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Malganis

Member Since 06 Nov 2012
Offline Last Active Nov 18 2014 06:38 AM

#2341592 I get the feeling GW1 lore is incoming...

Posted Miragee on 25 October 2014 - 04:38 PM

View PostUnDeadFun, on 25 October 2014 - 03:52 PM, said:

Nightfall campaign(expansion) , http://wiki.guildwars.com/wiki/Abbadon

Read my post again: Abaddon didn't look that way when we fought him in GW1. Hence I don't remember that boss. Even from wall painting you could only guess that it could be the same as that new pic only shows him from behind. I don't see how people made the connection before it was datamined. I just assume it was wild speculation like always. Someone will always throw in Abaddon/Mursaat/Tengu/Cantha, doesn't matter what it is.


#2340887 The King and Queens Horrorween 2014

Posted Mad Queen Malafide on 11 October 2014 - 06:30 PM

The King and Queens Horrorween 2014



"The thirteenth hour draws closer, and a full moon is near. A shudder of terror, a quiver of fear. The Queen of Halloween visits Tyria once more. So if you are easily disturbed, best bar your door. With the king of the snowmen as her partner in crime, she hosts her annual party that is simply sublime!"[/i]

"The Horrorween is soon upon us, so look alive. For the Mad King arrives with his most devious wife. And though the Arch lies in ashes, its ruins do not forget. It remembers the many Horrorweens it has had. So wake up the dead, and open each grave. Unleash the spirits, no one is safe!"

Welcome to the King and Queen's Horrorween!
(On Aurora Glade, Lion's Arch, 24th of October, starting at 7PM CEST)

US players, please see below how you can participate!

Posted Image

What is this sorcery?
The King and Queen's Horrorween is the oldest event in the history of Guild Wars. It has been held for over 250 years plus one. Mad Queen Malafide is the only wife of the Mad King that has managed to survive his deadly pranks, and she returns every Halloween for this tradition. Daniel Frozenwind, her loyal co-host, is the King of the Snowmen. He guards Grenth's Hall of Judgement, so that Dhuum may never escape... and he also throws a jolly party!

In the wake of the destruction of Lion's Arch, many lives were lost. All Hallow's Eve is a special time, when the spirits rise from their graves once again. This is the time to honor those spirits.

How do I take part?
The event shall be held on Aurora Glade, in Lion's Arch, on the 24th of October, starting at 7PM CEST! All you do is attend, and take part in the festivities, and you can win fabulous prizes.

Help, I'm not on an EU server, or I can't make it!
Not to worry! There are other ways to take part in the festivities. We have a fabulous art contest, and a raffle that you can join.

Cross-server contests:
The art contest
Draw a picture of either Mad Queen Malafide, Daniel Frozenwind, or both! You can use any material available to you, and you can post your art work on the official forums, HERE. For an example of what the two of them look like, see the picture in the post on the official forums, as linked above.

Winners will be drawn during the Horrorween. And we'll announce the winner on the official forums. Please also state your character name that you want us to send the prize to. And US players are highly encouraged to take part as well.

First place winner: A highly prized and rare Aetherblade Rifleskin, valued at over 400 gold!
Second place winner: 100 gold
Third place winner: 50 gold

The raffle, how do I take part?
Pick a number between 1 and 300 (all places from 1 to 200 already taken), and we'll randomly draw three winners from that list, during the event. Just pick one number and your character name, and post on the official forums HERE which number you've chosen. You can't take a number that has already been picked. And some folks may receive a different number automatically, if they choose a number that is already taken. Without a character name, we can't send you the prize. Make sure you spell it right. And yes, US players can take part as well!

In-game activities

Spooktastic Costume Contest
This year we have another costume contest of course. Our ghastly group of judges will be lending their dark votes to this tradition. Best male, female, and worst costume win special prizes! Dress your spookiest!

In-game lottery
We have a big special prize in store for the people of Tyria (but it is a secret, and anyone who knew about the prize has been buried alive). Simply attend the event to have a shot at this prize.

Trick or Treating
Join the Queen and disturb the dead in Lion's Arch. Maybe you'll get a treat, or maybe a devious trick!

(Schedule to be announced)

Help, I'm a mesmer
Well, no one is perfect.

I want candy
Have some toothbrushes and this rotten apple.

What's in this soup?
Just some stuff my minions found around the dungeon.

Why can't I feel my legs?
Legs for sale! Get your legs!


#2338680 Feature Patch Notes - September 9th

Posted Thorfinnr on 10 September 2014 - 02:23 PM

View PostSatenia, on 10 September 2014 - 07:38 AM, said:

Well, looks like they simply adjusted the racial skills to deal with the wall abuse rather than reworking them. So there might still be some actual racial skill changes coming in the future. With that said, I'm happy this whole FGS drama has finally found a rightfully deserved end.

I sure hope so...I get why they tweaked the whole "wall-stacking" thing, and I am ok with that in all aspects.

