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Member Since 14 Feb 2010
Offline Last Active Dec 28 2012 07:08 PM

Posts I've Made

In Topic: Moving Goalposts: Levels

08 December 2012 - 11:46 AM

View PostTrei, on 07 December 2012 - 04:04 AM, said:

I see it as an incentive for you to experiment fully with the traitlines you just spec'd before dismissing it.
There is not a single doubt that if respeccing gear and traits could be done anywhere when out of combat (or outside of a dungeon) people would experiment more with different builds and gear.

The least they could have done is giving us two or more specs.

And yes, the gear is the main issue here (costing many golds), not the 4 silver respecs that you have to go to Lions Arch for.

Even Anet admitted that changing gear is costly and that this removes flexibility and that they 'will look into it' on the Redit AMA or whatever is is called http://www.reddit.co...utm_medium=feed
It is somewhere in there I cant be bothered to read the damn thing again so you will just have to trust me.
Ofc. Anet isn't going to change a damn thing since they are sold on the gear progression treadmill.

Also, locking people into choices doesn't make that choice more meaningful, it just makes it harder to change. If you don't understand the difference ...

In Topic: Quickest solo route to 85?

07 December 2012 - 05:43 AM

View PostOrikx, on 06 December 2012 - 03:51 PM, said:

I have a guild that level'd from 35-80 doing nothing but AC in PuGs.
For what it is worth, I can confirm that on my server most people running AC know what they are doing. They are often guild teams lacking one or two players that they then pug. I leveled from ~35 to 80 on my alt just now by doing mostly AC.

That doesn't mean I didn't have my fair share of stupidity or elitism. One team kicked me out of AC because I was level 70. I had teams that failed. But then you just find a way to circumnavigate around that.

In Topic: Quickest solo route to 85?

05 December 2012 - 06:12 AM

View PostSumilidonnis, on 02 December 2012 - 02:48 AM, said:

Problem is, it's certainly no Guardian to level and I'm seeking ideas/methods/guides to get this character up to 80 as quickly as possible.

Engineer build depends on its kits and main weapon.
For main weapon there is pistol and rifle. Both are very different.
Pistol is a condition damage weapon, does not scale well with power.
Rifle is a power weapon, does not scale well with condition damage.

Then there are the kits. Grenades are very popular. They get a significant boost at 30 trait points but that is for level 60? plus. So for at least he first 60 levels grenades aren't going to be so amazing.

It will take a while before you can get your kits. That means you will be stuck with your rifle or pistol for quite some time. I suggest trying all the kits once you can access them. This will allow you to find the kit(s) that work best for you. Try to give them all a fair chance and learn all the skills.

In the early levels, I went with a rifle power build. Power is your main stat, the rest doesn't really matter. Stacking critical chance and critical damage won't really be possible until you get access to berserker gear (this is glass cannon gear). If you are going to use bombs and or grenades then power will always be your first stat. Then you can choose precision, vitality and toughness as you like, trading damage for survivability. You can customize this however you want. The most extreme ends of this choice would be full berserker gear/amulets or full power/vit/tough gear.

Most people use speedy kits trait (in 'tools') for extra speed, so you might want to consider that. Med kit and elixir B also have swiftness.

As far as leveling goes, I am afraid you will be stuck doing events, hearts, and personal quest. At lvl 35+ you can start running dungeons (if you do fast runs ~20 min, and each run gives you a little less than a level each time, then you can level reasonably fast).

In Topic: Combat Medic Build Advice

05 December 2012 - 05:46 AM

Isnt the additional toughness from reinforced shield and the power from energized armor going to help more than the turret traits? Especially considering that the only turret you use is from your elite.

In Topic: Why a linear leveling curve is actually worse than an exponential one

30 November 2012 - 01:33 AM

View PostZhahz, on 29 November 2012 - 06:28 PM, said:

I don't understand the point of this thread.
It is to discuss the perceived costs and benefits of different leveling schemes under certain circumstances. Maybe you should give it some thought if you don't understand it.

