Showing Posts For wiredrawn.7298:
If your squad has a high asura ratio just flip to HumanAsura Shields or Slave Labor.
neeeeeeeerrdd!!
Okay, it’s a bit of a bait here and quite a long shot, but still. Given the Mechanic from a certain Story Quest, it would be possible to design something like this. Would you like to see something like this? A possibility to fight people from your Server without beeing in sPVP?
Absolutely! This would make the game more popular and I’m psychic so I know. Or at the very least make some servers pvp flagged and the rest pve flagged. I like choice. Choice is good. Plus I have a long history in open world pvp mmos, so this would suit me and I’ve chosen to speak for a majority of you, so I’m right.
What needs to change though .. remove the whole heal,utils and elite skill crap and just give us a toolbar over there so we can utilize what we need based on whatever situation we encounter. Give us the opportunity to key bind the most important and click on ones we don’t use as much. I understand GW2 is different, yeah yeah, I get it, but they could leave weapons the way they are I guess even though that is crappy too. Different isn’t always better and I’m tired of contacting the ether to forsee my upcoming adventures and which heal/utils and elite I’ll need when. It’s exhausting and I’ve run out of pets for sacrifice.
I got a laugh out of the replies to lower his standards to try and artificially create a challenge for himself. Give up your drive to be good at this game, but only to a degree in which the other occupants deem worthy, but don’t get all ambitious and do good beyond that you degenerate.
I’ve suffered tremendous mental anguish over this as I was in mid glide, I humbly ask you remove asuras from the game and mail me some phat lewtz to compensate. Thanks for the update.
what do ? ?
Sorry I’m late to the party, I don’t check forums as frequently as I should. Without further ado, here is my submission The Wraith .. it is what it is.
This does not seem to work; no icon to show it active and no critical-hit chance increases. I’m worried other traits are not working either but haven’t tested as I just started playing again a day or so ago.
Not sure if this also helps but I do not have the HoT expansion either, dunno maybe it’s working for people with the expansion.
Trait Spiteful Spirit – Upon entering shroud shadowstep to targe area and cast unholy feast
Spectral Grasp – Reduce cast time or at least re-examine the code for how it pulls, it seems to fail more on engine/game mechanics than on the victims counterplay
Mainhand Axe – Damage Damage Damage, or at least more vul. on aa
Trait Barded Precision – Instead of bleed on crit @ 33% could this be a retal(3 sec) on crit @ 30%? I get it you dont want us to have more access to chill, no blocks/aegis/evades etc, so can we at least get another way for retal?
Master of Corruption – How about all corruption skills add no harmful effects to us at their base cooldowns unless we trait this, then they apply the harmful effects with the reduced cooldowns. Blood is power can act like empower if you think it’ll be to op.
Unyielding Blast – I know ppl talked about how cool it would be to make our shroud aa auto pierce so if you did that about after we apply so much torment to foes we cast unholy feast or just gain a 3 sec retal
Spectral Mastery – Could we lower the duration increase to get 10% lifeforce on use instead of 5%?
Foot in the Grave – As gm trait maybe every 3 seconds we get 1 sec stab, although I see the conflict with reaper but that would be cool
Understandable, I’m sure a lot of suggestions for necro have been made, and this is where we are, still making suggestions, still baffled by some updates. If you’re not willing to endure the abuse then by all means switch classes, from what history tells us very little significant changes for necro will be made in the future.
My shroud does this too, and at least one occasion had my weapon doing this, which at first I assumed was lag, the skill would fire it would pass thru the victim like hitting it but no damage mentioned, but if I pop out of shroud/switch weapons and use another skill that does hit and shows damage, I can then pop back into shroud/switch back and then it’ll start showing hit damage again.
It shows you as level 12, downgraded to level 9 but part way to level 11!
I’m so smart!
can we please have more pulls?
p.s and could spectral grasp no longer be a projectile?
you have a buff in the wrong game mode!
