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Faish.4238

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  1. Do you know how long it will take to farm 30k gems worth of gold? The complaints are justified and i think you know that. Not relevant. The gem-gold exchange is not meant to completely circumvent all transactions. The fact that it can is already a problem within the system. [...] If you decide to cheap out and spend 0 money on the game while still desiring the feature, you are already not the target audience and not a high value/priority customer. [...] TL;DR:There is customers who are worth keeping happy, and customers who are worth keeping happy but with less priority. Bringing features in line with valuable customers desires/demands is a top priority. Every one else gets attention once the afformentioned group has been satisfied via subsidizing resources for non revenue generating player pools . Might sound harsh, but that's how the real world works.I don't think you understand how gold/gem exchange works. All gems there are first bought with real money, then donated to the system (in exchange for gold) by players who bought them. Therefore, regardless if you bough gems with $$$ or gold, ANet is still getting paid for every gem store transaction. While gold to gem ratio fluctuates, price is always proportional, so if something is too expensive with real money, it is also too expensive with gold. Don't talk like gold is worthless and limitless supply, because gold/gem exchange rate shows otherwise: 1 dollar/euro/pound/etc can only buy you X amount of gold. Also note that people don't just say "it's too expensive", but they also point out there are other items in gem store that offer more value (character slots, arguably bag slots).
  2. Hello, I'm kinda new, started playing PvP less than 2 months ago and although I suck big time ^^ I find it very fun and I want to keep playing it. I have 3 suggestions how to improve it, mostly QoL, and while I post them as a feedback for ANet, I'd also love to read feedback from more experienced players, especially about the first one. I also believe that they are all easy to implement. However, I haven't played WvW yet, so no idea if these suggestions would apply there as well. Remove "rally" mechanic from PvPOk, so... I was wondering why so many PvP'ers are toxic, especially the unskilled ones... and I came to realize that source of the issue might be "rally" mechanic. I might be totally wrong about this one, but think: in PvE, mechanics like revive and rally are always positive, they never harm anyone, always help, because players are always working towards common goal, and therefore they encourage cooperation between players. In PvP however, rally can feel like your teammates help your enemies by dying, however weird that sounds. Therefore it encourages hostility and toxicity towards your own teammates. And I know that top players have ways of dealing with it, or taking advantage of it, but that's not the point; pros in any game can always adjust to any mechanic, no matter how weird or unintuitive it would be. It reminds me of so called "kill stealing" in League of Legends. There, it also woulnd't affect pro players, because they know how to take advantage of loot distribution system. But less skilled (or more selfish) players can literally work against their teammates by taking loot for themselves. And as such, it incites hostility towards teammates. So I believe that removing this mechanic from PvP would reduce toxicity, but that's not the only reason to do so. It also feels completely unintuitive/unrealistic. At times it can be snowbally, because if the one team is much better than the other, downing one of them doesn't matter as they keep getting kills. In fact, rally can even effectively heal someone who was below 25% health before. Other times, it just feels random and unfair. Like, you're fighting someone 1v1 and manage to down them, and you didn't even know they were fighing one of your teammates before, but hey, they just got rezzed instantly, deal with it. If you'd downed them 0.5 second later, it wouldn't happen. So, random, snowbally, unrealistic and unfair mechanic that encourages toxicity, please make it go. Rotating minimapI got so much used to rotating minimap since I discovered this feature; much to my disappointment, it's not available on most PvP maps. I can't stress this enough: I simply can't read minimap that is not rotating, I don't know where I am and where others are in relation to me. Since it works on some maps (Djinn, Capricorn and Coliseum), it's certainly possible to make it work the same way on other maps: all that needs to be done is to set center of the map around which it would rotate. Calling target on yourselfWhile this isn't strictly PvP thing, I believe it would affect competitive modes more than PvE. Scenario is really simple: someone wants to get rezzed, so they target ME. First of all, I absolutely HATE IT when someone calls target on me for whatever reason, with a good faith or not. It's just beeing the target, having big red crosshair above my head (hunter's mark?) that triggers me. Oh, and I hate red color. At the same time, I don't find it helpful at all. Because if I don't rez someone, I do so because either: I think it's too risky, or I don't see them. Teoretically people target me to help me spot them, but it doesn't help with that in any way, because it doesn't show their location. Now, I'm not saying that I need that to spot downed players, all I'm saying is that I'd rather have them target themselves (if they want to be more visible) than me. I don't know of any way to make you select your own character as your target, but maybe it could be done that when you call target without any target selected, you place this big red crosshair above your own head. Another change that could be made, is that things said in /team chat could be visible as a bubble above your character, just like with /s. This way, when someone says "rez", it would also pinpoint their location. I somewhat doubt people would start saying that, because they never do so now. Calling target is just faster and easier (even if not useful).
