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The Great Al

Member Since 20 Aug 2009
Offline Last Active Jan 23 2013 12:37 AM

Posts I've Made

In Topic: Will dungeon armor be obtainable with the new rewards system?

21 January 2013 - 09:45 PM

This new system was supposed to open up the end game for level 80 characters, was it not?

In Topic: Will dungeon armor be obtainable with the new rewards system?

21 January 2013 - 04:57 PM

View PostWifflebottom, on 21 January 2013 - 04:47 PM, said:

It actually doesn't take that long to get dungeon armors if you run 2 or 3 paths of a dungeon a day, and if you know the dungeon it probably won't even take an hour. Everyone loves CoF armor and you can run path 1 and 2 in like 40 mins. Though I don't think they will make dungeon armors available without doing the dungeon, that'd make even less people want do dungeons and Fractals has already done that.

Thanks for your response. I don't disagree with you, although it seems strange that ArenaNet is really preaching their 'play your way' philosophy, yet the majority of endgame skins are still going to be available in a very limited part of the game. There aren't currently enough other skins out there for this new rewards system to really be viable.

In Topic: Where has everyone gone?

04 December 2012 - 06:23 PM

View Postfatrodmc, on 04 December 2012 - 03:28 AM, said:

Spot on I think. Everyone should be incentivised to explore different zones. Z-coins and daily quests did that quite nicely in GW1.

Also I think the title grinding of GW1 was much more preferable to ascended/legendary. Even though it is arguably still grinding, it had nothing to do with max stats. And there was so many titles you could just go for a few if you wanted.

Z-Coins, Daily Quests, and title grinding did not get released in GW1 until YEARS after release (maybe there were a few titles, but nothing close to how it is currently). GW2 is, by all accounts, still a brand new game. I'm almost certain that these things will be added eventually.

In Topic: Anyone miss having true outposts?

04 December 2012 - 06:12 PM

View PostArquenya, on 04 December 2012 - 05:09 PM, said:

Fisherman's Haven :)

Yes, the one-mission heart quests also has a side-effect: there's hardly any villages, smaller outposts where you would like to stay for a while, or it must be that there's a dungeon attached. Add in WP travel costs and basically everyone's sticking to the designated "cities".

I hope they add player housing, guild halls (without WP fee) and more utilities, perhaps taverns, mini-games, as instances and additions attached to some of the bigger villages like Ebonhawke or Beetletun. To make it a bit more a living, breathing world.

I agree. Also, isn't the Wintersday event happening primarily in LA? That is a mistake, IMO. Why not have it in Hoelbrak, or one of the other cities, just to actually populate it for a few days?

In Topic: Anyone miss having true outposts?

04 December 2012 - 03:41 PM

View PostFoxBat, on 04 December 2012 - 03:39 PM, said:

This has nothing to do with the design of outposts/cities, and everything to do with districting vs. world/servers.

Comb all the players from all the servers together and you'd have at least a few districts worth of people in Divinity's Reach, etc.

I didn't mean to imply that the design of the cities led to them being unpopulated. I actually don't even think it's related to the servers, it's more the fact that there are no save states in GW1 outside of outposts, so there would always be players there. Regardless of that, I still think the existing outpost-esque areas could  be more imaginative than they currently are.