Iunno, I’m not a fan of warping to the enemy cause most the time they’re re-positioning themselves to gain an advantage or get closer to buddies which I don’t wanna warp into I wanna pull them back to where I am. I have little ways of getting out if I warp into a bad situation, unless if a skill like flesh wurm were on a weapon or another similar util.
Also it would be cool if dark path were a pull instead, half the time i dont use it cause if I do the situation will get worse real fast.
If possible could it be looked into to reduce cool down on grasp, maybe reduce the chill effect if need be so we could use it more often. It’s just really easy for ppl to see it coming, and while I can get it off 7/10 times they have some mechanic that allows them to leap/jump/zing/swoosh/skip away rather quickly. A lot of terrain is open and flat so for other classes they can manage to get behind something because they’re more mobile where it’s more difficult for necros to gap our attackers.
Also would we be able to have a pull maybe on a weapon skill or modify a utility skill to include a pull possibri?
What would be awesome is if we have like 1 or 2 more pulls and we could trait them like marks!
I know necro needs work and all and this probably wont be considered much but cmon! I wanna suck people into my evil dark cloud and eat their souls and whatnot. Don’t you run from me!
Do minions spawned from demon summoning sigil and death nova transfer conditions and have increased damage if you trait necromantic corruption?
Could this be looked into, still broken.
I want to make it clear: what we used to have absolutely wasn’t good enough for our standards of retaining new users. Before we do some of the other things we want to do with Gw2, we had to fix this, period.
Or maybe they weren’t retaining people because… well, they didn’t like the game that much?
There is a ton of factors, graphics/skills/item shop/subscription/availability/development and on and on .. but the funny thing is I had a discussion with a buddy about this the other day and what kept creeping into the discussion? Ultima Online .. why I wonder, why.
Online games are a dime a dozen now a days, most you can download for free, most have a ton of classes/abilities/pvp modes but uniqueness is just that unique, offer the fundamentals, problems with solutions and the players will stay, regardless of what pulls them away.
How does this save on costs?
Less people working == less money spent.
Consolidate the differences between versions and you save on costs, simple logic I’ve played this game before.
My point is, why break something that isn’t broken, is that the new company moto??
It’s called aw kitten, we didn’t make the projected income we thought we would in china, let’s cut costs.
So we get what china gets cause their market is potentially much more rewarding.
Screw this multiple version crap, just clone it for who ever is left after china, cause now we wanna staunch the bleeding so any extra development time needs to be cut.
It’s stupidity and the definition of out of touch.
Here’s a funny story
New players have previously had issues finding avenues for XP besides the personal story even though ALL the events near them pop up all over the side of their screen, plus the map was loaded with markers.
Consolidating the nearest XP yielding event would have helped … not level locking.
Example: http://imgur.com/V2PcneG
New players don’t know about crafting.
New players don’t know about EotM.
In conclusion new players will become bored much more rapidly, and hiss at the fact it takes them X levels to achieve more than 3 abilities/skills.
They will also hiss when a quest/activity npc says come back later and they don’t understand what the hell that means … are there quests/objectives I need to complete, nobody thinks I need to level to fulfill this odd npc feedback.
Yeah this game used to be eh decent at most, never had enough skills to be used though.
But, least the chicks are hot.
Here’s a funny story I didn’t find out about EotM until about 2-4 weeks into playing.
Even after playing EotM for a bit, I never knew there was a PvP window!
Good luck new players!
We do not have enough abilities/skills/toolbar activated abilities TO UNLOCK AT LEVEL INTERVALS! This is guild wars 2 .. be guild wars 2 please.
Other games get away with this because they provide more tools to the player overall and by the time the player is max level they have many more keybinds/available skill to use per encounter!
