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BrettM

Member Since 20 Aug 2009
Offline Last Active Oct 19 2014 10:03 PM

#2193411 Lacking designs

Posted Redhawk2007 on 19 April 2013 - 09:02 PM

I generally like more "realistic" armor and weapons myself. The comic bookish, anime style weapons are a big turn off to me. There is also a tremendous amount of repetition and lack of creativity in the designs. How many greatsworrds and other weapons are there where the blade looks like it is held together with leather straps, metal bands or chains? That theme has been done to death. How many asymetrical armor pieces where the left doesn't equal the right are there? Again, done to death. My favorite greatsword in the game is the Ebonblade, because it looks like a real sword. I would love to have a realistic samurai katana.

http://wiki.guildwar.../wiki/Ebonblade

I would love to see armors that are close to those of human history, like lacquered samurai armor or something like a Greek hoplite or Roman legionary. Even the stereotypical uniforms of the English Civil War or Thirty Years War look pretty interesting for medium armors:

http://www.military-...h_civil_war.htm


#2177374 How many folks are paused in personal story at the 5-man part?

Posted Gli on 10 March 2013 - 08:32 PM

View PostShezuTsukai, on 10 March 2013 - 05:12 PM, said:

Yeah you missed the frail elements of unmet expectations, betrayed trust, lost mentor, and disallusioned friendship. But hey no shiny trinket of real value at the end so why bother.
I guess you're just better at suspending your disbelief than I am. What I got from it was just a bunch of egotistical idiots playing out some kind of high school drama with the fate of the world in the balance, while there are in fact millions of 'commanders' running around perfectly willing to save the world without that bunch of losers. There's never any kind of feeling of necessity for 'Destiny's Edge' playing a roll in any of it at all.

Unmet expectations? Betrayed trust? Lost mentor? Disillusioned friendship? What does any of that have anything at all to do with me? That's their 'personal story', not mine. And for some reason, I need to let myself be dragged in tow by those nitwits. If I had anything to say about it, I'd hang with people without hangups. Even the much maligned Trahearne is preferable company above the Destiny's Dregs crowd. He has the good sense not to be a complete ass.


#2172292 Macros, Multi-Boxing, and Guild Wars 2

Posted Strawberry Nubcake on 28 February 2013 - 02:00 AM

View Posttr1age, on 28 February 2013 - 01:22 AM, said:

Kinda defeats multi boxing lol.  

Uhm... do they know we all have razor mice and G4 keyboards that basically do that functionality as second nature now?

I will happily go on record saying i have one key that turns off my UI snaps a screenshot then turns the UI back on. OMG BAN ME!

Everyone can afford a fancy gaming keyboard and/or mouse?  News to me!  The only reason pressing a G key would perform more than one action is because you programmed it to do that.  That's why it may be second nature to you.  I have a G15 and G600 which haven't been programmed to activate more than one action per button.  Being able to cast spells with my thumb makes my in-game life easy enough.

I think some people have said they wanted to play with one account and have the other online for chat or RP purposes.  Those people wouldn't need to set up a program to control 2+ clients with one keyboard.  That rule only defeats the purpose multi-boxing for another reason.


#2166786 Should Anet bring back Rune only drops?

Posted Baron von Scrufflebutt on 19 February 2013 - 05:41 PM

Anything power related (by "power" I mean anything "vertical progression" related) should be available in unlimited quantities from merchants.
Keep vanity to the free market.


#2163418 [Answered] Conditions question

Posted matsif on 13 February 2013 - 02:15 PM

View PostCoren, on 13 February 2013 - 12:44 PM, said:

Absolutely, come to think of it I believe condition damage should increase in time for freeze, cripple, blind and vulnerability.

except there is a condition duration stat, which does effect those.  if you wanted to make freeze/crip/blind/vuln/weakness affected by condition damage stat, then it would have to be a percentage adjustment on the main effects of those conditions.

for example, make the %damage increase from vuln get higher with more condition damage.  not by much, say start it at 1% and scale it so it only goes up to 2% with 1000 condition damage or something small as to not make it entirely OP.  cripple would slow you down more.  freeze would slow you down more or make your skill recharges longer (not both, one or the other).  blind would last through more attacks, instead of just 1 make it last through 2-3.  weakness would give a higher chance to glance the attack.


