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Biatalie1

Member Since 27 Apr 2012
Offline Last Active May 02 2014 07:56 PM

#2200993 Show Us Your Ranger!

Posted Revy on 11 May 2013 - 03:11 PM

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#2176892 Mix & Matching Armour

Posted matsif on 09 March 2013 - 06:20 AM

decided to give my warrior a sex change in anticipation of the name change items, whenever they get released.  new combo is norn t3 legs, norn t2 chest, barbaric shoulder and boots, and HoM gloves.  I have the primeval helm but it's hidden.  Weapons are Moonshine mace and Corrupted Skeggox axe, and dyes are ruby and midnight ice.

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#2177266 How many folks are paused in personal story at the 5-man part?

Posted Menehune on 10 March 2013 - 02:05 PM

View Postrukia, on 10 March 2013 - 01:06 PM, said:

Grouping in an MMO!? *gasp*

...

MMO = Massively Multiplayer Online just means many online playing concurrently. There is no law of nature that says you must be in a group to play MMOGs. While probably just about all MMOGs have varying levels of support for grouping, they also have some amount of soloable content tendency rising. See LoTRO for an example. a while back they introduced items that gave players a buff so they can play small fellowship instances solo.

Playing solo also doesn't mean that one is antisocial. I think AreneNet's ad hoc grouping without formal partying is great. People can play cooperatively in the persistent world without any commitments that joining a party would entail.


#2177158 How many folks are paused in personal story at the 5-man part?

Posted Omedon on 10 March 2013 - 04:07 AM

One of my few sources of total GW2 morale deflation comes from knowing that my personal story, all mine, and soloable for 99% of it, not my neighbor's problem, ends in a 5-man instance.

I respect the GW2 5-man ethic, just look at my post history.  I'm the most adamant non-dungeon runner who thinks dungeons in THIS game should stay as they are, no trinity, no automatic dungeon finder.  

And that same vehemence, which I maintain, locks me out of the end of my personal story.  It feels like a mild betrayal that my stance is simultaneously "yay! Personal story for players to solo and enjoy on their own and not burden others with their learning-ness" and "yay challenging 5-mans, for established groups that will communicate to overcome challenges if they want to succeed!"

I was just wondering, how common is this "stuck at the dungeon" state?  One of the few places where I don't support ArenaNet in their decisions is this mixing of solo and group-mandatory content.

I was reminded of this issue today when I saw a screenshot posted by a member of my guild (and before you say "run the instance with the guild"... most of us have the same "GW2 dungeons are respectfully not for me/us" stance as I do) where his personal story was in the corner of the screen and, sure enough, paused at the dungeon point... where it will probably stay for good, just like mine.  It makes me not even bother running the story on my other characters, and subsequently not even log on as much.

Am I alone in this problem?  No I'm not looking for help, trust me, you don't want to run a dungeon with me hehe.


#2109201 Post a Picture of Your Warrior.

Posted Junabalusara on 06 December 2012 - 08:01 AM

Norn are the best warriors ^^
Cultural T2, T3 and Ascalon Dungeon Mix
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#2147192 What do GW1 players think of GW2?

Posted Baron von Scrufflebutt on 21 January 2013 - 08:28 AM

I started playing GW1 this weekend again and it's such a revelation. I stopped playing it a year ago after burning out, then did the GW2 BWEs and thought I'd never be able to get back to it - GW2 just seemed much more advanced.
But then I loaded up GW1, did Vizunah (which is one of my favourite GW1 missions) and it was superb to have a game where you could travel around the world map, not being limited by waypoint fees and have on-demand content ready. I thought the hardest part would be to find interest in GW1 combat after experiencing the more action oriented one in GW2, but the ability to create your own bar just completely negated that nagging feeling - I actually had a smile on my face when I had to design a new build for Gwen! You can't swim, you can't jump, you can't move while activating skills and you barely move during combat - but the freedom to create your own bar just negates all of that. And since you are playing with heroes, you get to make 8 bars and it's just so good.
And cutscenes! A decent story! Amazing classes! Non-existent vertical progression! Districts! Being able to observe GvG! And not just having an observe mode, but actually watching interesting PvP!

I was reminded why I wasted 10k hours in GW1 and why I'll never waste that much time in GW2. I just wish the game wasn't dead.


#2143167 Importance of daily achievements

Posted zwei2stein on 15 January 2013 - 09:37 PM

Daily achievements are very important in game, so current plans to fiddle with it are worrying.

1) Daily achievement provide alternative to rested xp found in other games and were kinda supposed to be that - they allow to speed up progress of time constrained player by providing boosts in beginning of game session.

2) Daily achievements also provide solid and dependable goal for first 15 to 60 minutes of gameplay.

3) They award karma jugs, which are absolutely vital in equipping player - they are the fix for "unobtainable" cultural weapons and exotic karma sets.

4) Daily is masterfully designed so that if player plays "base" game of exploration and events, it just happens. Daily is only hard to obtain if you are over focusing on certain aspect of game like spending your time farming something - which is good thing.

