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The Ace.9105

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Everything posted by The Ace.9105

  1. I am actually performing pretty well with renegade in pvp. There's few things that could be better like the slightly faster cast time on f3 and short bow skills 2 and 3 could hit the foe sometimes cause now they are just not usable. It would be pretty nice to have short bow 5 as unblockable as well but that might be a bit powercreep.
  2. I think it would be possible and pretty easily actually with separate instance for 10-man group.
  3. On most parts, map clearing would be pretty casual so i'd say that many guilds would do the instance clears as a content to spend time actually playing the game instead of afk in LA.
  4. Some of the maps/bosses have great mechanics that just don't get used cause there's a stack of 50 ppl that doesn't die to anything. How the gw2 vanquish would work is by clearing the events on the map.
  5. Finding 10 players at the same place in the open world outside big meta events (or an event daily) is hard anyway. Also, see how much populated individual dungeons or fractals are, outside the potential dailies. I already explained why vanquishing was a solo experience, because one it was incredibly boring/tedious and second there were no rewards for doing it a second time, it was mostly similar to world completion in GW2, you don't really need people for that. Now if despite all that you did it in a group, good for you, that doesn't change that it was designed as a solo experience. I only read what the OP said, that they want it to be like GW1 although they didn't give any information on how it would work. Clear the map by completing all of its events. Some maps are more casual and some maps more hc. As it is currently there's not a lot of replay value on some maps so this would at least give the initiative to play those maps again.
  6. Don't take the vanquish literally, gw1 didn't have events and didn't have respawning mobs so you killed all the mobs. In gw2 you'd have area vanquished when you complete all of its events etc. and clear the map. I'd say it's pretty simple to implement. That's essentially just changing the drop table of the loot in that instance.GW2, as it exists today, is not setup for vanquishing. I disagree. Anet could easily design maps that have the 10-man mode and it would go with the living story releases to give more content to us players.
  7. So you want them to add about 49 10-man instances to the game at once... how would this even be populated I don't know. Also Vanquish in GW1 was mostly a solo experience, don't mistake heroes for other players. Not necessarily at once. Your experience might have been a solo experience but initially you did it with other players. GW1 wasn't a solo game unless you made it solo. Also, it would be fun group content for gw2 that would actively get new content for you and your friends with the living world releases and would give the raid community something to do as well. I didn't say GW1 was a solo game, there were parts were going with a party was really good, not required, it just made things way faster, like Domain of Anguish or the dungeons. Also, the rewards were great there and repeatable. On the other hand vanquishing never had worthy repeatable rewards, if going for the rewards you were going to farm specific bosses, there was literally zero reason to vanquish an entire zone for a second time. So yes I stand by what I said that vanquishing was a SOLO experience. Btw when it was added we had heroes, at that point the game was a solo experience (outside those hard-repeatable dungeons) Also maps in GW2 are gigantic and mobs are too sparse, doing a map completion that requires simply interacting with some objects is tedious experience, now you want to add a brand new mode that is even worse? Hunting for those moas hiding at the edge of Queensdale sounds so hardcore and exciting -not.Yeah, in gw1 vanquish wasn't really repeated. The idea is to get some small group content for guilds/friends to do that could get frequently updated with the living world stuff. It's not like you'd lose anything if anet would do this. This would be more content to the game that wouldn't necessarily be that big of an effort to implement and would bring a lot of content to the game pretty easily and keep guilds doing gameplay stuff together. Gw2 is very different game so it wouldn't be like the gw1 vanquish cause we have events with end event bosses etc.Some maps like Queensdale are more casual maps that are pretty easy to complete. Not every map has to be hardcore raid map. Some people actually enjoy the moa event.
  8. The foes can respawn, you would be just clearing the events that happen in the map and once cleared, you'd be rewarded and the bosses etc. you clear during the run would spawn a chest with a chance to get something nice.
  9. The events have event scaling already and it could be like daily/weekly clear if there's problems to get ppl to the new map releases which i doubt cause the game isn't dead. Infact, I believe this would bring the afk ppl from LA to play the maps more cause there would be something more to do. It would bring another aspect to map development but once they learn to do it it becomes automatic standard for the development process and it doesn't really take extra time cause the maps are going to be developed with the 10-man hard mode in mind.