I was just hopeful that someone may have thought about listening to what many of us Norn Players have been saying since launch about how long the form lasts in relation to the way-too-long cooldown. I have never asked for them to be stronger or do more damage, just last a little more than 30 seconds, and recharge faster than 4 F-n minutes(240 seconds)...that ratio is really asinine...I mean seriously...make it last 45 seconds and take the cooldown to 2.5 mins(150 seconds)...I'll stop on this now...it was just very disappointing to me that all they did was the wall/damage tweak...not something else that these forms needed very badly.

Overall, I like what has been done...still playing out to see how bad my Warrior GS has been hurt...but so far, not as bad as I feared.


#2331296 Getting tired of berserker

Posted mythil1984 on 08 July 2014 - 10:00 PM

Okay so, if you run Berserker armour and so on that's fine, I understand it's uses and if you want to run it in your build, that's great.

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.


#2329691 Guild Wars 2 needs Alliance Battles

Posted Inraged Twitch on 28 June 2014 - 06:54 AM

id rather have alliance chat than battles its such a pain in the ass to have to rep 1 guild at a time and use the clunky guild chat system they currently have.


#2325101 Patch Notes - May 20th, 2014

Posted Gilles VI on 24 May 2014 - 08:41 PM

View PostMiragee, on 23 May 2014 - 11:13 AM, said:

I assume no loot in the Pavillon? That's crap but it shows how miserable that thing was before. The Gauntlets were cool, but the farming below was horrible content. If the loot is removed it shows that it's no fun at all.
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.


#2324660 Patch Notes - May 20th, 2014

Posted ben911993 on 21 May 2014 - 06:25 PM

View PostBaron von Scrufflebutt, on 21 May 2014 - 05:11 PM, said:

As I said, if players feel that they have the right to verbally abuse other players, then these abusive players shouldn't be shuffled around to a new map: they should be given some time off. Or, permanently prevented access to the game.
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.


#2324504 Patch Notes - May 20th, 2014

Posted Satenia on 20 May 2014 - 09:35 PM

After spending some time with the Boss Blitz, I'm somewhat confused here:

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? :surprised:

And no, only a final chest reward for killing all 6 bosses really doesn't cut it in my book...


#2324492 Patch Notes - May 20th, 2014

Posted davadude on 20 May 2014 - 08:30 PM

View PostSave 4 Less, on 20 May 2014 - 07:20 PM, said:

R.I.P. in peace Queensdale Train.

Rest in peace in peace.

View PostSave 4 Less, on 20 May 2014 - 07:20 PM, said:

They also fixed some of the Ridiculous Trait requirements, added two more dailies, and fixed Dredge Fractal. They're also offering old Living Story rewards to those who missed them. Seems to be a good patch overall.

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.

View PostOccultus, on 20 May 2014 - 08:28 PM, said:

"Play the game the way you want to", unless of course ANet decide that they don't like the way you decide to play the game.

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."


#2320615 Unlocking traits.

Posted Phineas Poe on 27 April 2014 - 05:14 PM

View PostMordakai, on 27 April 2014 - 03:05 PM, said:

Quit assuming you are an "average" player.

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.

View PostMordakai, on 27 April 2014 - 03:05 PM, said:

I play less than an hour a day, and I don't want to waste time doing anything I don't want to do.

View PostBaron von Scrufflebutt, on 27 April 2014 - 04:53 PM, said:

And since I don't play much, only a few hours per week, that does mean I can only gain a few skill points per week.

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.


#2320030 Unlocking traits.

Posted Feathermoore on 25 April 2014 - 01:48 PM

Every single fallacy I have mentioned has occurred in these last two pages, some more times than others. I actually have a tendency to point out fallacies when people start to rely on them for their argument. You can't not if you are attempting to show the argument is wrong. Irrelevant to the discussion. If you want to discuss fallacies feel free to PM me.

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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.

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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.


#2319961 Unlocking traits.

Posted Mordakai on 25 April 2014 - 02:21 AM

View PostFeathermoore, on 25 April 2014 - 12:58 AM, said:

Already explained that that isn't my argument. I would know what my argument is... seeing as I am making it. So are we going to red herrings, ad hominem, and appeals to emotion now? If you want to discuss and counter my arguments in a way that contributes to the discussion I welcome it. So far you haven't actually said anything that wasn't a logical fallacy though with most of those being snide one liners. Try and drop the ego, read the guidelines, and think about them.



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).


#2319643 Unlocking traits.

Posted Mordakai on 23 April 2014 - 09:32 PM

View PostFeathermoore, on 23 April 2014 - 08:56 PM, said:



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.


#2319496 Unlocking traits.

Posted Mordakai on 23 April 2014 - 03:03 PM

So, Anet is encouraging people to focus on specific traits and builds....  not sure why they made trait respecs free.

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.


#2319480 Unlocking traits.

Posted Mordakai on 23 April 2014 - 02:31 PM

View PostBaron von Scrufflebutt, on 23 April 2014 - 02:23 PM, said:




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.