Worrying things about changes are:

1) Low level characters might end up not being able to do daily which in turn puts new players in disadvantage. (i.e. daily dungeon run)

2) It might end up being too time consuming (i.e. fractal run)

3) It might require dramatic or frustrating alternation of play style (i.e. gain large amount of xp without dying)

The fact that three items mentioned are past monthly achievements is not accident - i did not do wvw or fractals or dungeons as result of them. They do not fit my play style, they frustrate me and i resent them for being obstacle in equipping my characters and since their inclusion in monthly, i have in fact negative motivation to participate in those aspects of game.

Monthlies do not fit anyone's playstyle - it is impossible to obtain one by playing base "explore and hunt events" game. They should be fixed rather than dailies.


#2119923 Do you care about town clothing?

Posted Arquenya on 16 December 2012 - 12:38 PM

I would buy town clothes (and other gear for what that's concerned) if it didn't all look so over-the-top and extravagant.
There's already plenty of town clothes in-game (just walk into any major city), but it's not available for players.

The major points compared to GW are:
  • that you can't wear in in combat and
  • that's just a 1 time issue instead of unlocking it for your account.



#2115885 Forcing players to PvP for World Completion

Posted Daesu on 12 December 2012 - 06:48 PM

View PostFoxBat, on 12 December 2012 - 06:35 PM, said:

See legendaries, monthly achievements, and skill splits. Apparently Anet doesn't consider WvW to be PvP. World completion is not special.

If it is not PvP, then it is PK = Player Killing?

This is why my world completion would be stuck at 90+% since I refuse to PvP.  I hate the fact that I am being forced to PvP just to earn a PvE title.


#2115856 Forcing players to PvP for World Completion

Posted Daesu on 12 December 2012 - 06:25 PM

Currently, to get world completion you need to also explore all 4 of the WvWvW maps.  I hate to start a negative thread but I don't think it is fair to force someone to PvP just to get this PvE title.  I refuse to be forced to participate in a game activity that I don't enjoy.  Anyone knows of any good tip on how to avoid getting ganked while climbing up a vista?

The repair cost to get to all these points is also horrendous if you don't wish to attack back, so the only way I know is to quit the game client fast when you are under attack.  There is no way to declare yourself neutral to stop other people from attacking you.


#2114898 Can we return to the old lore?

Posted Robsy128 on 11 December 2012 - 06:40 PM

I know what you mean - the stories of the original games were really good. I was hoping they'd do more with the story... make it more personal somehow. I was kind of hoping that Tybalt would return as a zombie lieutenant or something so we'd have the hard task of killing him (and by hard, I mean heart-wrenching). The dragons are supposedly intelligent beasts that spread fear and destruction across all of Tyria (the world). Even the gods are afraid of them. Yet when we actually come face-to-face with them, they're just mindless beasts. They don't say anything particularly important - they just wait to be hammered to death.

I was kind of hoping that we would use some secret weapon to kill Zhaitan. Perhaps something buried deep within Orr. Or maybe the dragons could have interacted with the God realms somehow (i.e. take them over or destroy them, thus also destroying this whole 'the other races don't believe in the gods' nonsense). It would have been awesome to journey to the Underworld to recruit Shiro and the Lich against the dragons or something. I'm just spewing ideas, but to be honest - anything would have been better than what we had.


#2104709 Seems like we'll get a big content patch on January/February

Posted Cr0w on 02 December 2012 - 04:41 PM

Great... i can't wait for more 1 time events, which happen while i'm at work or asleep!

I can hope though :D


#2102182 Battle of Fort Trinity ( Spoilers )

Posted Arquenya on 30 November 2012 - 08:19 AM

Haha yes, some of these storyline missions really make me want old GW missions like Thunderhead Keep back ;-)


#2101474 After playing GW2, I decided I'd prefer a sub fee over any cash shop

Posted Alleji on 29 November 2012 - 07:16 PM

To preface this, I'm not trying to say "QQ I'm quitting". GW2 is still fun.

Now, on to the conspiracy theory. If you don't feel like reading a wall of text, there's a tl;dr at the bottom.

GW2 is centered around its cash shop, which is not unreasonable, because Anet wants to make money and the cash shop is going to be a significant (if not primary?) source of that. The other one being box sales. Compared to a traditional sell-the-box-and-done games, Anet is committing to keeping up the servers for an indefinite period of time and putting out monthly content updates for free (as opposed to paid DLCs in most other games). So naturally, they'd be interested in players using the cash shop.

Prior to GW2's release I wouldn't bat an eyelash at that. Yeah, sure, if they want to go with a cash shop instead of sub, that's cool. It's cosmetic-only stuff, right? No problem there.

But then I realized just how deeply the presence of the cash shop influences the game design. I'm going to use WoW as a counterpoint here, but people familiar with multiple sub MMOs will find them largely interchangeable.

The basic idea is: Anet wants everyone to stay poor. Because if you don't have enough gold, you can always go to the cash shop and get more. They want you to get more. How did they change the game design to facilitate this?