  10. So you want them to add about 49 10-man instances to the game at once... how would this even be populated I don't know. Also Vanquish in GW1 was mostly a solo experience, don't mistake heroes for other players. Not necessarily at once. Your experience might have been a solo experience but initially you did it with other players. GW1 wasn't a solo game unless you made it solo. Also, it would be fun group content for gw2 that would actively get new content for you and your friends with the living world releases and would give the raid community something to do as well.
  11. Vanquish is a thing from gw1 where you clear the map aka. kill all the enemies in the map instance. In gw2 there could be an npc or a portal at the beginning of the map that would take you to a 10-man version of the open world map where you have to complete all the events etc. to earn exclusive rewards from boss kills and end reward from the map clear. There are already bosses with mechanics in open world maps that sometimes don't get used that well cause there's just too much ppl so it would basically be raid like content that you could do with your friends in a small group. This could be like the "hard mode" of guild wars 2. Edit. New ideas popping out of nowhere.This could also be a guild thing where the map clear would happen in a form of a guild mission and would have minimum/maximum players required to clear a map.
  12. it has been like this for a long time, it used to be 1 or 2 balance patches per year.
  13. Differently colored icons would help too but it doesn't help you when there's multiple enemies. Changing the color of the player when they have stab on is pretty clear indicator that doesn't add more animations/visual clutter compared to for example a buff above the head which could also be a solution.
  14. Well, currently it's super awkward to use imo cause it has so slow cast time so I think it's more of a QoL than powercreep.
  15. Technically, Most boons have some visible indicator, mostly the defensive ones. Protection is shown with some kind of circles surronding your character,Retaliation is a spiky shield on your left arm,Resistance is 3 circles linked together by lines and circling around your character (probably the most visible)Aegis is a blue shield on your left arm. Stability have none I think (well, never saw it yet). I think it's perfectly fair if a visual could be added (I really like your idea btw). Yeah, the visuals for boons in general are pretty small and you don't really see them with all the flashy animations but stab especially would be nice to see clearly without needing to go through every target separately.
  16. the only "critical" boon is pretty much stab cause if you are not able to interrupt the enemy you have to calculate your next move again
  17. It's really hard to check if every enemy has a stability during team fights and play at the same time when you have to react in 0.1s to different things. Would it be possible to have the characters (only basic model?) to have a white infusion or white color or something when it has stability?
  18. The skill could get a bit faster cast time. As it is now it feels really slow to cast, uses a lot of energy and doesn't really fit in the gameplay. I think 1/2 second cast time would be fine for it.
  19. Hey, that looks just like a normal warrior. Nothing special here. Happens constantly.
  20. You missed quite a lot of the topic. What I try to question here is: What's the point of playing the game if the endgame is just skins and all the content is completing dailies to get money for the skins you can buy with real money to skip playing the game.
  21. Yeap, apart from the fact you can't actually buy them, when you want ;) You have to wait and hope to catch them in TP, when released.. provided you haven't spent that gold for something else meanwhile..or simply keep playing (e.g. pressing F key and doing daily scheduled routine). I doubt mobs or rng drop are interested in shiny stuff anyway ;) This game is on free fall- instanced story content gets smaller and smaller, simple repetitive actions without purpose get promoted as a gameplay, cosmetics get locked behind a timegate.. doesn't look good. Yes. I don't know if it's really the way to do a casual mmo where the main part of game play is either dailies to get gold to buy skins from gemstore or don't play the game and get the skins from gemstore with real money and do some random fractals/raids etc if you care enough.
