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Shayne Hawke

Member Since 19 Aug 2009
Offline Last Active Today, 03:54 AM

Posts I've Made

In Topic: Unlocking traits.

Yesterday, 04:13 PM

View PostPhineas Poe, on 19 April 2014 - 02:48 PM, said:

Well, you're right. It's not a 1:1 translation of the system, but since weapon skills and utility skills already have a system of unlocks, it made more sense to do this with traits.

Tell me: if they did this with utility skills instead of traits, would you feel any differently about the system?

My interpretation of such a system adapted to utility skills would be to have specific tasks unlock specific skills with the alternative option of buying the skills for piles of silver/gold and some skill points, more than what they cost now.  To be clear, this would apply to healing skills and elite skills.  The convenience payoff found in the new trait system has no equal with this utility skill system, so there is no trade-off of price or time investment for convenience.

The problem with this system is that it's wholly worse.  You don't even get anything out of changing the current utility skill system to this new one.  Maybe the option of doing a specific thing to unlock the skill rather than pay for it seems like a plus, but doing that one thing will probably cost you more time and effort than what it would take to farm up the skill point(s) you needed under the old system.

Thinking of it another way, if the game had been like that from the start, it wouldn't be such a bad thing as long as it made sense how to get those skills.  PvE players would want a means to get those skills from doing PvE, PvP players from PvP, and WvW players from WvW.  The system in Guild Wars of skills learned in PvE being unlocked in PvP worked because the original design was for players to move from PvE to PvP, so you would expect people to unlock their stuff in PvE before moving on to use it in PvP.  If they just played PvP though, they had a fallback of unlocking the skills through Balthazar faction earned by playing PvP.  In Guild Wars 2, it's anyone's guess what ANet intends players to do, but what has happened is that three separate communities of people who only do one of the three game modes exist.  Each skill would therefore need six methods of unlocks, two for each game mode, one being task-based and the other being a purchasable unlock with currency specific to the game mode, which would then open up the skill for that character in other game modes.  Players that like to experience more than one game mode would be encouraged to unlock everything in a single game mode, because their progress in one mode would not amount to anything in another mode.

After all that, when you then consider changing it to the old system, where utility skills cost a few skill points and everything is automatically unlocked in PvP, everything about that old system feels better, particularly how skill points in themselves can be earned or worked towards for doing all kinds of things in either PvE or WvW, and PvP just gets the skills for free.  The same attitude applies here - if the system now was the system at launch, and we suddenly went to the old system where you buy one book and it unlocks everything in PvE and WvW, and PvP just has their unlocks for free, everything about that feels better, apart from the new re-spec limitations and costs, and then that's what people would be complaining about and asking for the reasoning behind such a change.

View Postdavadude, on 19 April 2014 - 03:00 PM, said:

As Poe already said, in GW2, skills are unlocked by simply killing three or four foes, and could be likened to the attribute points in GW1.  Where as the elites in GW1 could be compared to the traits in GW2.  Identical.

"GW2 skills could be likened to the attribute points in GW1" - This is just wrong.  Guild Wars 2 weapon skills are earned haphazardly and are like skills from the earliest of quests in any of the Guild Wars campaigns.  Utility skills in Guild Wars 2 are like any skill you can buy at trainers in Guild Wars.  Attribute points in Guild Wars are like trait points (not traits) in Guild Wars 2.  There is no relation between Guild Wars 2 weapon skills and Guild Wars attribute points.  To say attribute points in Guild Wars are unlocked in the same way as weapon skills in Guild Wars 2 is to say that attribute points are earned by farming mobs in Guild Wars and care nothing of their actual method of acquisition of leveling and point quests.  Statements like these speak volumes of your familiarity with Guild Wars, to the point where I would even doubt you ever touched the game.

"elites in GW1 could be compared to the traits in GW2" - Barring the new method of unlocking that ANet introduced not even a week ago, please make this comparison of Guild Wars elites to Guild Wars 2 traits.

In Topic: Unlocking traits.

Yesterday, 02:06 PM

The way people keep describing this system as being similar as to what was in Guild Wars almost makes me think that you had to unlock attribute levels with your Signets of Capture.

In Topic: Unlocking traits.

Yesterday, 01:53 PM

View PostPhineas Poe, on 19 April 2014 - 01:43 PM, said:

So while I understand your position as a hardcore WvWer, and while I do think my suggestion of making badges an alternate currency is something worth considering, "forcing" players to do certain (i.e., more difficult) content than just mindlessly following a blue chip or filling hearts before they unlock the full potential of their class is something that is long overdue and should've been in the game in the first place.

They will just follow the blue chip or fill enough hearts to farm the gold and skill points necessary to buy the manuals and still give no attention to champions or dungeons.  Or worse, they will just not bother with buying manuals at all and not have traits.  After all, from the perspective of any individual in the zerg, not bothering with traits has little impact on how effective the zerg is as a whole.

In Topic: Unlocking traits.

Yesterday, 01:42 PM

View PostPhineas Poe, on 19 April 2014 - 01:23 PM, said:

People bitch and moan about how there's nothing to do in GW2, and then they give you something to do and it's all of a sudden a big problem that it's expensive to use the workaround.

They didn't give players anything to do though.  All the stuff done to unlock traits was in the game before.

In Topic: Feature Patch Update Notes

16 April 2014 - 03:12 PM

View Postraspberry jam, on 16 April 2014 - 02:18 PM, said:

Haha nice one. Why didn't they block this one? Seems easier to notice.

I don't know.  I'm not sure if they just dropped the rock there and thought it was blocked, or they had people testing the block that don't know anything about Sanctum Sprint, or whatever.

I look at it as a sign that they're paying some attention to Sanctum Sprint, like they might do something more with it if the Bazaar comes back in the summer.  However, seeing how shoddy their work is at fixing this perceived problem, I'm not getting any hopes up.