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MalganisMember Since 06 Nov 2012
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- Member Title Asuran Acolyte
- Age 39 years old
- Birthday May 2, 1975
Posted mythil1984 on 08 July 2014 - 10:00 PM
One thing I am getting tired of though is people are always defaulting to it in every single build they use. Seriously, go and look at people's builds and they are all berserker gear. Ask a build question and people are like "Why aren't you in berserker gear?"..
For one, it gives you no survivability in PVE so if you're going for that, why use it?
Two, look at all the people who buy into the zerker everything and just constantly die?
Three, if you're dead, you're not only taking away your dps for the time it takes to revive you but you're taking that person's dps away as well..
Just, I just had to put this out there.
Posted Inraged Twitch on 28 June 2014 - 06:54 AM
Posted Gilles VI on 24 May 2014 - 08:41 PM
What crystals do you mean? Those in the Bazaar you need to reach? If yes, I found these to be one of the best things back then. But I like exploration content in general, so yeah.
Yup no loot in the pavillion.. The gauntlets have been fixed and are the most fun thing to do from this festival BUT are quite easy. (Which proves that the hardest part last time was the extremely bad camera and the almost invisible red rings)
Yea I mean those crystals, they were fun to do once, but now they're just boring to do again (I have quite a good memory), and re-doing stuff I already did once is quite boring for me.
Posted ben911993 on 21 May 2014 - 06:25 PM
We are talking about players that are so toxic that content needs to be changed because of them: and changing content is better than telling these players that their behaviour is unacceptable?
Even if the players weren't toxic, if they were welcoming of new players and understanding when a passerby incidentally interrupts the chain, champ trains in early maps are still a bad thing. As has been pointed out, new players have come into Queensdale, seen and joined the champ train, farming it for gods know how long, and then continued onto the next map asking "where's the champ train here?" believing that champ trains are a normal thing in all maps across GW2. That's not really a good precedent or standard to have set for new players.
Don't get me wrong, I still dislike Anet's removal of profitable/farmable content, but the Queensdale train needed to be removed--and, importantly, replaced with something else that higher level players could do for similar rewards.
Posted Satenia on 20 May 2014 - 09:35 PM
Anet reintroduces this huge farming-area, yet there are no actual drops from the mobs (except tickets/tokens). So, what exactly is a farm without loot? Do they actually think we previously played this content cause auto-attacking a cluster of mobs is really this awesome?
And no, only a final chest reward for killing all 6 bosses really doesn't cut it in my book...
Posted davadude on 20 May 2014 - 08:30 PM
Rest in peace in peace.
I agree, it's a nice filler until the start of season two ,and a great way to allow the Chinese and new players to get up to speed or some old rewards.
This again. Notice how they didn't touch the Frostgorge or Kessex trains? It's because the introduction area needs to serve as an introduction. It was getting to the point where everyone was made because some new player would break the cycle, as he or she didn't want to follow "the rules."
Posted Phineas Poe on 27 April 2014 - 05:14 PM
I don't consider myself the average player, but I do consider myself a part of ArenaNet's target audience.
Both of you said something that I think needs to be pointed out.
You both are incredibly casual players. You don't care at all about doing content like Tequatl or Wurm. You both admittedly either don't care about fractals/dungeons at all or used to do them but don't care for them anymore. You don't actively do WvW; in fact, you even take offense to the idea that you must spend a grand total of three minutes to run to a hylek mercenary camp in Eternal Battlegrounds and capture it for your server.
You don't really seem to care about PvP at all either, despite the fact that it's probably the best alternative to map completion when it comes to leveling today, granting you all the skill points needed to unlock traits as well as the silver you need by winning matches. You even get Tomes of Knowledge. But you don't care about any of this. You just want to pick the flowers and stare at cliffs.
So, praytell, exactly why is it that you feel as though ArenaNet is obligated to cater to you and your play style when there are hundreds of players who spent dozens of pages talking with developers over the course of several CDI threads exclaiming that (1) leveling is boring as ♥♥♥♥ and needs some inserted challenge to it and (2) leveling as-is currently does a poor job of preparing players for end-game content?