  22. I have started to question the business model of anet after hearing what the old blizzard devs are now explaining about the failing gaming industry. Why are we buying mount skins? What are the skins for? Sure, they look cool but does nobody care if someone has a cool mount skin? Everytime someone has something cool you are like "wow, let me buy that too" and then everyone has it and it's not that cool anymore and that is the endgame of gw2. Skins. https://www.youtube.com/watch?v=i5wv1kF9Gqg I think in this video the ex blizzard dev explains everything pretty well. Yes, it's a reaction video but it's very unlikely for ppl to watch 2 hour video and hear the explanation instead of 10 minute video. Explaining the video: The gaming industry uses analytics to determine what is fun in a way that time spent on doing something = fun. Devs do something and doesn't know if it's good or bad and they let the analytics tell them how much time ppl spend on the new content to determine fun. The Dev uses an egg timer problem from ultima online as an example where every 15 minutes the first time you use a skill you gain a skill point. The system used to be kinda random before but they reworked it which resulted in a player behavior where every 15 minutes when the egg timer rings a player would log in and use a skill and log off. "When your play cycle is built around refreshable timed reward structures it's the end of enjoyment of experience. You are not playing anymore, all you do is maximize the reward for time." The sure way to see if a player has stopped playing the game for fun is to look at the log in statistics and see how many players have logged in, completed they daily/ weekly stuff and logged out till the timer on those things has reset. "These ppl are just maximizing rewards and in some cases hoping that the game would turn around and the investment would pay out. As things are going that investment will never pay out cause the game won't never be fun at any point in the future so the collection of rewards in this environment is essentially pointless. You are never gonna leverage that in a game you actually enjoy in playing again. You are never gonna even be on the servers longer than it takes you to fulfill your egg timer requirements." Analytics defining fun sounds is like trying to make an sentient AI that tries to determine the emotional quality based on data. Instead of doing that, you should get devs and have them "talk about why things are fun and game design systems that create engagement and an emotional experience that would essentially constitute fun. Describe that. Describe how challenge is important for engagement cause you have to be present and how failure is an important part of the process of learning and becoming the master of the thing you are doing which creates engagement, long time reward. Interactions with another ppl, the social aspect, create emotional bonds and emotional experiences that create sticky moments in games that require ppl be online a lot of times in order to create more fun. Talk about things like that, don't talk about how we've run the numbers and we see people are doing this and therefore that's the funnest thing in the game." ////////////////////////////////////////////////////////////////////////////////////////////////////// tl;dr: The gaming industry uses analytics to determine what is fun in a way that time spent on doing something = fun. Devs do something and doesn't know if it's good or bad and they let the analytics tell them how much time ppl spend on the new content to determine fun. in reality: "When your play cycle is built around refreshable timed reward structures it's the end of enjoyment of experience. You are not playing anymore, all you do is maximize the reward for time." The sure way to see if a player has stopped playing the game for fun is to look at the log in statistics and see how many players have logged in, completed they daily/ weekly stuff and logged out till the timer on those things has reset. "These ppl are just maximizing rewards and in some cases hoping that the game would turn around and the investment would pay out. As things are going that investment will never pay out cause the game won't never be fun at any point in the future so the collection of rewards in this environment is essentially pointless. ////////////////////////////////////////////////////////////////////////////////////////////////////// So back to the topic. Why are we buying mount skins? Why are we buying things from the gemstore in general? What are they for in the end when everybody has them and ppl just log in to do dailies and log off and the most coolest skins are from the gemstore while the content you clear doesn't really give that cool stuff? For now it's pretty clear that anet is still working on the side projects seeing that nothing has really changed in the game and the silence about development continues probably because there's nothing to talk about yet. The fact that we have new extra balance team etc. but we still lack frequent balance patches indicates that the gemstore support is still not going into gw2 in the form of content. The skin market surely works tho but what is the point of it when the game doesn't matter and all this game has is to play for reward maximization aka weekly/daily/timegated content?
  23. The gemstore money you spend does not go to supporting gw2 but it goes to funding ncsoft that funds anet which at this point is focusing on the side projects so maybe like 1-10% you spend goes to actually supporting the game.
  24. Free to play could bring more ppl to try gw1 and since it could be in a form of the original guild wars and not the expansions the ppl who really enjoy the game will want to buy the expansions too. This way anet could actually earn more revenue from gw1 as well cause now the whole content for it is behind a paywall and a lot of ppl don't want to use their money for a game they want to try.
  25. Since gw2 is also free to play, would you be interested in trying gw1 if it went free to play as well? The game is still great and has so much depth that I think everybody should play the game. Edit: Seems like people somehow think that free to play makes the game lose money. Personally I think if people can play the original game for free they are more likely gonna buy the other expansions too instead of not buying/playing gw1 at all.
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