenty before, that i am not able to do it too.
the early dungeons that you mentioned can be especially rough in comparison to the later ones, but never, ever ‘too hard’.
i’ve done all of CM’s explore modes multiple times as i wanted a few dungeon pieces and for the most part, the groups usually succeed. of course there’re always portions of the run that are particularly challenging (mob group that spawns at waypoint in seraph run), but not impossible. i’m not boasting, but it is a fact that a few of the runs progressed with little to no death. so it’s definitely not impossible with a few deaths here and there. the runs that were just horrendous ie, wipe, respawn, wipe respawn 10x, just had poor players/class combo/group support.
and mind you my char is a melee thief so there are a few things that can 2-shot me like the two snipers on the platforms in the butler run. in this situation, i can either throw a blind screen and range it, or a tanky class can take aggro. experience also makes a world of difference.
point is, these dungeons can and are constantly being cleared. if there’s a hold up in your dungeon run, then someone/something in your group is lacking whether it be yourself, another member, or your coordination.
not every run is guaranteed to be successful, especially with a crappy group. the dungeons aren’t meant to be a cakewalk which is what they will become if they catered to the crappy groups. the fact that you’ve cleared some runs means you’ve had groups that were doing it right and witnessed yourself how doable they are.
(edited by spicytunaroll.7295)
kite in pairs. if one person dies, have the next person come in. stick close together to prevent crossfire. dead person respawns and queues again.
honestly getting an exotic for slaying the dragon seems too much to me. the reason i say that is because i feel like reaching level 80 and completing the story isn’t really difficult .. especially in comparison to how long it takes to reach max level in other games.
you’d probably finish in 2-3 weeks if you spent a lot of time dungeoning and completing maps.
it also feels like the journey to 80 and story completion isn’t meant to be a multimonth task. this means that a lot of your time spent after reaching 80 is going to be gear optimization/pvp/wvw and it just seems silly to give out an endgame exotic? atm they’re kind of the be all end all equips.
a rare with a unique skin with suffice imo.
i just opened my 3 bags and got 3 level 80 greens that amounted to about 4.5s. is that normal?
i can see at the beginning of the thread the issue was with the level of the rewards. seeing as how all the gear is lvl 80, they’ve already fixed that .. but the quality of the rewards .. is that what you’re really, really supposed to get after completing the story? x_x;
i’ve been entirely shut off from dungeoning for about 2 days now. every group i form has members who either:
- cannot enter/only see one option (only story or only explorable)
- get sent off to different instances of the same dungeon mode
my only goal is to obtain a full exotic set before starting my alt. this is a huge hindrance. it’s also the 2nd time ’round this has happened. they patched it before and it fixed all the entering issues but this recent patch was a step backwards