View PostZhahz, on 29 November 2012 - 06:28 PM, said:

Leveling in this game is stupidly fast and easy and I always level faster and faster the closer I get to 80.  There is TOO MUCH content to do if you try to keep up on personal story.  If you do any serious crafting you skip even more content and level even faster.  If you do dungeons along the way you level faster and skip other content.  Etc.
My first post explored the idea that a different leveling curve would slow down leveling as you become higher level.

View PostZhahz, on 29 November 2012 - 06:28 PM, said:

So, why does it matter whether it's flat or curved when it's stupidly fast and easy?
As you explained yourself, the leveling curve will not change the total amount of time you spend leveling. I clearly stated this in my first post (it is listed as one of the constants). However, that does not mean that there will not be any effects from changing the curve. From what you say we can derive that, how shorter the time to level to 80, how less important the shape of the leveling curve will become over time. As it is right now, leveling takes 80+ hours. This is not an insignificant amount of time so yes, the leveling curve will influence gameplay. If you want to know how, perhaps you should read the thread.

View PostZhahz, on 29 November 2012 - 06:28 PM, said:

You could level half as fast in GW2 and you would still not do all of the content available for leveling - which IMO is how this game should've been setup since it lacks endgame-wise and you can do anything you want in PvP at any level.
You could spread out the content over more levels, or you could add slower and longer leveling or you could just add that content as maximum level zones. One of the problems with the current system, as you point out rightfully, is that content becomes obsolete too fast. Horizontal progression instead of vertical progression is exactly the thing that is going to prevent this from happening. Ironically that means adding less levels and not more (contrary to your intuition).

For clarity sake, here is an attempt to explain what I understand by vertical and horizontal progression:Attached File  progression.jpg   73.74K   5 downloads
The obvious benefit of model 2 is that any new player can immediately hop on any new branches that are being released after completing the tutorial area. In model 1 players have to 'catch up' with older players before they can access new content. This does not matter if you see the game as a single player experience. It does however matter if you want the new players and old players to be able to play together.

View PostZhahz, on 29 November 2012 - 06:28 PM, said:

If you don't like to level characters, why play RPGs or MMORPGs?  It boggles the mind.
There are plenty of reason to like MMO's:
* They are social games (you play with other players)
* I like the type of game where a team of players fights against a computer controlled opponent. I am not a big fan of PvP (I play no single player shooters)
* I like to run dungeons with a group of people.
* I like the fantasy world and setting
* I like skill based games and the depth that it brings when these are combined together. One of the influences for GW1 was magic the gathering, a card game I have enjoyed playing too. (I generally prefer turned based strategy games over real time games.)
* I like the third person camera, the 3 dimensional world, etc. (compared to a platform game or another game type).
* Character customization, planning your character build and skills, and dressing up my character (whoever said adults don't like to play with dolls lmao).
* I like gaming, in general.

I dont play online multiplayer games to get a fix of stat-crack or to live a pipe dream of ever increasing levels (go play diabolo if you want that, seriously.)

There is a difference between single player games (RPG) and multiplayer game (MMORPG). In single players you can do whatever you want (infinite vertical progression if that is what you want), but in multi-player games you have to take into account different people. That means you can never do the same in multi-player than you would in single player. One of the main issues will be vertical progression in these multiplayer games, as it determines how, when and where players will be able to play together. Multi-player games simply do not have to be constrained by single player RPG conventions.

View PostZhahz, on 29 November 2012 - 06:28 PM, said:

The real mistake most MMORPGs make are trying to be PvP games (when RPGs are all about PvE), trying to be solo games, trying to be everything for everybody.  MMORPGs should be focused on quality group-based PvE, which is what makes them unique and special, and let PvP be the realm of online FPS and other genres/games way more suited to PvP (check out Forge if you want MMORPG PvP without the PvE), and let soloists stick to single player games where they belong.
Ironically you are demanding (at least to some degree) that multiplayer games should be more like single player RPG's. So the same is true for you what you blame on others.