You're right I'm not the average player. I play GW2 roughly 20 hours per week, and will on weekends especially sit down and play for up to three hours at a time. I run FOTM 50 at least once a week. I kill Tequatl if I'm online for its spawn window. I do WvW and PvP regularly. I have every class at level 80 and run them all through dungeons and world events.
So again, you're right that I'm not the average player in terms of time investment. But neither are you, nor are you obviously the type of player they will continue catering to.
Posted Feathermoore on 25 April 2014 - 01:48 PM
Most people learn best by being guided. They typically don't learn well by being tossed a bunch of tools and left with them. I think the connotation of "easier" doesn't really capture what the change is though. Effective is a better word. You can't change how easy or hard it is to learn something. Calculus is calculus for example. It inherently has a bar to learning that no improvement to teaching style can remove. But different methods of teaching are more likely to work with more people than others.
For example: this system would have been better for me when I first started playing the game due to the partitioned/guided aspect of the unlocks and the freedom to change traits. In the old system I had to plan ahead for what I would want at level 80 since I couldn't respec freely which meant that I had to learn everything about the traits in order to make a decision. I don't learn well that way. Most people don't. Most people don't learn well from reading as it is so when you dump large amounts of relatively unrelated pieces of text and tell them to choose the ones you want now they will go cross-eyed, struggle through it, or throw their hands up in the air and go look up the answer. The old system actively drove you to the wiki for trait decisions. This one doesn't due to the respec as it doesn't matter what trait you unlock or choose. I can take each level as I go at my own pace instead of having to know everything right away which makes "cheating" and looking at someone else's answer less likely. No, you can't prevent that. People always will. Some people just don't like learning or have no interest in builds at all. They would look it up either way.
You can't force people to learn. You can only make it more likely that the people willing to learn will take the time to learn.
Rife with issues? It has a single issue, badly placed unlock conditions. End of issues.
Don't the trait tooltips tell you where to unlock them? They did when I moused over them.
If the trait system is vertical progression then GW1's skill system is also vertical progression. Traits (or skills from GW1) have niches or are outshined by others just by being more easily used. This doesn't make it vertical progression. Now, if the system had trait A that has an effect at 5% but then has trait A II that is the same effect at 10% it would be vertical progression. Horizontal progression doesn't mean everything you have is equal. That is pretty much impossible.
Posted Mordakai on 25 April 2014 - 02:21 AM
Incorrect. You are misrepresenting my argument. Probably due to miscommunication. Limiting choices does not inherently make the system better. Limiting choices in a way that encourages or guides players through a learning process does. There are also other aspects that make it better that are only possible with the locked system.
Already did for new players, Though for older players it depends on the player. Seeing as my argument is that the system encourages learning, it helps the old players as well. Only the "oldest" of players have any sort of interference to their play and then only if they actually know every class inside and out without playing them. It is a reasonable assumption that that is a vast minority of players.
The change is designed for three purposes. To create a learning system for new players, to evolve an existing system to create more horizontal progression for new players, and to create another method to encourage players to return to older content. All of which are positive. All of which the system is successful at. I don't need to quote Colin. The design goals were pretty self evident when the system was explained.
This is once again a fallacy of composition revolving around a false dichotomy. You are stating that because a single aspect of the update is bad that it follows that the entire system is bad. It doesn't. You can't say that without providing reasoning. It also isn't good or bad. This isn't a binary result.
It is, in my opinion, worse than the old system. It costs more gold, skill points and/or time. True, there might be some people who LIKE spending more gold, skill points, and time on a system that was elegant and simple before; but I would suspect when given a choice, most players would prefer the option that costs LESS resources, not more.