PLUS! !!! There is a plus, sure we can pick a weapon and have 5 skills to use but we do not pick those skills .. EVERY class at MOST picks 3 skills, 1 heal that really is effective, 1 elite that is effective and w/e utilities fit your build … either change the design of guild wars into a mmo class clone or be guild wars 2.
P.S
Re-instate all the markers on the map!
A busy map is a happy map.
A busy map keeps a player moving and excited.
A busy map breeds motivation.
Don’t level lock POIs,Skill points or Vistas, they require motivation,skill and sometimes teamwork NOT LEVEL!
Maps look dead now.
Consolidate all available quests/activities into ONE easy to see easy to click quest detail similar to the personal story. The closest activity that yields XP should be focus, not 3 yellow spam text blocks and an orange text block with a green text block thats level locked.
Example: http://imgur.com/V2PcneG
Remove the level locking nonsense from weapons, when a player equips a weapon for the first time tell them.
Example: http://imgur.com/XsvOTTY
(edited by wiredrawn.7298)
Problem: [Post-Patch] Game Sucks
Solution: Revert
A new player experience cannot cater to everyone, and shouldn’t impact everyone either, you simply show them what is potentially available and hope they like what it is you have to offer. Also the target audience you seem to be trying to capture with these changes have a high chance of being game hoppers are highly unlikely to make online purchases and are just not long time player material. A group of your existing players has been put off by these changes and the likelihood for some of them creating alternate characters has lessened, meaning less purchases and now some players are negatively vocal in the community.
First Suggestion – Starter Area
Instanced starting area, it’s been suggested before I know. A first time player put into an instance that undergoes a serious of simple encounters with dialogue explaining, preferably 9, each weapon skill unlocks after an encounter then the utilities one by one until their elite opens then a boss fights that downs them on spawn and a brief tutorial on what happened and how to get up by killing a trash mob that spawned with the boss.
Second Suggestion – Tutorial Hints – http://imgur.com/XsvOTTY
Option in settings for tutorial hints, on or off.
» Weapon skills should not be locked at all, but when a new weapon is picked up and tutorials are on, then some form of indicator popup should notify the player and when clicking should be shown the hero panel window with weapon skills with the weapon skills in question to be highlighted. I’ve provided an image.
» Utility skills should unlock at level 10 with again an indicator similar to the above that notifies the player they’ve obtained new skills and when clicking they are brought to the skill points window in their hero panel.
» Elite should unlock at level 20, same indicator same response.
This gives new players more tools earlier on to be able to try different ways to beat each encounter and makes each encounter less tedious and repetitive as well as making existing players who make alternate characters happier and increases the chances they will do so.
Third Suggestion – Downtime – http://imgur.com/V2PcneGl
Downtime alleviation, both for new and existing players. Please remove the personal story level requirement, some players do prefer challenge. More importantly level locked quests that players receive from the game are a red flag, either don’t notify the player he has a quest he literally can’t do or revert it back to a suggested level. Condense nearby activities to a quest objective, closest one only, one at a time. I’ve provided an image. This is a very simple way to direct players to content while putting the icons for vistas, points of interest on the map again to show the map is full of content, without these icons all over the map for new players it seems utterly barren and it would appear there is nothing important on the maps to do.
For existing players, well, content packs are a definite way to promote player choice. Plus if they include areas, dungeons etc guild mates will encourage other guild mates to get the pack etc. Static content like you’re adding is prone to delays, has to take into account more level ranges and simply is not enough content to keep these people busy long enough for the next batch.
Fourth Suggestion – Test Server
I hate surveys I hate polls and I tend to lie on ones I’m forced to take and I never volunteer. However what would definitely entice players to give you feedback would be an easily accessible test server with definite or potential changes at least a month in advance, maybe a button next to Play on the launcher that says Test Server. Of course to coincide with this would be a section in the forums, Test Server Feedback.
The way it has been updated negatively affects at least some long time players already familiar with level practices and game mechanics by gating the tools available to them during game play and I would honestly say does not alleviate confusion nor breed longevity in new players either because again it hinders their ability to dictate encounters and be successful and promotes grinding.
