Jump to content

  • Curse Sites
Help

davadude

Member Since 20 Aug 2009
Offline Last Active Today, 08:32 PM

#2337879 2nd Birthday gifts

Posted zwei2stein on Today, 07:31 PM

Sigh

View Postkalendraf, on 02 September 2014 - 03:38 PM, said:

LOL!  You don't need a level 20 for most of these things.

> * Instant L20s to park at jumping puzzles to farm silver doubloons
This is the only one you listed that can actually benefit from the instant 20 levels.  However, I'm not that interested in doing this.  I've already got 1 level 20ish character parked at a JP, and I am not about to buy extra toon slots to do more of this.
Fair enough

View Postkalendraf, on 02 September 2014 - 03:38 PM, said:

> * Instant L20 to park at home instance to gather nodes and upgrade quartz
Sorry, but you do not need a level 20 for this.  Also, mining the nodes in the home instance is account bound.  I can easily hit them once per day with one of my existing toons

Yes, you do need L20: Upgrading quartz is only available for L10+ characters

Steel havesting tools require level 20 and you need them to take advantage of advanced gathering nodes.

Having character right at extrance of instance gives some benefits (less travelling, no inconvenient park location for your L80)

View Postkalendraf, on 02 September 2014 - 03:38 PM, said:

> * Instant L20s for some very fast and easy bl key farm
At the current time, it's simple enough to key farm with a starting toon.  There is no need to level them to 20 to do this.  I can quickly complete a key run w/o dying or even getting downed with a new toon that tends to wind up around 5th level by the end of the key run.  In the future this may change, but then again key farming as a whole may not even be viable with the upcoming changes.
You can however do this along with other stuff (like next section).

Efficient farms provide lower difficulty with greater yields.

View Postkalendraf, on 02 September 2014 - 03:38 PM, said:

> * Instant L20s for their skillpoints which count for monthly skill point achievements and daily skillpoint/level up achievements and which you can then use to upgrade some materials at mystic forge or upgrading siege or (if you do five quick skill challenges) account bound Augurs stones
I don't need more skill points.  I've already got about 2 stacks of the single point skill point scrolls, and I end up finding more of them faster than I ever need to use them (like polishing off a daily).  I always gain more than enough skill points for the monthly by just playing the game normally (events, guild missions, killing stuff, harvesting, etc).  My main character has over 1000 sp's banked up as well, so it's not like I'm lacking for these.  At this point, I also have no need for upgrading mats, upgrading siege or making more augur stones.
No, just no.

Here, I can echo "LOL!"

If you are drowning in skill points and have "no need for..." any of their sinks or cash conversion, you automatically loose right to complain about abundance of them - you are hoarding stuff you are not going to use. Why? Just blow them up on some forged stuff for nice profit.

Besides, not everyone is farming champions or farming experience to experience such overflow.

View Postkalendraf, on 02 September 2014 - 03:38 PM, said:

Thus, it looks like the only potential use for me with these scrolls would be to insta-level new permanent toons for the purpose of parking at JPs to farm doubloons.  IMHO, it's just not worth the cost in gems to buy new toon slots to do that.  After the next patch goes into effect, these scrolls might provide a way to farm black lion keys, but until all the updates for PS are shown, that's still just a guess at this point.

Why LOL then? Yes, Experience Scrolls are usefull - too bad you are not taking advantage of them. But other people are.


#2337867 Miniatures and Finishers in your Wardrobe

Posted Shayne Hawke on Today, 06:34 PM

View PostThorfinnr, on 02 September 2014 - 04:52 PM, said:

“Well, that’s nice,” you say, “but what about finishers?”

Hey, no, let's be serious for a moment here.

Who was asking this kind of question???


#2337822 2nd Birthday gifts

Posted zwei2stein on Today, 10:00 AM

View Postkalendraf, on 29 August 2014 - 04:19 PM, said:

Please enlighten me as to why.  I have all of last year's scrolls in a stack and now this year's scrolls in another stack (since they apparently won't combine) eating up precious inventory space.  I already have 8 level 80 toons (one of each class), and I can't figure out what the heck to use these for.

You can get:

* Instant L20s to park at jumping puzzles to farm silver doubloons
* Instant L20 to park at home instance to gather nodes and upgrade quartz
* Instant L20s for some very fast and easy bl key farm
* Instant L20s for their skillpoints which count for monthly skill point achievements and daily skillpoint/level up achievements and which you can then use to upgrade some materials at mystic forge or upgrading siege or (if you do five quick skill challenges) account bound Augurs stones

Really, L20 scroll is very versatile to use if you are creating disposable characters.

