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Jianyu.7065

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Posts posted by Jianyu.7065

  1. 1 hour ago, Sobx.1758 said:

    There's no map exploration in pvp, not sure why you're making up this nonsense here.

    No, it is not.

     

    No problem.

    Right, because there are no vistas, points of interest, or waypoints??? 

    Yes - it is. I see posts on FB all  the time about "play your way". Forcing players to play content for things they want doesnt sound like "play your way"

    I swear - it only takes engaging with like two people here before I remember that these once awesome forums are now only kin to Steam at best...

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  2. 45 minutes ago, ArchonWing.9480 said:

    Not sure why people make things so complicated. There is already a way to bypass the GoB for most legendaries with the Wizard's vault. You just get the mystic coins, the t6 mats, sell them, and also get the bags of gold. Then just buy said legendary without having to do any gifts whatsoever.

    Even a completely exhausted Wizard's vault gives 37 gold a week and this is not to include any bonus ones from festivals and special events. The difference between crafting and buying a legendary usually maxes out at around 800 gold. Even if we assume the GoB to be 100% of the difference (which it is definitely not), this translates to about 21 weeks of WV's rewards in a close to worst case scenario.

    Sure it does not apply to Gen 2 Legendaries and legendary accessories. But Gen 2s provide no advantage at all over the other ones, and the Gift of Battle is a extremely small part out of everything else.

    Okay.

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  3. On 4/27/2024 at 10:38 AM, Therac.6431 said:

    If you want gift of battle go to battle, if you want gift of exploration, do map completions, is how the game works, stop trying a baby treatment always looking for what u want doing what u want

    PvP player get nothing for exploring PvP maps......

    While I dont entirely buy into the idea that paying customers should always get what they want, GW2 is 100% marketed toward players becoming their character in game - "be who want to be, play how you want to play". Forced content doesnt really fit into that - in a sense you can call it false advertising in regard to obtaining legendary equipment.

    I'm just filling you in that your comment is contrary to how the game is marketed.

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  4. I did not read through this entire thread so if what I am adding has been said previously, I apologize before hand.

    I think what is strange about GoB - which I believe isnt so terrible to acquire - is the fact that for legendary weapons and trinkets, the far greater majority of crafting materials needed come from investing a lot of time in PvE. This causes PvE focused players to enter a game mode for a rather decent period of time that they arent normally familiar with - their builds are not tailored for the content and they dont immediately understand the mechanics needed to gain points toward reward tracks, or have the ability to efficiently navigate the world space...no claw. On the other hand, PvP players can have a ton of GoB stacked up but to make any use of them, vice-versa conditions exist for them to enter PvE. By comparison, its easy to estimate that it is far more difficult for a PvP player to make use of a GoB than it is for a PvE player simply because the time investment is greater collecting the PvE materials than it is to acquire a GoB - period. There are legitimate frustrations on both ends.  The simple solution would be to add GoB to the wizards vault, but it shouldnt be a standalone item - it should be provided exclusively with the legendary starter chest but have the cost increased to the max allowable AA which is 1300 I believe, AND it should come as a choice with the other gifts. I believe this way, PvE and PvP players have access to gifts immediately that they normally wouldnt have. I think the other solution would be to make it a PvE accessible recipe for Lyhr.

    This doesnt solve the entire problem though because there is still the Gift of the Mists which is composed exclusively of PvP materials. But again, the other side of the coin for PvP players is the rest of recipe is entirely PvE focused. 

    So, its absolutely bad design overall, forcing both player bases to engage with content they may not find very fun at all - and maybe even more-so more frustrating than what its worth considering just the mere thought of being forced to do something you dont enjoy in order to gain account-wide QoL content features that would make the game far more accessible to you is enough to make a player feel like the game is no longer worth playing.

    I do believe firmly that ANet must find a solution to this problem. ANet is very good at making grind-loops, but its highly questionable, EVEN easily debated whether any of their grind-loop systems are fun and enjoyable. Its no secret that Soto is exclusively the PvE legendary armor zone - otherwise, we dont really have a use for this out-of-the-way content. Overall, legendary equipment needs to be accessible by both player bases relative and relevant to the content they enjoy. A PvE player should be able to get GoB and GotM materials in PvE and vice-versa for PvP players - there should be reward tracks with shorter spans or something for the PvE materials or the other gifts. Why we are waiting for a solution like this is beyond me. That said, at the end of the day - you cant give into one side without giving in to the other and it would be stupidly unfair to PvP players if only PvE player benefitted from the removal of cross-over to obtain legendary materials.