This is not a typical online game and should be treated as such where we have classes and new skills for those classes each level, we only have very few skills/abilities available to us through the game so the sooner you deliver them to the player the quicker you alleviate boredom and frustration.
(edited by wiredrawn.7298)
In all honesty you should have the last skill you get, your elite unlock at 20, traits 15, utilities at 10 and weapon skills by 5. Other games have system like this in place because they are different and can get away with level gating, this game has only 3 utilities, 1 elite and weapon skills, you can’t level gate that and not introduce boredom/tediousness. Other games like I said are class level based, so each level bam something new for your class/level etc, this game simply was not built like that.
The real problem is newbies get lost apparently during leveling up for their personal story so incorporate something like this ..
http://i.imgur.com/V2PcneGl.png
problem solvededed! btw in a non intrusive or level gated way.
This makes it easier for new players to find things to do level up and makes alts for veterans less tedious.
It would probably be best to just make a test server with changes not planning to hit for months in advance, that is easily accessible .. like next to the play button on the launcher have a test server button instead of having to go find the server selection list etc.
A poll/survey is useless if the changes are not what the players are expecting, and each of us usually don’t expect the same things, especially with the way Anet tends to explain things.
Another thing is I would like to know is who their intended target audience actually is. These changes cater to specific player types, one that is either new to the pc in general, new to online gaming or one that needs constant positive reinforcement of success but is usually the first to game hop. The downside to these particular target audiences is that neither of them can be reliably expected to become long time players, nor make any additional cash purchases. Even so, if you’re new to pc gaming or new to online gaming you are not new to youtube, it’s usable even on a phone, do a quick search of Guild Wars 2 in youtube and sort it by date .. almost half if not more of the results have hack/glitch or bug in the title alone, so if these target audiences were even on the fence of a purchase, optics can tip them back.
Another thing, new players who have a hard time with the beginning aspects of this game, will unlikely know the difference between gems and gold, where do players get a full on detailed explanation of what gems are and the security backing gem purchases? Not to mention the trading post horribly blends the gems/gold concept together furthering the confusion to new time players.
The real problem this game had was downtime.
What simple fix could have fixed this you ask .. well for new players instead of the jumbled text on the right alerting events etc in multiple colors, make a secondary marker like the personal story quest but maybe a different color that pointed to the closest activity that would yield experience with a brief description.
http://i.imgur.com/V2PcneGl.png
(BTW could someone tell me how to show an image in a post, Thanks)
The older player base however is a bigger beast to fry, this actually requires them to either make expansions for purchase to give us more choice, add static content that everyone gets or just contually alter end game content in a way that could be interpreted as new content through targeted changes.
In the end I honestly believe the people these new changes were made for or tested for, have a high likelihood to be the first to quit before making purchases or make few infrequent purchases. The ones that actually stay with this game that last and make frequent purchases or purchases at all will have some apsect of their game play negatively affected.
I find it odd that the old system was difficult for people to understand. I am one of those people who does not like a complex new player experience and shuns most MMOs because of it. Yet, I started playing GW2 a year and a half ago and I am still here. That should say something about the complexity of the old system. I am just one person but if I found it easy than surely it can’t be that confusing.
Same, when it comes to FTP mmos, because man have I gone through a lot. The ones that I did pay for I attempted to figure out best I could, because well I invested in it .. until I would find the game just isn’t for me, either the graphics were too cartoonish or there was an aspect of the game that I couldn’t customize to my liking or I didn’t have enough tools available to me to make each encounter unique or repetitious
I agree Sokia there should definitely be a way to view the actions available to your class at down state somewhere in your hero panel, like they do with all available weapon skills.