This is not grinding for a g-damn Ascended weapon. These are Traits, a basic part of Guild Wars 2. You keep saying this new system is "easier for new players to learn". How? With traits harder to acquire, people are less like to learn what other traits do. They will either learn the ones easiest to unlock, or they will follow the internet (like many do now), or, what I fear most, they will just not bother with traits at all.
One of the things that Anet promised was we could play the game anyway we wanted: Level to 80 in WvW for example. That promise is now broken. With Traits scattered across WvW, map exploration, boss battles, dungeon crawls, etc., we now have to do the content Anet wants us to do. Some will argue this is an improvement, it forces players out of their comfort zones.
I think it moves GW2 in the wrong direction: the game should be more open and free, not more constraining and full of random objectives you must achieve in order to unlock basic aspects of the game.
But, because I like compromise, keep the new system. Just give more options to unlock traits. Maybe after 10 levels, get one trait of your choice unlocked for free. Reduce the price of buying traits so they are more in line with the original price. Some players are cheapskates, and will still choose to unlock traits the "hard" way, just like some players in GW1 did with skills after tomes.
The point is more options are almost always better than less. With the new trait system, I feel Anet took one step forward (free repecs) and two steps back (harder to unlock traits).
Posted Mordakai on 23 April 2014 - 09:32 PM
Respec points prevent exactly what you are saying. Since respecs are free, you don't have to plan for level 80. You grab the trait you think is the best at the level/combination you have available and can then swap around once you have enough points to get a specific combo you want or if you have decided to switch weapon types. Any system without free respecs forces players to plan their builds for the future. Any system with free respecs nullifies this potential flaw.
If the unlock tasks are retooled to make more sense, then these complaints are completely nullified. Showing that the utilization of the specific criteria is the issue, not the unlock system itself. I think that the trait point acquisition is too slow but I also think that the max level being 80 is silly so that is mostly moot and tangentially related. I actually think that all the progression in the game is notably slower than it should be. Once again, error in implementation not in function.
And actually, the best way to learn is by guided and paced experimentation/usage. Exactly what the new system seeks to do and how modern games with integrated tutorials work. This gets talked about a lot in discussions of using video games to teach subjects or how to design seamless tutorials (think Portal).
You can lead a horse to water but you can't force it to drink. There is a limit to how far you can encourage a person to learn and think on their own. People look up builds as it is already so it isn't like anything changed in that regard. And no, it wasn't steep.
But unlocking all the traits is such a PITA currently, that most people won't bother to unlock everything. So there
is nothing to respec to.
And they aren't likely to change to current system anytime soon. It took close to two years to get these "improvements" (the only one I like is the dye and wardrobe), how soon do you expect them to fix trait awards?
Honestly, I would love to see data on how many people bothered with traits before, and how many do now. If you make things to difficult to obtain, people will just skip them altogether.
Posted Mordakai on 23 April 2014 - 03:03 PM
You are basically steering players to plan their level 80 builds at level 30. How is that a good thing?
You want players to experiment with different builds? Give them that opportunity ASAP. The best way to learn to play is by playing... not reading forums of which trait line a Guardian should get first.
Posted Mordakai on 23 April 2014 - 02:31 PM
One of the core issues with traits is how boring they are: "Woohoo! Now my skills deal 5% more damage!" or "Woohoo! Now my my attack applies a second of burning every 20 seconds!" Compare that with the build-changing effect skills had in GW1, and I think this shows nicely why using traits as substitute for elite-hunting is a massively bad idea. There's simply nothing intriguing about them and that's why the game handing them to you just made sense. They won't be able to excite players enough to do content to hunt them down: they'll either become gold-sinks or, I expect for the majority of us, something that we'll completely disregard.
And for a game that is as shallow and has as boring combat as GW2 does, I don't think this is the best idea.
Not only that, but finding a boss and killing it in GW1, is radically different from "100% map completion."
It's like they randomly chose objectives to unlock traits, rather than develop a unique system.
Posted Mordakai on 23 April 2014 - 12:17 PM
Can't you just buy them? Gold is not hard to come by in this game, and you don't even need every single trait right away. In fact, most of them are kinda useless. Heck, you will probably manage to unlock some of them rather easily so it's not like you would be forced to buy every single one.