#2155566 Ridiculous update content

Posted christiansoldier on 31 January 2013 - 10:16 PM

I don't want to speculate about Arenanets development process but one logical answer would be the team that works on the bug fixes that you are upset about has not completed them or does not think they are a priority.  The teams that worked on the new content have simply met their deliverables. It would be a gross simplication to assume all developers are working on the same thing and that the release of new content means no one is working on bug fixes or that you can simply transfer resources from one team to the other and it speeds things up.


#2159914 PSA: I appreciate the help but......

Posted zwei2stein on 07 February 2013 - 09:29 AM

View PostCraywulf, on 07 February 2013 - 07:49 AM, said:

You have a whole 24 hours to land enough dodges to credit towards your daily.

No, you don't. In fact, I dare you to try your incredibly stupid idea of playing game for 24 hours straight.

Sometimes, you have hour or 30 minutes because that is the time you have to play, sometimes - and that is very often, you have zero to negative time, as in "i want to log off and i did everything, but i am still missing dodges (or healer)"

Dodges are wrongly attributed for waiting till last spliseccond before attack lands - and that is incredibly stupid thing to do given how mobs have access to stuns/immobilizes and knockdowns.

Not to mention that playing game as is also means that people can and do kill mobs unharmed by proper use of controll abilities and never have to dodge.


#2159934 Daily achievements change

Posted two maces on 07 February 2013 - 10:19 AM

View PostTrei, on 07 February 2013 - 09:26 AM, said:

Hmm...

I guess I consider that to be merely repositioning and not actual active dodging.

But seriously, if you keep on repositioning, you will never encounter an opportunity to dodge an attack.

This reminds me of a famous soccer defender, Maldini. He rarely tackled players, he relied on positioning to defend. If an award for best defender were to be given based on dispossessing ball from attackers, he wouldnt be considered.


#2159061 Daily achievements change

Posted raspberry jam on 06 February 2013 - 01:21 PM

View Postzwei2stein, on 06 February 2013 - 01:16 PM, said:

* It is rude to assist NPCs in fight with mobs when NPC is close to death.

* It is very rude to kill someones "dodge engine" mob.

* It is fairly acceptable stand by and watch players to get overwhelmed and downed by mobs in order to wait for opportunity to res then instead of assisting them in combat.

Dead npcs are right now "resource nodes" - there is competition to use them and since their creation is influenced by players, it is also producing undesirable behavior. That is monstrous design loophole.
All of this is just hilarious. What ANet tried to design away by making loot drop for everyone and giving everyone xp regardless of exactly who landed the killing blow, personal resource nodes and all that - all that they are now destroying. More evidence that they don't really know what they are doing.


#2159056 Daily achievements change

Posted zwei2stein on 06 February 2013 - 01:16 PM

View PostProtoss, on 06 February 2013 - 09:15 AM, said:

It's been a week since the change and I have yet to earn my first laurel. I came THIS close to earning it yesterday when I was missing just a few more revives. But the problem was that I played the game for almost 2 hours, on multiple characters, in multiple zones and multiple servers and I didn't come across enough corpses.
This is bullshit.

Well, if you want advice, there are three locations with plentifull coprses:

NE corner of bloodtide coast has prioriy NPCs fighting ghosts and generating ressurectable cropses at very good rate. Pack some popcorn and watch them die.

Seccond is thaumanova reactor.

Third is The Bloodfields area in Gendaran Fields.
---

Problem here is that etiquete is slowly adapting:

* It is inpolite to ressurect npc unless you need it alive (i.e. it is vendor or event-related npc without which event won't complete) after you have completed your daily res quotas.

* It is rude to assist NPCs in fight with mobs when NPC is close to death.

* It is very rude to kill someones "dodge engine" mob.

* It is fairly acceptable stand by and watch players to get overwhelmed and downed by mobs in order to wait for opportunity to res then instead of assisting them in combat.

Dead npcs are right now "resource nodes" - there is competition to use them and since their creation is influenced by players, it is also producing undesirable behavior. That is monstrous design loophole.

Another problem is, that you will sometimes not get credit for res - i guess it has to do with the fact that ressurectee was ressurected recently and/or that multiple people are ressing and only last healing tick counts.


#2158894 PSA: I appreciate the help but......