And a tutorial would have been great! When you start a new character before throwing us into the intro story thing start us in the tutorial that takes us literally through some of the beginning aspects of the game with a button on the bottom right of the screen skip tutorial then throw us into the story intro with a skip story button, of course if it’s your first character ever to made on that account make them go through the tutorial but nothing extensively long or grueling.
It doesn’t have to immersive and story driven either, anyone play requiem, totally not in-gameish type tutorial, even army of two I think had a tutorial that had some guy talking to you about how the mechanics work and showing a brief video .. allods online same thing at the beginning a tutorial basically looking like a youtube video where the person explained and clicked away.
This way they can easily, quickly and efficiently step through the main beginning aspects, like these are called hearts quests .. bla bla, these are vistas .. bla bla then after talking maybe have the character in a down state with a training dummy there and explaining with a tool tip quickly over each action what they do and if they help you get up etc.
(edited by wiredrawn.7298)
What complete nonsense. Were these “thousands of testers” 6 year old children or people that drool and still need to wear diapers? I’ve never, ever, EVER seen players struggle to grasp the fundamentals of this game or even most other ones, and GW2 happens to be one of the easiest MMOs to get into and that’s even comparing it to some of the earliest ones.
This is a major upset. Either they are lying or they tested people with less than 70 IQ, and I’m serious about that.
A few angry threads cropping up is not always a cause for action; ALL the threads cropping up being angry? Map chats being filled with upset players? That definitely is.
Your testers were ignoramuses or nonexistent. The experiment has failed, that is all there is to it.
I’ve seen people fail to get this game, even a couple of smarter people. It’s designed for explorers, not follow the arrrows type. After years of being conditioned to follow an arrow, they end up thinking the only quest in the game is the personal story.
It’s not that rare to see a post where someone says I must not be leveling fast enough because I’m not up to my next personal story quest, what have I done wrong.
And if you see a few posts like that, you certainly know people who don’t come to forums are experiencing that too.
But is that cause to restrict weapons/utilities and traits from them? And do they immediately stop and not continue playing because they don’t have the recommended level?
I can understand they could be thinking they missed some quests or something, but the hearts are all over the place and so are the map markers for points of interest and vistas, not to mention in-game chat .. but to assume they don’t understand the basics of the game is insulting really, how did they get through the first story mission then if they didn’t understand skills/abilities etc?
You seem to think most people like and use map chat. I haven’t found that to be true. I think an awful lot of people solo MMOs as ridiculous as that might seem to us.
I also think that not everyone has the same level of understanding as others. As I’ve said in other places, I have a friend that was fine in DDO and even Guild Wars 1, but Guild Wars 2 confused him. A lot of it was lack of direction.
He wanted to know what he was supposed to be doing and the game doesn’t tell him.
Honestly I blame WoW clones for dumbing down the genre and training and entire generation of people how not to think.
Yes, this was my point, direction, even though on the right side of the screen it shows you heart quests and random popup events it doesn’t make them look like quests, also nearby vistas and points of interest don’t show. But as a solo player myself, especially in a game I’ve put money into how could I not at least google or ask in game I understand not holding conversations in game, but a simple, what quests should I do at level 10 would suffice. But if you have experience with friends running into these issues at least it helps me begin to understand where the problem lies.
They really only needed to amplify local activity notifications and make them look more like quests and include basic directions or a map indicator, similar to the green star for personal story but maybe instead a different color to those events, the one closest to them being the one indicated on the map perhaps.
I just think it’s sad now though that these same people will find those experiences harder now that they have less available to them and less customizations to play around with to aliviate boredom from wandering around lost.
… There’s a reason you don’t do that. Those people chose to leave. Their opinions have value, but its below the value of those who support you and stick around. If you go after the black sheep you might get him back, but you’ll probably kitten off everybody else in the process.
I just wanted to quote that cause I think it’s important to mention that making the existing, more stable customers happy especially if their happy is above the satisfied spectrum they tend to externalize the happy, like answering questions in game, going to help some one in need of help .. and if they are extra happy with the game and the enjoyment factor they may even offer their time and or knowledge.
