- Viewing Profile: Reputation: Sigvardr
SigvardrMember Since 22 Aug 2012
Offline Last Active Sep 05 2013 09:13 PM
- Group New Members
- Active Posts 2
- Profile Views 830
- Member Title Pale Tree Seedling
- Age Age Unknown
- Birthday Birthday Unknown
Sigvardr hasn't added any friends yet.
No latest visitors to show
Posted this a pointed on 28 December 2012 - 09:54 PM
Posted KiyaKoreena on 13 December 2012 - 11:35 PM
I've had a couple requests to make one of these and since I had a quaggan turn out a bit irregular it was a good time to test one out. Getting the fabric to settle down (GW2G wont let me use the other common word for curtain, interesting) exactly where I want it is not as easy as it seems. I thought the darkening around the eyes and along the bottom were enough but it doesn't seem as apparent in the pictures.
Posted KiyaKoreena on 21 June 2012 - 05:38 PM
Pink quaggan calf
Quaggan loves you!
Angel quaggan (special request)
Quaggan with a heart
Quaggan chess set
Fuzzy pink quaggan hat
Fuzzy blue quaggan hat
Blue Quaggan Backpack
Edit: For anyone wondering my deviantArt page is http://koreena.deviantart.com/
Posted Shizu on 17 December 2012 - 05:42 PM
I present the following statements, mr. white knight. Make of them what you will.
I know NOTHING about coding and making videogames. I am not supposed to know anything because, you know, it's not my job.
Surprisingly enough, I don't give a * about the complexity of a videogame, in the same way I don't give a * about the complexity of an airplane or the complexity of cooking a perfect lasagna.
But somehow everyone expects an airplane to not explode in a fiery ball of death when they board it and their lasagna to not taste like faeces. Why should it be different for videogames?
Because modern players are sheep, that's why. Because modern players get married with videogames, instead of playing them and moving away from mediocre products.
This doesn't mean I approve this kind of forum crusades or think they'll ever accomplish anything.
I use my wallet to get my message across and I think more people should do the same.
But whatever floats your boat, I guess.
If you think it's acceptable to play a bugged piece of garbage, because most major mmorpgs had many bugs at launch and because videogames are oh so complex, be my guest. Enjoy the current miserable state of the genre and enjoy mediocrity.
Posted raspberry jam on 27 November 2012 - 01:51 PM
GW1 wasn't stagnant, it was just difficult to make money on it for years and years. He's lying through his teeth - again.
Posted Alleji on 29 November 2012 - 07:16 PM
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.
Posted DuskWolf on 29 November 2012 - 08:46 AM
A surprising (even to me) number of my friends have moved on from GW2, even one really hardcore friend from tumblr whom I was sure would be with it for years. And aside from the vertical progression bait & switch, the reason I hear the most is that they're sick and tired of being broke and they strongly dislike the cynical feeling of the game - where it almost feels necessary sometimes to buy gems if you just want to bounce around everywhere with the waypoints.
I've been playing a lot of other games lately, and they've all shown how unfun GW2 is in its current state. Mass Effect 3, Champions Online, and even Free Realms have a far less cynical approach to online gaming. GW2 is a casino dressed up as a game, the people who play it are gambling addicts.
GW2 is just not a fun game. More and more people are realising it. Sounds like it's begun to sink in for you, too. OP. Move on, don't draw it out.
Posted Gileas898 on 25 November 2012 - 12:54 AM
Anyone who goes to the gem store and spends a bunch of money to shorten their grind deserves to be broke and I have no sympathy for them. Quite the opposite, in fact, as it's this behavior that encourages devs to create more pay to win (or pay to not grind until you die in your chair like some poor gold farmer in an internet cafe). Stop it, people, just close your damn wallets and say no!
250 ectos for every new tier of Fractal Backpack.
That's not a grind, it's retarded.
Posted Daesu on 25 November 2012 - 12:17 AM
I will always be in FOTM level 1 as I have stopped playing FOTM altogether. I will be forced to quit this game sooner or later as I have decided not to participate in their gear grind. Bring it on, ArenaNet!
Posted TGIFrisbie on 24 November 2012 - 11:30 PM
Posted Hector on 22 November 2012 - 02:59 PM
If we had exotic as best tier and legendaries just as nice, exclusive skins and subsequently ANet makes legendaries a lot better and introduces ascended as "tier in between", how many extra tiers do we have then?
Which is something a lot of people never come to realize.
GW2 is a game-study on cognitive dissonance to me at this point. I believe Anets goal now is to see how much they can get people to believe one thing while completely doing the opposite. Kind of fascinating at this point.
