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Member Since 20 Aug 2009
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#2316973 Feature Patch Update Notes

Posted Neo Nugget on 16 April 2014 - 03:07 AM

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The patch is unsurprisingly quite hefty, so the notes will be hidden in spoiler tags for the most part.

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New Features and Content
World Boss Synchronization
Guild World Events
Balance, Bug Fixing, and Polish
Profession Updates
Balance and Bug Fixing

Structured Player vs. Player
World vs. World

#2314034 Bags, Banks, and More

Posted Neo Nugget on 04 April 2014 - 10:25 AM

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After a surprising absence from last month's sale selection, bags and bank slots have gotten a small price cut of 20%. To add to this, the Heroic Edition update is also discounted, and a single repair canister and gathering booster can be obtained for free. It seems like the sale momentum hasn't quite slowed down yet, so it wouldn't be such a bad idea to hold out a little longer to see what else gets slashed.

Yes, I'm talking about character slots.

#2316142 Pay-to-win

Posted Kattar on 11 April 2014 - 11:49 PM

Okay, I think we've hit the end of any possible productive discussion. I'll point out again that if all you're going to post is "This is why you're wrong and I'm right and I don't care what you say" then you need to reevaluate your posting style.

Although even bothering to say that is a waste of time since everyone is going to think it just applies to the other people in this thread and not them.

It applies to you.

#2313234 What GW2 does right

Posted Epitaph_Blade on 01 April 2014 - 11:44 PM

Said that, GW2 does a lot of things right, and has the potential to correct many of their wrongs.
I consider this game to be the most important MMO since WoW, in terms of setting a path for the genre.

- The pay to play model, with the no pay to win cash shop, with no paid expansion, and only cosmetic or QoL items for cash.
It just shows how it should be. The amount of games on the market increases every year, you can't be bound to a single one, and you shouldn't, being able to buy the "right" to play is a good model, that allows players to come back (or leave).

- The world is huge, consistent, very artistically made, and very CPU friendly.
Allows the addition of new zones without much hassle, allows the intervention of zones for events, and (here I disagree with some) allows a huge sense of exploration. Jumping Puzzles, treasure chests, and even some PoI or Vistas, require you to look around, and find a way to reach them.

- Classes, traits, weapons. Simplicity is appreciated, you shouldn't need to get an expensive piece of hardware to play a game more easily, using few buttons is always better. (Some say only having to press one button is "bad design", which is false, it doesn't depends on the amount of buttons you have to press, but what you can do with a single button. Look at Portal 1/2, very simple game, great design, very few buttons and actions).
It allows to add more classes, traits, skills and weapons. But they lack expertise in balancing (its already hard to do, but I wish they had a better system for finding the right balance, changing the way characters work every 4 months is not good, when you have to invest on permanent gear for them).

- Large scale combat. It being only a zerg fest is a myth. I play WvW regularly, and it does allow more complex systems of gameplay, and also, rewards coordination. A zerg is not an army, a zerg is just an unit, yet the army is what a server can have when they organize various guilds. The system allows to, as a player, have an impact on the outcome of a fight, if played right. Sadly, most people don't get what WvW is about, and forget is a game of resource management.
It can be improved, but it's certainly very good comparatively, and with a lot of new elements of design, at least for MMOs, that will, without doubt, influence the future of design in the genre.

- Tons of quality of life improvements over other MMOs, just tons of them, with more comming. If I had to define GW2 for one of its features, I'd say the most remarkable is the focus on QoL features.

- The Art. Just the fact that a lot of people working on Anet came from WotC, is a plus. I can see the resemblance. Divinity Reach looks very similar to the world of Ravnica on Magic The Gathering.
Very innovative, and at the same time, not just plain "weird" or different for the sake of different. I can see this being carried from its predecessor.

- The shift on players mentality towards content. You have to cooperate with others. You have to be social. And the game allows you to. Jerks exist everywhere, but the majority of the game is populated with normal people, that reacted well to the coop meta. The whole level system allows you to participate with new players.

#2314973 Pay-to-win

Posted Tevesh on 08 April 2014 - 12:55 PM

Pay to win? With the amounts of RNG in the game, more like pray to win.

#2313112 What GW2 does right

Posted Feathermoore on 01 April 2014 - 01:10 PM

OK guys. I have removed a couple of posts that did nothing but contradict what others liked about the game. Nothing wrong with posting in reply to someone's comment if you don't feel that it is correct, but don't go on a tirade about what is wrong with the game. The goal is to go into what people think is well done, not to argue about what isn't. And let's not do this backhanded "I will say something negative about the game in a way that sarcastically makes it seem like a positive at first glance" game. It is petty and doesn't contribute.