  3. I've played with this "template" system for few weeks and I'd like to expand on my initial opinion. It was positive, but I want to note that I've never used Arc Templates. And I'm glad I haven't, because otherwise I'd probably be just as pissed as almost everyone else in this thread. I've used player-made templates in another game, so I imagine how they might have looked like. For someone like me, these "templates" (they are not real templates, build storage is) are much better than having nothing at all. However, it seems like they were designed for people who never make ANY changes to their builds; every minor change, like switching 1 trait or weapons, is more troublesome than before. Before, I only had to remember if I made changes to my current build; now I need to remember this for ALL builds that I have. So basically this system is expanding inconvenience that real templates are supposed to fix. For example, if I have 2 different armor sets in "template" 1 and 2, and I want to mix them up for whatever reason (fashion, min-maxing stats, different weapons), it creates all sorts of problems: items will be randomly popping up in my inventory, and when I'd want to return to my original setup, fixing all "templates" would be more hassle than it is worth. And I don't even have any legendary gear! (That would be nightmare.) But even if you have everything set up perfectly, never make changes to your whole 2 FREE "templates", having them split into 2 tabs feels completely unnecessary and... wrong? I must admit, I was never a fan of this game's interface, where you have 1 window with thousand tabs (and tabs within tabs). You have 1 tab for changing/activating outfit, another for changing it's colors, then even another for hiding back item... so you end up with like 10 extra clicks for something as simple as changing outifts. It would be great to have template system for outfits/colors too btw, but my main point here is: these tabs should be more condensed, with more utility in each tab instead of having tabs with singular purpose. There was a lengthy post with lots of modified screenshots few pages ago that explained how it could look like. I don't know if that was the best possible implementation, but there were a lot of good ideas there. Having additional bag slots is neat, but it's so obvious that they were added to this "template" system to justify monetization. Nobody ever would expect templates to give you more bag slots, that is not their purpose. Their purpose is making changes to gear and skills instant and convenient, no matter how big or small the change would be. So yes, this is good start ANet, but if you're going to keep things like they are now, you're shooting yourself in a knee. This system needs to be expanded, A LOT, to resemble one that GW1 had. Storing builds locally is absolutely fine, as long as you're able to have infinite number of them. So instead of "build storage" we need in-game support for storing/loading builds locally. We can do this manually right now, by copypasting codes to text files, but once again, the key word for templates is: convenience. And of course, there need to be something like "build storge" for equipment. If you can't make it (someone said that ANet didn't want to touch equipment coding, but I haven't seen source of this information), while it was possible in Arc Templates, then something's wrong... Think, third party developers could manage your code better than your own? I don't know about you ANet, but I'd like to have this game alive for years to come; if you care about long-term health of your games, I believe you should reconsider your short-sighted policy.
  4. In general, I like these changes. I've saved quite a few inventory slots thanks to equipment templates, and I don't play GW2 too long, so I don't have more than 2 sets of gear on any of my characters yet. There is one major problem with these new build templates that needs to be adressed, and that is switching builds between PvE, PvP and WvW. I've played PvP only for a month, but I'm already used to having builds switching automatically between modes. They no longer do that, you have to switch them manually. Despite it seems minor, it's a huge QoL step back. At the very least, we need the ability to set default build for each game mode like we used to, and they would switch automatically depending on if you're in PvE, PvP or WvW zone. But optimally I'd like to have sigils, runes and stats from PvP builder included in build templates, as they are integral part of the build (also worth mentioning: not dependant on the gear). This part of build templates could be hidden while in PvE zones, but visible for every build in PvP. If you want to avoid confusion among PvE players, that is. If equipment templates were real templates, not just loadouts, I'd like to have distinction between intentionally empty slots and slots that are ignored when changing templates. Items in "intentionally empty" slots would always be unequipped when switching to a template (useful when you want to have an empty offhand slot, for example), while "ignored" slots would be just that - ignored, when activating a template that has them (useful when you don't want to change whole gear, but only few pieces). Another minor bug I noticed: if different equipment templates have different pieces of gear in one slot, but one is dyed while other isn't, switching between them will copy dyes from one item to the other, like if these items were manually equipped one after another. There is a bug/issue/inconvenience with weapon sets that has similar cause: if different equipment templates use completely different weapons, switching between them will always set second weapon set to active, like if weapons were manually equipped one by one. Or if only the first weapon set differs while the second one is the same in both templates, then switching between templates will always set first weapon set to active.
  5. What I discovered today is that WH 5 and focus 4 not only can't crit, not only don't apply "on hit" effects (like vampiric traits), but also kills with them don't count towards weapon master achievements! Now that's just silly xD
  6. As a somewhat new player and 100% casual on top of that, I also don't like these changes. I'm not gonna repeat other complaints about these skills here, I agree with most of them. I play base necro as support (don't have PoF and don't like reaper) and it strikes me that despite having interesting support trait line (blood), necromancer has no real support weapons. Support as in, granting buffs to/healing other players. There is staff (not a great option) and there was focus - which is gone now - both granting regeneration. I know, focus wasn't great as support (or any weapon really), but it was support option nevertheless, and now it's gone. Instead, both focus and warhorn were given self-healing components, which I don't need personally, and they're weak compared to my other leech/healing options. I'd rather have real support weapon. Maybe if dagger 2 was also healing allies, or if overflow from my leech effects when I'm at full health would heal others... but now... just meh... I'm also disappointed about visual aspect of these changes. I really like the locust effect of warhorn 5, and lowering it's duration means I can see it less often. But focus 4 is even worse: it had it's cool, unique projectile, which got replaced by generic hand from staff auto attack. I mean, why? It's not just visual issue, either: old focus 4 would always travel it's full distance if you didn't have a target selected; the new one, in case without target, will most likely detonate at your feet. It may very well be because I don't fully understand how projectiles work in this game, but imho it's lowering quality-of-life change.
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