    No matter how you look at it - only a small group of players have no issue with this, otherwise, nobody wants to do cross-over content to get the most out of how they choose to play, and ANet shouldnt force players to do play that way just because they want players to do more than what players want to do. 

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  5. 13 hours ago, Vayne.8563 said:

    Sure but you could only use 3 of them. Which meant, at very least, you'd have to go into the Underworld or Fisssure of Woe with only 3 heroes. Henchmen couldn't go on there either.

    My wife and I were able to beat DOA with 2 of us and six heroes, because we could each take 3. You also couldn't use 7 heroes back then. That change wasn't made until the game was no longer under active development.

    Do you really think the game was designed to solo when the hardest content required you to do it with 3 heroes and 4 worthless henchmen?

    It wasn't just FOW and the Underworld either. The Deep and Urgoz's Warren, which came out before heroes, had 12 characters that could enter. I doubt many could four man that.  Yet that's the most you can take.

    Aside from that, Anet had said all along, it was all about designing a community.  

     

    I think the game catered to both solo and co-op so, to suggest that it's primarily a co-op game is probably closer to an opinion than a fact - regardless of ANets statement. I played GW1 entirely solo, except for my excusions into Factions, and I accomplished at least as much as anyone who played co-op. What do you expect my take to be based on my experience? Not only that, more content regarding how heroes were used was continuously developed to favor the solo player culminating with mercs. 

    Also, I never said that I thought GW1 was built for the solo player, I said that the idea of the game being primarily co-op is arguable and there is plenty of evidence to argue it.

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  6. 1 hour ago, Vayne.8563 said:

    Heroes didn't exist when Guild Wars 1 launched, nor did Mercs for it's entire active development life time. We did have henchmen, but henchmen weren't allowed to go into the Underworld or Fissure of Woe, and they were woefully inadequate in end game content at any rate.

    Well, heroes not existing at launch is just cheery picking to make a bad point. They came with Nightfall which released only a year after launch in 2006. So, while the point of GW1 being geared toward co-op can be made its easily arguable as GW1 spent more time with heroes than without.

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  7. On 3/27/2024 at 11:56 PM, Izzy.2951 said:

    Saying that GW1 was designed as a solo game, when it was designed as a cooperative game in all gamemodes is nearly a war crime. 

    Maybe you should ask Heroes and Mercs what they think about GW1 co-op game design....

    And "war crime" - makes me wonder what your opinion is of actual war crimes....

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  8. I agree with the thought that - while its fun to speculate - we should probably wait to hear IF/when something is officially announced by Anet. It would be a huge undertaking to rebuild the code and update GW2 to a new engine, but how much more or less risky is that compared to dev-ing an entire new game at this stage(?). Many players play GW2 because you can play it with very minimal hardware. I first began playing this game on an i5 650 and a Radeon 5070. This group of players will be completely left out of a new game as many cant afford to upgrade. Hopefully one day, PCs go the route of TVs and become a basically mastered tech that becomes super cheap because they're super easy to manufacture - but thats another topic. Like many of us - I want more from Anet, but their recent content - while decent - has been rather uninspired compared to installments of the past. Was the creativity of HoT a one-shot, or the game changing impact of PoF a tease. Of course, this lack of inspiration can be explained by the dev-ing of a new game, but I can almost guarantee that many of us will not give up our time, our friendships, our knowledge, or things left undone to move over to the new shinney; surely Anet has considered all of this and knows that there is a huge risk here. Even if it is official - what sort of arrival time can we speculate, especially when its been announced so abruptly in its early stages. 

    Personally, I believe a remastered game is their best bet. It allows them to deliver more while keeping most of whats already intact. Potato gamers could probably still play with some adjusted settings. If this announcement is official though, then a remaster is of course just a dream. 