Personally, the dialogue of NPCs around the world is my favorite part of the game. Sure, some of the conversations seem forced, and I really feel there should be more of them in certain areas (more of a hubbub where you can't pick out conversations easily) but it adds a touch to the game I enjoy.

Many of the quality of life additions (the wallet and auto send to bank of crafting materials) are nice additions to the game. Map travel is tossed in here as well even though I think there is a bit too much of it. Traveling in the MMO is part of the system. Later zones should have less waypoints in more out of the way places. This also discourages zerging.

Being able to use leap skills out of combat to travel is something I think is overlooked but is a great addition to the game. It makes sense, is fun, decreases the amount of jumping people do, and increases travel speed.

I actually feel that the rewarding everyone that hits a mob with loot is a bad thing. Sure it sounds great at first, but it encourages zerging instead of grouping and is toxic to gameplay because of this. Making it so everyone in your party is rewarded is a much better system (and makes more sense) excluding some of the larger bosses. XP for everyone makes sense, items... it actually hurts the game more than it helps.

As an explorer I actually hate the POI/Vista system. It ruins my experience and is a sour note every time I feel one. Remove the icons, keep the notification of the name of the area (like walking into inner regions in a zone) and you get a nice combination of the two. There are some cool things hidden around for explorers without POIs or Vistas, but the vistas aren't there for explorers. We get nothing out of them. They are a system for achievers which is the group that is most pandered to in MMOs. It irks me that something that should be encouraged and rewarded for explorers has been taken from us and given to the play style that has the most to do. I am actually tempted to avoid vistas as an explorer (and there are some that I just don't bother to do) as they just don't give me any sense of accomplishment in the slightest. The strawberry garden, the secret house for the Order in the Shiverpeaks, the cave behind the gong gate, the tunnel in Malchor's Leap, the might buff in CM, getting on top of DR, secret room in the tomb, the organ in Ebonhawke. These are all great and for explorers. POIs/Vistas aren't.

#2313096 What GW2 does right

Posted Minion on 01 April 2014 - 12:18 PM

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I guess they do April Fools.... Nah. This isn't a valid April Fools.

#2314784 How rare will dye drops be after the big patch?

Posted Phineas Poe on 07 April 2014 - 07:10 PM

I was under the assumption that they won't be dropping at all.

#2314241 Pay-to-win

Posted I post stuff on 04 April 2014 - 11:47 PM

View Postraspberry jam, on 04 April 2014 - 04:13 PM, said:

Social competition is often so subconscious that we don't realize it. But the joy you feel when you see your legendary (if you have one) is partially from knowing that others will see it, too.
Hmm, this might be hard to explain. Let me try:

I'm still not competing with anyone.

Basically, you compete when someone tries to take your place under the sun. For example, in PvP there can only be one winner and only the winner gets all the goodies.

In GW2 PvE, everyone gets their own, private spot under the sun. So there is no competition really. :-)

#2314148 Pay-to-win

Posted Krazzar on 04 April 2014 - 05:48 PM

View Postraspberry jam, on 04 April 2014 - 12:39 PM, said:


It is the definiton of a cyclical argument.  An observation is founded on some kind of evidence, of which there is none.  "It is because it is" doesn't hold up, especially when there is counter evidence in design that clearly shows the game is becoming less tedious and has fewer obstacles than before.  But here's the problem, making things more accessible is the problem being complained about here.  It can't go both ways, they can't add "super-leet" hard things to get without someone claiming it's P2W simply because it's hard to get.  If they don't add things that are hard to get a segment of players feel alienated and don't want to play any longer.  We know new hard to get things are impossible to buy with cash when introduced and unreasonably expensive at any point. Despite being implied the cash shop doesn't let you simply skip a large segment of work; it can be sped up somewhat but not skipped (unless you drop hundreds of dollars for a single item).

You are continuing to use a subjective measure that you set, which is not correct, to define the argument.  Of course you'd be right when you setup all the conditions in your favor, but you don't set the conditions anywhere outside your posts.  In the case of BF4 I have a couple friends that only play to finish unlocking things.  Other people focuse on their K/D ratio.  Others focus on "PTFO".  That changes how they play the game.  People aren't all the same, they don't comply with your conditions.