I wish I had few stacks of them - I could definitelly use them!

<3 L20 Scrolls


#2337720 Thoughts on the September Feature Pack?

Posted Calypso589 on Yesterday, 02:37 AM

View PostShayne Hawke, on 31 August 2014 - 09:24 PM, said:


So are you trying to excuse and forgive ANet for their choice to develop a complex engine that makes it difficult to change an integer in a fundamental system when their design philosophy is to be constantly iterating and changing things and their manpower to do so is estimated at only about a couple dozen per project?

Less about making excuses and more acknowledging the fact that we're not the one's doing the work.

Therefore Anet is owed the benefit of the doubt, especially since we're not paying a sub.
Having said that, leaving and coming back when there's content you find sufficient is a perfectly valid thing to do and something you as a responsible consumer should do if you currently find progress lacking.

To quote MCBiohazard, "It's easy to be petulant about the lack of visible progress but that doesn't mean nothing's happening behind the scenes."


#2336780 2nd Birthday gifts

Posted Azure Skye on 25 August 2014 - 06:21 AM

Not my picture but picture of the birthday blaster

Posted Image


#2337606 Thoughts on the September Feature Pack?

Posted Calypso589 on 30 August 2014 - 04:01 PM

View PostPhineas Poe, on 30 August 2014 - 06:18 AM, said:

Only?

Yes. Only.

As I said to Draxynnic, I give Anet the benefit of the doubt when it comes to how long development takes because I am not in the chair.


#2337582 Thoughts on the September Feature Pack?

Posted MCBiohazard on 30 August 2014 - 08:59 AM

Only. Again, this isn't GW1. Realistically, MMOs spend the first year or two playing tech catchup, fixing or implementing everything that they wanted to do by launch but just didn't happen. It really is past those first rough years that any MMO starts to hit a stride in terms of content and feature release.

I've mentioned it before in a couple of other threads, but Star Trek Online is probably the example I would point to when it comes to how MMOs launch with major issues and eventually they get fixed within the first 4 years. They've hit their 4th year anniversary recently. When they launched, all they had was the strength of their space combat engine, everything else was anemic. Missions and progression were terrible, ground based combat was as well. They launched with two factions but only one of them was fully fleshed from the start, the other was incomplete until year 3. Crafting was a mess. But year by year, they started to fix all the issues that plagued them from the start.

STO started out as a sub based game but eventually shifted gears into a freemium game with a game currency <-> real money currency exchange system like the gem store. If they were in for the short term gain, they still would have made money off of the hundred thousand or so Trekkies that bought in right away. But they were genuinely passionate about their game and tried their best to fix things one at a time while adding new features like passive background progression through their duty officer system and a user based content generator. The ground combat was revamped, they went back and smoothed out the progression for Federation players and when their free expansion level patch update came out with a new pseudo faction that could go blue or red, they fleshed out the red side completely and continued to refine existing missions while eventually picking up enough steam to release regular content that is structured much like LS2 is currently with story missions and permanent queued team based instances. For their fourth year anniversary, they finally rehauled the vestigial crafting system into something actually worth looking at. Now they're looking to increase the level cap and introduce even more features in the near future.

Point is, that game launched with serious issues that got smoothed out not in the matter of months but years. GW2 had a much stronger launch but we realistically shouldn't expect the world to change overnight. It will take time and we are free to put it down while we wait for something good to happen. I have left STO for several months at a time, checking in occasionally to see if anything new caught my interest. They managed to clean up their act eventually and I can feel comfortable recommending it to anybody who wants a decent but not particularly difficult single player experience with queued team instances that are likewise not difficult. It will appeal to a certain type of player. GW2 will too. If you don't feel you're the sort of player being catered to, find something that does. You'll always have your serial, GW2 will keep developing while you're away. And if it turns into something you feel you might actually like again, as I've said, feel free to come back anytime.


#2337561 Thoughts on the September Feature Pack?

Posted Calypso589 on 30 August 2014 - 05:29 AM

View Postdraxynnic, on 30 August 2014 - 04:40 AM, said:

Sure, things were probably easier to do with GW1's system (apart, of course, for the things that were simply impossible) but what you're ignoring is the difference in resources available that should make up for that. The team for Guild Wars Beyond was about half a dozen people assisted by volunteers working on break - while the entire company is focused on Living Story. The net addition to the game for GW2 since release is not much more than Beyond added to GW1, apart from generating more art assets (including new and reworked maps) - in terms of gameplay changes such as new skills, stuff where being a true MMO versus GW1's official CORPG status really shouldn't matter all that much, I would say GW:Beyond did more (sure, technically they didn't introduce any actually NEW skills, but through fundamentally redesigning old unused skills into things that were actually attractive options, they achieved the same effect on gameplay).