Posted Milennin on 20 November 2012 - 03:25 PM
Posted bcbully1 on 15 November 2012 - 01:15 PM
This thread has been deleted from the official forums without any reason. Banns have been issued to the people posting. Please spread this information.
I did not get banned, i am merely reporting this to the various gaming press outlets. I know friends in game that have been banned for as little as quoting an ANet developer.
=== Snip ===
*1. “The game will be released when it’s done”. Yet at release date several of the things that were promised and were sometimes even indicated as being ‘top priority’, weren’t “done” (and several of those still aren’t available):*
• account security measures (these were only implemented after launch, when the damage was already done)
security is a big, big priority for us.
We are taking account security very serious and there will definitely be ways to protect your account.
• measures against botting (still being implemented)
Discouraging the use of third party programs that exploit the game and negatively impact the experience of others is a top priority for us.
• no guesting (still not available)… which is becoming more and more of a concern now that world transfers are limited to once a week:
When Guild Wars 2 launches, you will also have the option to play with your friends on another world with our free “guesting” feature.
• no rollback functionality for accounts (still not available)
And I won’t even mention spectator mode or ladders for pvp, as ArenaNet has been evasive about when those would be made available from the very start (and I’m not much of a pvp person anyway).
*2. Dyes are character bound, not account bound.*
In short: a lot more grinding is required (or cash shop purchases) to get all the dyes you want on all characters.
And what we do is, as you find sets of dye, you unlock them for your account. So as you unlock dyes for your account, your characters just have them available for them.
Once you unlock the color, it will be available across your entire account, not just the individual character.
3. No dedicated healers, every profession was supposed to be equally viable in all roles, and every profession would be equally welcome in a party.
Yet (for example) the guardian (with most of its stills being support/healing based) is so close to a healer that he is always welcome in a party, 90% of his skills are support oriented, whereas a thief or ranger (with much less support options) are often refused from parties and are much harder to spec for support (with far less options). In short: ArenaNet’s implementation of professions failed to make them all truely equal.
*4. No need for “LFG” for hours to get into a group.* Yet the cities and the lower level zones are filled with people just looking for a group who wants them so that they can play through a dungeon in explorable mode. This is actually a follow-up to the previous point… if all professions would be equally effective at all roles, then nobody would have a reason to refuse people from their party because they are a ranger and not a guardian.
Also, there isn’t enough motivation to play through story mode dungeons with lower level players. A level 35 player wanting to do Ascalonian Catacombs will have to spend a long time looking for a group, because very few groups actually want a level 35 stranger in their party when they do dungeons. There isn’t any kind of reward for the party for playing with lower level players.
*5. Ever branching story:* with only 1 ending and several knots where branches come together again, these story branches are extremely disappointing.
I would at least have expected different endings if you choose The Vigil, the Durmand Priory or the Order of Whispers.
Every race has three branching dynamic stories right off the bat where they can pick from. So, for example, the humans you can pick to be from the city streets, the city nobility, or a commoner, and based on that choice you get a completely different personal story than somebody else. And then within that story, there are more branches that you can make decisions that further branch the story in other directions. So, I can be from the commoner class and you can be from the commoner class and we might experience a different story because of that. And then if you take that and say, all those options are available just for humans, then the other four races all have all these other completely different branching stories you can do as well.
This is just plain misleading. Very few of the branches are only available to one race, most of the branches actually are identical and not race dependent at all.
It’s not a branching story, it’s a ‘merging’ storyline… it starts off with a couple of different branches per race, but it quickly merges into one main storyline, with a few very small branches (paths) along the way that quickly merge back into the main story. After the first few levels, what race you took and what options you chose at character creation quickly become irrelevant, and you are all merged back into the one story thread.
*6. No grinding dungeons for tokens. Earlier on in the development, PC Gamer spoke to Eric Flannum, and he confirmed:*
“It’s more of a badge system, so this is something that we did in Guild Wars 1 as well. Our basic philosophy is that you should never complete a piece of content and get something you don’t want. So it’s going to be the case where you go through and are guaranteed to get a piece of gear that you didn’t have before, and that you’re going to want.” So, you’re guaranteed to get a piece of gear every time you do a dungeon? “Yes.” Sweet.
By now we all know how much grinding is required to get the dungeon pieces.
In fact, there wasn’t supposed to be any need for grinding at all.
On top of that, there is a severe lack of personal goals once your have reached max level and you have explored all the zones. There aren’t any long-term goals worth going for, other than the dungeon gear (or the legendary gear). So if you don’t want to pvp, all that’s left to do at max level, is the repetitive grind.