What complete nonsense. Were these “thousands of testers” 6 year old children or people that drool and still need to wear diapers? I’ve never, ever, EVER seen players struggle to grasp the fundamentals of this game or even most other ones, and GW2 happens to be one of the easiest MMOs to get into and that’s even comparing it to some of the earliest ones.
This is a major upset. Either they are lying or they tested people with less than 70 IQ, and I’m serious about that.
A few angry threads cropping up is not always a cause for action; ALL the threads cropping up being angry? Map chats being filled with upset players? That definitely is.
Your testers were ignoramuses or nonexistent. The experiment has failed, that is all there is to it.
I’ve seen people fail to get this game, even a couple of smarter people. It’s designed for explorers, not follow the arrrows type. After years of being conditioned to follow an arrow, they end up thinking the only quest in the game is the personal story.
It’s not that rare to see a post where someone says I must not be leveling fast enough because I’m not up to my next personal story quest, what have I done wrong.
And if you see a few posts like that, you certainly know people who don’t come to forums are experiencing that too.
But is that cause to restrict weapons/utilities and traits from them? And do they immediately stop and not continue playing because they don’t have the recommended level?
I can understand they could be thinking they missed some quests or something, but the hearts are all over the place and so are the map markers for points of interest and vistas, not to mention in-game chat .. but to assume they don’t understand the basics of the game is insulting really, how did they get through the first story mission then if they didn’t understand skills/abilities etc?
Not to mention whenever you install an online game, you always get directed to their website which you can always clearly see on the page somewhere forums … so like I mentioned if it was really a game they were looking to get into and spent the money on wouldn’t they at least try some avenues(google,forums) to understand before quitting .. I just don’t understand Anet’s viewpoint.
I also fail to see how a person, after spending money on a game, will just quit within the first few levels by being confused simply by being downed without trying to at least research.
Stephane Lo Presti
ArenaNet Poster
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- - 2014/09/09 01:54:57 PM (2014/09/09 09:54:57 UTC-4)
Hi everyone,I’m going to paraphrase Colin on this topic. The decision to implement the New Player Experiment system came from tens of thousands of usability testers and interviews with players who tried Gw2 and left leading up to China launch both in NA/EU and in China. It came as a surprise to us but it was an important for us to acknowledge that a number of systems, downed included, were difficult to understand for many players.
For the downed, system we tried a downed tutorial, building downed into the level 1 tutorial and other ideas. After usability testing with numerous different groups, we found that the best rate of people learning and understanding it came from having it be layered complexity and the solution we went with above. Intuitively that wouldn’t have been my guess either initially, but we found people understood it better this way than all other options we tried.
This same level of testing led to the other changes as well. At the end of the day the biggest take away is that all of us (including a lot of people on the forums) probably know games (and Guild Wars 2) really really well. We have millions of users, and a tiny percentage of them frequent game forums. Just because all of us learned those systems well and thought it was all really easy doesn’t mean we are the norm.
I hope this helps everyone here understand that this was a decision to improve the game for many people. Thanks for your understanding
The first thing that worries me is I hope ‘interviews’ doesn’t actually mean multiple choice survey, when I quit a game or stop a service and I get one of those, Oh why you leaving[A][B] etc I click whatever I click first and make it go away as quick as possible.
Another thing that worries me is just maybe some of these people that quit just found the game to not be for them, I mean there is an extremely low chance that this was their first game ever to install for them to not be able to learn game mechanics within the first 4 levels, think about it, when you pop into a new game and something makes you wtf .. you do what .. google amirite. If you notice she says “and left leading up to” so it sounds like boredom set in from either lack of addition content or repetition like with alts .. starting a new alt and going ug gotta roam and get all these kitten icons on the map completed again!