The same difference in manpower can be pointed at the heyday of GW1's post-release development in 2005-2007. I don't recall exactly how large ArenaNet was around then, but I think it was around the hundred mark. The difference between a hundred-ish people and three-hundred-ish people should make up for a lot of difference in complexity on the base game. Certainly, while to be fair not all of the company is involved in actually developing the game, I'd expect the whole company to be able to achieve something that is more impressive than six people (however talented) squirreled away in a pod. The difference in complexity between the game structures - MMO versus instanced CORPG, full 3D versus pseudo-3D - is not THAT great.

Another problem is that we have a disconnect between the impression we were given before release and the reality. We were told that while it was unlikely new professions would be introduced, there would be new weapons, utility skills and traits for existing professions. We've had... one new heal skill shared among all professions (which most people haven't bothered unlocking because outside of being able to remove a specific effect that is rarely seen, it's just plain bad, and being able to remove miasma is simply not worth 25 skill points or the alternative price), one heal skill per profession, and a handful of new traits per profession, including reworks. We were given the impression that the initial explorable area would only be the starting point - we've had Southsun and now Dry Top, and a handful of temporary or reworked maps. Indications coming from ArenaNet is that this is a philosophical choice - they'd rather keep the playerbase concentrated in a confined area rather than spread thinly across a wide world. Problem is, they're focusing on keeping their proverbial pie (the playerbase is the pie) limited to a smaller number of slices at the expense of having a bigger pie: people are leaving the game that might come back, or might not have left in the first place, if they had new places to explore.

The bigger problem is the perception that ArenaNet and/or NCSoft is focusing on short-term gain, through the gem store, over long-term longevity, with the latter having a focus on making a quick buck out of GW2 then replacing it with it's next thing rather than really wanting it to be something that lasts for years. This perception may be totally untrue... but it's one that both companies need to work on dispelling if they truly want the franchise to succeed in the long term. Certainly, when I look at the fancy graphics of all the finishers and permanent harvesting tools and such, I can't help but think that some of that work could have gone into developing new skill effects, new enemy models, and so on. And has been noted... whenever new artwork available for PCs crops up, the smart money is always on it being a gemstore item.

At the bottom line, though, GW2's been losing interest and players at a steady rate. All the excuses in the world won't change the fact that unless ArenaNet does something spectacular to reverse the idea that GW2 has just been left to tick over without direction, then its decline in the eyes of the community is going to continue.

I hear what you're saying but I honestly can't entertain this notion that the game is steadily losing players when there's no evidence to back it up save for the anecdotal (which is easily countered by saying for every player that quits there's one that joins).

I encountered all kinds of new players just today actually who were wondering why everyone was getting into a party to fight the Dragon Shaman. lol Now that I stop and think about it there were actually quite a lot spread out over the various bosses as I made my "rotation."

I'm giving them the benefit of the doubt when it comes to development on GW2 versus GW1 simply because I am not in the chair doing the coding itself.
I can only logically say that development on GW2 would be more complex than it's predecessor but I can't elaborate on much else than that and neither can you. No matter how much you want to believe the difference in complexity is not that great you can't honestly say it is or isn't.

We can only say that it's harder since that's obvious.

Btw, can you link me to where it was said we'd be getting new weapons, utility skills and traits? The only bit I recall is a reddit AMA years ago when new weapons were brought up but they neither confirmed nor denied it would happen so what about the rest?

With the gem store, it's entirely possible there's a long term agenda being pushed by short term gain. I mean, I personally find the discussion concerning short term versus long term redundant anyway since any developer of an MMO should ONLY be thinking about the long term as that's the only logical direction in which to apply the money being earned. They don't just bank it (assuming they care about their own game which I think they do lol).

This feeds into the very fact that you stated which is the game will die if either an expansion isn't launched traditionally or delivered via the LS.

I mean they can't NOT do it. lol It'd be suicide.

MY bottom line is that we don't know what they are or aren't working on. I've always told people that just because your'e not getting what you want now doesn't mean it's not in the pipeline to be unveiled in the future.  Like I said, i'm giving them the benefit of the doubt because I'm not in the chair and because it's only been two years.

Most MMOs release the first expansion sometime between year two and three and I feel they deserve that third year.

If by August 2015 we have nothing substantial to speak of save for new skins, another "Dry ToP" or more tourney announcements........then I will join the rabble and assume they have no plan.


