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EphraimGlass

Member Since 09 Jul 2012
Offline Last Active Oct 24 2014 12:19 PM

Posts I've Made

In Topic: Thoughts on the September Feature Pack?

10 September 2014 - 04:15 AM

View PostShayne Hawke, on 10 September 2014 - 12:59 AM, said:

I felt sick to my stomach when I was going through alts to deposit minis and noticed that the third utility slot on some of my hardly played characters was now locked until 35.

Thank goodness I don't spend time doing anything in this game anymore except activities where none of these changes matter, or else I might have actually thrown up.

Is this sarcasm?  You felt physically ill about changes to level progression in an MMO?  Mate, I think that's a coincidental medical problem.

In Topic: I need some Ranking ideas

08 September 2014 - 12:17 PM

A codex is a kind of book so you might use book-related terminology.  It's helpful that "page" is also a word for a low-ranking servant.  How many ranks do you need?  Here are four in ascending order

Page
Folio
Quarto
Thesis

In Topic: Thoughts on the September Feature Pack?

08 September 2014 - 12:25 AM

The quality of life improvements alone (balance changes, dungeon instance ownership, crafting UI improvements, global guilds, and performance optimization) make this a worthwhile patch. I think I'll appreciate minis moving to the wardrobe as well. I'm indifferent to most of the remaining changes just because they don't affect me all that much. I'm sure that there will be people who are happy about them.

There are two (and a half) big problems with this update.
1.  It has been grossly overhyped. It's not an especially exciting batch of changes and the attempt to generate buzz comes across as disingenuous. That's a shame because I think we're getting some good stuff here.
2.  It isn't the good stuff that people WANT.  I don't think anybody's upset that they're optimizing performance but maybe some would rather they fix the camera or introduce some new maps, skills, weapons, or traits.  The features of this patch aren't BAD, they're just disappointing by comparison to what people actually wanted.
+1/2.  Taken together, the way they hyped up this feature pack and the way they gradually released the features resulted in an escalating cycle of hope, tension, and disappointment.

TLDR:  I like what we're getting but it was a mistake to pretend that this feature pack would be exciting.

In Topic: Introducing the New Trading Post

04 September 2014 - 09:14 PM

View PostThorfinnr, on 04 September 2014 - 05:18 PM, said:

Maybe there will be some things they haven't talked about that will re-lift my spirits.(Like what they are actually doing to the Norn Elite Forms.)

What's this now?  What secret information do you possess about "what they are actually doing to the Norn Elite Forms"?  I have a norn engineer and I sometimes get bored of Supply Drop.  Having a playable transformation alternative would be exciting.

In Topic: GW2 has a content, not a feature problem.

26 August 2014 - 11:34 AM

View PostBaron von Scrufflebutt, on 26 August 2014 - 11:14 AM, said:

I think that the previews for FP2 are now really showcasing how feature-rich the game is: the preview has been almost completely underwhelming and it's down to the fact that basically everything we have seen is just a tiny modification to things that the game already offers.

I don't think that this implies that the game is feature-rich.  I could also suggest a lack of imagination on ANet's part for devising features that aren't just modifications on things that the game already offers.  Note, I'm not saying that it is or is not either one -- only that both are possible explanations.  The truth probably lies somewhere in between.

For example, greater variety or flexibility regarding weapons and skills would be a feature welcomed by many players.  Introducing such a feature, however, would probably be at loggerheads with their already-revealed balance changes.  In that case, it might not be a lack of imagination but rather a preference for maintaining balance that prevents us from seeing more weapons and/or skills.  Alternately, their metrics might show that many of the weapons and skills are already underused and they reason that balancing them better could result in a de facto increase in the number of "available" weapons and skills.