Showing Posts For tethyr.6513:
The NPC Deputy Crackshot at Stormbluff Isle in the Bloodtide Coast tells you to fire the cannons in front of him to complete the skill point challenge, but the cannons appear to be bugged. Neither a canonball projectile exits from the device, nor does the typical green targeting line appear as you align the barrel, rendering the skill point uncompletely.
+2 to those ideas. A night w/ darkness where you need torches in the regular world (they can keep the extreme version of it in Fractals) and random snowstorms in Shiverpeaks would be awesome. The occasional hurricane, and even less frequently a tornado. Coastlines with massive swells!
Thinking about it makes me feel like Taimi fan-girling over Scarlet junk.
movement on the vertical axis is an obvious next step for mmo’s as a genre, .
MMOs should take a look at games like Uncharted or Assassins Creed. Forget this bouncing along like a maniac on a pogo stick, and put in some actual climbing.
I second the [Assassin’s Creed] climbing, [Watch_Dogs] vaulting and the ability to take cover.
But I’d much rather that ArenaNet focus more on the story itself and bring the core group we’ve been teamed up with to life. I like the story at the moment far better than most of Season 1’s mindless, mob-fueled hack-and-slash.
I wouldn’t mind an Expansion Pack of missions filled with each of the support cast (Rox, Braham, Taimi, Kasmeer and Marjory) that bring them to life in the way that Tybalt was in my personal story. Then maybe unique weapons, armor and what-not from each.
How come you can’t overcome the knockback from his barrels with stability? Why contradict your own game’s mechanics?
How do you stabilize being blown to smithereens? I’m just glad I land with all my appendages intact. Except when I don’t.
Finding the path: You don’t need crystals. At all. Find the ramp and walk up it. >.> The shield: He’s not moving. At all. Pick up a sun crystal, aim yourself at him, press 2, barrel into him, and the shield collapses. It only takes one. One.
This is when I start to understand threads that start with ‘Is it just me?’ and 1/10. The new mechanics are actually great.
Sure, ArenaNet needs to do some tuning, the lag needs a fixing, and some of the voice actors need to be trapped in a room with Jon St. John for coaching. Otherwise the zone is amazing, even beautiful on max settings, and the group play is a ton of fun.
By far way better than the mindless mob zerging of Season 1 that set a lot of y’all up for sub-par performance here. Step it up.
(edited by tethyr.6513)
Would also like an invite!
.[…] But I have to disagree with the roll out process which overly hyped lackluster content resulting in unsatisfied customers. And frankly with the bad taste that living story has left in many players mouths, I am not overly optimistic that people will actually check out the next release without just writing it off as another lackluster teaser.
Noted. We’ll try to improve on that.
I think a huge part of the problem is delivery. I concur with the it’s a .01 and .02 release comment. Those heralds are practically useless, and unless you’ve explored the appropriate zones and paid attention to the lore, you’re left wondering where to go, having to go so far as look it up online in order to figure out how to progress.
I’ve played since beta, have GW1 under my belt, and have unlocked all of the PvE map, so I think that made it easier to sort out the scavenger hunt content. My roommate on the other hand, -who’s new-, walks around like a lost lemming, without the slightest idea where to go/what to do. I don’t even think he’s aware the trinket tasks exist, and he doesn’t read up every post on gw2.com as I do on what’s new.
It would be great to see some variation of a Living Story (renown) Heart for NPCs that have objectives, visible indicators of the ones (filled heart) that you’ve helped, and less obscure/hidden tasks. Find a way to mesh it into the mini-map, even if it involves a huge Living Story circle for an actively selected task.
In the end, if I have to alt-tab into a browser and cheat, that just detracts from the overall experience. There’s no sense of accomplishment. And that was just about 90% of the Halloween scavenger hunt.
tl;dr: I love what y’all are working on. It’s the implementation that needs work. Glad to hear y’all are going to improve it!
I’ll start by saying up until now I’ve been taken away with just how amazing GW2 is. From the environments, to the characters, to the story, and on, it’s truly remarkable, but then it all comes screeching to a halt with the way that Guilds were implemented.
I really do not understand ArenaNet’s philosophy behind forging communities where a single Guild can be scattered across multiple servers and regions, and resources earned are inconsistent from one to the next.
And now blocking the ability to play with US/EU friends we’ve made with lockouts, Gems costs — that only adds insult to injury. A seven day limit when most nights you discover you want to play with X friend is just utterly unreasonable.
Most of us have been anticipating that guesting would actually be a solution, not an extension to the existing problem.
It would seem like the most prudent thing to do would be to re-examine the architecture of how a Guild functions and make it so they work across all servers for PvE the same, but can only represent ONE world for WvW. Then lockdown the number of Guilds an account can drop-and-join per year and add a gem cost to that.
There should be NO barriers whatsoever to playing with whomever you want for PvE, nor should each server be accruing different amounts of Influence for the exact same guild. I sincerely hope y’all reconsider what you’re doing with Guilds, even if it comes after this patch.
I had this issue today with another level 80 ranger that had done the same personal storyline with her character. Filed a ticket, too. If I went into the instance solo, the mission would start with Trahearne speaking to the ghosts; together, he would just stand there and say his standard NPC ‘Talk’ dialogue when prompted [‘F’].
Likewise, incredibly disheartened by the ending. Reached the final fight only to blindly walk into the lava in the chaos and end up underneath, unrezzable. Waypointed to a loading screen that wouldn’t connect. Re-entered the game after 5-10 min, found the Ancient Kraken killed, and no chest – 3 hours of a Sunday gone. Submitted a bug report. Would like the end reward, but more importantly that this sort of thing can’t happen in future events: after investing 2+ hours, there needs to be a way that characters are locked-in to an active instance.