#2337543 Thoughts on the September Feature Pack?

Posted Calypso589 on 30 August 2014 - 02:02 AM

View Postdraxynnic, on 29 August 2014 - 03:26 PM, said:

Something gives me the feeling that ArenaNet doesn't consider making life harder of key farmers to be a bad thing. In fact, I wouldn't be surprised if while they're changing up the PS rewards, they'll remove it altogether. (Possibly replacing it with a key further on in the PS - they want to give new players that free first taste, after all - but I'm pretty sure they'd prefer the only practical way to get them in decent numbers being through the gem store, not something that can be conveniently farmed.)

For real embarrassment, compare the Living Story to Guild Wars Beyond in 2010-2012. The Live Team of about half a dozen with some assistance from art people working on their own time as a break from GW2 managed to do a pretty good job of making GW1 feel alive again. What they managed to do simply from reusing existing maps with new twists and storylines that were actually fairly compelling was amazing. It may be exaggerating the point and/or looking back with rose-tinted glasses to claim that Beyond achieved nearly as much as the Living Story has... but hey, it's close enough that the comparison can be made with a straight face, and when you're comparing a half-dozen people in a pod to a company of a couple of hundred, that's indictment enough.

On the guilds thing: Obviously, I can't speak for everyone. I do know, however, that Phineas' EG was and I think still is one of the bigger and more recognisable builds on Sanctum of Rall, and now on the megaservers that SoR players are likely to be fed into: if they're getting disillusioned and drifting into other games (or migrating en masse into Archeage: either way) this is a symptom of a problem. More personally, I have friends in Relics of Orr and occasionally join them to do various things - their leaders stopped scheduling guild missions because they found there were no longer enough members turning up to be worth it, and the average people online (representing or not) at any given time has dropped significantly since I joined. And I keep seeing and hearing similar problems in other guilds. I'm sure there are some guilds full of like-minded people that are all able to resist the growing ennui rather than dropping off one by one... but I'm pretty sure they're not representative of the majority.

Thing is, all this focus on the new-player experience really does feel like a bandaid approach to try to get more players and box sales. However, I'm not sure even that's going to work for them. People aren't likely to jump into a two-year old game, that hasn't had any serious expansions in that two years, without recommendations from current players... and I know I'd have reservations about recommending GW2 to anyone right now, however much I'd like to see the company succeed.

To stall the game's slow decline, ArenaNet really need to do something spectacular... but that's not something they seem to be willing to do. To draw an ironic analogy, ArenaNet now feels a lot like Adelbern after the Searing - too afraid of risking losing what he has left to take any action that might actually improve his position, and so by default his position steadily deteriorates until he's forced to pull the plug.

Can we stop acting like development for GW1 is comparable to development for GW2 please?

GW1 wasn't even an MMO. It was a cooperative instanced RPG (that's straight from Colin's mouth). It didn't have a persistent world with hundreds of thousands of players and events occurring within it.

Beyond was great, but it was also easy to do. Hence the size of the team that did it.

Designing episodes of the LS as well as the new zones and quests, armors, creatures, cinematics (love them) that take place therein........all within a persistent world full of players interacting live with each other all at once......that is NOT easy. And it takes time.

More time than it would take to develop content for a game that literally doesn't have to worry about it's content supporting a persistent world at all, such as GW1. Especially if that game reuses existing zones.

Your comparison isn't an indictment at all or an embarrassment.

It would be if the work that goes into developing content updates for either game was the same because then of course it would be embarrassing to have GW1 coming out with larger content updates.

But the work is not the same. At all. So please stop comparing them. You're allowed to be underwhelmed by the LS but don't hold it up against what was done in GW1 to illustrate that feeling.

It's like comparing how long it took Michelangelo to paint the Sistine Chapel to how long it took Picaso to paint a bowl of fruit and arguing that Picaso was able to produce a complete package in a day so why couldn't Michelangelo? lol


EDIT: I doubt the key farming is going anywhere. It's been around for two years and Anet is well aware of it. If the plan to stop it was as simple as moving the key reward to someplace else, then they would have done it by now.

Seeing as how they haven't I assume that they value new players being tickled by it, thus giving them incentive to buy more in the store.

As for removal of the downed state, it's a non issue.

You never die during the human 1-10 story missions and even if you do, the checkpoint system has you up and about in less than a second with no progress lost.


#2337360 Thoughts on the September Feature Pack?