- Low-scaling rewards. A lvl 10 completing an event will earn about 0.5 silver. A lvl 80 gets 1.5 silver. Compare to a lvl 10 quest in WoW rewarding 3.5 silver and lvl 60 in vanilla about 50 silver (it varied and I can't remember exactly - been a long time). A maxed character in GW2 earns 3x more for doing basic activities than a low lvl character, whereas a maxed character in WoW made 15x more.

- High taxes everywhere. To continue the above example, a waypoint to a nearby place at lvl 10 costs 10 copper. A waypoint at lvl 80 costs 1.5 silver. In other words, a 15x increase, when rewards increase only 1.5x. WoW doesn't have waypoints, but flight paths don't scale with level at all, just with distance (and ones in expansion areas are more expensive, but we're talking no expansions here). Trading post tax is also quite high at 15%, compared to WoW's 5% tax off the profits + variable listing fee, which almost never came close to 10%.

-Lack of a trading function. This very heavily compounds the trading post tax by taking away an option of bypassing it. People would be trading bulk amounts of materials and expensive items such as precursor between themselves, which is less gold taken out of the economy, which is bad for the cash shop.

- Dye drops. There's a thread right now where people are talking about the recently reduced dye drops. Unidentified dyes are fun to open and I can see why people are upset. I'm also upset, but I'll say that it makes sense for dyes to be more rare that they even are currently. Why? Cash shop. Why would anyone buy dyes from cash shop if they're 3 silver on the TP? Anet saw that and patched it up. A sound decision all around, but unfortunately, the simple existence of dyes in the cash shop takes away a tiny bit of fun from the game here: finding and identifying dyes.

- RNG everywhere. I'm not going to go into a detailed explanation here, because I think everyone knows this one. Suffice to say that RNG instead of guaranteed whatever is good for anet because gambling in any form takes the gold out of the economy.

- Inflating prices on the already-expensive crafting components. I first saw this as a simply stupid design decision, but it's actually quite intelligent, if you only look at the bigger picture. Why use piles of t6 crafting materials and ectos to craft the new ascended gear? Well, because those materials are already in demand for creating legendaries! Kill two birds with one stone: create a new gold sink and make the old one bigger by inflating some of the crucial ingredients. Meanwhile, we get a rich orichalcum vein which significantly devalues a semi-rare material that's not really a limiting factor anywhere.

- This is a bit of an anecdotal evidence, but I think ecto salvages have been stealth-nerfed in November's update. Whereas I was not getting ectos from about 20% of the salvages before, now I'm failing to salvage them from over 30% of rares. (I've actually recorded some stats, but the sample size only around 100 rares and it's in no way conclusive because there may be other factors involved, such as the type of item).
EDIT: Apparently lots of people on official forums thought so too, but it's been statistically proved wrong since. I'm still getting terrible results from salvaging rares.

- Worldwide economy instead of server economies. This serves to largely eliminate a "middle class" : a casual trader or a crafter, who would spend some of his time at the trading post for a profit that's well above average, but not sky-high to the point where he can pay his rent by selling gold. In a worldwide economy, only the most dedicated market players can compete and there's no room for crafting because there's 5000 instead of 50 crafters online at any given time willing to undercut each other. As a result, 0.1% of players (Occupy Lion's Arch!) may become absurdly rich and never need to use the gem store in their life, but the 4.9% that would've been moderately rich are instead locked out of the trading game and kept at a controlled level of income that anyone can get from farming Orr or dungeons or whatever. The remaining 95% are unaffected.

- Lastly, the very existence of the cash-to-gold conversion is bugging me. 300g for a Dusk is a huge amount of gold to me. I have about 100g at the moment and I play quite a bit. Probably about 2 hours a weekday on average and much more on a weekend. So it would take me hundreds of hours to get a legendary, which is working as intended. But, I could put down roughly what I make it 2 days at work and buy that Dusk. (Slightly more if you make minimum wage, but for anyone with a job, with the only exception being that 0.1% professional in-game trader, RL-income is higher than game-income.)

I'm not about to do that, because it feels like cheating and I don't think I'd get much satisfaction out of buying my legendary with cash, but the idea that you can do that certainly diminishes the game as a whole for me. Moreover, there are people doing it and they're increasing the cost for everyone else by taking the gold out of the economy.



TL;DR: The cash shop in GW, although not directly selling power, influences the game in a lot of ways. The existence of the cash shop and gold-to-gem exchange makes it Anet's prerogative to keep players poor so they are tempted to buy stuff or gold with cash.

- Rewards don't scale well between low and max lvl characters
- There are high taxes built into the game in form of AH fees, WP fees, and lack of trading function.
- Drop rates get normalized to be in line with cash shop items, not with "fun". Dye nerf is an example of this. Requiring a ton of t6 mats and ectos to craft the new stuff and deter people from their legendaries is another.
- Global market as opposed to a per-server economy eliminates a "middle class", downgrading them to the baseline income/
- Ability to buy the most desired items in the game with cash via gold-to-gem, which just shouldn't be there.

I wish Anet just charged 15$/month for this game and never had this cash shop.


#2102291 Wish this had the story line similar to GW1

Posted Arquenya on 30 November 2012 - 11:14 AM

I miss the in-game cutscenes with your whole team in it. I really do. :mellow: