Jump to content

  • Curse Sites
Help

Brizna

Member Since 29 Jun 2012
Offline Last Active Mar 30 2014 11:50 PM

#2284944 "We were making [the wurm] specifically for the hard core groups"

Posted Inraged Twitch on 24 January 2014 - 11:19 PM

keyword there being "groups" there are no groups when doing these so called "open world raids."  Give us FoW UW 25 man INSTANCE raids not open world crap.


#2288178 What would the ideal level cap be in your opinion?

Posted Konzacelt on 30 January 2014 - 04:22 PM

Zero.  My ideal level cap would be zero.


#2260208 New NCSoft Earning report is out...

Posted Baldur The Bold on 17 November 2013 - 10:59 PM

View PostRobsy128, on 17 November 2013 - 10:56 PM, said:

That would explain her b****y attitude :P

But yes, whilst they're working on the living story, they have said that they're working on things in the background which they're not ready to reveal yet. So hopefully *crosses fingers* we'll have an update as big as an expansion. I wouldn't even mind paying for such an update to be honest.

I will not pay for these shitty LS updates, however I WILL pay for a friggen expansion. The LS is beyond boring.


#2216715 Why expansions wont work and the living story

Posted Gerroh on 04 July 2013 - 05:54 PM

View PostThe Shadow, on 04 July 2013 - 02:00 AM, said:

So what are they about?

Only reasons I can think of aside from yours are: new armor/ professions/ skills. I'd say zones/ dungeons/ missions play a pretty large part too.

I agree zones/dungeons/missions are a large part, but it seemed as if OP was missing another big part of expansions that living story really should not touch. A full-blown expansion would likely add new weapon types, armor sets, and skills(I honestly don't want more professions right now) much more smoothly than living story would, and that's what makes the difference. We can add new zones and dungeons and missions until the end of time, but people are going to stop giving a shit if they don't have new toys to conquer those challenges with.

Gem-store armor sets don't count. It's better to earn armor sets through stomping your enemies' necks into the ground rather than typing in credit card info.
Plus, the armor sets are all distorted and awful on sylvari and this is almost a year after release, so I'm a bit pissed off that Anet hasn't made any effort to address the whole "balloon pants" problem male sylvari face.

View PostNineSpine, on 04 July 2013 - 12:54 PM, said:

First of all, the game isn't even a year old. Anyone that expects an expansion in that time frame isn't really dealing with reality, so complaints about a lack of expansion at this point are downright silly.

Second of all, you are right that there are other things expansions are about, such as new game systems and new classes/races/abilities... but they've already added a substantial number of new game systems since launch, and there is nothing stopping them from adding any of those other things with the current Living Story model. In fact, the Living Story allows them to add those things in a staggered format that will make them significantly easier to integrate into the game in a balanced fashion.

The only thing that the Living Story model precludes is the addition of massive amounts of new, permanent content at one time, which would be terrible for the game anyway for the reasons I cited in the OP.

I, personally, wasn't complaining about a lack of expansions, but a lot of people are. The fact remains that once an expansion is brought in, people will flood back, people who were hesitant about the game will make up their minds and we'll get plenty more new people from there, and all of the new zones will be flooded with people doing the crap there until they get bored of it. My point is that GW2 would benefit from expansions, and you're a silly goose if you think otherwise.

(Addressing "Second of all..." specifically)
These things are better added through an expansion. Adding them one little project at a time results in a very choppy and very messy world. Wayfarer Foothills wasn't originally designed with Flame and Frost in mind, and the result was that the zone was a choppy boring mess for the duration of the event. Then let's look at the weapons and armor... wait, where are the weapons and armor? Oh, that's right. No one cares about the armor now that the event is over, because everyone realized the tentacles and the lava gloves look hideous on 99.9% of outfits, and the only people still wearing them have either found a miracle outfit or are complete loons with no sense of fashion. Meanwhile, the weapons were available through the most horrendous system ever. Not only did you have to buy gems(or wait forever for one of those Southsun crates to drop), but even after that you had a RANDOM chance to get it after having spent money. So the result of this shit is that no one wears what little armor there was and barely anyone has the weapons. If we got a paid expansion which included NPCs we could walk up to and get weapons and armor from without forking over gems for a random chance we would actually see the art department's efforts. Well, thankfully we can still see the art department's efforts in the amazing new du--ohright those were a limited time. Well, it seems like all of Anet's art department is just wasting their time on things no one's going to bother with, no one's going to have, or no one's going to see anymore. In short: Living story sucks, permanent expansion is preferable.

Living story has added... one new zone. One new zone no one from GW1 cared about. One new zone that took several special events just to be worth giving a shit.
A zone is a good zone when it doesn't require multiple limited-time rewards to get people interested in it. A zone is a good zone when it doesn't need +200% magic find to get people interested in it. A zone is a good zone when it doesn't have three different events that just take place in different spots on the map. And most importantly: A zone is a good zone when you have an interest in it before even going there, and upon entering your only reaction is "Wow".

GW2 needs Crystal Desert Jungle, Elona, Cantha, Maguuma Wastes, Northern Shiverpeaks, Isles of Janthir, Ring of Fire, and all of the other places we see on the map, but can only grasp at and dream of what might be there. "Living story" is not the way to deliver these locations.


#2198827 Where Guild Wars 2 has gone wrong

Posted lmaonade on 06 May 2013 - 05:50 AM

where they went wrong was monotonous armor design, each armor type revolves too heavily around single themes
light: skirts
medium: buttcapes/overcoats
heavy: bulky legs/thighs

there are a few good sets per type and that's it. need moar pretty armor sets please!


#2191420 Most rewarding profession when played right?

Posted Phadde on 14 April 2013 - 01:24 PM

View PostXephenon, on 14 April 2013 - 01:22 PM, said:

There are no professions with a high skill cap. This is a very simple MMO.

I have to strongly disagree with the quote "This is a very simple MMO".


#2182207 State of the Dungeon Crowd - Good or Bad?

Posted matsif on 21 March 2013 - 08:49 PM

I really hope anet decided to blow up CoF and redo it like they did AC this past patch.  All the above screens show is how unbalanced the difficulty is between dungeons and certain paths, and how the scrubs migrate to the most unbalanced one and then complain that 1 warrior not in full zerker took an extra minute out of their life.  It's ridiculous, and as ridiculous as after anet decided to allow perma-shadow form in GW1 to take over most forms of PvE farming in elite areas.

Anet drops a hammer on CoF (especially path 1), the tears are delicious, and then the mindless pugs wait a week and cry the whole time until they find the next fastest dungeon run for mindless pugs.


#2177183 How many folks are paused in personal story at the 5-man part?

Posted FoxBat on 10 March 2013 - 05:40 AM

If the 5-man in question was something people regularly did, it might be fine. The fact that it's a story mode people do once per character and never again, as the repeatable reward is nil, is significantly more inconvenient.


#2178562 Locks and traps

Posted matsif on 13 March 2013 - 12:50 PM

I came into this thread thinking it was going to be about having random world chests that require lockpicks and/or keys to open them for good loot, like in GW1.  Which honestly I would endorse, as long as the loot scaled well and was worth the risk to get to, unlike current JP chests that are entirely worthless 99% of the time.

What is proposed in the OP I don't think adds "flavor" or another play style or really anything other than a new skill that all classes would have to buy with SP that literally has no use other than in very specific situations, that would never be on your bar other than in that specific situation because otherwise it has no use.  It would change absolutely nothing in the game other than "oh hey, there's that locked chest thing over there, lemme swap a skill real quick and go open it and get on with my life."  Basically, it would add an annoyance that most people would probably end up skipping anyways unless the reward was significantly better than anything else in the instance/world.


#2178509 Locks and traps

Posted AsgarZigel on 13 March 2013 - 09:14 AM

Honestly, making a mechanic out of this just seems like a waste of time. Originally this trap mechanic comes from tabletop RPGs (like the whole genre obviously), there every character had their own role and finding traps / picking locks was one of the things the rogue could do. Having a mage character use a "knock" type spell that opens up locked containers is another option if you don't have a rogue.
Since you have to give every profession the opportunity to do it kind of defeats the purpose. It just becomes that pointless extra hoop you have to jump through to get decent loot and we probably have more than enough of those already.

I could maybe see this kind of thing as a gimmick in a dungeon or other kind of content (like one of the players gets a thief kit and the others have to protect him while picking locks / finding traps), but as an extra mechanic it doesn't add anything imo. If everyone can do it anyway, it doesn't even add much flavour to the professions, since it just becomes another generic thing everyone does.


#2164499 Ecto's, ecto's, ecto's....

Posted Illein on 15 February 2013 - 05:26 PM

View PostAlex Dimitri, on 15 February 2013 - 04:05 PM, said:

OP has a pretty good point !

For a item that doesn`t drop on it`s own (from mobs) it`s rather demanding thing to get hold of, and Anet really loves to spicy things up with figures that sometimes make your head spin !

QFT.

I still don't know what they were smoking when they decided on the prices for ascended backpieces and especially the upgrades.

"Ectos should be part of the deal as well"
"How many of them?"
"What do you mean? Why a STACK of course!"

It's like they don't have other measure units but stacks for some things which is just a bit ridiculous. It's especially bad because when confronted with it in one of the AMA's they have done when everyone was raging about ascended gear to begin with - they clearly said that that "might be a bit steep".

I don't know, maybe they should let everyone work off the most important stuff on their lists  but then have like a 2 person team that just tackles the list from the rear end, because there a quite a few little stuff, that really kinda sour your gameplay experience for how dumb they are.


#2166150 Should the cap have been level 20?

Posted Xsiriss on 18 February 2013 - 08:24 PM

View PostSerris, on 18 February 2013 - 11:21 AM, said:


i'm not quite sure i understand what you're saying. you mean there were as many dungeons in EotN as there are now, but that's a bad thing? EotN was the 3rd expansion, so it seems like it's a GOOD thing there are already quite so many dungeons in.


Yes you really don't. Dungeons were only a small part of EoTN and yet despite being the main 'end game'and instanced content in GW2 there's only a similar level of variety. Despite this they're also still just DPS checks.

My point is that this is real content, whilst the whole leveling aspect is purely forced. In GW1 you only just started at lvl20, and to be honest it's basically the same as hitting 80 just means you can start acquiring proper gear and make a proper build. Most lvl80's still have a whole lot to learn, and the whole process is just drawn out. Frankly it's a bit patronising and a middle finger to any competent gamer.


#2165931 Should the cap have been level 20?

Posted raspberry jam on 18 February 2013 - 01:35 PM

View PostLordkrall, on 18 February 2013 - 01:27 PM, said:

And if we did not have levels, the very same people would complain about how people didn't get "rewarded for playing the game"

Levels are seen as a status symbol by some people.
It is also a rather good way to see if someone at least have some experience with their profession. Removing levels would mean people would make it more or less impossible to find pugs, since most people wouldn't want to risk doing a hard dungeon with someone that started playing 2 hours ago and don't have a clue about their profession.
So let me get this straight here: playing for rather limited amounts of time for two weeks and then leaving the game alone for six months and then coming back and picking up your character (which still is level 80 of course) means that you have a better idea of what you are doing than someone who is on their 9th alt but happens to be level 60 because they just started over?

Wait let me think about it for a while.

:surprised:

:eek:

:o

Ok, I've thought about it, and I came to the conclusion that you are wrong. Levels as an indicator of actual skill is completely meaningless. Only some sort of braindead *ing retard would consider levels a status symbol.

"Check it out, I'm level 80"
"Heeeeyy me too."
"Yeah but my levels are better than your levels"


#2165908 Should the cap have been level 20?

Posted Resolve on 18 February 2013 - 12:51 PM

View PostStrawberry Nubcake, on 18 February 2013 - 09:47 AM, said:

Nooooope!

Believe it or not, some of us don't live in Orr or camp dragons.  There is actually a whole world to explore and Anet has been trying to make the loot more appealing.

I don't understand this at all. A level cap of 20 would have actually made it better for those people who don't "live in Orr or camp dragons" because all the other zones would have been properly adjusted for the new level cap. So the player can go to any zone without it being a complete breeze and get relevant rewards for playing.


#2165903 Should the cap have been level 20?

Posted Baron von Scrufflebutt on 18 February 2013 - 12:37 PM

View PostSandpit, on 18 February 2013 - 12:26 PM, said:

The level 80 in GW2 is a bit pointless as it is so easy to get.

By "easy" I hope you mean "it takes no skill" rather than "it takes no time".