    Otherwise - I can only imagine this announcement being official sounding good to players who have 30k plus hours and nothing left to do - which is a very small percentage of players. I guess it would also sound good to players with certain entitlements, but most of the core player group who have supported this game through love and friendship are probably not feeling very considered by this - IF it is official.

    Also - I am not sure how confident I am in this current dev team to deliver a new game that holds up to the history and longevity of the GW franchise. 

     

    Jeez, I mean it seems like there is so much left to do and see that we havent even had a chance to discover yet. More of the map visible game world is covered in fog than what we actually get to play in - probably close to twice as large. The move from GW1 to 2 made sense but, will GW3 take place another 250 years in the future. I dont know. I like the idea of a fresh coat of paint and more creativity but not a new game. 

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  9. 2 hours ago, Asur.9178 said:

    A/P has more significant problems than just the terrible A/P 3 design (duplicate of A/D, minus the shadowstep). That's ignoring all the problems with axe's functionality in general that  is currently plaguing the weapon.

    Pistol offhand on its own is terrible without a great finisher on the MH/3 or a ridiculously strong 3. It's why D/P is godly in design and Sc/P is good, while the rest are just awful: S/P is dead, P/P is a meme, A/P is terrible. It's also why any decent/good thief (myself inclusive) wanted either both a MH and OH or just an OH as a new weapon...not another MH or 2H.

    Is there any practical use for A/P. Is it worth using at all in any game mode? I'm interested in your insight. Why is it so terrible. What is it doing wrong. How can it be better. Genuinely interested since I don't know as much or have the extent of knowledge to have a decisive opinion.

  10. I dont believe Masteries are a bad system. In HoT it felt like you were gaining knowledge about how to survive in the deep jungle. Is that how the idea of Masteries continued through the other expansions - well, not exactly, but in essence that's kind of how I look at it. 

    There are a lot of games, single player games even, where you dont get all of the "press F" features right off the bat. Often you have to complete a quest or reach a certain part of the game or gain so many levels before extra features are unlocked. 

    My only criticism with the Mastery system is that it can be a real frustration-fest trying to get enough points. In the end, you're usually left with the hardest ones to get, and while there are more points available than what you need, some of the tasks are just absolute nonsense. But this is where my major criticism of GW2 lies anyway - that they don't focus enough time on improving the fun factor when it comes to dated features, and even some new features. In 2024, even the last few years, it seems like GW2 is focusing more on the carrot to keep players engaged rather than focusing on fun factor to keep players engaged. 

    • Like 4
  11. On 1/15/2024 at 8:13 AM, LichOverlord.6329 said:

    I sincerely hope not, for all our sakes

    Though I may be frustrated, I don't dislike the guy or anything, and he's been great for the PvP community imo 

    I think it would be great if he was actually reading some of this feedback, taking it in, and maybe trying to see things from a different perspective. 

    No shame in admitting you're wrong - he's done it before with scrapper wells, and I have faith that he'll see his mistake here, as well

    I was just joking. I read through this entire post thread the morning after and almost every post that criticized the unnecessary and disappointing changes had either a confused or cry emoji - while the rare reply that saw the changes as acceptable had likes...

    I know, I know...people 😒...right... 

  12. It's as if the need for balance patches only results in the need for balance patches. This teeter tottering of classes being up one update and down the next is depressing at worst, and nonsense at best. I talk to a lot players who hold their breath everytime a balance patch comes out because they know any of the "good" changes made wont last for long, or they know they will have to spend time reconstructing their build. But wait - some classes don't even get touched, other classes get buffed and never come back down, and other classed get nerfed and never go back up. The constant need to change how you play just to remain efficient and effective is NOT fun. ANet really needs to take some responsibility here and probably realign the priority and philosophy of balance patches because you can't just have them because you need them to adjust the changes you made you in the prior balance patch - and this just goes on and on. I don't believe the balance patches accomplish anything except player frustration, unless of course you play a class that never really gets touched. 

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  13. I guess if you were only doing the jumping puzzles just because they contributed to what you could earn from the dailies, and not because they were fun - were they actually as fun as you claim "back then"? Because if you really thought that JPs were fun, wouldnt you just do them daily anyway - you still get the chest....

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