Posted MCBiohazard on 28 August 2014 - 09:13 PM

Unfortunately, your only recourse is to step away until the things you want start to happen, which you have sensibly decided to do as stated in your last post on the engi forum. Whether or not your guild remains intact until then is up in the air and I sincerely hope you can take your loyal rank and manage to move or expand to somewhere where you feel comfortable in the meanwhile.

But I have to say, part of the buy once play free appeal is the ability to play the long game without sinking any additional resources of time or money into it if it isn't delivering what you want. I took several breaks during LS1 precisely because I had no interest in Tequatl or Marionette or Wurm. But I picked it back up again when there was content that was more accessible to my tastes. Granted I was not trying to hold together a 500 man guild, that kind of dedication and focus is not what I'm looking for when I play. I can afford to be patient because this game doesn't have to consume large parts of my free time due to social obligations. And since you had to, your reasons for being disappointed are perfectly valid. But I'm sure that A-Net isn't blind to the needs of larger guilds. It may be that the development pipeline that we're not privy to has those things further down the line than the low hanging fruit but immediate gains of streamlining (and aligning with GW2 China) the new player experience and cleaning up some of the issues that the April feature patch introduced. They even capitulated on the WvW commander tag feature being color changeable after the initial negative feedback.

Good luck in Archage, hopefully it gives you what you're looking for.


#2337369 Thoughts on the September Feature Pack?

Posted Calypso589 on 28 August 2014 - 09:30 PM

View PostMCBiohazard, on 28 August 2014 - 09:13 PM, said:

Unfortunately, your only recourse is to step away until the things you want start to happen, which you have sensibly decided to do as stated in your last post on the engi forum. Whether or not your guild remains intact until then is up in the air and I sincerely hope you can take your loyal rank and manage to move or expand to somewhere where you feel comfortable in the meanwhile.

But I have to say, part of the buy once play free appeal is the ability to play the long game without sinking any additional resources of time or money into it if it isn't delivering what you want. I took several breaks during LS1 precisely because I had no interest in Tequatl or Marionette or Wurm. But I picked it back up again when there was content that was more accessible to my tastes. Granted I was not trying to hold together a 500 man guild, that kind of dedication and focus is not what I'm looking for when I play. I can afford to be patient because this game doesn't have to consume large parts of my free time due to social obligations. And since you had to, your reasons for being disappointed are perfectly valid. But I'm sure that A-Net isn't blind to the needs of larger guilds. It may be that the development pipeline that we're not privy to has those things further down the line than the low hanging fruit but immediate gains of streamlining (and aligning with GW2 China) the new player experience and cleaning up some of the issues that the April feature patch introduced. They even capitulated on the WvW commander tag feature being color changeable after the initial negative feedback.

Good luck in Archage, hopefully it gives you what you're looking for.

There's literally no further answer needed than this one.

Well said and my thoughts exactly.


#2337267 Crafting Backpacks, New Leveling Items, and More!

Posted MCBiohazard on 27 August 2014 - 08:56 PM

View Postrusticgamer, on 27 August 2014 - 08:22 PM, said:

Okay I'm peeing myself laughing. Who designs these skins and what goes on in their brain???

"Let's fight the Elder Dragons! But just wait for me to get my ANVIL backpack...you know... for combat and stuff..."

You obviously don't realize the glorious military tradition of Anvilania.


#2337291 Blizzard improving on ANET's Concepts

Posted FoxBat on 28 August 2014 - 06:32 AM

You can make comparisons, but it's a bit of a stretch to say Blizzard is specifically looking at Anet here.

1. Communities are little more than chat rooms, that basic functionallity that Bnet 2.0 stripped for a long time. Now these new chat rooms are very useful, since you can participate in multiple while playing the game, but thats it. You want more features you gotta get a clan, and you can only be in one clan.

2. You have to earn Rifts via farming keystones, and the upcoming greater rifts require much rarer keystones. Path of Exile's Map feature is a much more likely inspiration, a game that released pretty close to D3 retail, and is likely its closest competition in the genre.

3. Leaderboards have existed since arcades did, and the seasonal leaderboards are, like PoE's leagues, looking back to Diablo 2's ladder system.


#2337147 Improvements Galore

Posted Reason on Cooldown on 26 August 2014 - 10:30 PM

I have been waiting for the crafting UI change for a long time.  It is an essential quality of life enhancement.

Perhaps it will prevent me from major screw ups that ALWAYS seem to happen every time I have an extended crafting session......I suddenly lose my ability to do math. lol


#2336906 Continued Improvements to the Megaserver System

Posted Neo Nugget on 25 August 2014 - 07:29 PM

My guild is *extremely* pleased.