Most MMOs these days make you grind and do really repetitive, boring content over and over again. There are moments of fun, but then you’re back swinging your sword over and over again, chasing around a moth or an ogre that’s standing around in the world doing nothing. That’s the part of the genre we think players are done with. We want to make something that’s better than that.
I think MMOs have two primary stigmas attached to them that non-MMO gamers hear and drives them away. The first one is the ‘grind’, the idea that you’re going to have to do a repetitive task over and over again… we wanted to eliminate that.
We don’t want the player to ever have to grind and do something they don’t want to do to progress in the game.
We expect content—not long, grindy progression—to be the deciding factor that keeps people playing our game. We want everyone to stick with Guild Wars 2 because our content is fun and enjoyable, not out of some dogged determination to slowly, slowly advance.
*7. No gear treadmill...* yet after we reached max stat gear (exotics), ArenaNet first introduced Legendary weapons, now Ascended armor, and in the future Legendary armor… all with better stats. The rare gear (legendaries) was supposed to differ only in skin, not in stats:
The rarest items in the game are not more powerful than other items, so you don’t need them to be the best. The rarest items have unique looks to help your character feel that sense of accomplishment, but it’s not required to play the game. We don’t need to make mandatory gear treadmills, we make all of it optional, so those who find it fun to chase this prestigious gear can do so, but those who don’t are just as powerful and get to have fun too.
Here’s what we believe: If someone wants to play for a thousand hours to get an item that is so rare that other players can’t realistically acquire it, that rare item should be differentiated by its visual appearance and rarity alone, not by being more powerful than everything else in the game. Otherwise, your MMO becomes all about grinding to get the best gear. We don’t make grindy games – we leave the grind to other MMOs.
*8. Zones remaining “relevant”:* although the level scaling is a great idea, as it is right now, the game encourages grinding in only 1 zone: Orr. If you’re playing in Orr, you can easily make 6+ gold per hour and you can work on gathering resources that can be used to craft legendary gear. If you’re playing in any other zone in the game, then you can count yourself lucky if your “scaled up” rewards net you 2 gold per day, and you can forget about those legendaries.
Which is the main reason why Orr is still full, and most of the other zones are almost empty. There is nothing in those zones to entice players to keep coming back and do the events there again. Meaning that in many zones (even on full servers), a player playing through those zones will never be able to do the group events or take on the champions… because there’s simply no one else around to help out.
So please up the rewards in all other zones in the game and give every single zone something unique and worthwhile, to make it more interesting for max level players to return to every single zone and replay them over and over again.
On top of that, the scaling still doesn’t work too well, making lower level content far too easy if you’re scaled down from level 80 in full gear… even more so if you’re in a group. It doesn’t “remain challenging” as was the intention.
Right now, instead of addressing this problem of replayability, ArenaNet is spending most of its time into making new and higher level content to give players something new to grind for… and if that works, then Orr could soon see a significant drop in population as well.
*9. No crafting of throwaway items.* As it is, the tradingpost is a joke. Some higher level items are in huge This thread has been deleted from the official forums without any reason. Banns have been issued to the people posting. Please spread this information.
I did not get banned, i am merely reporting this to the various gaming press outlets. I know friends in game that have been banned for as little as quoting an ANet developer.
Our goal with our crafting philosophically is that you’ll never make an item that is a throwaway item. You’ll always be making something that is going to be valuable to someone. Whether it’s for yourself, whether it’s to put on the auction house, whether it’s a consumable that people want, there’s never a time when you’re just making something to increase your skill and then you’re just going to vendor it or chuck it or whatever else you’d do with it afterwards.
And finally, a few more of my concerns:
• The rates on the trading post and the currency exchange (gems) are ridiculous (15%/36%). Have a look at the rates on auction sites like ebay, as they are much more reasonable.
• Inflation on gem prices is ridiculous. On release date you could buy 100 gems for around 25 silver. Right now you’ll need closer to 90 silver for those same 100 gems. And still very few people actually consider it worthwhile to pay real money for gems to transfer them to gold.
so who want to level up their crafting skills are forced to make a fair amount of throwaway items.
Posted Ish on 24 September 2012 - 06:23 AM
I hate the mechanic all together. The game, much like the Diablo series, and I'm sure many other games that utilizes this, come to revolve around MF. Is this really what we want? I find myself running a wVw setup with the stuff I really want to play with. And then a set of MF gear which only serves the purpose of gimping me and causing me to have a very slight increase in finding stuff to salvage.
I guess it's engraved in gaming culture to have MF at this point, but is it really necessary? At the very least, I would appreciate it if it was done in such a way not to force you to gimp yourself (even though GW is very much a game of making trade offs).
Posted Nephele on 03 November 2012 - 01:02 AM