I guess it would be nice for someone to explain to me how it is that someone was able to install the game but yet lack the capacity to figure any of these things out, I can understand a first time gamer of the pc, but all of them? Look at most games in stores now, seriously .. most of them if not all require some level of ingenuity to learn, right?
If you’ve only been playing for a week, then it doesn’t make sense why you’re up in flames about the new re-work, in my opinion. In this second feature patch, ArenaNet has done nothing but listen to the community, and give new players better avenues to do content while at the same time feeling more powerful and learning the core mechanics and concepts of the game which are needed at level 80.
I think the important thing to understand is that you started the game, with no previous knowledge of how the game was prior to the initial rework of the trait system and leveling process, yet you said how much you were enjoying the game! This is important, because you are an example of how the first leveling rework has been fun and exciting for new players. In my opinion, the second rework was only improving on the first (ie, giving new characters items and bonus chests / stats that make them feel more powerful and give them better ways to go through content to help ease the trait nerf from the first feature patch, which is coincidentally EXACTLY what players were asking for.)
If you’re level 20 on most of your characters, then you already have most of your unlocks already. Do you mind going into detail what you don’t like about it? You said most of the stuff is blocked off, but level 24 is the final unlock and that’s your f4 skill (and not all classes even have an f4.)
Maybe you started playing a long time ago and don’t remember or you just found that one class that fit your play style right away .. I started not too long ago myself and with the first week alone I think I created / deleted like 20-30 times.
I tried mesmer as my first class, kind of liked it but eh, around level 18 I think I decided to try thief and so on and so on until about the 3rd time I played necromancer I stuck to it. The one thing that helped during that time was I didn’t know about EotM then so, doing ALL the things on the maps as I moved from heart to heart which leveled me BUT also kept me from becoming too bored, the VARIETY in my activities is what really slowed the tedious apects of leveling .. although I would ahhhh when deleting a character to try another class I figured, I can do the jumping things, the hearts the points of interest easy peasy which also made it less grindy.
This new player had that previous experience I mentioned, then days later it became much more tedious for him that is a reason in my book to be up in flames.
Also they absolutely restricted content( removed avenues ) if you’ve been over the patch notes so in general, overall new player experience has actually declined, if they started after the patch they probably won’t know, but modern day gamers, unless older and extremely more patient will become bored rather quickly.
I remember when I first started, well I do this in all games actually, is I explore and try to find the actual concrete cap level of critter I can kill to see experience gain and to test whether the combat is fluid enough for me to handle larger challenges, which with only 1 or 2 skills from JUST the freaking weapons, is not going to get me nearly as far, thus slowing the gaming experience on top of the already kitten ing level gates, it will definatrly look like a linear game to modern day gamers.
(edited by wiredrawn.7298)
Yes, I used to like quickly selling and moving on, now the process is slower and I do not like the popup at all, nor the default items chosen for me each time I open it.
I didn’t mind the traits so much for unlocking as a progression as that makes sense to me.
The weapon skills and utilities not so much.
Most online games provide each class with much more skills and the upgrades or additional benefits for those skills usually are level locked by class design .. however with the limited skills we ultimately do get to use during encounters, I just think it makes sense to make those available to us to at least experiment with each encounter.
Even at level 80 I feel very limited I understand they want us to build some form of strategy by only selected a few but most modern online games now come with much more available options and a couple tool bars to boot to allow you to further play around with the different tools available to your class. It helps in removing the monotony of each encounter by trying different strategies during game play and it’s much more fluid. Plus if some particular skill sequence your using doesn’t work you just rotate the icons in your toolbar rather than sit and stare at your skills trying to figure out which 3 best work with what you’re trying to accomplish, slowing down the flow of game play.
Honestly I was not expecting anything of what hit .. it seems like they went out of their way to keep this kitten from us until it hit and of course there is no going back now.
