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Member Since 28 Nov 2012
Offline Last Active May 27 2014 06:49 AM

Posts I've Made

In Topic: [WHAT IF] Uncapping conditions

10 March 2013 - 04:51 AM

View PostDennisChr, on 09 March 2013 - 04:21 PM, said:

According to Colin the game is not able to handle the ammount of conditions that would be in the game if there wasn't a cap.

The quote is from the article Q&A with Colin Johanson, Part IV

Lame excuse, they should fix the game. I can only presume it involves sending ticks of condition damage to the client every second for every stack they applied to provide the waterfall of numbers on the screen. I would rather the stacks were combined to produce a single number per second or single number per condition type per second anyway. The idea of just throwing away client damage because it is too much work to tell the client about it is farcical.

In Topic: Remove Account/Sould Bound = Less Grind?

10 March 2013 - 04:33 AM

View PostSans, on 09 March 2013 - 09:22 PM, said:

so that way people can only farm CoF 1, to get everything they need?

If people want Arah armor somone is going to have to run Arah to get it and if people hate running Arah it will be in short supply and very expensive. If people want to run CoF 1 (till it gets nerfed) 100 times instead of running Arah 3 times I say let them. I idea that dungeon armor is some kind of status symbol is weak, "look at me I grinded this dungeon 20 times" is just lol especially when the supposedly greatest status symbols in the game (Legendaries) can be bought on the TP for gold.

The dungeon token system is a fail, it makes running dungeons feel like a job with guaranteed pay at the end of each shift. Dungeon specific items should be random drops and able to be dropped by trash so people wouldn't want to skip whatever they can. The problem with random drops is it takes an age and/or luck to get what you want and people end up with a stash full of things they can't use like the ascended rings from fractals. That problem is entirely caused by account binding, without it people could sell the stuff they don't want and buy the stuff they do with the proceeds.

In Topic: Open letter to the Guild Wars 2 Devs

23 February 2013 - 06:05 AM

View PostVeurr, on 23 February 2013 - 03:49 AM, said:

I posted the text below on the Guild Wars 2 site earlier this evening. I hope that many of you feel the same way and will lend your voice to getting this changed.

I think 99% of people looked at the time and effort required to craft a legendary and that it was only a skin and said no thanks even without the ridiculous cost or lottery winning luck required to get a precursor which later became apparent. So no I don't think many care.

Legendaries are a confused illogical mess.

In Topic: Ecto's, ecto's, ecto's....

15 February 2013 - 04:32 AM

View PostLunacy Polish, on 14 February 2013 - 05:58 PM, said:

They did used to be cheaper and easier to come by it seems.  Ectos are nearly double what they used to be.  Mass bot bans at work perhaps?

They have quadrupled in price pretty much the same as every limited supply item desired by high level characters. More gold inflation than anything else.

IMO ectos have an important function and are working as intended. They cause rares and exotics to the salvaged and removed from the game world, they cause people to stuff greens and low level rares into the forge to get rares which can be salvaged for ecto.

Without ectos the TP would be full of greens, rares and unpopular exotics at not much more than vendor price. Ecto price sets a minimum price for rares and materials (especially T5 fine materials) which can be crafted into something from which ecto can be salvaged.

Ectos have a profound effect on the gameworld economy and I believe it is by design.

The forge's (or Lion's arch garbage disposal facility) ability to eat four mouthfuls of garbage and occasionally spit out something less garbage has a similar and equally profound effect

In Topic: What's with all the pickyness of classes?

11 February 2013 - 03:28 AM

View PostJetjordan, on 11 February 2013 - 12:58 AM, said:

This is the saddest thing I've ever heard.  Please stop running dungeons, this is just a game.

People really need to get outside of their typical dungeon runs and whatnot and just go explore the world of GW2.  I bet the guy that said this doesn't even know that the pirate ship from the Goonies is hidden in Tyria somewhere.

You think I should run jumping puzzles instead because the pirate ship gets better the 2nd, 10th, 100th? time you see it? I have done Fawcetts's thing (whatever it is called) a couple of times and that's it the content has been consumed.

Dungeon paths would be the same except they are balanced and designed to provide a small challenge and consume the time of people that have seen them 100 times which makes the first few times through slow, painful, and unenjoyable. They don't get better the 10th time through just armed with knowledge from previous runs they get less bad and consume less time.