You can't simply say, "this is the victory condition and this is how they must complete it".  I doubt you would accept that as a valid argument if presented against you, yet you continue to rely on myths and subjective assumptions to make the same argument.  Not everyone wants a set of legendaries.  Not everyone must complete all achievements, unlock all skills, or complete any given goal.  People have their own goals and can choose any way to achieve them.  The gem trade makes acquiring certain things more fair for a large segment of players.  For the community that means more players, which is objectively a good thing.

But again, this is all secondary to the actual complaint, an excuse really.  Players with a high time-commitment want to be in some special club no one else can be in and are upset the scales are theoretically more even than in past games.  Especially threatening is the trend of gem store items offering accesibile access to cosmetic items and now the cosmetic update.  This "subjective advantage" doesn't hold water.  People don't really care what in-game items you're carrying, you're spending all those hours to get something you think looks cool because it's a personal goal.  You want your character to look a certain way, no one is forcing you to get any given item or complete any given goal.  That's where unhealthy attachments come into play.  Feeling your efforts were a waste of time is a sign the game is playing you.

#2313692 Pay-to-win

Posted Feathermoore on 03 April 2014 - 02:17 PM

When most people talk about pay to win they are actually taking about "paying to beat other people." There is no way to lose in GW2. There is no advantage over other people gained from spending real money. So yes, from the literal interpretation it is possible to buy your way to your goals in GW2 but this has no impact on other people so it isn't the standard use of P2W. The quote "noone can make you feel inferior without your consent" from Eleanor Roosevelt is pretty relevant here. If you take issue with another person spending money to get something they want faster than you then you are holding a really unhealthy view on the world.

Is game design influenced by the cash shop? Possibly. We don't know what Anet's internal QA standards are in regard to this. It is equally possible that the cash shop is just developing goods that would be sold based on the game design that is already completed. Which came first? Which has more impact on the other? Not possible to say without having access to planning meetings. It most likely is both. And no, this isn't something we really need to talk about as we all know what the argument is.

So really on topic. No, GW2 isn't P2W in the traditional sense as for it to be P2W you must gain an advantage over others in a way that makes you beat them.

#2313812 Megaserver: Part 2

Posted Satenia on 03 April 2014 - 05:26 PM

Said I'm gonna hold my breath till the information about world bosses is out, so here we go:

Horrible beyond my wildest imaginations!!!

With this kind of rotation, there are some bosses I'm simply not going to see anymore because I don't happen to play at these hours. Yet even worse, a spawn windows of 3 hours on the "mega-events" means that I won't only need to "camp" for a slot on a given map, no, I also have to remain there anywhere up to the max spawn window time. Are they gonna put tents into the gemstore with that update? :blink:

With world bosses being the only kind of content where I actually think the map-population matters, the mega-server system will ensure that I'm less likely going to have access to these encounters. Quite the opposite of what I was hoping for.

Better farm those ascended mats while they are still easily accessible...

#2312071 Say Goodbye to Armor Repair Costs and Hello to Free Trait Resets

Posted shanaeri rynale on 28 March 2014 - 08:48 AM

Kinda OT. But due to other untouched game mechanics, A direct DPS centric build is always going to be superior than support or control builds. All nerfing direct DPS does is slow down the rate at which stuff dies. If you nerfed Direct DPS to kill at the same rate as say condition damage builds, people would still play direct DPS as a/ the design of the game makes it easier to play and b/ they already spent loads of gold on buying armor/trinkets etc for it.

Anyway, back on topic. While I welcome the no armor repair costs anymore, cost wise it doesn't really affect me that much, except in WvW. A better change would have been to make WP charges free, or to put a smaller cap on them.

I'd like to bet reducing money drops from champ boxes will take more money out of the economy than no armor repair costs puts back in. So in effect we're getting a net income nerf, not a net income buff

#2312915 What GW2 does right

Posted Mordakai on 31 March 2014 - 07:52 PM


Inspired by this.  There a lot of things GW2 does wrong, or needs improvement.  But we spend so much time talking about these, sometimes we forget the stuff GW2 does right.  It took me playing some betas of other MMOs to miss GW2, so I thought it would be fun to list some stuff GW2 does right.

1.  No spawn camping; everyone shares loot

Seriously, how can any MMO still have "first tags" on kills?  I'm so used to just getting credit for killing stuff that when in other MMOs I don't, I think it must be a bug.

#2312936 What GW2 does right

Posted WWJasonD on 31 March 2014 - 09:13 PM

The wallet.  It's so nice that I no longer need to move money around, worry about who uses karma potions, or if I have to make room for dungeon tokens.