Posted Sandpit on 06 February 2013 - 02:51 AM

It is frustrating that dodging well in combat does not give you credit for this daily. I have been in many (solo) combats where I have taken no damage because I get out of the way and dodge but never get an evade because I am safe before the critical moment to get an evade. I do generally find myself having to orchestrate some points by letting mobs hit me and dodge way later than I normally would.

This is a symptom of a stupid daily mechanic. Seriously, Daily Dodger really needs to go.


#2158297 PSA: I appreciate the help but......

Posted Eon Lilu on 05 February 2013 - 05:19 AM

No get over it seriously...

You can do your daily through just playing the game normally...

To expect others and the whole population of the game to change how they play just because you want to actively farm dodges...

Well sorry but erm...no...

Anet are making some really terrible design choices lately, do they not even think about these things?


#2158288 PSA: I appreciate the help but......

Posted Strawberry Nubcake on 05 February 2013 - 05:01 AM

Am I the only one getting fed up with this "omg stop killing my mobs" crap?  I have seen so many people verbally abusing others in chat because they wandered through an area and thought they were helping.  Evade stealing... my freaking face... :rolleyes:

Find a secluded area if you don't want to be bothered by others.


#2156525 Daily achievements change

Posted Baron von Scrufflebutt on 02 February 2013 - 09:22 AM

View PostThe Condor, on 02 February 2013 - 12:12 AM, said:

So here's my question:  is it really worth it to be so against this achievement?

As it stands now, crafting isn't something that destroys the dailies, it's something that makes a shitty concept worse. As mentioned above, even if we disregard the crafting achievement, the dailies are still filled with other achievements that one can not complete in every area. I used to just have problems finding the needed DEs, now I have trouble finding DEs, vets, corpses, ... and then on top of that we also get the crafting piece of shit. It's never down to just crafting that is preventing me from finishing the daily.
So if dailies would be looked at again, I'd hope other achievements would be looked at first since they aren't just something that I don't like, but they are actually achievements that are impossible to complete outside of select locations. And then if they were in the process of reworking this, I'd also wish they'd promote something more related to gameplay than a gold and time sink that is crafting.

I am not failing the dailies because of crafting. But crafting sure isn't helping.


#2144261 [guide] Stupid tricks to keep your pet alive

Posted Shiren on 17 January 2013 - 05:17 AM

View PostArewn, on 06 January 2013 - 06:45 PM, said:

Gotta agree with this, tons of complaints about pets and pet management being sub-par (and I agree it can certainly use improvement), yet there's plenty of tools to use, people just aren't taking advantage of them.
At least speaking from WoW, I think people are too use to fire and forget pet mechanics.

I don't want a fire and forget pet mechanic, I just wanted extra attention and careful tactics and strategy to be about making the pet more effective, about doing more damage, contributing more control, supporting my allies more, causing more conditions. The current design and most of the suggestions and comments in this thread are about keeping the pet alive. Avoiding the pet's death. The depth these people are getting out of the pet mechanic is all about ensuring it doesn't die, it doesn't get countered by frequent barrages of AoE, retaliation or a giant zerg (just put it on passive? lol). I want a class like every other one - instead of all my hard work and focus going into ensuring the pet (which exists at the expense of my own character's DPS, healing, health and defense, it's not a free addition, it takes away from the ranger to exist) stays alive - is actually able to contribute to an encounter - I want the pet to be something I can actively build and utilise to make my class more effective. To do things other classes can't do, to give me a whole slew of options and satisfying gameplay combos which really make my pet feel like it's helping me and making my class different from others - in a great way.

Instead we have to trait, build and micro manage the pet, not so that it can help us out in really useful ways, but simply so that it stays alive. Very few pets have truly desirable F2 skills (the AoE fear from the wolf or the underwater Feedback from the reef drake are examples of what F2 skills should be - tactical and incredibly useful skills which are very rewarding, not boring bleed skills which are a pain to constantly activate) and most of them have very little combo potential with the ranger. Most classes have weapon sets with more reliable and spammable combos (fields and finishers) than the ranger weapon sets and pet's combined.

I'd like to see the ranger move to a place where the discussion isn't about whether or not the pet is dead, but whether or not the pet is actively creating a fun and rewarding play style for the ranger, with a thread full of suggestions about how you can get more mileage and effectiveness out of the pet. Instead we are constantly seeing threads about how to keep the pet alive. To me, that's the greatest telling point of where the pet is at in the current game balance.