I dunno about world bosses. Guested Deso once for Tequatl, it looked easy.
Trademark sarcasm I see.
I don't know how anyone looks at this system and sees it as an improvement.
It went from costing 3g for ALL traits to 3g for a single grandmaster trait. (43g + 360 skill points to unlock everything).
New players are screwed. They won't have the gold or skill points to acquire the traits, and some of the traits require completion of objectives twice the level they will be at... not to mention they will have to do this without these traits in the first place!
Posted Save 4 Less on 22 April 2014 - 02:00 PM
100% Frostgorge Sound Completion for the VI trait in the fifth tree Adept Trait? Really? Adept Traits are something you unlock at level 36 so how in the world would a level 36 be expected to complete a level 70-80 area?
Here's the important traits that now require 100% Frostgorge Sound
- Guardian: Master of Consecrations. This trait is super important to Guardians and is in just about every single build there is. Would you really want Guardians with untraited WoR or untraited WvW Consecrations?
- Engineer: Speedy Kits. This makes Map Completion much more faster for an Engineer and it's also really useful in PVP
- Necromancer: Unyielding Blast. This is pretty important to Death Shroud focused Necro builds. Without it they really don't have any form of aoe in DS aside from Life Transfer and Shackles.
The Traits that require Eternal Battlegrounds should be removed as well. Eternal Battlegrounds has a limited amount of slots and those precious slots shouldn't be filled with people who don't want to play WvW and help the server win. I wouldn't want to lose a match up because a majority of our numbers is trying to kill the Giant Grub for Traits instead of helping us defeat the enemy teams. The Edge of the Mists traits can stay because Edge of the Mists is easy to pick up and the score there doesn't affect the overall Mist War.
My only final complaint is that you have to these unlocks on every character. I don't know about you, but I've completed the entire map 2 times now and it's incredibly boring to complete it again. I've also beaten Zhaitan 4 times and have 4 Pact Victory Tokens. Every other one of my characters that hasn't beaten Zhaitan is at "Victory or Death!". I found that the Personal Story becomes a chore after you've literally done every option it offers. I've done every Jumping Puzzles to the point where I don't do the Jumping Puzzle Monthly. Maybe if this was account bound unlocks it would be okay but the fact they expect us to do all these tasks on every single new character is expecting too much.
Posted Satenia on 27 April 2014 - 12:10 AM
This change ins't necessarily bad, unless you're the shy kind that was in the process of mustering the courage to ask someone to become their friends, or something along those lines, and the whole megaserver thing ruined it for you. I like to think of the servers as countries and the megaserver as an organization with no frontiers, whose purpose is to bring different cultures together.
Kind words, thank you (also to previous posters).
To me personally it's not that much about "friends" and "being shy", but rather about server loyalty and having a familiar environment.
To me, playing on Desolation meant a lot. I have been there since beta and WvW success aside, have always taken great pride in the organized PvE that even resulted in a lot of guests coming over here to enjoy it.
As a (to me) natural result, I've gotten to know plenty of "regulars" in open-world PvE-content. This is not about befriending them, this is simply about them being there. This is like when you go to your daily store and you know exactly where the wares are. This is like recognizing a bunch of people when you go to work at a given time. This is what I call community beyond the obvious guildies and friends you get to meet and talk to anyway.
To have this forcefully removed many months (even years) after release is not simply alienating me, it's more like hitting me in the face. No game-play nerf could ever come close to that.
Their so called "algorithm" to group players together on the mega-server doesn't work for me at all unless through pure coincidence. More often than not, there are no guild tags I recognize, in some instances, I don't even understand the language spoken on map chat when ticking off the language option I feel should never have been there (and auto-enabled) in the first place.
Anet was very fast to roll-out the mega-server system across all maps... but does their promised algorithm to unite players work? It sure as hell doesn't for me...