Feel free to just make a list from lvl0 to lvl80, even with new stuff you think should be added. Currently this is the list (taken from the new feature patch):
•Weapon skill 2 (Unlocked at level 2)
•Weapon skill 3 (Unlocked at level 3)
•Profession skill F1 (Unlocked at level 4)
•Rally(downstate) (Unlocked at level 5)
•Off-hand weapon slot (Unlocked at level 7)
•Weapon skill 4 (Unlocked at level 7)
•Underwater Combat (Unlocked at level 8 with underwater weapon skills 1 and 2)
•Personal story (Unlocked at level 10 in chapters every 10 levels)
•Weapon skill 5 (Unlocked at level 10)
•Utility Skill 1 (Unlocked at level 13)
•Underwater skill 3 (Unlocked at level 14)
•Weapon Swap (Unlocked at level 15)
•Down Skill 3 (Unlocked at level 19)
•Profession skill F3 (Unlocked at level 22)
•Underwater skill 5 (Unlocked at level 23
•Utility Skill 2 (Unlocked at level 24)
•Profession skill F4 (Unlocked at level 24)
•Adapt Tier Traits (Unlocked at level 30)
•Elite Skill (Unlocked at level 40)
•Master Traits (Unlocked at level 60)
•Grandmaster Traits (Unlocked at level 80)The following items are not locked but do not appear on the minimap until the specified level.
•Points of Interest (level 7)
•Gathering Nodes (Level 9) – Nodes may have been removed in areas before this level. No there is no potato famine there is plenty of potato in Metrica Province.
•Vista (level 10)How would you like to see this instead?
Yeah, all of this should be unlocked at level 1 .. we should get a skill point per level .. that’s the only limiting factor that should exist, 5 skill points for the first set of utilities to unlock the next row and so on and the more energetic player can go about grabbing all the extra skill points they want travelling around the map or looting the skill things off champ bags .. why limit us!!?? Give us the tools as early as possible to figure out our way and be able to customize in our own way!!
That person has been overly positive since the beginning, don’t know how the kitten he does it.
Not only does new player != mentally handicapped person but now I fear new people will actually begin to get worse, unless coached early on by more experienced players .. they have less available to them to begin with, less skill points to play with, if they pick a bad or more situational utility and its not for them or their play style they are stuck with it for longer possibly negatively effecting their game play and really won’t be able to fully experiment with the different utilities to much later on .. if they continue playing that long.
I like how previously you could just right click an item click sell on tp then click sell(auto highest buyer was selected) then everything was in one window, click next thing, click sell bam bam and bam, no annoying kittening popups, no looking at 2 seperate listboxes with highest seller selected .. <sarcasm>yeah I want my kitten sitting on the tp for months</sarcasm> and no ridiculous scroll bar .. I wanna sell it all quick and get back to doing what I was doing .. if I want some unique odd selling of 3 items out of 80 let me just type 3 and be done.
It’s much more tedious now, not that it’s impossible just saying.
I’d like to see the system that was in GW2 a few days ago. That worked pretty well.
Maybe they could add in an optional tutorial mission for combo fields.
There you go. Fixed.
^ This, but please give the ability to turn that kitten off.
Also unlock all our utilities earlier, like level 5 BAM, all utility slots available and 5 skill points to be able to use the whole first set, give us the ability to experiment with them, try them in different situations play around with our builds.
Customizable toolbars for the kittening win .. it would be awesome if you also gave us an additional 3 utility slots to throw around in a toolbar .. this game does not have enough skills to use I’m sorry but I feel so limited even with my level 80 … so little customization.
I need an adult! I need an adult!
I’ve taken a break twice now from this game since I started playing, both times when I came back after an extended break first thing I did was modify my equipment, traits and weapons. Each time for the first day at least I’ve gotten more exotics then while playing steadily. Also for additional information not sure if it’ll help you guys I was only playing EotM, simply because I could hop in play around, hop out change things up and go right back in.
This user is only 3 weeks old, I think or a month old!