Showing Posts For swerth.9864:

A suggestion for implementing progression

in Suggestions

Posted by: swerth.9864

swerth.9864

This is a very simple suggestion to give a more of a progression feel to the end game, this would have to be implemented as new content is added obviously. My suggestion is that in order to advance to a new dungeon, the previous one needs to be completed with a key looted or something to grant access to the next dungeon. This would not be a character specific item, but a Guild item. That way guilds (which is the backbone of this game) have yet another bargaining/recruiting chip to use. Also, it makes it acceptable if you happen to miss out on obtaining the previous key, but you will still be able to progress with your guidg through the new dungeon. Again, to keep with the theme of the game, new skins/karma/other currency is the reward for progression. This could even be tied to Legendaries in the future, instead of having to grind like crazy for materials, you would need to also be able to progress to a dungeon for a specific item to help with crafting of Legendaries. Example – instead of having to spend 200 skill points for the shard, the last dungeon in the progression has a chance to drop one. Again I’m just brainstorming with what could be done with progression if it was implemented, but in its simplest form, completion of one dungeon by a guild opens up access to the next dungeon. Opening the next dungeon could even be a mini guild event.

End Story Loot. (spoilers)

in Personal Story

Posted by: swerth.9864

swerth.9864

I actually just finished my story about a week and was sorely disappointed at my choice of siege blueprints and a green item that I would not use and did not sell to a vendor for any amount of worthwhile coin. This is just absolutely sad. I’m glad I found this thread because I feel better there are others out there who feel as cheated as I did once I completed the game. I mean really, savior of Tyria and the reward is a lousy siege blueprint for another aspect of the game that has nothing to do with the story. There should most definitely be some unique skin or something that distinguishes players that have completed the story line, much to the same measure that those who explore the entire world get a little star badge by their character’s name.

Stop TP flipping by applying a selling cooldown

in Suggestions

Posted by: swerth.9864

swerth.9864

The problem with the tax is the money isn’t recycled back into the economy to boost growth, it is simple coin removed from the economy. Taking usable coin out of the economy makes less money available to use so more people are reluctant to spend money. I for hate the monetary system, it is a tedious an un-enjoyable grind to make 1g – even by flipping goods, which I have found is the easiest way to make money. However I spend 2 hours doing this to make 50silver because of the fees. Better loot over all will help the game, the game economy, the interest in the game, etc. The only reason I can see Anet keeping the economy in such a bad position is to force players to buy gold with real world cash, and to me, that is not right. Buying gold should be an option but not the way to make your wealth in game.

The Dead End of Level 80 [My Thoughts]

in Suggestions

Posted by: swerth.9864

swerth.9864

I would agree with Archmortal on this, however, I think the OP and some others would benefit from “What is planned to come” I would too, but until the first major patch/expansion, we need to wait to judge too harshly, this game is still in infancy.

CoE Explorable Review

in Fractals, Dungeons & Raids

Posted by: swerth.9864

swerth.9864

I agree with the previous posters, this is a poorly designed dungeon. Alpha would be interesting if at the 3 different stages you fight him, there is a different mechanic/strategy for taking him down for each different fight. As with most of the dungeons’ bosses, these are AOE dodging. I did have some delight when fighting the evolved husk, and having to use the rifles to move the golems in place and blow the husk up. That was new and fun. My biggest problem for this dungeon and any others, is that they take way too long to get through. Maybe it was just my groups but in my opinion a 5-man dungeon should take 1-2 hours tops, 2 hours being if your group is struggling. I ran the 2nd path last night and we were in there for 4 hours as we came upon the last round of Alpha. I really hope Anet addresses a lot of the concerns with the dungeons in a coming patch. Once I hit 80, I was excited to be running dungeons to get one of the set of gear, now I’m upset and annoyed with the dungeon mechanics, lots of tedious AOE dodging bosses, there is not enough uniqueness to them to keep interest. And without keeping my interest, I’m sure there are others as well, end game is not fun, and I can see a quick migration to other games once players hit 80 and have the experiences I have had.