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jaymin.1785

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  1. Can the Black Lion Merchants (both single use and permanent, maybe even all general merchants) be updated to include the research kits? It's a small change but it would make things easier instead of having to go to Master crafters or EoD maps. There seems to be a lot of inconsistencies about which merchants have or dont have the research kits. Some examples: Master chef's dont seem to have the research kits where ever other master craftsman do BY-TK10 merchant in mistlock sanctuary doesnt have research kits
  2. I agree, in theory this was a great idea in some aspects, but for others it complicates the process. Two suggestions I have would be to: 1) implement a search feature, just like inventory and bank UI's have. This would make searching the 350+ items that are showing up from my bank easier to forge correctly. 2) Add a toggle for the bank items so that players can choose if/when they want the items from their bank to show up while forging. For reference, forging exotics is a very particular process and I do not want things from my bank to be accidently included.
  3. Hello all! The goal of this post is to respectfully talk about the Battle for the Jade Sea meta and possible solutions/compromises for the community. First of all, I'd like to thank the developers for putting so much work into producing such an amazing open world boss fight. I personally LOVE the fight and it's intent to make it actually feel like there are stakes at play while fighting To be quite frank, all other encounters dealing with that has been a little lackluster, always feeling a little underwhelming for the buildup of how powerful of a presence they hype them up to be. This meta is the epitome of all others and as such, there should be some difficulty otherwise it holds no meaning. Personal opinion aside, the community has shown a lot of divide over the meta and its difficulty. Again, the intent of this post is to constructively and respectfully discuss solutions to compromise with as many player-bases as possible. My best proposition would be to have 2 different difficulties for the meta through open world meta and instanced meta: ---The open world meta would be nerfed in difficulty by adding more time to the meta before a "fail" (ex: 5 minutes) and providing some rewards even if it fails. Spending 1-2hours in a map on a meta event to get 30 copper feels really bad for everyone involved (aside from drops along the way). ---The instanced meta would function like the Dragonstorm meta where a squad could create a private instance. This instance's difficulty should not be changed to provide the level of difficulty intended and provide that feel of the fight that a lot of players have grown to love. Completing a harder encounter gives more pleasure as more stakes are needed. This solution would allow Anet to make any possible nerfs "necessary" to allow a larger population to complete the meta (at whatever rate they deem appropriate) while still keeping the original fight as is for those that enjoy the feel/difficulty of it. This solution also helps keep the intent of bridging the gap in difficulty of content throughout the game. The difference between "unfailable" open world metas to other content (strikes, raids, PVP, etc.) is too steep and this meta forces the playerbase to interact the the core game mechanics. Overall, I think we would all agree that the rewards for the meta should reflect the work necessary to complete it and to address this, the open world meta can still have the turtle mount as a reward for the first time, but subsequent rewards could include drops such as an infusion (who knows, there might be one there already), more rewards in general for progress like Drizzlewood Coast, etc. As for the instanced version, the rewards should reflect the harder difficulty as well and maybe could reward players with legendary components, a turtle skin chance, etc. There is also the inherent issue with the future of this meta as is with the current rewards. After, lets say a month, most people willing to cooperate, join discords, etc. will have completed this meta and not do it as much anymore, meaning the re-playability will suffer. Coupled with the fact that most people unable to complete it now just want to beat it once for the turtle and never do it again which also causes the re-playability to suffer. Separating an open world or "public" meta vs an instanced private squad will help re-playability in the future and allow groups to form whenever they want to, rather than on a specific timetable. Please remember to be respectful and constructive in your discussion.
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